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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update change log
It is unnecessary to specify default values in configVariables.sqf comments. All values in this file will be defaults at release. It can't be edited by admins directly. They need to copy the variables to their mission to change them, so they will always be able to reference it for the defaults.
This commit is contained in:
@@ -31,6 +31,7 @@
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[NEW] Gem rarity is now configurable for mining using DZE_GemOccurance =[]; see ConfigVariables.sqf for more info @icomrade
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[NEW] Gem rarity is now configurable for mining using DZE_GemOccurance =[]; see ConfigVariables.sqf for more info @icomrade
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[NEW] A Plot For Life v2.5 by RimBlock is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @RimBlock @icomrade
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[NEW] A Plot For Life v2.5 by RimBlock is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @RimBlock @icomrade
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[NEW] Build Vectors v4 by Striker is now included, only enabled with Snap building. Note there is no option to turn off Vector Building with Snap Building enabled @strikerforce @icomrade
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[NEW] Build Vectors v4 by Striker is now included, only enabled with Snap building. Note there is no option to turn off Vector Building with Snap Building enabled @strikerforce @icomrade
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[NEW] Door Management v3.0 by Zupa is now included and enabled by default with variable DZE_doorManagement, see configVariables.sqf @DevZupa @Bruce-LXXVI @ebaydayz
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[NEW] Plot Management v2.1 by Zupa is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @DevZupa @Bruce-LXXVI @icomrade
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[NEW] Plot Management v2.1 by Zupa is now included and enabled by default with variable DZE_permanentPlot, see configVariables.sqf @DevZupa @Bruce-LXXVI @icomrade
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[NEW] Precise Base Building v1.0.5 by Mikeeeyy is now included. @Mikeeeyy @icomrade @ebaydayz
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[NEW] Precise Base Building v1.0.5 by Mikeeeyy is now included. @Mikeeeyy @icomrade @ebaydayz
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[NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade
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[NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade
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@@ -23,7 +23,7 @@ DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
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DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues
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DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues
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DZE_TempVars = [7, 15, 4, 4, 2, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold
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DZE_TempVars = [7, 15, 4, 4, 2, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold
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DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 1, 0, 0.8, 0, 8, 25, 50, 0, false]; //See DynamicWeatherEffects.sqf for info on these values
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DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 1, 0, 0.8, 0, 8, 25, 50, 0, false]; //See DynamicWeatherEffects.sqf for info on these values
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DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 (default) allow player to hold two primary weapons, one on back and one in their hands
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DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands.
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DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
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DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
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DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained
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DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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@@ -61,7 +61,7 @@ Z_MoneyVariable = "cashMoney"; // If using a Single currency system, change this
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DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
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DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
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DZE_plotManagementMustBeClose = true; //Players must be within 10m of pole to be added as a plot friend.
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DZE_plotManagementMustBeClose = true; //Players must be within 10m of pole to be added as a plot friend.
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DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby
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DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby
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DZE_MaxPlotFriends = 6; //Maximum number of friends allowed on a plot pole. (default 6)
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DZE_MaxPlotFriends = 6; //Maximum number of friends allowed on a plot pole.
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DZE_PlotOwnership = true; //allows plot owner to take ownership of buildables (excluding lockable items) near a plot pole. Useful for servers that allow base capturing so the new owner can modify/delete/upgrade existing structures
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DZE_PlotOwnership = true; //allows plot owner to take ownership of buildables (excluding lockable items) near a plot pole. Useful for servers that allow base capturing so the new owner can modify/delete/upgrade existing structures
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// Snap Build and Build Vectors
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// Snap Build and Build Vectors
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@@ -74,24 +74,20 @@ DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom deg
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DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots).
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DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots).
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DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
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DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
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// Door Management
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/////////// doorManagement Variables ///////////
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DZE_doorManagement = true; // Enable Door Management by @DevZupa.
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// Let owner and plot friends and door friends manage door access
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DZE_doorManagement = true;
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DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend.
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DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend.
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DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every door's management menu and open it
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DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every door's management menu and open it
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DZE_doorManagementAllowManualCode = true; //Allows opening doors still using PIN
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DZE_doorManagementAllowManualCode = true; //Allows opening doors still using PIN
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DZE_doorManagementMaxFriends = 10; //Maximum number of friends allowed on a door. (default 10)
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DZE_doorManagementMaxFriends = 10; //Maximum number of friends allowed on a door.
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// Set access rights (unlock) for doors
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DZE_doorManagementAllowAccess_owner = true; // Allow unlock.
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DZE_doorManagementAllowAccess_owner = true;
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DZE_doorManagementAllowAccess_ownerFriendlies = false;
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DZE_doorManagementAllowAccess_ownerFriendlies = false;
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DZE_doorManagementAllowAccess_plotOwner = false;
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DZE_doorManagementAllowAccess_plotOwner = false;
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DZE_doorManagementAllowAccess_plotFriends = false;
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DZE_doorManagementAllowAccess_plotFriends = false;
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DZE_doorManagementAllowAccess_plotAdmins = false;
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DZE_doorManagementAllowAccess_plotAdmins = false;
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DZE_doorManagementAllowAccess_doorFriends = true;
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DZE_doorManagementAllowAccess_doorFriends = true;
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DZE_doorManagementAllowAccess_doorAdmins = true;
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DZE_doorManagementAllowAccess_doorAdmins = true;
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// Set management rights for doors (beware that managers can add theirselves and others as door friends)
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DZE_doorManagementAllowManage_owner = true; // Beware managers can add themselves and others as door friends.
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DZE_doorManagementAllowManage_owner = true;
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DZE_doorManagementAllowManage_ownerFriendlies = false;
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DZE_doorManagementAllowManage_ownerFriendlies = false;
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DZE_doorManagementAllowManage_plotOwner = false;
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DZE_doorManagementAllowManage_plotOwner = false;
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DZE_doorManagementAllowManage_plotFriends = false;
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DZE_doorManagementAllowManage_plotFriends = false;
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