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https://github.com/EpochModTeam/DayZ-Epoch.git
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Merge pull request #2074 from worldwidesorrow/master
New weather system, cargo drop, chimney smoke, reorganize variables and init.sqf
This commit is contained in:
13
SQF/dayz_code/actions/veh_cargoDrop.sqf
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13
SQF/dayz_code/actions/veh_cargoDrop.sqf
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@@ -0,0 +1,13 @@
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/*
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Created exclusively for DayZ Epoch. Script by JasonTM.
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*/
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private "_vehicle";
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_vehicle = _this select 3;
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r_action_cargoDrop = false;
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call r_player_removeActions2;
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//diag_log text format ["Cargo Drop: Vehicle %1",(typeOf _vehicle)];
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// Send the information to the server to complete the drop.
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PVDZE_cargoDrop = [_vehicle, dayz_authKey, player];
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publicVariableServer "PVDZE_cargoDrop";
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100
SQF/dayz_code/compile/fn_chimney.sqf
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100
SQF/dayz_code/compile/fn_chimney.sqf
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@@ -0,0 +1,100 @@
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/*
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DayZ Epoch Smoking Chimneys by JasonTM
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Description: This configurable function will scan for houses and industrial exhaust stacks near the player and create smoke effects at the chimney opening.
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parameters:
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1. Radius to search around the player for buildings. Default - 500 meters.
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2. Chance that a building will spawn a smoke particle source (0 - 1). Default - .3.
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3. Max number of houses to spawn a particle source around a player. Default - 30.
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Usage: [500, .3, 30] execVM "path/fn_chimney.sqf";
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Credit to Maddmatt for BIS_Effects_Burn
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Credit to Karel Moricky for fnc_houseEffects.sqf
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*/
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private ["_int","_relPos","_ps","_cl","_pos","_type","_li","_array","_params","_max","_chance","_radius","_count"];
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_radius = _this select 0;
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_chance = _this select 1;
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_max = _this select 2;
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_array = [];
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_params = [];
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_hasPS = false;
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_count = 0;
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while {1 == 1} do {
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if (_count < _max) then {
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{
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if !(_x getVariable ["chimneyCheck",false]) then {
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_type = typeOf _x;
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_hasPS = false;
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if (_type in ["Land_Ind_Stack_Big","Land_komin","Land_Ind_MalyKomin"]) then { // Industrial smoke stacks spawn heavier smoke effects and light sources.
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if (_type == "Land_Ind_Stack_Big") then {_params = [3,[-1.16309,3.48633,29.4432]];};
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if (_type == "Land_komin") then {_params = [3,[0.0849609,0.819702,14.1062]];};
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if (_type == "Land_Ind_MalyKomin") then {_params = [2,[0.685303,0.271484,19.4]];};
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_int = _params select 0;
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_relPos =_params select 1;
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_pos = _x modelToWorld _relPos;
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_ps = "#particlesource" createVehicleLocal _pos;
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_ps setPos _pos;
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_li = "#lightpoint" createVehicleLocal _pos;
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_li setLightBrightness (_int/30);
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_li setLightAmbient[0.8, 0.6, 0.2];
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_li setLightColor[1, 0.5, 0.4];
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_li lightAttachObject [_x, _relPos];
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_cl = 0.8/_int;
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_ps setDropInterval (0.01 + 0.02*_int);
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_ps setParticleRandom [0.7*_int, [1 - _int/10,1 - _int/10,1 - _int/10], [0.2*_int, 0.2*_int, 0.05*_int], 0, 0.3, [0.05, 0.05, 0.05, 0], 0, 0];
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_ps setDropInterval (0.01 + 0.02*_int);
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_ps setParticleParams
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[["\Ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48],
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"","Billboard",1, 3*_int,
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_relPos,[0, 0, 0.5*_int],
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0, 0.05, 0.04, 0.05, [0.5*_int, 3*_int],
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[[_cl, _cl, _cl, 0.2],[_cl, _cl, _cl, 1],[_cl, _cl, _cl, 1],
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[0.05+_cl, 0.05+_cl, 0.05+_cl, 0.9],[0.1+_cl, 0.1+_cl, 0.1+_cl, 0.6],[0.2+_cl, 0.2+_cl, 0.2+_cl, 0.3], [1,1,1, 0]],
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[0.8,0.3,0.25], 1, 0, "", "", _x];
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_array = _array + [[_x,_ps,_li]];
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_count = _count + 1;
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_hasPS = true;
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} else {
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if (random 1 < _chance) then {
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for "_i" from 0 to 10 do {
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_relPos = _x selectionPosition format ["AIChimney_small_%1", _i];
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if (_relPos distance [0,0,0] > 0) exitWith { // Chimney found
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_pos = _x modelToWorld _relPos;
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_ps = "#particlesource" createVehicleLocal _pos;
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_ps setParticleRandom [1, [0, 0, 0], [0.1, 0.1, 0.1], 2, 0.2, [0.05, 0.05, 0.05, 0.05], 0, 0];
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_ps setParticleParams [["\Ca\Data\ParticleEffects\Universal\universal.p3d", 16, 8, 16],
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"", "Billboard", 1, (4 + random 4),
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[0,0,0], [0, 0, 0.5 + random 0.5],
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1, 1.275, 1, 0.066, [0.4, 1 + random 0.5, 2 + random 2],
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//[[0.4, 0.4, 0.4*1.2, 0.1 + random 0.1], [0.5, 0.5, 0.5*1.2, 0.05 + random 0.05], [0.7, 0.7, 0.7*1.2, 0]],
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[[0.4, 0.4, 0.4*1.2, 0.6], [0.5, 0.5, 0.5*1.2, 0.3], [0.7, 0.7, 0.7*1.2, 0]], // darker smoke
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[0], 1, 0, "", "", ""];
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_ps setDropInterval 0.3;
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_array = _array + [[_x,_ps]];
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_count = _count + 1;
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_hasPS = true;
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};
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};
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};
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};
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_x setVariable ["chimneyCheck",true]; // set variable on all buildings so they don't get checked continuously.
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if !(_hasPS) then {_array = _array + [[_x]];}; // place all buildings into the array for proximity checking.
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};
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if (_count == _max) exitWith {}; // Exit the loop when desired number of houses have active chimneys.
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} forEach ((getPos player) nearObjects ["House", _radius]);
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};
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uiSleep 30;
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//diag_log formatText ["[fn_chimney] count of active chimneys: %1",_count];
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//diag_log formatText ["[fn_chimney] array of buildings: %1",_array];
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{
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if ((player distance (getPos (_x select 0))) > (_radius + 300)) then { // Check to see if the player has moved far enough away from the building.
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(_x select 0) setVariable ["chimneyCheck", false]; // set variable to false so it can be checked again.
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if (count _x > 1) then {deleteVehicle (_x select 1); _count = _count - 1;}; // delete particle source if it exists.
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if (count _x > 2) then {deleteVehicle (_x select 2);}; // delete light source on stacks.
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_array = [_array,_forEachIndex] call fnc_deleteAt;
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};
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} forEach _array;
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};
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@@ -27,8 +27,30 @@ if (_inVehicle) then {
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(_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)];
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};
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};
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// Cargo drop self action
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if (DZE_CargoDrop && !r_player_unconscious) then {
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if (_vehicle isKindOf "Air" && {(_assignedRole select 0) == "driver"} && {(([_vehicle] call FNC_GetPos) select 2) > 20}) then {
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if (!r_action_cargoDrop) then {
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{
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if (count (_x select 0) > 0) exitWith { // Each of the inventory arrays has 2 nested arrays [[Class names],[Quantities]], so we want to check the count of class names. Otherwise it will count the two empty arrays for a false positive.
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_action = _vehicle addAction ["Drop Cargo", "\z\addons\dayz_code\actions\veh_cargoDrop.sqf", _vehicle, 0, false, true];
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r_player_actions2 set [count r_player_actions2,_action];
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r_action_cargoDrop = true;
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};
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} count [(getWeaponCargo _vehicle), (getMagazineCargo _vehicle), (getBackpackCargo _vehicle)];
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};
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} else {
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if (r_action_cargoDrop) then {
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call r_player_removeActions2;
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r_action_cargoDrop = false;
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};
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};
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};
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if (!r_player_unconscious && !r_action2) then {
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r_player_lastSeat = _assignedRole;
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if (_vehicle isKindOf "helicopter" || {_inVehicle && {{(isPlayer _x) && (alive _x)} count (crew _vehicle) > 1}}) then {
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//allow switch to pilot
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if (((_assignedRole select 0) != "driver") && {(!alive _driver) || {(_vehicle emptyPositions "Driver") > 0}}) then {
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@@ -109,6 +131,7 @@ if (r_player_unconscious) then {
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r_player_lastVehicle = objNull;
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r_player_lastSeat = [];
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r_action_unload = false;
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r_action_cargoDrop = false;
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};
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//Lets make sure the player is looking at the target
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21
SQF/dayz_code/compile/fn_deleteAt.sqf
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21
SQF/dayz_code/compile/fn_deleteAt.sqf
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@@ -0,0 +1,21 @@
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/*
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Description: Removes the desired element from an array regardless of data type.
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Usage: array = [array, index] call fnc_deleteAt;
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Made for DayZ Epoch by JasonTM
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*/
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private ["_arr","_idx","_cnt"];
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_arr = _this select 0;
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_idx = _this select 1;
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_cnt = (count _arr) - 1;
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if (_idx > _cnt || {_idx < 0}) exitWith {
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diag_log "[fnc_deleteAt] Error: out of bounds index provided!";
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_arr
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};
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for "_i" from _idx to _cnt do {
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_arr set [_i, (_arr select (_i + 1))];
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};
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_arr resize _cnt;
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_arr
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@@ -10,18 +10,18 @@
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// - arg#1 is a boolean: check also whether arg#0 is inside (bounding box of) some non-enterable buildings around. Can be used to check if a player or an installed item is on a building roof.
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// - arg#0 is posATL, arg#1 should be a building
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private ["_check","_unit","_inside","_building","_size","_type"];
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private ["_check","_unit","_inside","_building","_type","_option"];
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_check = {
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private ["_building", "_point", "_inside", "_offset", "_relPos", "_boundingBox", "_min", "_max", "_myX", "_myY", "_myZ"];
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private ["_building", "_pos", "_inside", "_offset", "_relPos", "_boundingBox", "_min", "_max", "_myX", "_myY", "_myZ"];
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_building = _this select 0;
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_inside = false;
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if (isNull _building) exitwith {_inside};
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_point = _this select 1;
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if (isNull _building) exitWith {_inside};
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_pos = _this select 1;
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_offset = 1; // shrink building boundingbox by this length.
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_relPos = _building worldToModel _point;
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_relPos = _building worldToModel _pos;
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_boundingBox = boundingBox _building;
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_min = _boundingBox select 0;
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@@ -42,39 +42,36 @@ _check = {
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_inside
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};
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_size = 0;
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_unit = _this select 0;
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if (typeName _unit == "OBJECT") then {
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_size = sizeOf typeOf _unit;
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_unit = getPosATL _unit;
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};
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_inside = false;
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if (count _this > 1 AND {(typeName (_this select 1) == "OBJECT")}) then {
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// optional argument #1 can be the building used for the check
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_building = _this select 1;
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_inside = [_building, _unit] call _check;
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}
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else {
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// else perform check with nearest enterable building (contains a path LOD)
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if (typeName _unit == "OBJECT") then {
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_building = nearestBuilding _unit;
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_inside = [_building,getPosATL _unit] call _check;
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// [object] call fnc_isInsideBuilding;
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// This option is called continuously from player_checkStealth.
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if (count _this == 1) exitWith {
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//_building = nearestObject [_unit, "Building"];
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_building = nearestBuilding _unit; // Not sure if this command is faster.
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_inside = [_building,(getPosATL _unit)] call _check;
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_inside
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};
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if ((!_inside) AND {(count _this > 1)}) then { // if optional argument is a boolean
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_option = _this select 1;
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// [object,building] call fnc_isInsideBuilding;
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if (typeName _option == "OBJECT") then {
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// optional argument is a specific building
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_inside = [_option,(getPosATL _unit)] call _check;
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} else {
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// [object,boolean] call fnc_isInsideBuilding; This is used in fn_niceSpot.
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{
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_building = _x;
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_type = typeOf _building;
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if ((((!(_type IN DayZ_SafeObjects)) // not installable objects
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AND {(!(_type isKindOf "ReammoBox"))}) // not lootpiles (weaponholders and ammoboxes)
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AND {((_size + (sizeOf _type)) > _unit distance _x)}) // objects might colliding
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AND {([_x, _unit] call _check)}) exitWith { // perform the check. exitWith works only in non-nested "if"
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if (!(_type in DayZ_SafeObjects) // not installable objects
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&& {!(_type isKindOf "ReammoBox")} // not lootpiles (weaponholders and ammoboxes)
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&& {((sizeOf typeOf _unit) + (sizeOf _type)) > (_unit distance _building)} // objects might colliding
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&& {[_building, _unit] call _check}) exitWith { // perform the check. exitWith works only in non-nested "if"
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_inside = true;
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};
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} forEach (nearestObjects [_unit, ["Building"], 50]);
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};
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};
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//diag_log ("fnc_isInsideBuilding Check: " + str(_inside)+ " last building:"+str(_building));
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_inside
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@@ -17,7 +17,7 @@ Missing:
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||||
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||||
Shivering Function need improments
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*/
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private ["_difference","_isinvehicle","_isinbuilding","_daytime","_height_mod","_temp","_looptime","_vehicle_factor","_moving_factor","_fire_factor","_building_factor","_sun_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_raining","_sunrise","_fireplaces","_building","_heatpack_factor","_warm_clothes","_stand_factor","_snow_factor","_pPos","_sleepTemperatur","_shivering"];
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private ["_difference","_isinvehicle","_daytime","_height_mod","_temp","_looptime","_vehicle_factor","_moving_factor","_fire_factor","_building_factor","_sun_factor","_water_factor","_rain_factor","_night_factor","_wind_factor","_raining","_sunrise","_fireplaces","_building","_heatpack_factor","_warm_clothes","_stand_factor","_snow_factor","_pPos","_sleepTemperatur","_shivering"];
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_looptime = _this;
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//Factors are equal to win/loss of factor*basic value
|
||||
@@ -45,7 +45,6 @@ _shivering = DZE_TempVars select 13; //Set this to 26 to disabled shivering
|
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_difference = 0;
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//_hasfireffect = false;
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_isinbuilding = false;
|
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_isinvehicle = false;
|
||||
|
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_raining = (rain > 0);
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@@ -78,25 +77,10 @@ if !(_isinvehicle) then {
|
||||
};
|
||||
};
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||||
//building
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_building = nearestObject [player, "HouseBase"];
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if (!isNull _building) then {
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if([player,_building] call fnc_isInsideBuilding) then {
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//Make sure thate Fire and Building Effect can only appear single Not used at the moment
|
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//if(!_hasfireffect && _fire_factor > _building_factor) then {
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_difference = _difference + _building_factor;
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//};
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_isinbuilding = true;
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dayz_inside = true;
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} else {
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dayz_inside = false;
|
||||
};
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} else {
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dayz_inside = false;
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};
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if (dayz_inside) then {_difference = _difference + _building_factor;};
|
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|
||||
//sun
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if (daytime > _sunrise && {daytime < (24 - _sunrise)} && {!_raining} && {overcast <= 0.6} && {!_isinbuilding}) then {
|
||||
if (daytime > _sunrise && {daytime < (24 - _sunrise)} && {!_raining} && {overcast <= 0.6} && !dayz_inside) then {
|
||||
/*Mathematic Basic
|
||||
|
||||
t = temperature effect
|
||||
@@ -132,7 +116,8 @@ if (r_player_warming_heatpack select 0) then {
|
||||
|
||||
//warm clothes
|
||||
if ((typeOf player) in DZE_WarmClothes) then {
|
||||
if (DZE_SnowFall) then {_warm_clothes = _warm_clothes + 14;};
|
||||
//if (DZE_SnowFall) then {_warm_clothes = _warm_clothes + 14;};
|
||||
if (DZE_Weather in [3,4]) then {_warm_clothes = _warm_clothes + 14;};
|
||||
_difference = _difference + _warm_clothes;
|
||||
};
|
||||
|
||||
@@ -150,7 +135,7 @@ if !(_isinvehicle) then {
|
||||
//night
|
||||
if((daytime < _sunrise || daytime > (24 - _sunrise)) ) then {
|
||||
_daytime = if(daytime < 12) then {daytime + 24} else {daytime};
|
||||
if(_isinbuilding) then {
|
||||
if(dayz_inside) then {
|
||||
_difference = _difference - ((((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor)) / 2;
|
||||
} else {
|
||||
_difference = _difference - (((_night_factor * -1) / (_sunrise^2)) * ((_daytime - 24)^2) + _night_factor);
|
||||
@@ -167,7 +152,7 @@ if !(_isinvehicle) then {
|
||||
//diag_log format["height - %1",_difference];
|
||||
};
|
||||
|
||||
if !(_isinbuilding) then {
|
||||
if !(dayz_inside) then {
|
||||
//rain
|
||||
if(_raining) then {
|
||||
_difference = _difference - (rain * _rain_factor);
|
||||
@@ -187,7 +172,7 @@ if !(_isinvehicle) then {
|
||||
//diag_log format["Standing - %1",_difference];
|
||||
};
|
||||
//Snow fall
|
||||
if (!isNil "snow") then {
|
||||
if (snow > 0) then {
|
||||
_difference = _difference - _snow_factor;
|
||||
};
|
||||
};
|
||||
|
||||
@@ -119,9 +119,8 @@ if (_speed > 5) then {
|
||||
*/
|
||||
|
||||
//Are they inside a building
|
||||
_building = nearestObject [getPosATL (vehicle player), "Building"];
|
||||
_isPlayerInside = [(vehicle player),_building] call fnc_isInsideBuilding;
|
||||
if (_isPlayerInside) then {
|
||||
dayz_inside = [(vehicle player)] call fnc_isInsideBuilding;
|
||||
if (dayz_inside) then {
|
||||
_initial = 5;
|
||||
};
|
||||
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
|
||||
//Server
|
||||
if (isServer) then {
|
||||
// Dynamic Vehicles
|
||||
DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
|
||||
DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
|
||||
DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
|
||||
@@ -14,6 +13,14 @@ if (isServer) then {
|
||||
MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
|
||||
DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
|
||||
DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
|
||||
EpochEvents = []; // [year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
MaxDynamicDebris = 100; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
dayz_POIs = false; //Enable POI's
|
||||
dayz_enableGhosting = false;
|
||||
dayz_ghostTimer = 120;
|
||||
};
|
||||
|
||||
// Client
|
||||
@@ -32,12 +39,29 @@ if (!isDedicated) then {
|
||||
DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
|
||||
DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
|
||||
timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
|
||||
|
||||
dayz_maxGlobalZeds = 1000; // Maximum allowed zeds on the map
|
||||
dayz_quickSwitch = false; //Enable quick weapon switch,
|
||||
dayz_paraSpawn = false; // Helo jump spawn
|
||||
DZE_SelfTransfuse = false; // Allow players to give themselves blood transfusions
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount, infection chance, cool-down (seconds)]
|
||||
dayz_DamageMultiplier = 1; // Increases the damage to the player by zombie attacks
|
||||
dayz_infectiouswaterholes = true; //Enable infected waterholes
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
DZE_BackpackAntiTheft = false; // Prevents accessing backpack gear of non-friendly players in trader cities
|
||||
DZE_StaticConstructionCount = 0; // Number of animations required for building an object. Leaving set at zero will default to the construction count in the configs for each object.
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_temperature_override = true; // Set to true to disable all temperature changes.
|
||||
dayz_nutritionValuesSystem = false; //true, Enables nutrition system, false, disables nutrition system.
|
||||
|
||||
// Build restrictions
|
||||
DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
|
||||
DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
|
||||
DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
|
||||
DZE_requireplot = 1; // Players require a plot to build
|
||||
DZE_PlotPole = [30,45]; // Plot radius, minimum distance between plots
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_BuildingLimit = 150; // Maximum allowed objects per plot
|
||||
|
||||
DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
|
||||
DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
|
||||
@@ -117,12 +141,19 @@ if (!isDedicated) then {
|
||||
};
|
||||
|
||||
// Both
|
||||
DZE_CargoDrop = true; // Enable player cargo drops from aircraft.
|
||||
dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
|
||||
dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
|
||||
DZE_HeliLift = true; // Enable Epoch heli lift system
|
||||
DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
|
||||
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
|
||||
DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
|
||||
dayz_ForcefullmoonNights = false; // Forces night time to be full moon.
|
||||
infectedWaterHoles = []; //Needed for non-cherno maps.
|
||||
DZE_GodModeBase = false; // Disables damage handler from base objects so they can't be destroyed.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = false; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
|
||||
// Loot system
|
||||
dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
|
||||
@@ -153,10 +184,31 @@ DZE_doorManagement = true; // Enable Door Management by @DevZupa.
|
||||
dayz_groupSystem = false; // Enable group system
|
||||
|
||||
// Weather
|
||||
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100]; //See DynamicWeatherEffects.sqf for info on these values.
|
||||
DZE_SnowFall = false; //Enables snowfall for Dynamic Weather Effects. Default: false, on all non winter maps. Enabled on all winter maps. _maximumOvercast in DZE_WeatherVariables must be over 0.75. This is set already for all winter maps.
|
||||
|
||||
DZE_Weather = 2; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables.
|
||||
|
||||
// The settings in the array below may be adjusted as desired. The default settings are designed to maximize client and server performance.
|
||||
// Having several features enabled at once might have adverse effects on client performance. For instance, you could have snowfall, ground fog, and breath fog threads all running at once.
|
||||
DZE_WeatherVariables = [
|
||||
15, // Minimum time in minutes for the weather to change. (default value: 15).
|
||||
30, // Maximum time in minutes for the weather to change. (default value: 30).
|
||||
0, // Minimum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0).
|
||||
.2, // Maximum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0.8).
|
||||
0, // Minimum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 0). Note: Rain and snow will not occur when overcast is less than 0.70.
|
||||
.6, // Maximum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 1).
|
||||
0, // Minimum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
|
||||
.6, // Maximum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
|
||||
0, // Minimum wind strength (default value: 0).
|
||||
3, // Maximum wind strength (default value: 5).
|
||||
.25, // Probability for wind to change when weather changes. (default value: .25).
|
||||
1, // Minimum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
|
||||
1, // Maximum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
|
||||
.2,// Probability for a blizzard to occur when it is snowing. (0 = no blizzards, 1 = blizzard all the time). (default value: .2).
|
||||
10, // Blizzard interval in minutes. Set to zero to have the blizzard run for the whole interval, otherwise you can set a custom time interval for the blizzard.
|
||||
0, // Ground Fog Effects. Options: 0 - no ground fog, 1 - only at evening, night, and early morning, 2 - anytime, 3 - near cities and towns, at late evening, night, and early morning, 4 - near cities and towns, anytime.
|
||||
400, // Distance in meters from player to scan for buildings to spawn ground fog. By default, only the 15 nearest buildings will spawn ground fog.
|
||||
false, // Allow ground fog when it's snowing or raining?
|
||||
2 // Winter Breath Fog Effects. Options: 0 - no breath fog, 1 - anytime, 2 - only when snowing or blizzard. Note: breath fog is only available with winter weather enabled.
|
||||
];
|
||||
|
||||
/*
|
||||
Developers:
|
||||
|
||||
@@ -191,9 +191,15 @@ if (!isDedicated) then {
|
||||
MaintainPlot = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\maintain_area.sqf";
|
||||
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";
|
||||
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
|
||||
if (DZE_SnowFall) then {
|
||||
dzn_fnc_snowfall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dzn_snowfall.sqf";
|
||||
|
||||
// Weather
|
||||
if (DZE_Weather in [3,4]) then {
|
||||
fnc_snowfall = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\snowfall.sqf";
|
||||
fnc_blizzard = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\blizzard.sqf";
|
||||
fnc_breathFog = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\breathFog.sqf";
|
||||
};
|
||||
fnc_setWeather = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\setWeather.sqf";
|
||||
fnc_groundFog = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\weather\groundFog.sqf";
|
||||
|
||||
// Advanced trading default inits for maintaining, Advanced Trading and custom scripts to utilize gem based currency.
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";
|
||||
@@ -721,6 +727,7 @@ fnc_fieldOfView = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile
|
||||
//object_pickupAction and object_BackpackAction needs to be compiled for server too, since backpacks and weaponholders can be spawned from the server
|
||||
object_pickupAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_pickupAction.sqf";
|
||||
object_BackpackAction = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\pickupActions\object_BackpackAction.sqf";
|
||||
fnc_deleteAt = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_deleteAt.sqf";
|
||||
|
||||
|
||||
if (dayz_townGenerator) then {
|
||||
|
||||
@@ -94,6 +94,7 @@ if (isServer) then {
|
||||
"PVDZE_obj_Trade" addPublicVariableEventHandler {(_this select 1) spawn server_tradeObj};
|
||||
"PVDZE_plr_DeathB" addPublicVariableEventHandler {(_this select 1) spawn server_deaths};
|
||||
"PVDZE_handleSafeGear" addPublicVariableEventHandler {(_this select 1) call server_handleSafeGear};
|
||||
if (DZE_CargoDrop) then {"PVDZE_cargoDrop" addPublicVariableEventHandler {(_this select 1) spawn server_cargoDrop};};
|
||||
if (dayz_groupSystem) then {
|
||||
"PVDZ_Server_UpdateGroup" addPublicVariableEventHandler {(_this select 1) spawn server_updateGroup};
|
||||
};
|
||||
@@ -225,4 +226,5 @@ if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\client_flies.sqf";
|
||||
};
|
||||
"PVDZE_PingReceived" addPublicVariableEventHandler {DZE_LastPingResp = diag_tickTime;};
|
||||
"PVDZE_SetWeather" addPublicVariableEventHandler {(_this select 1) call fnc_setWeather;};
|
||||
};
|
||||
|
||||
@@ -1,5 +1,3 @@
|
||||
disableSerialization;
|
||||
|
||||
/**************Variables Compiled on Both Client and Server**************/
|
||||
|
||||
Dayz_plants = ["Dayz_Plant1","Dayz_Plant2","Dayz_Plant3"];
|
||||
@@ -24,79 +22,16 @@ DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked
|
||||
DZE_isWreckBuilding = ["Land_wreck_cinder","Land_wood_wreck_quarter","Land_wood_wreck_floor","Land_wood_wreck_third","Land_wood_wreck_frame","Land_iron_vein_wreck","Land_silver_vein_wreck","Land_gold_vein_wreck","Land_ammo_supply_wreck"];
|
||||
DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"];
|
||||
DZE_isWreck = ["SKODAWreck","HMMWVWreck","UralWreck","datsun01Wreck","hiluxWreck","datsun02Wreck","UAZWreck","Land_Misc_Garb_Heap_EP1","Fort_Barricade_EP1","Rubbish2"];
|
||||
DZE_isNewStorage = ["VaultStorage","OutHouse_DZ","Wooden_shed_DZ","Wooden_shed2_DZ","WoodShack_DZ","WoodShack2_DZ","StorageShed_DZ","StorageShed2_DZ","GunRack_DZ","GunRack2_DZ","WoodCrate_DZ","WoodCrate2_DZ"];
|
||||
|
||||
if (isNil "dayz_POIs") then {dayz_POIs = true;}; //Enable POI's
|
||||
if (isNil "dayz_ForcefullmoonNights") then {dayz_ForcefullmoonNights = false;}; // Forces night time to be full moon.
|
||||
if (isNil "dayz_townGenerator") then {dayz_townGenerator = true;}; // Spawn map junk. Currently only compatible with Chernarus. Need to add coordinates for other maps.
|
||||
if (isNil "dayz_townGeneratorBlackList") then {dayz_townGeneratorBlackList = [];}; // Town generator will not spawn junk within 150m of these positions.
|
||||
if (isNil "infectedWaterHoles") then {infectedWaterHoles = [];}; //Needed for non-cherno maps.
|
||||
if (isNil "DZE_GodModeBase") then {DZE_GodModeBase = false;}; // Disables damage handler from base objects so they can't be destroyed.
|
||||
if (isNil "dayz_presets") then {dayz_presets = "Vanilla";}; //Replace server individual settings with ranked settings
|
||||
|
||||
call { // Custom DayZ preset variables are also located in the mission init file.
|
||||
if (dayz_presets == "Custom") exitWith {
|
||||
if (isNil "dayz_enableGhosting") then {dayz_enableGhosting = false;};
|
||||
if (isNil "dayz_ghostTimer") then {dayz_ghostTimer = 120;};
|
||||
if (isNil "dayz_spawnselection") then {dayz_spawnselection = 0;};
|
||||
if (isNil "dayz_spawncarepkgs_clutterCutter") then {dayz_spawncarepkgs_clutterCutter = 0;};
|
||||
if (isNil "dayz_spawnCrashSite_clutterCutter") then {dayz_spawnCrashSite_clutterCutter = 0;};
|
||||
if (isNil "dayz_spawnInfectedSite_clutterCutter") then {dayz_spawnInfectedSite_clutterCutter = 0;};
|
||||
if (isNil "dayz_bleedingeffect") then {dayz_bleedingeffect = 2;};
|
||||
if (isNil "dayz_temperature_override") then {dayz_temperature_override = true;};
|
||||
if (isNil "dayz_nutritionValuesSystem") then {dayz_nutritionValuesSystem = false;};
|
||||
if (isNil "dayz_classicBloodBagSystem") then {dayz_classicBloodBagSystem = false;};
|
||||
if (isNil "dayz_enableFlies") then {dayz_enableFlies = true;};
|
||||
};
|
||||
if (dayz_presets == "Classic") exitWith {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 120; //Sets how long in seconds a player must be dissconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
|
||||
dayz_bleedingeffect = 2; //1= blood on the ground, 2= partical effect, 3 = both.
|
||||
dayz_temperature_override = true; // Set to true to disable all temperature changes.
|
||||
dayz_nutritionValuesSystem = false; //Enables nutrition system
|
||||
dayz_classicBloodBagSystem = true; //Enables one type of bloodbag
|
||||
dayz_enableFlies = true; //Enables flies spawning on death
|
||||
};
|
||||
if (dayz_presets == "Elite") exitWith {
|
||||
dayz_enableGhosting = true; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 90; //Sets how long in seconds a player must be dissconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
|
||||
dayz_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
dayz_nutritionValuesSystem = true; //Enables nutrition system
|
||||
dayz_classicBloodBagSystem = false; //Enables one type of bloodbag
|
||||
dayz_enableFlies = true; //Enables flies spawning on death
|
||||
};
|
||||
// Default - Vanilla
|
||||
dayz_enableGhosting = true; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 1; //Turn on spawn selection 0 = random only spawns, 1 = Spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
|
||||
dayz_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
dayz_nutritionValuesSystem = true; //Enables nutrition system
|
||||
dayz_classicBloodBagSystem = false; //Enables one type of bloodbag
|
||||
dayz_enableFlies = true; //Enables flies spawning on death
|
||||
};
|
||||
|
||||
respawn_west_original = getMarkerPos "respawn_west"; //Prevent problems caused by cheaters moving respawn_west marker with setMarkerPos or deleteMarker
|
||||
|
||||
switch (toLower worldName) do {
|
||||
case "napf";
|
||||
case "ruegen";
|
||||
case "sauerland" : {dayz_minpos = -1000; dayz_maxpos = 26000;};
|
||||
case "tavi" : {dayz_minpos = -26000; dayz_maxpos = 26000;};
|
||||
case "chernarus" : {dayz_minpos = -1; dayz_maxpos = 16000;};
|
||||
case default {dayz_minpos = -20000; dayz_maxpos = 20000;};
|
||||
call {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) exitWith {dayz_minpos = -20000; dayz_maxpos = 20000;};
|
||||
if (toLower worldName == "napf") exitWith {dayz_minpos = -1000; dayz_maxpos = 26000;};
|
||||
if (toLower worldName == "tavi") exitWith {dayz_minpos = -26000; dayz_maxpos = 26000;};
|
||||
if (toLower worldName == "ruegen") exitWith {dayz_minpos = -1000; dayz_maxpos = 26000;};
|
||||
if (toLower worldName == "sauerland") exitWith {dayz_minpos = -1000; dayz_maxpos = 26000;};
|
||||
dayz_minpos = -20000; dayz_maxpos = 20000; // Default
|
||||
};
|
||||
|
||||
/**************Variables Compiled on the Server Only**************/
|
||||
@@ -120,12 +55,6 @@ if (isServer) then {
|
||||
|
||||
// Epoch Additions
|
||||
DZE_safeVehicle = ["ParachuteWest","ParachuteC"];
|
||||
if (isNil "EpochUseEvents") then {EpochUseEvents = false;};
|
||||
if (isNil "EpochEvents") then {EpochEvents = [];};
|
||||
if (isNil "MaxDynamicDebris") then {MaxDynamicDebris = 100;};
|
||||
if (isNil "MaxVehicleLimit") then {MaxVehicleLimit = 50;};
|
||||
if (isNil "spawnArea") then {spawnArea = 1400;};
|
||||
if (isNil "spawnShoremode") then {spawnShoremode = 1;};
|
||||
};
|
||||
|
||||
/**************Variables Compiled on Clients Only**************/
|
||||
@@ -160,8 +89,6 @@ if (!isDedicated) then {
|
||||
r_player_dead = false;
|
||||
r_player_unconscious = false;
|
||||
r_player_infected = false;
|
||||
|
||||
// Infection from hits
|
||||
r_player_Sepsis = [false, 0];
|
||||
r_player_injured = false;
|
||||
r_player_inpain = false;
|
||||
@@ -169,15 +96,12 @@ if (!isDedicated) then {
|
||||
r_player_cardiac = false;
|
||||
r_fracture_legs = false;
|
||||
r_fracture_arms = false;
|
||||
r_player_vehicle = player;
|
||||
r_player_blood = 12000;
|
||||
r_player_bloodregen = 0;
|
||||
r_player_bloodgainpersec = 0;
|
||||
r_player_bloodlosspersec = 0;
|
||||
r_player_bloodpersec = 0; //Blood Per Sec (gain - loss)
|
||||
r_player_foodstack = 1;
|
||||
|
||||
// Player skill
|
||||
r_player_lowblood = false;
|
||||
r_player_timeout = 0;
|
||||
r_player_bloodTotal = r_player_blood;
|
||||
@@ -223,8 +147,6 @@ if (!isDedicated) then {
|
||||
s_player_fishing_veh = -1;
|
||||
s_player_gather = -1;
|
||||
s_player_destroytent = -1;
|
||||
//s_player_attach_bomb = -1;
|
||||
//s_player_Drinkfromhands = -1;
|
||||
|
||||
// Epoch Additions
|
||||
s_player_packvault = -1;
|
||||
@@ -289,11 +211,9 @@ if (!isDedicated) then {
|
||||
s_player_parts = [];
|
||||
s_player_repairActions = [];
|
||||
|
||||
//actions blockers
|
||||
// General Variables
|
||||
a_player_cooking = false;
|
||||
a_player_boil = false;
|
||||
|
||||
// General Variables
|
||||
dayz_actionInProgress = false;
|
||||
dayz_DisplayGenderSelect = true;
|
||||
carryClick = false;
|
||||
@@ -354,12 +274,12 @@ if (!isDedicated) then {
|
||||
DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ","BuiltItems","Generator_DZ","DZ_buildables","Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","StickFence_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","DeerStand_DZ","Scaffolding_DZ","FireBarrel_DZ","M240Nest_DZ"];
|
||||
DZE_fueltruckarray = ["KamazRefuel_DZ","UralRefuel_TK_EP1_DZ","MtvrRefuel_DES_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ","MtvrRefuel_DZ","KamazRefuel_DZE1","KamazRefuel_DZE2","KamazRefuel_DZE3","KamazRefuel_DZE4","T810A_ACR_REFUEL_DES_DZE","T810A_ACR_REFUEL_DES_DZE1","T810A_ACR_REFUEL_DES_DZE2","T810A_ACR_REFUEL_DES_DZE3","T810A_ACR_REFUEL_DES_DZE4","T810A_ACR_REFUEL_DZE","T810A_ACR_REFUEL_DZE1","T810A_ACR_REFUEL_DZE2","T810A_ACR_REFUEL_DZE3","T810A_ACR_REFUEL_DZE4"];
|
||||
DZE_HeliAllowToTow = ["hilux1_civil_1_open","HMMWV_Base","Lada_base","Offroad_DSHKM_base","Pickup_PK_base","SkodaBase","tractor","VWGolf","Volha_TK_CIV_Base_EP1","S1203_TK_CIV_EP1","SUV_Base_EP1","ArmoredSUV_Base_PMC","UAZ_Base","LandRover_Base","Ship"];
|
||||
DZE_isNewStorage = ["VaultStorage","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","GunRack_DZ","WoodCrate_DZ"];
|
||||
DZE_isDestroyableStorage = ["OutHouse_DZ","Wooden_shed_DZ","Wooden_shed2_DZ","WoodShack_DZ","WoodShack2_DZ","StorageShed_DZ","StorageShed2_DZ","GunRack_DZ","GunRack2_DZ","WoodCrate_DZ","WoodCrate2_DZ"];
|
||||
DZE_tradeVehicle = ["trade_any_vehicle","trade_any_vehicle_free","trade_any_vehicle_old","trade_any_bicycle","trade_any_bicycle_old","trade_any_boat","trade_any_boat_old"];
|
||||
DZE_tradeVehicleKeyless = ["trade_any_bicycle","trade_any_bicycle_old","trade_any_vehicle_free"];
|
||||
DZE_tradeObject = DZE_tradeVehicle + ["trade_backpacks"];
|
||||
DZE_Workshops = ["Wooden_shed_DZ","Wooden_shed2_DZ","WoodShack_DZ","WoodShack2_DZ","WorkBench_DZ","WorkBench"];
|
||||
//Needed for trees spawned with createVehicle like POI (typeOf returns class instead of "")
|
||||
dayz_treeTypes = ["","MAP_t_picea1s","MAP_t_picea2s","MAP_t_picea3f","MAP_t_pinusN2s","MAP_t_pinusS2f","MAP_t_populus3s","MAP_t_betula2s","MAP_t_fagus2s","MAP_t_fagus2W","MAP_t_malus1s"];
|
||||
DayZ_DropDrageeObjects = ["TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","Wire_cat1","Sandbag1_DZ","Fence_DZ","Generator_DZ","Hedgehog_DZ","DomeTentStorage","DomeTentStorage0","DomeTentStorage1","DomeTentStorage2","DomeTentStorage3","DomeTentStorage4","TentStorageDomed","VaultStorageLocked","BagFenceRound_DZ","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","Wooden_shed2_DZ","WoodShack_DZ","WoodShack2_DZ","StorageShed_DZ","StorageShed2_DZ","StickFence_DZ","SandNest_DZ","MetalPanel_DZ","WorkBench_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","DesertTentStorage","DesertTentStorage0","DesertTentStorage1","DesertTentStorage2","DesertTentStorage3","DesertTentStorage4","WoodFloorHalf_DZ","WoodFloor_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","MetalFloor_DZ","WoodRamp_DZ","WoodenFence_1_foundation_DZ","WoodenFence_1_frame_DZ","WoodenFence_quaterpanel_DZ","WoodenFence_halfpanel_DZ","WoodenFence_thirdpanel_DZ","WoodenFence_1_DZ","WoodenFence_2_DZ","WoodenFence_3_DZ","WoodenFence_4_DZ","WoodenFence_5_DZ","WoodenFence_6_DZ","MetalFence_1_foundation_DZ","MetalFence_1_frame_DZ","MetalFence_halfpanel_DZ","MetalFence_thirdpanel_DZ","MetalFence_1_DZ","MetalFence_2_DZ","MetalFence_3_DZ","MetalFence_4_DZ","MetalFence_5_DZ","MetalFence_6_DZ","MetalFence_7_DZ","WoodenGate_foundation_DZ","WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ"];
|
||||
Dayz_fishingItems = ["MeleeFishingPole"];
|
||||
@@ -369,10 +289,10 @@ if (!isDedicated) then {
|
||||
dayz_buildingBubbleMonitor = [];
|
||||
|
||||
//temperature variables
|
||||
dayz_temperatur = 36; //TeeChange
|
||||
dayz_temperaturnormal = 36; //TeeChange
|
||||
dayz_temperaturmax = 42; //TeeChange
|
||||
dayz_temperaturmin = 27; //TeeChange
|
||||
dayz_temperatur = 36;
|
||||
dayz_temperaturnormal = 36;
|
||||
dayz_temperaturmax = 42;
|
||||
dayz_temperaturmin = 27;
|
||||
|
||||
//player special variables
|
||||
dayz_bloodBagHumanity = 300;
|
||||
@@ -411,66 +331,24 @@ if (!isDedicated) then {
|
||||
dayz_authed = false;
|
||||
dayz_panicCooldown = 0;
|
||||
dayz_areaAffect = 3.5;
|
||||
dayz_monitorPeriod = 0.6; // number of seconds between each player_zombieCheck calls
|
||||
//dayz_monitorPeriod = 0.6; // number of seconds between each player_zombieCheck calls
|
||||
dayz_heartBeat = false;
|
||||
dayz_spawnZombies = 0; // Current local
|
||||
dayz_swarmSpawnZombies = 0;
|
||||
//dayz_swarmSpawnZombies = 0;
|
||||
dayz_CurrentNearByZombies = 0;
|
||||
dayz_currentGlobalZombies = 0; // Current total
|
||||
|
||||
if(isNil "dayz_maxGlobalZeds") then {
|
||||
dayz_maxGlobalZeds = 1000; // Maximum allowed zeds on the map
|
||||
};
|
||||
if(isNil "dayz_quickSwitch") then {
|
||||
dayz_quickSwitch = false; //Enable quick weapon switch,
|
||||
};
|
||||
if (isNil "dayz_paraSpawn") then {
|
||||
dayz_paraSpawn = false; // Helo jump spawn
|
||||
};
|
||||
if (isNil "DZE_BuildOnRoads") then {
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
};
|
||||
if (isNil "DZE_SelfTransfuse") then {
|
||||
DZE_SelfTransfuse = false; // Allow players to give themselves blood transfusions
|
||||
};
|
||||
if (isNil "DZE_selfTransfuse_Values") then {
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount, infection chance, cool-down (seconds)]
|
||||
};
|
||||
if (isNil "DZE_PlotPole") then {
|
||||
DZE_PlotPole = [30,45]; // Plot radius, minimum distance between plots
|
||||
};
|
||||
if (isNil "DZE_BuildingLimit") then {
|
||||
DZE_BuildingLimit = 150; // Maximum allowed objects per plot
|
||||
};
|
||||
if(isNil "dayz_DamageMultiplier") then {
|
||||
dayz_DamageMultiplier = 1; // Increases the damage to the player by zombie attacks
|
||||
};
|
||||
if(isNil "dayz_infectiouswaterholes") then {
|
||||
dayz_infectiouswaterholes = true; //Enable infected waterholes
|
||||
};
|
||||
if(isNil "dayz_randomMaxFuelAmount") then {
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
};
|
||||
if (isNil "DZE_BackpackAntiTheft") then {
|
||||
DZE_BackpackAntiTheft = false; // Prevents accessing backpack gear of non-friendly players in trader cities
|
||||
};
|
||||
if (isNil "DZE_requireplot") then {
|
||||
DZE_requireplot = 1; // Players require a plot to build
|
||||
};
|
||||
if (isNil "DZE_StaticConstructionCount") then {
|
||||
DZE_StaticConstructionCount = 0; // Number of animations required for building an object. Leaving set at zero will default to the construction count in the configs for each object.
|
||||
};
|
||||
|
||||
DZE_maintainRange = ((DZE_PlotPole select 0)+20); // Default: maintain building objects within plot radius + 20 meters.
|
||||
dayz_maxGlobalAnimals = 50; // Maximum number of animals allowed on the map simultaneously.
|
||||
dayz_maxGlobalPlants = 500; // Maximum number of plants to be spawned on the map.
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
dayz_maxLocalZombies = 15; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
|
||||
dayz_maxNearByZombies = 30; // max quantity of Z controlled by local gameclient, used by player_spawnCheck. Below this limit we can spawn Z
|
||||
dayz_maxAnimals = 5; // Used to calculate the max number of animals to spawn per player.
|
||||
dayz_animalDistance = 600; // Used to calculate the distance from players that animals should spawn and be deleted.
|
||||
|
||||
// Epoch Additions
|
||||
snow = 0;
|
||||
dayz_inside = false;
|
||||
DZE_UI = profileNamespace getVariable ["statusUI",1];
|
||||
dayz_combination = "";
|
||||
keypadCancel = false; //Brute force fix
|
||||
@@ -530,6 +408,7 @@ if (!isDedicated) then {
|
||||
r_player_nutritionMuilpty = 2;
|
||||
|
||||
// Ammo Routine
|
||||
r_action_cargoDrop = false;
|
||||
r_player_actions2 = [];
|
||||
r_action2 = false;
|
||||
r_player_lastVehicle = objNull;
|
||||
|
||||
45
SQF/dayz_code/system/weather/blizzard.sqf
Normal file
45
SQF/dayz_code/system/weather/blizzard.sqf
Normal file
@@ -0,0 +1,45 @@
|
||||
/*
|
||||
DayZ Epoch blizzard script by JasonTM
|
||||
Credit to Sentinel for NIM Weather Effects.
|
||||
*/
|
||||
|
||||
private [ "_i","_pos","_dpos","_windX","_windY","_windZ","_fogOriginal","_windspd","_winddir","_vel","_t"];
|
||||
|
||||
_fogOriginal = _this;
|
||||
_windspd = 15;
|
||||
_winddir = random 360;
|
||||
_windX = _windspd * (sin _winddir);
|
||||
_windY = _windspd * (cos _winddir);
|
||||
_windZ = 5 - (random 10);
|
||||
snow = 1;
|
||||
_t = diag_tickTime;
|
||||
playSound "blizzard";
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Blizzard started at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
|
||||
while {!DZE_WeatherEndThread} do {
|
||||
_pos = getPos vehicle player;
|
||||
_vel = velocity vehicle player;
|
||||
_i = 0;
|
||||
|
||||
if (!dayz_inside) then {
|
||||
if (diag_tickTime - _t >= 10) then {
|
||||
playSound "blizzard"; // Blizzard sound is a 10 second clip.
|
||||
_t = diag_tickTime;
|
||||
};
|
||||
while {_i < 25} do {
|
||||
_dpos = [((_pos select 0) + (25 - (random (2*25))) + ((_vel select 0)*6)) - (_windX),((_pos select 1) + (25 - (random (2*25))) + ((_vel select 1)*6)) - (_windY),((_pos select 2) + 3)];
|
||||
// Snow Particles
|
||||
drop ["\ca\data\cl_water", "", "Billboard", 1, 6, _dpos, [_windX/2,_windY/2,-1], 1, 1.275, 1, (random .01), [0.05], [[1,1,1,1]], [0,0], 0.2, 1.2, "", "", ""];
|
||||
_i = _i + 1;
|
||||
};
|
||||
// Cloud particles
|
||||
drop ["\ca\data\cl_basic", "", "Billboard", 0.2, 5, [(_pos select 0) + (75 - (random (2*75))) + (_vel select 0)*4 - _windX,(_pos select 1) + (75 - (random (2*75))) + (_vel select 1)*4 - _windY,(_pos select 2) + 10], [_windX,_windY,_windZ], 10, 1.275, 1, (random .01), [35,60], [[0.95,0.95,0.95,0],[0.95,0.95,0.95,0.4],[0.95,0.95,0.95,0.4],[0.95,0.95,0.95,0.4],[0.95,0.95,0.95,0]], [0,0], 0, 0, "", "",""];
|
||||
};
|
||||
uiSleep 0.001;
|
||||
};
|
||||
|
||||
0 setFog _fogOriginal; // Reset fog to original.
|
||||
snow = 0;
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Blizzard ended at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
33
SQF/dayz_code/system/weather/breathFog.sqf
Normal file
33
SQF/dayz_code/system/weather/breathFog.sqf
Normal file
@@ -0,0 +1,33 @@
|
||||
// DayZ Epoch Breath Fog by JasonTM
|
||||
// Credit to tpw for Simple Breath Fog: http://www.armaholic.com/page.php?id=13307
|
||||
// Credit to Sumrak for DZN Breath Fog.
|
||||
|
||||
private ["_int","_pos","_b","_arr"];
|
||||
|
||||
_int = .04; // intensity of breath fog (0 to 1). The higher the number the less transparent.
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Breath fog started at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
|
||||
while {!DZE_WeatherEndThread} do {
|
||||
_arr = [];
|
||||
{
|
||||
if (isPlayer _x) then {
|
||||
_pos = _x selectionposition "neck";
|
||||
_b = "#particlesource" createVehicleLocal (getPos _x);
|
||||
_b setparticleparams [["\ca\data\particleeffects\universal\universal.p3d", 16, 12, 13, 0], "", "Billboard", 0.5, 0.5, [_pos select 0, (_pos select 1) + 0.15, _pos select 2], [0, 0.2, -0.2], 1, 1.275, 1, 0.2, [0, 0.2, 0], [[1, 1, 1, _int], [1, 1, 1, 0.01], [1, 1, 1, 0]], [1000], 1, 0.04, "", "", _x];
|
||||
_b setparticlerandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
|
||||
_b setdropinterval 0.001;
|
||||
_arr = _arr + [_b];
|
||||
};
|
||||
} count (player nearEntities ["CAManBase",300]); // It's better for performance to have each client use createVehicleLocal on nearby player objects.
|
||||
|
||||
uiSleep 0.5;
|
||||
|
||||
{
|
||||
deletevehicle _x; // delete the particle sources.
|
||||
} count _arr;
|
||||
|
||||
uiSleep (2 + random 1);
|
||||
};
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {format ["Breath fog ended at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
76
SQF/dayz_code/system/weather/groundFog.sqf
Normal file
76
SQF/dayz_code/system/weather/groundFog.sqf
Normal file
@@ -0,0 +1,76 @@
|
||||
/*
|
||||
DayZ Epoch Ground Fog Effects by JasonTM
|
||||
Credit to Yac for the particle array definitions: http://www.armaholic.com/page.php?id=7122
|
||||
*/
|
||||
|
||||
private ["_dist","_pos","_list","_option","_isOK","_i","_sp","_sl","_size","_col","_CC","_angle","_radius","_minRadius","_maxRadius","_type","_count","_num","_veh"];
|
||||
|
||||
_option = _this select 0;
|
||||
_dist = _this select 1;
|
||||
_height = -0.4;
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Ground fog started at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
|
||||
// Fog spawns on nearby buildings
|
||||
while {!DZE_WeatherEndThread} do {
|
||||
_isOK = true;
|
||||
_veh = vehicle player;
|
||||
_pos = getPos _veh;
|
||||
if (_option in [3,4]) then {_isOK = count (nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],_dist]) > 0;};
|
||||
if (_veh != player && (speed _veh > 30 || {(_pos select 2) > 30})) then {_isOK = false;}; // Player is driving a vehicle or airborne.
|
||||
if (_isOK) then {
|
||||
_list = nearestObjects [_pos, ["House"], _dist];
|
||||
_count = 0;
|
||||
{
|
||||
if (_count == 15) exitWith {}; // Only spawn fog on the nearest 15 buildings.
|
||||
_type = typeOf _x;
|
||||
_maxRadius = sizeOf _type;
|
||||
// Skip small objects like dog houses. Add specific objects to blacklist like power lines and runway lights.
|
||||
if (_maxRadius > 10 && {!(_type in ["Land_sloup_vn_dratZ","Land_sloup_vn_drat","Land_sloup_vn","Land_NavigLight"])}) then {
|
||||
_pos = getPos _x;
|
||||
_minRadius = _maxRadius / 2.5;
|
||||
_num = round (_maxRadius * 1.25) min 75; // Adjust the number of ground fog spawns based on the size of the building.
|
||||
//diag_log text format ["DEBUG Number of fog particles to spawn: %1, for building type %2.",_num,_type];
|
||||
_i = 0;
|
||||
while {_i < _num} do {
|
||||
_radius = _minRadius + random (_maxRadius - _minRadius);
|
||||
_angle = random 360;
|
||||
_size = 3 + random 2;
|
||||
drop ["\ca\data\cl_basic" , "", "Billboard", 8 + random 1, 8 + random 1, [(_pos select 0)+_radius*(sin(_angle)),(_pos select 1)+_radius*(cos(_angle)),_height],[0,0,0],5 , 0.2, 0.1568, 0,[_size], [[1,1,1,0.3],[1,1,1,.7],[1,1,1,.7],[1,1,1,.7],[1,1,1,.7],[1,1,1,.7],[1,1,1,.7],[1,1,1,0.3]], [0],0,0,"", "",""];
|
||||
_i = _i + 1;
|
||||
};
|
||||
_count = _count + 1;
|
||||
};
|
||||
} count _list;
|
||||
};
|
||||
uiSleep .5;
|
||||
};
|
||||
|
||||
/*
|
||||
// Fog spawns on player object
|
||||
_height = -0.4;
|
||||
_isOK = true;
|
||||
_pvar = 50;
|
||||
|
||||
while {!DZE_WeatherEndThread} do {
|
||||
_i = 0;
|
||||
_sp = speed vehicle player;
|
||||
_pos = getPos vehicle player;
|
||||
if (_option in [3,4]) then {_isOK = count (nearestLocations [_pos, ["NameCityCapital","NameCity","NameVillage","NameLocal"],500]) > 0;}; // Count check of locations within 500 meters.};
|
||||
if (_sp < 25 && _isOK) then { // No fog if a player is in a moving vehicle or not near a city if "near locations" is enabled.
|
||||
_sl = [.001,.005] select (_sp < 3); // If the player is moving slowly, then sleep for longer between particle spawns.
|
||||
while {_i < 500} do {
|
||||
_pos = getPos vehicle player; // It's important to keep an accurate position on the player if he is running full speed.
|
||||
_size = 4 + random 2;
|
||||
_col = .7 + random .3;
|
||||
_CC=[_col,_col,_col,.3];
|
||||
drop ["\ca\data\cl_basic" , "", "Billboard", 5 + random 2,5 + random 2, [(_pos select 0) - _pvar + random (_pvar * 2),(_pos select 1) - _pvar + random (_pvar * 2),random (_height)],[0,0,0],5 , 0.2, 0.1565, 0.001,[_size], [[_col,_col,_col,0],_CC,_CC,_CC,[_col,_col,_col,0]], [0],0,0,"", "",""];
|
||||
_i = _i + 1;
|
||||
uiSleep _sl;
|
||||
};
|
||||
};
|
||||
uiSleep 1;
|
||||
};
|
||||
*/
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Ground fog ended at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
100
SQF/dayz_code/system/weather/setWeather.sqf
Normal file
100
SQF/dayz_code/system/weather/setWeather.sqf
Normal file
@@ -0,0 +1,100 @@
|
||||
private ["_groundFogAllow","_groundFogDist","_groundFog","_currentSnow","_blizzard","_currentFog","_currentOvercast","_currentRain","_currentWindX","_currentWindY","_changeType","_breathFog"];
|
||||
|
||||
#define DEBUG_MESSAGE false
|
||||
//if (isNil "DZE_WeatherDebugTime") then {DZE_WeatherDebugTime = diag_tickTime;};
|
||||
|
||||
_currentOvercast = _this select 0;
|
||||
_currentFog = _this select 1;
|
||||
_currentRain = _this select 2;
|
||||
_currentWindX = _this select 3;
|
||||
_currentWindY = _this select 4;
|
||||
_currentSnow = _this select 5;
|
||||
_changeType = _this select 6;
|
||||
_blizzard = _this select 7;
|
||||
_groundFog = DZE_WeatherVariables select 15;
|
||||
_groundFogDist = DZE_WeatherVariables select 16;
|
||||
_groundFogAllow = DZE_WeatherVariables select 17;
|
||||
_breathFog = DZE_WeatherVariables select 18;
|
||||
DZE_WeatherEndThread = false; // Used by the server as a thread kill switch to keep JIP clients in sync. Easier than trying to sync time.
|
||||
|
||||
// Set current weather values
|
||||
call {
|
||||
if (_blizzard) exitWith {0 setOvercast _currentOvercast; 10 setFog 0.95;}; // Fog is set at 95% for the blizzard script.
|
||||
if (_changeType == "OVERCAST") exitWith {0 setFog _currentFog; 15 setOvercast _currentOvercast;};
|
||||
if (_changeType == "FOG") exitWith {0 setOvercast _currentOvercast; 30 setFog _currentFog;};
|
||||
/* _changeType == "NONE" */ 0 setOvercast _currentOvercast; 0 setFog _currentFog;
|
||||
};
|
||||
setWind [_currentWindX, _currentWindY, true];
|
||||
|
||||
// Ground fog
|
||||
if (_groundFog != 0 && !_blizzard) then { // Prevent ground fog when a blizzard is in progress.
|
||||
if (_groundFogAllow || (!_groundFogAllow && {_currentOvercast <= .70})) then { // Checks for allowing ground fog if it's raining or snowing.
|
||||
if (_groundFog in [1,3]) then {
|
||||
if ((date select 3) in [20,21,22,23,24,0,1,2,3,4]) then { // ground fog at evening, night, and morning hours.
|
||||
if (DEBUG_MESSAGE) then {"Ground fog is starting" call dayz_rollingMessages;};
|
||||
[_groundFog,_groundFogDist] spawn fnc_groundFog;
|
||||
};
|
||||
} else { // options 2,4 default
|
||||
if (DEBUG_MESSAGE) then {"Ground fog is starting" call dayz_rollingMessages;};
|
||||
[_groundFog,_groundFogDist] spawn fnc_groundFog;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Breath fog
|
||||
if (DZE_Weather in [3,4] && {_breathFog in [1,2]}) then {
|
||||
if (_breathFog == 1) then {
|
||||
if (DEBUG_MESSAGE) then {"Breath fog is starting" call dayz_rollingMessages;};
|
||||
[] spawn fnc_breathFog;
|
||||
} else {
|
||||
if (_currentSnow > 0) then {
|
||||
if (DEBUG_MESSAGE) then {"Breath fog is starting" call dayz_rollingMessages;};
|
||||
[] spawn fnc_breathFog;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Set current rain or snow if overcast is above 70%.
|
||||
if (_currentOvercast > .70) then {
|
||||
if (DZE_Weather in [3,4]) then {
|
||||
if (_currentSnow > 0) then {
|
||||
if (_blizzard) then {
|
||||
if (DEBUG_MESSAGE) then {"A blizzard is starting" call dayz_rollingMessages;};
|
||||
_currentFog spawn fnc_blizzard;
|
||||
} else {
|
||||
if (DEBUG_MESSAGE) then {"It's starting to snow" call dayz_rollingMessages;};
|
||||
_currentSnow spawn fnc_snowfall;
|
||||
};
|
||||
};
|
||||
} else {
|
||||
if (_currentRain > 0) then {
|
||||
_currentRain spawn {
|
||||
if (DEBUG_MESSAGE) then {"The rain is starting" call dayz_rollingMessages;};
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Rain started at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
while {!DZE_WeatherEndThread} do {
|
||||
uiSleep 3;
|
||||
3 setRain _this;
|
||||
};
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Rain ended at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Set rain to zero if winter weather enabled, overcast is 70% or less, or rain is set to zero.
|
||||
if (_currentRain == 0 || {_currentOvercast <= .70} || {DZE_Weather in [3,4]}) then {
|
||||
// This might look a little funky, but it's necessary to get the rain to stop in Arma 2.
|
||||
[] spawn {
|
||||
if (DEBUG_MESSAGE) then {"Setting the rain to zero" call dayz_rollingMessages;};
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Rain set to zero at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
3 setRain 0;
|
||||
uiSleep 3;
|
||||
3 setRain 0;
|
||||
uiSleep 3;
|
||||
99999 setRain 0;
|
||||
};
|
||||
};
|
||||
|
||||
if (DEBUG_MESSAGE) then {"The Weather Has Changed" call dayz_rollingMessages;};
|
||||
|
||||
diag_log format ["Weather Forecast: Overcast: %1, Fog: %2, Rain: %3, WindX: %4, WindY: %5, Snow: %6, Blizzard: %7, Change Type: %8.",_currentOvercast,_currentFog,_currentRain,_currentWindX,_currentWindY,_currentSnow,_blizzard,_changeType];
|
||||
35
SQF/dayz_code/system/weather/snowfall.sqf
Normal file
35
SQF/dayz_code/system/weather/snowfall.sqf
Normal file
@@ -0,0 +1,35 @@
|
||||
/*
|
||||
DayZ Epoch snowfall script by JasonTM
|
||||
Credit to Sumrak for DZN snowfall script.
|
||||
Credit to Karel Moricky for particle array definitions in "modules_e/Weather/data/fsms/particle.fsm"
|
||||
*/
|
||||
|
||||
private ["_density","_i","_d","_h","_pos","_dpos","_vel"];
|
||||
|
||||
_density = _this;
|
||||
if (_density > 1) then {_density = 1;};
|
||||
_density = round (25 * _density);
|
||||
_d = 35;
|
||||
_h = 15;
|
||||
snow = 1;
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Snowfall started at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
|
||||
while {!DZE_WeatherEndThread} do {
|
||||
uiSleep .01;
|
||||
_pos = getPos vehicle player;
|
||||
_vel = velocity vehicle player;
|
||||
_i = 0;
|
||||
|
||||
if !(dayz_inside) then {
|
||||
while {_i < _density} do {
|
||||
_dpos = [((_pos select 0) + (_d - (random (2 * _d))) + ((_vel select 0) * 6)), ((_pos select 1) + (_d - (random (2 * _d))) + ((_vel select 1) * 6)), ((_pos select 2) + 15)];
|
||||
drop [["\Ca\Data\ParticleEffects\Universal\Universal", 16, 12, 8, 1],"","Billboard",1,10,_dpos,[0,0,0],1,0.000001,0,1.1,[0.09,0.09],[[1,1,1,1]],[0,1],0.2,1.2,"","",""];
|
||||
_i = _i + 1;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
snow = 0;
|
||||
|
||||
if !(isNil "DZE_WeatherDebugTime") then {diag_log format ["Snowfall ended at %1",(diag_tickTime - DZE_WeatherDebugTime)];};
|
||||
68
SQF/dayz_server/compile/server_cargoDrop.sqf
Normal file
68
SQF/dayz_server/compile/server_cargoDrop.sqf
Normal file
@@ -0,0 +1,68 @@
|
||||
private ["_exitReason","_vehicle","_clientKey","_activatingPlayer","_gear","_playerUID","_crate","_offset","_position","_parachute","_time","_smoke"];
|
||||
|
||||
#define DEPLOY_SMOKE true // If you don't want a smoke shell to pop at the crate's location, then change to false.
|
||||
#define DELETION_TIMER 2 // This is the time (in minutes) it takes for the crate to be deleted by the server. Setting to 0 disables deletion. Default: 2 minutes.
|
||||
|
||||
//diag_log text "Begin Cargo Drop";
|
||||
|
||||
_exitReason = "";
|
||||
_vehicle = _this select 0;
|
||||
_clientKey = _this select 1;
|
||||
_activatingPlayer = _this select 2;
|
||||
_playerUID = getPlayerUID _activatingPlayer;
|
||||
_exitReason = [_this,"CargoDrop",_vehicle,_clientKey,_playerUID,_activatingPlayer] call server_verifySender;
|
||||
if (_exitReason != "") exitWith {diag_log _exitReason};
|
||||
|
||||
// Save the aircraft gear to variables and immediately remove the gear from the aircraft so the self-action cannot be executed multiple times.
|
||||
_weapons = getWeaponCargo _vehicle;
|
||||
_magazines = getMagazineCargo _vehicle;
|
||||
_backpacks = getBackpackCargo _vehicle;
|
||||
clearWeaponCargoGlobal _vehicle;
|
||||
clearMagazineCargoGlobal _vehicle;
|
||||
clearBackpackCargoGlobal _vehicle;
|
||||
|
||||
_offset = (sizeOf (typeOf _vehicle)) / 1.5;
|
||||
_offsetPos = _vehicle modelToWorld [0,-_offset,0]; // We want to use an offset for the crate position so that it does not collide with the aircraft when spawned.
|
||||
_crate = "DZ_AmmoBoxFlatUS" createVehicle _offsetPos;
|
||||
_crate setPos _offsetPos;
|
||||
_parachute = createVehicle ["ParachuteMediumEast", _offsetPos, [], 0, "FLY"];
|
||||
_parachute setPos _offsetPos;
|
||||
_crate attachTo [_parachute, [0, 0, .5]];
|
||||
|
||||
// Wait until crate is near the ground and detach.
|
||||
// Use 90 second drop timer in case the crate gets stuck on top of another object.
|
||||
_time = diag_tickTime;
|
||||
|
||||
waitUntil {uiSleep 0.1;((([_crate] call FNC_GetPos) select 2) < 3 || {diag_tickTime - _time > 90})};
|
||||
|
||||
detach _crate;
|
||||
_position = [_crate] call FNC_GetPos;
|
||||
deleteVehicle _crate;
|
||||
deleteVehicle _parachute;
|
||||
|
||||
// If the crate is near another object (probably landed on top of a base or building), select a new location within 15 meters.
|
||||
if (count (_position nearObjects 2) > 0) then {
|
||||
_position = [_position, 0, 15, 5] call fn_selectRandomLocation;
|
||||
};
|
||||
|
||||
_position set [2, 0];
|
||||
// recreate the crate object at new position. Note: for some reason I was having trouble with the original crate object glitching out. The player was unable to remove the gear. Not sure why.
|
||||
_crate = "DZ_AmmoBoxFlatUS" createVehicle _position;
|
||||
_crate setPosATL _position;
|
||||
_crate setVariable ["permaLoot", true];
|
||||
clearWeaponCargoGlobal _crate;
|
||||
clearMagazineCargoGlobal _crate;
|
||||
|
||||
// Add the vehicle's gear to the crate. Warning: gear in backpacks will get wiped.
|
||||
[_weapons,_magazines,_backpacks,_crate] call fn_addCargo;
|
||||
|
||||
if (DEPLOY_SMOKE) then {
|
||||
_smoke = "SmokeShellRed" createVehicle _position;
|
||||
_smoke setPosATL _position;
|
||||
_smoke attachTo [_crate,[0,0,-1]];
|
||||
};
|
||||
|
||||
if (DELETION_TIMER > 0) then {
|
||||
uiSleep (DELETION_TIMER * 60);
|
||||
deleteVehicle _crate;
|
||||
};
|
||||
@@ -157,7 +157,7 @@ if (_endMission) exitwith {
|
||||
//Sync chopped trees for JIP player
|
||||
{_x setDamage 1} count dayz_choppedTrees;
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
//Destroy glitched map objects which can not be deleted or hidden
|
||||
{(_x select 0) nearestObject (_x select 1) setDamage 1} count [
|
||||
//Clipped benches in barracks hallway
|
||||
|
||||
@@ -228,6 +228,9 @@ if (_findIndex > -1) then {
|
||||
dayz_serverClientKeys set [(count dayz_serverClientKeys), [_clientID,_randomKey]];
|
||||
};
|
||||
|
||||
// Sync weather settings for JIP player
|
||||
_clientID publicVariableClient "PVDZE_SetWeather";
|
||||
|
||||
PVCDZ_plr_Login2 = [_worldspace,_state,_randomKey];
|
||||
_clientID publicVariableClient "PVCDZ_plr_Login2";
|
||||
if (dayz_townGenerator) then {
|
||||
|
||||
@@ -49,6 +49,7 @@ spawn_ammosupply = compile preprocessFileLineNumbers "\z\addons\dayz_server\comp
|
||||
spawn_mineveins = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_mineveins.sqf";
|
||||
spawn_roadblocks = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_roadblocks.sqf";
|
||||
spawn_vehicles = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\spawn_vehicles.sqf";
|
||||
if (DZE_CargoDrop) then {server_cargoDrop = compile preprocessFileLineNumbers "\z\addons\dayz_server\compile\server_cargoDrop.sqf";};
|
||||
|
||||
server_medicalSync = {
|
||||
private ["_player","_array"];
|
||||
|
||||
@@ -15,12 +15,15 @@ Author:
|
||||
//Number of care packages to spawn
|
||||
#define SPAWN_NUM 6
|
||||
|
||||
//Parameters for finding a suitable position to spawn the crash site
|
||||
#define SEARCH_CENTER getMarkerPos "carepackages"
|
||||
#define SEARCH_RADIUS (getMarkerSize "carepackages") select 0
|
||||
#define SEARCH_DIST_MIN 30
|
||||
#define SEARCH_SLOPE_MAX 1000
|
||||
#define SEARCH_BLACKLIST [[[12923,3643],[14275,2601]]]
|
||||
|
||||
#define CLUTTER_CUTTER 0 //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass, 3 = debug sphere.
|
||||
|
||||
private ["_typeGroup","_position","_type","_class","_vehicle","_lootGroup","_lootNum","_lootPos","_lootVeh","_size"];
|
||||
|
||||
_lootGroup = Loot_GetGroup("CarePackage");
|
||||
@@ -51,25 +54,10 @@ for "_i" from 1 to (SPAWN_NUM) do
|
||||
_lootVeh = Loot_Spawn(_x, _lootPos);
|
||||
_lootVeh setVariable ["permaLoot", true];
|
||||
|
||||
switch (dayz_spawncarepkgs_clutterCutter) do
|
||||
{
|
||||
case 1: //Lift loot up by 5cm
|
||||
{
|
||||
_lootPos set [2, 0.05];
|
||||
_lootVeh setPosATL _lootpos;
|
||||
};
|
||||
|
||||
case 2: //Clutter cutter
|
||||
{
|
||||
//createVehicle ["ClutterCutter_small_2_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
|
||||
"ClutterCutter_small_2_EP1" createVehicle _lootPos;
|
||||
};
|
||||
|
||||
case 3: //Debug sphere
|
||||
{
|
||||
//createVehicle ["Sign_sphere100cm_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
|
||||
"Sign_sphere100cm_EP1" createVehicle _lootPos;
|
||||
};
|
||||
call {
|
||||
if (CLUTTER_CUTTER == 1) exitWith {_lootPos set [2, 0.05]; _lootVeh setPosATL _lootpos;};
|
||||
if (CLUTTER_CUTTER == 2) exitWith {"ClutterCutter_small_2_EP1" createVehicle _lootPos;};
|
||||
if (CLUTTER_CUTTER == 3) exitWith {"Sign_sphere100cm_EP1" createVehicle _lootPos;};
|
||||
};
|
||||
} forEach Loot_Select(_lootGroup, _lootNum);
|
||||
};
|
||||
@@ -28,6 +28,8 @@ Modified for DayZ Epoch Event Spawner by JasonTM
|
||||
#define LOOT_MIN 5
|
||||
#define LOOT_MAX 8
|
||||
|
||||
#define CLUTTER_CUTTER 0 //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass, 3 = debug sphere.
|
||||
|
||||
private ["_spawnCrashSite","_type","_class","_lootGroup","_position","_vehicle","_lootParams","_dir","_mag","_lootNum","_lootPos","_lootVeh"];
|
||||
|
||||
_spawnCrashSite =
|
||||
@@ -62,28 +64,12 @@ _spawnCrashSite =
|
||||
_lootVeh = Loot_Spawn(_x, _lootPos);
|
||||
_lootVeh setVariable ["permaLoot", true];
|
||||
|
||||
switch (dayz_spawnCrashSite_clutterCutter) do
|
||||
{
|
||||
case 1: //Lift loot up by 5cm
|
||||
{
|
||||
_lootPos set [2, 0.05];
|
||||
_lootVeh setPosATL _lootpos;
|
||||
call {
|
||||
if (CLUTTER_CUTTER == 1) exitWith {_lootPos set [2, 0.05]; _lootVeh setPosATL _lootpos;};
|
||||
if (CLUTTER_CUTTER == 2) exitWith {"ClutterCutter_small_2_EP1" createVehicle _lootPos;};
|
||||
if (CLUTTER_CUTTER == 3) exitWith {"Sign_sphere100cm_EP1" createVehicle _lootPos;};
|
||||
};
|
||||
|
||||
case 2: //Clutter cutter
|
||||
{
|
||||
//createVehicle ["ClutterCutter_small_2_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
|
||||
"ClutterCutter_small_2_EP1" createVehicle _lootPos;
|
||||
};
|
||||
|
||||
case 3: //Debug sphere
|
||||
{
|
||||
//createVehicle ["Sign_sphere100cm_EP1", _lootPos, [], 0, "CAN_COLLIDE"];
|
||||
"Sign_sphere100cm_EP1" createVehicle _lootPos;
|
||||
};
|
||||
};
|
||||
}
|
||||
forEach Loot_Select(_lootGroup, _lootNum);
|
||||
} forEach Loot_Select(_lootGroup, _lootNum);
|
||||
};
|
||||
|
||||
//Spawn crash sites
|
||||
|
||||
@@ -394,8 +394,9 @@ if (dayz_townGenerator) then {
|
||||
#else
|
||||
object_debug = true;
|
||||
#endif
|
||||
[] execFSM "\z\addons\dayz_server\system\server_vehicleSync.fsm";
|
||||
[] execVM "\z\addons\dayz_server\system\scheduler\sched_init.sqf"; // launch the new task scheduler
|
||||
execFSM "\z\addons\dayz_server\system\server_vehicleSync.fsm";
|
||||
execVM "\z\addons\dayz_server\system\scheduler\sched_init.sqf"; // launch the new task scheduler
|
||||
execFSM "\z\addons\dayz_server\system\server_weather.fsm"; // new weather system for 1.0.7
|
||||
|
||||
createCenter civilian;
|
||||
|
||||
|
||||
472
SQF/dayz_server/system/server_weather.fsm
Normal file
472
SQF/dayz_server/system/server_weather.fsm
Normal file
@@ -0,0 +1,472 @@
|
||||
/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, dze_weather">*/
|
||||
/*%FSM<HEAD>*/
|
||||
/*
|
||||
item0[] = {"Init",0,250,-40.348839,-141.860458,49.651161,-91.860458,0.000000,"Init"};
|
||||
item1[] = {"Winter",4,218,-188.538055,-142.324219,-98.538559,-92.324203,0.000000,"Winter"};
|
||||
item2[] = {"Summer",4,218,102.997711,-141.329483,192.997635,-91.329491,0.000000,"Summer"};
|
||||
item3[] = {"Initial_Weather",2,250,-188.646942,-61.923744,-98.647324,-11.923735,0.000000,"Initial" \n "Weather" \n "Settings"};
|
||||
item4[] = {"Initial_Weather_1",2,250,102.293213,-59.535393,192.293106,-9.535398,0.000000,"Initial" \n "Weather" \n "Settings"};
|
||||
item5[] = {"Dynamic",4,218,-329.250580,71.166527,-239.250580,121.166656,0.000000,"Dynamic"};
|
||||
item6[] = {"Dynamic",4,218,218.953949,71.415863,308.953918,121.415939,0.000000,"Dynamic"};
|
||||
item7[] = {"Wait",2,250,-328.546112,168.298981,-238.546051,218.298904,0.000000,"Wait"};
|
||||
item8[] = {"Wait_1",2,250,218.914642,170.498108,308.914825,220.498215,0.000000,"Wait"};
|
||||
item9[] = {"Ready",4,218,-328.654816,242.721832,-238.654816,292.721832,0.000000,"Ready"};
|
||||
item10[] = {"Static",4,218,-157.608826,11.221905,-67.609406,61.222015,0.000000,"Static"};
|
||||
item11[] = {"Static",4,218,75.503952,10.589214,165.503632,60.589310,0.000000,"Static"};
|
||||
item12[] = {"Ready",4,218,219.836456,249.480164,309.836395,299.480164,0.000000,"Ready"};
|
||||
item13[] = {"End",1,250,-40.321423,10.661306,49.678623,60.661461,0.000000,"End"};
|
||||
item14[] = {"Invalid_Option",4,218,-40.038357,-66.470139,49.961643,-16.470152,0.000000,"Invalid" \n "Option"};
|
||||
item15[] = {"Set_Weather",2,250,-211.722900,243.535065,-121.722931,293.535065,0.000000,"Set Weather"};
|
||||
item16[] = {"Return",8,218,-211.614197,168.298981,-121.614273,218.298737,0.000000,"Return"};
|
||||
item17[] = {"Set_Weather_1",2,250,106.104187,248.682190,196.104202,298.682190,0.000000,"Set Weather"};
|
||||
item18[] = {"Return",8,218,106.772743,172.461502,196.772736,222.461502,0.000000,"Return"};
|
||||
item19[] = {"PV_Delay",2,250,-328.769989,335.746979,-238.769974,385.746979,0.000000,"PV Delay"};
|
||||
item20[] = {"Delay",4,218,-212.201813,335.746979,-122.201813,385.746979,0.000000,"Delay"};
|
||||
item21[] = {"PV_Delay_1",2,4346,219.507141,333.036072,309.507141,383.036072,0.000000,"PV Delay"};
|
||||
item22[] = {"Delay",4,218,107.005257,333.713837,197.005264,383.713837,0.000000,"Delay"};
|
||||
link0[] = {0,1};
|
||||
link1[] = {0,2};
|
||||
link2[] = {0,14};
|
||||
link3[] = {1,3};
|
||||
link4[] = {2,4};
|
||||
link5[] = {3,5};
|
||||
link6[] = {3,10};
|
||||
link7[] = {4,6};
|
||||
link8[] = {4,11};
|
||||
link9[] = {5,7};
|
||||
link10[] = {6,8};
|
||||
link11[] = {7,9};
|
||||
link12[] = {8,12};
|
||||
link13[] = {9,19};
|
||||
link14[] = {10,13};
|
||||
link15[] = {11,13};
|
||||
link16[] = {12,21};
|
||||
link17[] = {14,13};
|
||||
link18[] = {15,16};
|
||||
link19[] = {16,7};
|
||||
link20[] = {17,18};
|
||||
link21[] = {18,8};
|
||||
link22[] = {19,20};
|
||||
link23[] = {20,15};
|
||||
link24[] = {21,22};
|
||||
link25[] = {22,17};
|
||||
globals[] = {0.000000,0,0,0,0,640,480,1,26,6316128,1,-441.001495,496.288025,744.435730,-164.875015,1178,910,1};
|
||||
window[] = {2,-1,-1,-1,-1,785,26,1466,26,3,1196};
|
||||
*//*%FSM</HEAD>*/
|
||||
class FSM
|
||||
{
|
||||
fsmName = "dze_weather";
|
||||
class States
|
||||
{
|
||||
/*%FSM<STATE "Init">*/
|
||||
class Init
|
||||
{
|
||||
name = "Init";
|
||||
init = /*%FSM<STATEINIT""">*/"_minChangeTime = DZE_WeatherVariables select 0;" \n
|
||||
"_maxChangeTime = DZE_WeatherVariables select 1;" \n
|
||||
"_minFog = DZE_WeatherVariables select 2;" \n
|
||||
"_maxFog = DZE_WeatherVariables select 3;" \n
|
||||
"_minOvercast = DZE_WeatherVariables select 4;" \n
|
||||
"_maxOvercast = DZE_WeatherVariables select 5;" \n
|
||||
"_minRain = DZE_WeatherVariables select 6;" \n
|
||||
"_maxRain = DZE_WeatherVariables select 7;" \n
|
||||
"_minWind = DZE_WeatherVariables select 8;" \n
|
||||
"_maxWind = DZE_WeatherVariables select 9;" \n
|
||||
"_windProb = DZE_WeatherVariables select 10;" \n
|
||||
"_minSnow = DZE_WeatherVariables select 11;" \n
|
||||
"_maxSnow = DZE_WeatherVariables select 12;" \n
|
||||
"_blizzardProb = DZE_WeatherVariables select 13;" \n
|
||||
"_blizzardInterval = DZE_WeatherVariables select 14;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Summer">*/
|
||||
class Summer
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Initial_Weather_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"DZE_Weather in [1,2]"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Invalid_Option">*/
|
||||
class Invalid_Option
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"!(DZE_Weather in [1,2,3,4])"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log ""Weather Error: invalid option for variable DZE_Weather!"";" \n
|
||||
"" \n
|
||||
"DZE_serverWeatherArray = [0, 0, 0, 0, 0, 0, ""none"", false];"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Winter">*/
|
||||
class Winter
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Initial_Weather";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"DZE_Weather in [3,4]"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Initial_Weather">*/
|
||||
class Initial_Weather
|
||||
{
|
||||
name = "Initial_Weather";
|
||||
init = /*%FSM<STATEINIT""">*/"_fog = (_minFog + random (_maxFog - _minFog));" \n
|
||||
"_overcast = (_minOvercast + random (_maxOvercast - _minOvercast));" \n
|
||||
"_rain = 0;" \n
|
||||
"_snow = 0;" \n
|
||||
"_type = ""NONE"";" \n
|
||||
"_blizzard = false;" \n
|
||||
"" \n
|
||||
"if (_overcast > .70) then {" \n
|
||||
" _snow = (_minSnow + random (_maxSnow - _minSnow));" \n
|
||||
" if (_blizzardProb > 0) then {_blizzard = (random 1 <= _blizzardProb);};" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_windX = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
"_windY = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
"" \n
|
||||
"_changeTime = _minChangeTime * 60 + random ((_maxChangeTime - _minChangeTime) * 60);" \n
|
||||
"if (_blizzard && {_blizzardInterval > 0}) then {_changeTime = _blizzardInterval * 60};" \n
|
||||
"" \n
|
||||
"// Populate the server's global array" \n
|
||||
"PVDZE_SetWeather = [_overcast, _fog, _rain, _windX, _windY, _snow, _type, _blizzard];" \n
|
||||
"" \n
|
||||
"// Set weather parameters locally on the server - I'm not sure if this is necessary because weather is not synced in A2OA." \n
|
||||
"0 setRain _rain;" \n
|
||||
"0 setOvercast _overcast;" \n
|
||||
"0 setFog _fog;" \n
|
||||
"setWind [_windX, _windY, true];" \n
|
||||
"" \n
|
||||
"diag_log text format [""Weather Forecast: Overcast: %1, Fog: %2, Rain: %3, WindX: %4, WindY: %5, Snow: %6, Blizzard: %7, Change Time: %8"",_overcast,_fog,_rain,_windX,_windY,_snow,_blizzard,_changeTime];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Static">*/
|
||||
class Static
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"DZE_Weather == 3"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log ""Static Winter Weather Enabled"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Dynamic">*/
|
||||
class Dynamic
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Wait";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"DZE_Weather == 4"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log ""Dynamic Winter Weather Starting"";" \n
|
||||
"" \n
|
||||
"_bypassOvercast = _minOvercast == _maxOvercast; // if values are the same then bypass." \n
|
||||
"_bypassFog = _minFog == _maxFog; // if values are the same then bypass."/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Initial_Weather_1">*/
|
||||
class Initial_Weather_1
|
||||
{
|
||||
name = "Initial_Weather_1";
|
||||
init = /*%FSM<STATEINIT""">*/"_fog = (_minFog + random (_maxFog - _minFog));" \n
|
||||
"_overcast = (_minOvercast + random (_maxOvercast - _minOvercast));" \n
|
||||
"_rain = 0;" \n
|
||||
"_snow = 0;" \n
|
||||
"_type = ""NONE"";" \n
|
||||
"_blizzard = false;" \n
|
||||
"" \n
|
||||
"if (_overcast > .70) then {" \n
|
||||
" _rain = (_minRain + random (_maxRain - _minRain));" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_windX = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
"_windY = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
"" \n
|
||||
"_changeTime = _minChangeTime * 60 + random ((_maxChangeTime - _minChangeTime) * 60);" \n
|
||||
"" \n
|
||||
"// Populate the server's global array" \n
|
||||
"PVDZE_SetWeather = [_overcast, _fog, _rain, _windX, _windY, _snow, _type, _blizzard];" \n
|
||||
"" \n
|
||||
"// Set weather parameters locally on the server - I'm not sure if this is necessary because weather is not synced in A2OA." \n
|
||||
"0 setRain _rain;" \n
|
||||
"0 setOvercast _overcast;" \n
|
||||
"0 setFog _fog;" \n
|
||||
"setWind [_windX, _windY, true];" \n
|
||||
"" \n
|
||||
"diag_log text format [""Weather Forecast: Overcast: %1, Fog: %2, Rain: %3, WindX: %4, WindY: %5, Snow: %6, Blizzard: %7, Change Time: %8"",_overcast,_fog,_rain,_windX,_windY,_snow,_blizzard,_changeTime];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Static">*/
|
||||
class Static
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="End";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"DZE_Weather == 1"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log ""Static Summer Weather Enabled"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
/*%FSM<LINK "Dynamic">*/
|
||||
class Dynamic
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Wait_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"DZE_Weather == 2" \n
|
||||
""/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"diag_log ""Dynamic Summer Weather Starting"";" \n
|
||||
"" \n
|
||||
"_bypassOvercast = _minOvercast == _maxOvercast; // if values are the same then bypass." \n
|
||||
"_bypassFog = _minFog == _maxFog; // if values are the same then bypass."/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Wait">*/
|
||||
class Wait
|
||||
{
|
||||
name = "Wait";
|
||||
init = /*%FSM<STATEINIT""">*/"_time = diag_tickTime;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Ready">*/
|
||||
class Ready
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="PV_Delay";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _time) > _changeTime"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"DZE_WeatherEndThread = true; // Used to end existing rain, snow, and blizzard threads on the clients." \n
|
||||
"publicVariable ""DZE_WeatherEndThread"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Wait_1">*/
|
||||
class Wait_1
|
||||
{
|
||||
name = "Wait_1";
|
||||
init = /*%FSM<STATEINIT""">*/"_time = diag_tickTime;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Ready">*/
|
||||
class Ready
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="PV_Delay_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _time) > _changeTime"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/"DZE_WeatherEndThread = true; // Used to end existing rain, snow, and blizzard threads on the clients." \n
|
||||
"publicVariable ""DZE_WeatherEndThread"";"/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "End">*/
|
||||
class End
|
||||
{
|
||||
name = "End";
|
||||
init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Set_Weather">*/
|
||||
class Set_Weather
|
||||
{
|
||||
name = "Set_Weather";
|
||||
init = /*%FSM<STATEINIT""">*/"diag_log ""DEBUG Weather: Setting Weather."";" \n
|
||||
"" \n
|
||||
"// Change one type, fog or overcast, per cycle." \n
|
||||
"_type = call {" \n
|
||||
" if (_bypassFog && !_bypassOvercast) exitWith {""OVERCAST""};" \n
|
||||
" if (_bypassOvercast && !_bypassFog) exitWith {""FOG""};" \n
|
||||
" // Select random type of weather to change if no bypass. Make overcast changes 75% of the time." \n
|
||||
" [""FOG"",""OVERCAST""] select (random 1 < .75);" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"if (_type == ""FOG"") then {" \n
|
||||
" _fog = (_minFog + random (_maxFog - _minFog));" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"if (_type == ""OVERCAST"") then {" \n
|
||||
" _overcast = (_minOvercast + random (_maxOvercast - _minOvercast));" \n
|
||||
" if (_overcast > 0.70) then {" \n
|
||||
" _snow = (_minSnow + random (_maxSnow - _minSnow));" \n
|
||||
" if (_blizzardProb > 0) then {_blizzard = (random 1 <= _blizzardProb);};" \n
|
||||
" } else {" \n
|
||||
" _snow = 0;" \n
|
||||
" _blizzard = false;" \n
|
||||
" };" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"// On average every one fourth of weather changes, change wind too" \n
|
||||
"if (random 1 < _windProb) then {" \n
|
||||
" _windX = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
" _windY = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_changeTime = _minChangeTime * 60 + random ((_maxChangeTime - _minChangeTime) * 60);" \n
|
||||
"if (_blizzard && {_blizzardInterval > 0}) then {_changeTime = _blizzardInterval * 60};" \n
|
||||
"" \n
|
||||
"// Set weather parameters on all clients" \n
|
||||
"PVDZE_SetWeather = [_overcast, _fog, _rain, _windX, _windY, _snow, _type, _blizzard];" \n
|
||||
"publicVariable ""PVDZE_SetWeather"";" \n
|
||||
"" \n
|
||||
"// Set weather parameters locally on the server - I'm not sure if this is necessary because weather is not synced in A2OA." \n
|
||||
"0 setRain _rain;" \n
|
||||
"0 setOvercast _overcast;" \n
|
||||
"0 setFog _fog;" \n
|
||||
"setWind [_windX, _windY, true];" \n
|
||||
"" \n
|
||||
"diag_log text format [""Weather Forecast: Overcast: %1, Fog: %2, Rain: %3, WindX: %4, WindY: %5, Snow: %6, Blizzard: %7, Change Time: %8"",_overcast,_fog,_rain,_windX,_windY,_snow,_blizzard,_changeTime];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Return">*/
|
||||
class Return
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Wait";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Set_Weather_1">*/
|
||||
class Set_Weather_1
|
||||
{
|
||||
name = "Set_Weather_1";
|
||||
init = /*%FSM<STATEINIT""">*/"// Change one type, fog or overcast, per cycle." \n
|
||||
"_type = call {" \n
|
||||
" if (_bypassFog && !_bypassOvercast) exitWith {""OVERCAST""};" \n
|
||||
" if (_bypassOvercast && !_bypassFog) exitWith {""FOG""};" \n
|
||||
" // Select random type of weather to change if no bypass. Make overcast changes 75% of the time." \n
|
||||
" [""FOG"",""OVERCAST""] select (random 1 < .75);" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"if (_type == ""FOG"") then {" \n
|
||||
" _fog = (_minFog + random (_maxFog - _minFog));" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"if (_type == ""OVERCAST"") then {" \n
|
||||
" _overcast = (_minOvercast + random (_maxOvercast - _minOvercast));" \n
|
||||
" if (_overcast > 0.70) then {" \n
|
||||
" _rain = (_minRain + random (_maxRain - _minRain));" \n
|
||||
" } else {" \n
|
||||
" _rain = 0;" \n
|
||||
" };" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"// On average every one fourth of weather changes, change wind too" \n
|
||||
"if (random 1 < _windProb) then {" \n
|
||||
" _windX = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
" _windY = [(_minWind + random (_maxWind - _minWind)),-(_minWind + random (_maxWind - _minWind))] select (random 1 < .50);" \n
|
||||
"};" \n
|
||||
"" \n
|
||||
"_changeTime = _minChangeTime * 60 + random ((_maxChangeTime - _minChangeTime) * 60);" \n
|
||||
"" \n
|
||||
"// Set weather parameters on all clients" \n
|
||||
"PVDZE_SetWeather = [_overcast, _fog, _rain, _windX, _windY, _snow, _type, _blizzard];" \n
|
||||
"publicVariable ""PVDZE_SetWeather"";" \n
|
||||
"" \n
|
||||
"// Set weather parameters locally on the server - I'm not sure if this is necessary because weather is not synced in A2OA." \n
|
||||
"0 setRain _rain;" \n
|
||||
"0 setOvercast _overcast;" \n
|
||||
"0 setFog _fog;" \n
|
||||
"setWind [_windX, _windY, true];" \n
|
||||
"" \n
|
||||
"diag_log text format [""Weather Forecast: Overcast: %1, Fog: %2, Rain: %3, WindX: %4, WindY: %5, Snow: %6, Blizzard: %7, Change Time: %8"",_overcast,_fog,_rain,_windX,_windY,_snow,_blizzard,_changeTime];"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Return">*/
|
||||
class Return
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Wait_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "PV_Delay">*/
|
||||
class PV_Delay
|
||||
{
|
||||
name = "PV_Delay";
|
||||
init = /*%FSM<STATEINIT""">*/"_time = diag_tickTime;" \n
|
||||
"" \n
|
||||
"// Need to sleep the loop for 5 seconds to ensure that the clients have time to react to the PV"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Delay">*/
|
||||
class Delay
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Set_Weather";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _time) > 5"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "PV_Delay_1">*/
|
||||
class PV_Delay_1
|
||||
{
|
||||
name = "PV_Delay_1";
|
||||
init = /*%FSM<STATEINIT""">*/"_time = diag_tickTime;" \n
|
||||
"" \n
|
||||
"// Need to sleep the loop for 5 seconds to ensure that the clients have time to react to the PV"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "Delay">*/
|
||||
class Delay
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Set_Weather_1";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"(diag_tickTime - _time) > 5"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="Init";
|
||||
finalStates[] =
|
||||
{
|
||||
"End",
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
||||
@@ -816,4 +816,9 @@ class CfgSounds {
|
||||
sound[] = {"\dayz_sfx\effects\geiger_level_3.ogg",1,1,10};
|
||||
titles[] = {};
|
||||
};
|
||||
class blizzard {
|
||||
name = "";
|
||||
sound[] = {"\dayz_sfx\effects\blizzard.ogg",1,1};
|
||||
titles[] = {};
|
||||
};
|
||||
};
|
||||
|
||||
BIN
SQF/dayz_sfx/effects/blizzard.ogg
Normal file
BIN
SQF/dayz_sfx/effects/blizzard.ogg
Normal file
Binary file not shown.
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 1; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 1; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[436,5550,0],100],[[1958,12554,0],100],[[10870,6306,0],100],[[8030.56,2003.89,0],100],[[751,10491,0],100],[[5281.71,11160.2,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[436,5550,0],100],[[1958,12554,0],100],[[10870,6306,0],100],[[8030.56,2003.89,0],100],[[751,10491,0],100],[[5281.71,11160.2,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\takistan.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\takistan.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 11; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1621.91,7797,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 11; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1621.91,7797,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\chernarus11.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 12; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[4969,5132,0],100],[[1281,9060,0],100],[[1989,1162,0],100],[[5976,6162,0],100],[[6271,1273,0],100],[[8419,3369,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 12; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 400; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[4969,5132,0],100],[[1281,9060,0],100],[[1989,1162,0],100],[[5976,6162,0],100],[[6271,1273,0],100],[[8419,3369,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\isladuala.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\isladuala.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 13; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[15309,9278,0],100],[[11698,15210,0],100],[[5538,8762,0],100],[[7376,4296,0],100],[[10948,654,0],100],[[4066,7265,0],100],[[16555,10159,0],100],[[6815,8534,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 13; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 700; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 400; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2500; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[15309,9278,0],100],[[11698,15210,0],100],[[5538,8762,0],100],[[7376,4296,0],100],[[10948,654,0],100],[[4066,7265,0],100],[[16555,10159,0],100],[[6815,8534,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\tavi.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\tavi.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,80 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 15; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 15; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 300; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 800; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[6224.7,9164.97,0],100],[[7265.519,5804.69,0],100],[[8887.29,10754.3,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 3; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[6224.7,9164.97,0],100],[[7265.519,5804.69,0],100],[[8887.29,10754.3,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
DZE_SnowFall = true;
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -105,16 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\namalsk.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0.5, 1, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100];
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -131,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\namalsk.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -141,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 16; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[4419,1629,0],100],[[8688,3129,0],100],[[9051,4073,0],100],[[1891,3603,0],100],[[4763,7481,0],100],[[4338,6317,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 16; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[4419,1629,0],100],[[8688,3129,0],100],[[9051,4073,0],100],[[1891,3603,0],100],[[4763,7481,0],100],[[4338,6317,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\panthera2.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\panthera2.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 17; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[6344,7806,0],100],[[4053,11668,0],100],[[11463,11349,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[5075,9733,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 17; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[6344,7806,0],100],[[4053,11668,0],100],[[11463,11349,0],100],[[1606,7803,0],100],[[12944,12766,0],100],[[5075,9733,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus17.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\chernarus17.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 19; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 19; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[7987,10603,0],100],[[9656,10889,0],100],[[9756,4029,0],100],[[13575,7496,0],100],[[8150,4330,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[7987,10603,0],100],[[9656,10889,0],100],[[9756,4029,0],100],[[13575,7496,0],100],[[8150,4330,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\fdf_isle1_a.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\fdf_isle1_a.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,80 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 2; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1621.91,7797,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
DZE_SnowFall = true;
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 2; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[6325,7807,0],100],[[4063,11664,0],100],[[11447,11364,0],100],[[1621.91,7797,0],100],[[12944,12766,0],100],[[12060,12638,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 3; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -105,16 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0.5, 1, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100];
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -131,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\chernarus11.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -141,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 21; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 21; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[1388,6950,0],100],[[3937,875,0],100],[[4799,3072,0],100],[[1793,3663,0],100],[[3564,6030,0],100],[[5346,2305,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 3; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[1388,6950,0],100],[[3937,875,0],100],[[4799,3072,0],100],[[1793,3663,0],100],[[3564,6030,0],100],[[5346,2305,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
MaxDynamicDebris = 250; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 200; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\caribou.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\caribou.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,78 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 22; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 22; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 350; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[12555,8357,0],100],[[14274,12408,0],100],[[17182,13597,0],100],[[17270,9570,0],100],[[6412.37,7476.62,0],100],[[9911,10010,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[12555,8357,0],100],[[14274,12408,0],100],[[17182,13597,0],100],[[17270,9570,0],100],[[6412.37,7476.62,0],100],[[9911,10010,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
MaxDynamicDebris = 350; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -103,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\smd_sahrani_a2.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -128,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\smd_sahrani_a2.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -138,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 23; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 23; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 400; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[8562,5676,0],100],[[1678,4564,0],100],[[4356,6688,0],100],[[9708,2661,0],100],[[546,6891,0],100],[[734,3115,0],100],[[9507,7125,0],100],[[3108,3761,0],100],[[7132,6479,0],100],[[5877,3530,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[8562,5676,0],100],[[1678,4564,0],100],[[4356,6688,0],100],[[9708,2661,0],100],[[546,6891,0],100],[[734,3115,0],100],[[9507,7125,0],100],[[3108,3761,0],100],[[7132,6479,0],100],[[5877,3530,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\cmr_ovaron.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\cmr_ovaron.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 24; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[8246,15485,0],100],[[15506,13229,0],100],[[12399,5074,0],100],[[10398,8279,0],100],[[5149,4864,0],100],[[15128,16421,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 24; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[8246,15485,0],100],[[15506,13229,0],100],[[12399,5074,0],100],[[10398,8279,0],100],[[5149,4864,0],100],[[15128,16421,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\napf.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 25; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 25; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\sauerland.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 26; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
DZE_SnowFall = true;
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 26; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_Weather = 3; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,16 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0.5, 1, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100];
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -130,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\sauerland.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -140,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 27; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = []; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 27; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = []; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\ruegen.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\ruegen.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
@@ -1,79 +1,73 @@
|
||||
/*
|
||||
For DayZ Epoch
|
||||
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
|
||||
*/
|
||||
|
||||
//Server settings
|
||||
dayZ_instance = 7; //Instance ID of this server
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
|
||||
//Game settings
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
|
||||
//DayZMod presets
|
||||
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
|
||||
|
||||
//Only need to edit if you are running a custom server.
|
||||
if (dayz_presets == "Custom") then {
|
||||
dayz_enableGhosting = false; //Enable disable the ghosting system.
|
||||
dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
};
|
||||
|
||||
//Temp settings
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
// For DayZ Epoch
|
||||
|
||||
// EPOCH CONFIG VARIABLES START //
|
||||
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
|
||||
// See the above file for a full list including descriptions and default values
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SafeZonePosArray = [[[2382.54,4163.14,0],100],[[7639.03,2088.31,0],100],[[5186.06,7694.74,0],100],[[2834.25,9282.13,0],100],[[4678.09,4084.89,0],100],[[3012.5,7137,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
|
||||
// Server only settings
|
||||
if (isServer) then {
|
||||
dayZ_instance = 7; //Instance ID of this server
|
||||
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
|
||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||
spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
|
||||
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
|
||||
["any","any","any","any",-1,"Care_Packages"],
|
||||
["any","any","any","any",-1,"CrashSites"]
|
||||
];
|
||||
};
|
||||
|
||||
// Client only settings
|
||||
if (!isDedicated) then {
|
||||
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
|
||||
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
|
||||
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
|
||||
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
|
||||
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
|
||||
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
|
||||
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
|
||||
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
|
||||
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
|
||||
dayz_temperature_override = false; // Set to true to disable all temperature changes.
|
||||
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.
|
||||
dayz_paraSpawn = false; // Halo spawn
|
||||
DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
|
||||
DZE_BuildOnRoads = false; // Allow building on roads
|
||||
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
|
||||
DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
|
||||
DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
|
||||
DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
|
||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
|
||||
};
|
||||
|
||||
// Settings for both server and client
|
||||
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
|
||||
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
|
||||
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
|
||||
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
|
||||
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
|
||||
dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
|
||||
DZE_GodModeBase = false; // Make player built base objects indestructible
|
||||
DZE_SafeZonePosArray = [[[2382.54,4163.14,0],100],[[7639.03,2088.31,0],100],[[5186.06,7694.74,0],100],[[2834.25,9282.13,0],100],[[4678.09,4084.89,0],100],[[3012.5,7137,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||
DZE_Weather = 1; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
|
||||
|
||||
// Uncomment the lines below to change the default loadout
|
||||
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
|
||||
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
|
||||
//DefaultBackpack = "DZ_Patrol_Pack_EP1";
|
||||
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
|
||||
|
||||
// EPOCH CONFIG VARIABLES END //
|
||||
|
||||
enableRadio false;
|
||||
enableSentences false;
|
||||
//setTerrainGrid 25;
|
||||
|
||||
diag_log 'dayz_preloadFinished reset';
|
||||
dayz_preloadFinished=nil;
|
||||
@@ -104,15 +98,8 @@ dayz_progressBarValue = 0.25;
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\lingor.sqf"; //Add trader city objects locally on every machine early
|
||||
initialized = true;
|
||||
|
||||
setTerrainGrid 25;
|
||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||
|
||||
if !(DZE_SnowFall) then {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||
} else {
|
||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||
};
|
||||
|
||||
if (isServer) then {
|
||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
|
||||
@@ -129,7 +116,7 @@ if (isServer) then {
|
||||
if (!isDedicated) then {
|
||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\lingor.sqf";
|
||||
|
||||
if (toLower worldName == "chernarus") then {
|
||||
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
|
||||
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
|
||||
};
|
||||
|
||||
@@ -139,6 +126,7 @@ if (!isDedicated) then {
|
||||
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
|
||||
execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
|
||||
//[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
|
||||
//[600,.15,30] execVM "\z\addons\dayz_code\compile\fn_chimney.sqf"; // Smoking chimney effects.
|
||||
if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
|
||||
waitUntil {scriptDone progress_monitor};
|
||||
cutText ["","BLACK IN", 3];
|
||||
|
||||
Reference in New Issue
Block a user