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Add DZE_EVRWhiteFlash
Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
This commit is contained in:
@@ -320,7 +320,7 @@ fnc_evr = {
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// Define arrays of sound effects
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// Define arrays of sound effects
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local _hit = ["ns_evrHit1","ns_evrHit2","ns_evrHit3"];
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local _hit = ["ns_evrHit1","ns_evrHit2","ns_evrHit3"];
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local _wave = ["ns_evrWave1","ns_evrWave2","ns_evrWave3"];
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local _wave = ["ns_evrWave1","ns_evrWave2","ns_evrWave3"];
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#define FLASH titleText["","WHITE OUT",1]; titleText["","WHITE IN",1]; uiSleep 0.25;
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#define FLASH if (DZE_EVRWhiteFlash) then {titleText["","WHITE OUT",1]; titleText["","WHITE IN",1]; uiSleep 0.25;};
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FLASH
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FLASH
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playSound (_hit select (round (random 2)));
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playSound (_hit select (round (random 2)));
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@@ -461,5 +461,4 @@ fnc_evr = {
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};
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};
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};
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};
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};
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};
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"PVDZE_EVR" addPublicVariableEventHandler {(_this select 1) spawn fnc_evr;};
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"PVDZE_EVR" addPublicVariableEventHandler {(_this select 1) spawn fnc_evr;};
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
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@@ -535,6 +535,7 @@ if (!isDedicated) then {
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// EVR Storms
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// EVR Storms
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if (DZE_EVR) then {
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if (DZE_EVR) then {
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DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
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||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
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DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
@@ -535,6 +535,7 @@ if (!isDedicated) then {
|
|||||||
|
|
||||||
// EVR Storms
|
// EVR Storms
|
||||||
if (DZE_EVR) then {
|
if (DZE_EVR) then {
|
||||||
|
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
|
||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
@@ -535,6 +535,7 @@ if (!isDedicated) then {
|
|||||||
|
|
||||||
// EVR Storms
|
// EVR Storms
|
||||||
if (DZE_EVR) then {
|
if (DZE_EVR) then {
|
||||||
|
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
|
||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
@@ -535,6 +535,7 @@ if (!isDedicated) then {
|
|||||||
|
|
||||||
// EVR Storms
|
// EVR Storms
|
||||||
if (DZE_EVR) then {
|
if (DZE_EVR) then {
|
||||||
|
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
|
||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
@@ -535,6 +535,7 @@ if (!isDedicated) then {
|
|||||||
|
|
||||||
// EVR Storms
|
// EVR Storms
|
||||||
if (DZE_EVR) then {
|
if (DZE_EVR) then {
|
||||||
|
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
|
||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
@@ -535,6 +535,7 @@ if (!isDedicated) then {
|
|||||||
|
|
||||||
// EVR Storms
|
// EVR Storms
|
||||||
if (DZE_EVR) then {
|
if (DZE_EVR) then {
|
||||||
|
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
|
||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
@@ -535,6 +535,7 @@ if (!isDedicated) then {
|
|||||||
|
|
||||||
// EVR Storms
|
// EVR Storms
|
||||||
if (DZE_EVR) then {
|
if (DZE_EVR) then {
|
||||||
|
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
|
||||||
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
|
||||||
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
|
||||||
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
|
||||||
|
|||||||
Reference in New Issue
Block a user