Add some basic compatibility for Ruegen map

This commit is contained in:
ebayShopper
2017-07-30 16:28:37 -04:00
parent 84556c9d03
commit 7a68f9f70b
16 changed files with 842 additions and 2 deletions

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@@ -3,6 +3,7 @@
[NEW] Pumpkin, sunflower, and hemp plants spawned with createVehicle can be harvested with a knife now. #1928 @F507DMT
[NEW] The journal and dayz_survived variable now contain actual play time [array] instead of days since the character was created [number].
[NEW] Added secondary iron sight to CZ550 and bolt animations to CZ550 and LeeEnfield by @Streatman
[NEW] Added some basic compatibility for falconsan's Ruegen map (beta version released February 2016)
[UPDATED] Zombie pathing. Zeds should now run more direct to players.
[UPDATED] The RIS attachment can be removed from the SA58_RIS_DZ now. @LunaCB

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@@ -471,6 +471,7 @@ respawn_west_original = getMarkerPos "respawn_west"; //Prevent problems caused b
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;};

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@@ -0,0 +1 @@
serverTraders = [];

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@@ -178,7 +178,7 @@ if (count _stats > 0) then {
if (_randomSpot) then {
private ["_counter","_position","_isNear","_isZero","_mkr"];
if (!isDedicated) then {endLoadingScreen;};
_IslandMap = (toLower worldName in ["caribou","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]);
_IslandMap = (toLower worldName in ["caribou","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","ruegen","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]);
//spawn into random
_findSpot = true;

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@@ -114,7 +114,7 @@ AllowedVehiclesList = [
["VWGolf",_Ratio3]
];
if (toLower worldName in ["caribou","chernarus","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]) then {
if (toLower worldName in ["caribou","chernarus","cmr_ovaron","dayznogova","dingor","dzhg","fallujah","fapovo","fdf_isle1_a","isladuala","lingor","mbg_celle2","namalsk","napf","oring","panthera2","ruegen","sara","sauerland","smd_sahrani_a2","tasmania2010","tavi","trinity","utes"]) then {
// water map, add boats
AllowedVehiclesList = AllowedVehiclesList + [

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@@ -0,0 +1,2 @@
@echo off
start "arma2" /min arma2oaserver.exe -port=2302 "-config=instance_27_ruegen\config.cfg" "-cfg=instance_27_ruegen\basic.cfg" "-profiles=instance_27_ruegen" -name=instance_27_ruegen "-mod=@ruegen;@DayZ_Epoch;@DayZ_Epoch_Server;"

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@@ -0,0 +1,102 @@
;This is a comment
;Comments above a certain setting will provide it's description
;The format for a setting is
;Variable = Value
;If you see a commented line of that form, it means that the setting is optional, and the Value shows the default
;To change from the default, simply uncomment the line and change the Value
;This configuration file should be placed inside your server instance's configuration directory (like cfgdayz)
[Time]
;Possible values: Local, Custom, Static
;You cannot use Static on OFFICIAL Hive, it will just revert to Local
Type = Static
;If using Custom type, offset from UTC in hours (can be negative as well)
;Offset = -8
;If using Static type (Hour value always the same on every server start), the value (0-24) to set the Hour to
Hour = 13
[Database]
;Hostname or IP of the server to connect to
;If you leave this line commented or blank, HiveExt will connect to the OFFICIAL Hive, which requires registration
;See support.dayzmod.com for more information on what OFFICIAL Hive means, what are the rules, etc.
;If using OFFICIAL hive, the rest of the settings in this section have no effect
Host = localhost
;Currently, only MySQL is supported
Type = MySQL
;Port to connect to. The default is the default listening port of a server of the selected Type
;Instead of specifying Port, you can specify Socket and set Value to the socket name
Port = 3306
;Database name to connect to.
Database = dayz_epoch
;Username to connect with
Username = dayz
;Password to authenticate with (default is blank)
Password = 123456
;If using OFFICIAL hive, the settings in this section have no effect, appropriate layout will be used
[Characters]
;The field name that Player's IDs are stored in (unique per game license)
;Some table layouts have this as PlayerID, and some as PlayerUID, that's why this is configurable
;IDField = PlayerUID
;The field name that Player's World Position and rotation is stored in
;Enables you to run multiple different maps (different instances) off the same character table
;WSField = Worldspace
;If using OFFICIAL hive, the settings in this section have no effect, as it will clean up by itself
[Objects]
;Which table should the objects be stored and fetched from ?
;Table = Object_DATA
;Negative values will disable this feature
;0 means that ALL empty placed items will be deleted every server restart
;A positive number is how old (in days) a placed empty item must be, in order for it to be deleted
;CleanupPlacedAfterDays = 6
;Flag indicating whether hiveext should detect vehicles out of map boundaries (X < 0, or Y > 15360) and reset their position to []
;Note: YOU MUST have a proper dayz_server.pbo that supports this feature, otherwise you will get script errors
;You can find that file under the SQF directory for your server version
;ResetOOBVehicles = false
;A string of comma separated object class names that are to be cleaned up, after the CleanupPlacedAfterDays period, regardless of inventory
;This variable was implemented to compensate for door/plot management storing information in the inventory field
;custom buildables which use the inventory field should be added to this variable
;If you wish to cleaup locked storage objects, instead of letting them zero out, you can add them to the variable
;Do not use double quotation marks, only use single quotation marks [']
;MaintenanceObjects = 'Land_DZE_GarageWoodDoorLocked','Land_DZE_LargeWoodDoorLocked','Land_DZE_WoodDoorLocked','CinderWallDoorLocked_DZ','CinderWallDoorSmallLocked_DZ','Plastic_Pole_EP1_DZ'
;If using OFFICIAL hive, the settings in this section have no effect, it will manage objects on its own
[ObjectDB]
;Setting this to true separates the Object fetches from the Character fetches
;That means that the Object Table must be on this other database
;Use = false
;The settings here have the same meaning as in [Database], and are only used if the setting above is set to true
;Type = MySQL
;Host = localhost
;Port = 3306
;Database = dayz
;Username = root
;Password =
[Logger]
;Possible values: trace, debug, information, notice, warning, error, critical, fatal, none
;They are sorted by importance (low to high), with trace being the most verbose, and none would turn off logging
;This controls both the file output level, and the console output level
;Level = trace
;Uncomment this option to override the logging level for the console only
;The specified level can only be higher than the global one, setting lower values will have no effect
;So for example, if you want to have information-level logs in your file, but only warning-level and higher in your console
;You would uncomment this option and set it to warning
;Leaving it commented out means there's no special level for the console, so it will just use the global one
;ConsoleLevel = trace
;By default, the HiveExt console log output will go to the Arma2 server window, with colour highlighing by importance
;If you want to use the old style, separate windows console window for the HiveExt log output, set this option to true
;SeparateConsole = false

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@@ -0,0 +1,137 @@
// More info at: https://community.bistudio.com/wiki/server.armaprofile
class Difficulties
{
class Recruit
{
class Flags
{
3rdPersonView = 1; // This turns 3rd(third) person view and group leader view on or off.
armor = 1; // Gives you improved body armor, tank armor etc
autoAim = 0; // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off
autoGuideAT = 1; // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target.
autoSpot = 1; // If you're close enough to an enemy, you'll report it without right-clicking
cameraShake = 0;
clockIndicator = 1; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, enemy man at 200 meters"
deathMessages = 1; // Displays "XXX was killed by YYY" messages in multiplayer
enemyTag = 0; // Displays information on enemy units
friendlyTag = 1; // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor=0', eg crosshair on.
hud = 1; // Shows you leaders location and your position in formation
hudGroupInfo = 1;
hudPerm = 1; // Shows HUD permanently
hudWp = 1; // Shows Waypoints right after they're ordered to you
hudWpPerm = 1; // Shows Waypoints permanently
map = 1; // Shows symbols for all objects known to your group on the map. This will NOT disable the map itself !
netStats = 1; // Enables the scoreboard functionality in MP
tracers = 1; // Displays tracers even of small arms that in real life would not have tracers
ultraAI = 0; // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.
unlimitedSaves = 1; // Enables saving permanently. For single player missions. But you then can only load the last save state.
vonID = 1; // When using VoN, display the name of the player speaking.
weaponCursor = 1; // Shows the crosshair for your weapon
};
// These are the skills. Value may range from 0.000000 to 1.000000
skillFriendly = 1; // Friendly tactics skill
precisionFriendly = 1; // Friendly shooting precision
skillEnemy = 0.55; // Enemy tactics skill
precisionEnemy = 0.3; // Enemy shooting precision
};
class Regular
{
class Flags
{
3rdPersonView = 1; // This turns 3rd(third) person view and group leader view on or off.
armor = 1; // Gives you improved body armor, tank armor etc
autoAim = 0; // Enables auto aim when you're not looking through your weapon's scope. Also works with crosshair off
autoGuideAT = 1; // AT missiles will be automatically guided to their target. If 0, player has to lock onto the target.
autoSpot = 1; // If you're close enough to an enemy, you'll report it without right-clicking
cameraShake = 1;
clockIndicator = 1; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, enemy man at 200 meters"
deathMessages = 1; // Displays "XXX was killed by YYY" messages in multiplayer
enemyTag = 0; // Displays information on enemy units
friendlyTag = 1; // Displays information on friendly units. ONLY WORKS WITH 'Weaponcursor=0', eg crosshair on.
hud = 1; // Shows you leaders location and your position in formation
hudGroupInfo = 1;
hudPerm = 1; // Shows HUD permanently
hudWp = 1; // Shows Waypoints right after they're ordered to you
hudWpPerm = 1; // Shows Waypoints permanently
map = 1; // Shows symbols for all objects known to your group on the map. This will NOT disable the map itself !
netStats = 1; // Enables the scoreboard functionality in MP
tracers = 1; // Displays tracers even of small arms that in real life would not have tracers
ultraAI = 0; // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.
unlimitedSaves = 1; // Enables saving permanently. For single player missions. But you then can only load the last save state.
vonID = 1; // When using VoN, display the name of the player speaking.
weaponCursor = 1; // Shows the crosshair for your weapon
};
// These are the skills. Value may range from 0.000000 to 1.000000
skillFriendly = 1; // Friendly tactics skill
precisionFriendly = 1; // Friendly shooting precision
skillEnemy = 0.7; // Enemy tactics skill
precisionEnemy = 0.5; // Enemy shooting precision
};
class Veteran
{
class Flags
{
3rdPersonView = 1; // This turns 3rd(third) person view and group leader view on or off. Please never talk of this as "3D view" - ArmA is not an arcade game !
armor = 0;// Cannot be changed
autoAim = 0;// Cannot be changed
autoGuideAT = 0;// Cannot be changed
autoSpot = 0;// Cannot be changed
cameraShake = 1;
clockIndicator = 0; // Displays the clock indicator on the left of your screen when giving/receiving orders like "At 11 o'clock, enemy man at 200 meters"
deathMessages = 1; // Displays "XXX was killed by YYY" messages in multiplayer
enemyTag = 0;// Cannot be changed
friendlyTag = 0;// Cannot be changed
hud = 1; // Shows you leaders location and your position in formation
hudGroupInfo = 0;
hudPerm = 0;// Cannot be changed
hudWp = 1; // Shows Waypoints right after they're ordered to you
hudWpPerm = 0;// Cannot be changed
map = 0; // Shows symbols for all objects known to your group on the map. This will NOT disable the map itself !
netStats = 1; // Enables the scoreboard functionality in MP
tracers = 0;// Cannot be changed
ultraAI = 0; // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.
unlimitedSaves = 0; // Enables saving permanently. For single player missions. But you then can only load the last save state.
vonId = 0; // When using VoN, display the name of the player speaking.
weaponCursor = 1; // Shows the crosshair for your weapon
};
// These are the skills. Value may range from 0.000000 to 1.000000
skillFriendly = 1; // Friendly tactics skill
precisionFriendly = 1; // Friendly shooting precision
skillEnemy = 0.9; // Enemy tactics skill
precisionEnemy = 0.75; // Enemy shooting precision
};
class Mercenary
{
class Flags
{
3rdPersonView = 0;// Cannot be changed
armor = 0;// Cannot be changed
autoAim = 0;// Cannot be changed
autoGuideAT = 0;// Cannot be changed
autoSpot = 0;// Cannot be changed
cameraShake = 1;// Cannot be changed
clockIndicator = 0;// Cannot be changed
deathMessages = 0; // Displays "XXX was killed by YYY" messages in multiplayer
enemyTag = 0;// Cannot be changed
friendlyTag = 0;// Cannot be changed
hud = 0;// Cannot be changed
hudGroupInfo = 0;// Cannot be changed
hudPerm = 0;// Cannot be changed
hudWp = 0;// Cannot be changed
hudWpPerm = 0;// Cannot be changed
map = 0;// Cannot be changed
netStats = 0; // Enables the scoreboard functionality in MP
tracers = 0;// Cannot be changed
ultraAI = 0; // Enables some kind of super AI that hears and sees more and has better tactics. This is for both friendly and enemy sides.
unlimitedSaves = 0;// Cannot be changed
vonID = 0; // When using VoN, display the name of the player speaking.
weaponCursor = 0;// Cannot be changed
};
// These are the skills. Value may range from 0.000000 to 1.000000
skillFriendly = 1; // Friendly tactics skill
precisionFriendly = 1; // Friendly shooting precision
skillEnemy = 1; // Enemy tactics skill
precisionEnemy = 1; // Enemy shooting precision
};
};

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@@ -0,0 +1,40 @@
hostName = "DayZ Epoch Ruegen Server (1.0.6.1/131129)";
password = "";
passwordAdmin = "changeme";
maxPlayers = 50;
steamport = 2304;
steamqueryport = 2303;
motd[] = {"DayZ Epoch","Have fun!"};
motdInterval = 0;
logFile = "server_log.txt";
voteThreshold = 2;
voteMissionPlayers = 999;
timeStampFormat = "short";
vonCodecQuality = 11;
disableVoN = 0;
kickduplicate = 1;
verifySignatures = 2;
persistent = 1;
BattlEye = 1;
doubleIdDetected = "";
onUserConnected = "";
onUserDisconnected = "";
onUnsignedData = "kick (_this select 0)";
onHackedData = "kick (_this select 0)";
onDifferentData = "";
regularCheck = "";
requiredBuild = 131129;
class Missions
{
class Mission1
{
template = "DayZ_Epoch_27.ruegen";
difficulty="veteran";
};
};

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@@ -0,0 +1,35 @@
respawn = "BASE";
respawnDelay = 0;
respawnDialog = 0;
onLoadMission = "DayZ Epoch Ruegen";
OnLoadIntro = "Welcome to Ruegen";
OnLoadIntroTime = 0;
OnLoadMissionTime = 0;
disabledAI = 1;
disableChannels[] = {0,2,6};
enableItemsDropping = 0;
onPauseScript = "";
briefing = 0;
debriefing = 0;
titleParam1 = "AutoLogin:";
valuesParam1[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, 25, 30, 31};
defValueParam1 = 10; //auto login time limit in seconds, set value to 31 to disable auto login
textsParam1[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, 25, 30, "Disabled"};
loadScreen = "\z\addons\dayz_code\gui\loadingscreen.paa";
class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //min # of players the mission supports
maxPlayers = 100; //Max # of players the mission supports
};
aiKills = 1;
diagRadio = 1;
diagHit = 1;
#include "\z\addons\dayz_code\gui\description.hpp"
#include "\z\addons\dayz_code\Configs\CfgLoot\CfgLoot.hpp"
#include "\z\addons\dayz_code\Configs\CfgServerTrader\CfgServerTrader.hpp"

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@@ -0,0 +1,142 @@
/*
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_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
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;
// 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_slowZombies = false; // Force zombies to always walk
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_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 = 2000; // Distance around markers to find a safe spawn position
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
// EPOCH CONFIG VARIABLES END //
diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon
if (!isDedicated) then {
enableSaving [false, false];
startLoadingScreen ["","RscDisplayLoadCustom"];
progressLoadingScreen 0;
dayz_loadScreenMsg = localize 'str_login_missionFile';
progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
0 cutText ['','BLACK',0];
0 fadeSound 0;
0 fadeMusic 0;
};
initialized = false;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
progressLoadingScreen 0.05;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
progressLoadingScreen 0.1;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
progressLoadingScreen 0.15;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf";
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";};
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
if (isServer) then {
if (dayz_POIs && (toLower worldName == "chernarus")) 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";
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
execVM "\z\addons\dayz_server\traders\ruegen.sqf"; //Add trader agents
//Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
// Lootable objects from CfgTownGeneratorDefault.hpp
if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; };
};
if (!isDedicated) then {
//Enables Plant lib fixes
execVM "\z\addons\dayz_code\system\antihack.sqf";
if (toLower(worldName) == "chernarus") then {
diag_log "WARNING: Clearing annoying benches from Chernarus";
([4654,9595,0] nearestObject 145259) setDamage 1;
([4654,9595,0] nearestObject 145260) setDamage 1;
};
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";
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];
3 fadeSound 1;
3 fadeMusic 1;
endLoadingScreen;
};

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@@ -0,0 +1,349 @@
version=11;
class Mission
{
addOns[]=
{
"ruegen",
"map_eu",
"ca_modules_animals",
"dayz_anim",
"dayz_code",
"dayz_communityassets",
"dayz_weapons",
"dayz_equip",
"cacharacters_pmc",
"ca_modules_functions",
"dayz_epoch",
"warfarebuildings",
"glt_m300t",
"pook_h13",
"csj_gyroac",
"jetskiyanahuiaddon",
"redryder",
"Anzio_20"
};
addOnsAuto[]=
{
"dayz_weapons",
"ca_modules_functions",
"ruegen"
};
randomSeed=11171215;
class Intel
{
briefingName="DayZ Epoch Ruegen";
briefingDescription="Version 1.0.6.1";
startWeather=0;
forecastWeather=0;
year=2008;
month=6;
day=1;
hour=12;
};
class Groups
{
items=2;
class Item0
{
side="WEST";
class Vehicles
{
items=100;
#define PLRDEF position[]={-30553,0,43509};azimut=0;side="WEST";vehicle="Survivor1_DZ";skill=0.6;init="this enableSimulation false;this allowDamage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';";player="PLAY CDG";
class Item0{id=0;PLRDEF};
class Item1
{
position[]={-30552,0,43508};
azimut=0;
id=0;
side="WEST";
vehicle="Survivor1_DZ";
player="PLAYER COMMANDER";
leader=1;
rank="SERGEANT";
skill=0.6;
init="this enableSimulation false;this allowDamage false;this disableAI 'FSM';this disableAI 'ANIM';this disableAI 'MOVE';";
};
class Item2{id=2;PLRDEF};
class Item3{id=3;PLRDEF};
class Item4{id=4;PLRDEF};
class Item5{id=5;PLRDEF};
class Item6{id=6;PLRDEF};
class Item7{id=7;PLRDEF};
class Item8{id=8;PLRDEF};
class Item9{id=9;PLRDEF};
class Item10{id=10;PLRDEF};
class Item11{id=11;PLRDEF};
class Item12{id=12;PLRDEF};
class Item13{id=13;PLRDEF};
class Item14{id=14;PLRDEF};
class Item15{id=15;PLRDEF};
class Item16{id=16;PLRDEF};
class Item17{id=17;PLRDEF};
class Item18{id=18;PLRDEF};
class Item19{id=19;PLRDEF};
class Item20{id=20;PLRDEF};
class Item21{id=21;PLRDEF};
class Item22{id=22;PLRDEF};
class Item23{id=23;PLRDEF};
class Item24{id=24;PLRDEF};
class Item25{id=25;PLRDEF};
class Item26{id=26;PLRDEF};
class Item27{id=27;PLRDEF};
class Item28{id=28;PLRDEF};
class Item29{id=29;PLRDEF};
class Item30{id=30;PLRDEF};
class Item31{id=31;PLRDEF};
class Item32{id=32;PLRDEF};
class Item33{id=33;PLRDEF};
class Item34{id=34;PLRDEF};
class Item35{id=35;PLRDEF};
class Item36{id=36;PLRDEF};
class Item37{id=37;PLRDEF};
class Item38{id=38;PLRDEF};
class Item39{id=39;PLRDEF};
class Item40{id=40;PLRDEF};
class Item41{id=41;PLRDEF};
class Item42{id=42;PLRDEF};
class Item43{id=43;PLRDEF};
class Item44{id=44;PLRDEF};
class Item45{id=45;PLRDEF};
class Item46{id=46;PLRDEF};
class Item47{id=47;PLRDEF};
class Item48{id=48;PLRDEF};
class Item49{id=49;PLRDEF};
class Item50{id=50;PLRDEF};
class Item51{id=51;PLRDEF};
class Item52{id=52;PLRDEF};
class Item53{id=53;PLRDEF};
class Item54{id=54;PLRDEF};
class Item55{id=55;PLRDEF};
class Item56{id=56;PLRDEF};
class Item57{id=57;PLRDEF};
class Item58{id=58;PLRDEF};
class Item59{id=59;PLRDEF};
class Item60{id=60;PLRDEF};
class Item61{id=61;PLRDEF};
class Item62{id=62;PLRDEF};
class Item63{id=63;PLRDEF};
class Item64{id=64;PLRDEF};
class Item65{id=65;PLRDEF};
class Item66{id=66;PLRDEF};
class Item67{id=67;PLRDEF};
class Item68{id=68;PLRDEF};
class Item69{id=69;PLRDEF};
class Item70{id=70;PLRDEF};
class Item71{id=71;PLRDEF};
class Item72{id=72;PLRDEF};
class Item73{id=73;PLRDEF};
class Item74{id=74;PLRDEF};
class Item75{id=75;PLRDEF};
class Item76{id=76;PLRDEF};
class Item77{id=77;PLRDEF};
class Item78{id=78;PLRDEF};
class Item79{id=79;PLRDEF};
class Item80{id=80;PLRDEF};
class Item81{id=81;PLRDEF};
class Item82{id=82;PLRDEF};
class Item83{id=83;PLRDEF};
class Item84{id=84;PLRDEF};
class Item85{id=85;PLRDEF};
class Item86{id=86;PLRDEF};
class Item87{id=87;PLRDEF};
class Item88{id=88;PLRDEF};
class Item89{id=89;PLRDEF};
class Item90{id=90;PLRDEF};
class Item91{id=91;PLRDEF};
class Item92{id=92;PLRDEF};
class Item93{id=93;PLRDEF};
class Item94{id=94;PLRDEF};
class Item95{id=95;PLRDEF};
class Item96{id=96;PLRDEF};
class Item97{id=97;PLRDEF};
class Item98{id=98;PLRDEF};
class Item99{id=99;PLRDEF};
};
};
class Item1
{
side="LOGIC";
class Vehicles
{
items=1;
class Item0
{
position[]={10907,0,13339};
id=50;
side="LOGIC";
vehicle="FunctionsManager";
leader=1;
lock="UNLOCKED";
skill=0.6;
};
};
};
};
class Markers
{
items=15;
class Item0
{
position[]={11963,0,12763};
name="center";
type="Empty";
a=11000;b=11000;
};
class Item1
{
position[]={-30552,0,43508};
name="respawn_west";
type="Empty";
};
class Item2
{
position[]={3192,0,6902};
name="spawn0";
type="Empty";
};
class Item3
{
position[]={4411,0,8241};
name="spawn1";
type="Empty";
};
class Item4
{
position[]={6547,0,9289};
name="spawn2";
type="Empty";
};
class Item5
{
position[]={10893,0,10343};
name="spawn3";
type="Empty";
};
class Item6
{
position[]={13649,0,8661};
name="spawn4";
type="Empty";
};
class Item7
{
position[]={16988,0,9921};
name="spawn5";
type="Empty";
};
class Item8
{
position[]={19410,0,7254};
name="spawn6";
type="Empty";
};
class Item9
{
position[]={22472,0,6321};
name="spawn7";
type="Empty";
};
class Item10
{
position[]={23924,0,9587};
name="spawn8";
type="Empty";
};
class Item11
{
position[]={21524,0,11687};
name="spawn9";
type="Empty";
};
class Item12
{
position[]={19847,0,14799};
name="spawn10";
type="Empty";
};
class Item13
{
position[]={7258,0,18398};
name="crashsites";
type="Empty";
a=11000;b=11000;
};
class Item14
{
position[]={7300,0,16514};
name="carepackages";
type="Empty";
a=11000;b=0;
};
};
};
class Intro
{
addOns[]=
{
"ruegen"
};
addOnsAuto[]=
{
"ruegen"
};
randomSeed=6913869;
class Intel
{
startWeather=0;
forecastWeather=0;
year=2008;
month=10;
day=11;
hour=9;
minute=20;
};
};
class OutroWin
{
addOns[]=
{
"ruegen"
};
addOnsAuto[]=
{
"ruegen"
};
randomSeed=4081731;
class Intel
{
startWeather=0;
forecastWeather=0;
year=2008;
month=10;
day=11;
hour=9;
minute=20;
};
};
class OutroLoose
{
addOns[]=
{
"ruegen"
};
addOnsAuto[]=
{
"ruegen"
};
randomSeed=4975929;
class Intel
{
startWeather=0;
forecastWeather=0;
year=2008;
month=10;
day=11;
hour=9;
minute=20;
};
};

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@@ -0,0 +1,29 @@
private ["_messages","_timeout"];
_messages = [
["DayZ Epoch", "Welcome "+(name player)],
["World", worldName],
["Teamspeak", "some TS info"],
["Website/Forums", "some website info"],
["Server Rules", "Duping, glitching or using any<br />exploit will result in a<br />permanent ban."],
["Server Rules", "No talking in side."],
["Server Rules", "Hackers will be banned permanently<br />Respect others"],
["News", "Some random new info!<br />Random news<br />"]
];
_timeout = 5;
{
private ["_title","_content","_titleText"];
uiSleep 2;
_title = _x select 0;
_content = _x select 1;
_titleText = format[("<t font='TahomaB' size='0.40' color='#a81e13' align='right' shadow='1' shadowColor='#000000'>%1</t><br /><t shadow='1'shadowColor='#000000' font='TahomaB' size='0.60' color='#FFFFFF' align='right'>%2</t>"), _title, _content];
[
_titleText,
[safezoneX + safezoneW - 0.8,0.50], //DEFAULT: 0.5,0.35
[safezoneY + safezoneH - 0.8,0.7], //DEFAULT: 0.8,0.7
_timeout,
0.5
] spawn BIS_fnc_dynamicText;
uiSleep (_timeout * 1.1);
} forEach _messages;

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@@ -0,0 +1 @@
#include "\z\addons\dayz_code\system\mission\server_traders\ruegen.sqf"