Configurable temperature effects

This commit is contained in:
icomrade
2016-05-03 14:31:20 -04:00
parent 6936a5dd24
commit 7bcc9f305f
3 changed files with 13 additions and 11 deletions

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@@ -37,6 +37,7 @@
[NEW] Plot Management by Zupa is now included and enabled by default with variable DZE_plotManagement, see ConfigVariables.sqf @DevZupa @Bruce-LXXVI @icomrade
[NEW] A Plot For Life by RimBlock is now included and enabled by default with variable DZE_plotforLife, see configVariables.sqf @RimBlock @icomrade
[NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade
[NEW] Temperature factors are now configurable with DZE_TempVars see ConfigVariables.sqf for more info @icomrade
[CHANGED] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt @ebaydayz
[CHANGED] Several weapon, item and tool classnames changed. Admins see SQL\1.0.6_Updates @ebaydayz

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@@ -24,18 +24,18 @@ _looptime = _this;
//All Values can be seen as x of 100: 100 / x = minutes from min temperetaure to max temperature (without other effects)
//Positive effects
_vehicle_factor = 2;
_fire_factor = 15;
_building_factor = 1.5;
_moving_factor = 2.8;
_sun_factor = 1;
_vehicle_factor = DZE_TempVars select 0;
_fire_factor = DZE_TempVars select 1;
_building_factor = DZE_TempVars select 2;
_moving_factor = DZE_TempVars select 3;
_sun_factor = DZE_TempVars select 4;
//Negative effects
_water_factor = 8;
_stand_factor = 2.1;
_rain_factor = 0.5;
_wind_factor = 1.5;
_night_factor = 1;
_water_factor = DZE_TempVars select 5;
_stand_factor = DZE_TempVars select 6;
_rain_factor = DZE_TempVars select 7;
_wind_factor = DZE_TempVars select 8;
_night_factor = DZE_TempVars select 9;
_difference = 0;
//_hasfireffect = false;

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@@ -14,13 +14,14 @@ dayz_tameDogs = false; // Allow taming dogs with raw meat
dayz_townGenerator = false; // Spawn vanilla map junk in addition to Epoch DynamicDebris. Only works on Chernarus.
dayz_townGeneratorBlackList = [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]; // Town generator will not spawn junk within 150m of these positions.
DayZ_UseSteamID = true; // Use getPlayerUID instead of getPlayerUIDOld
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues
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
DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues
DZE_TempVars = [7, 15, 4, 4, 2, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold
DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 (default) allow player to hold two primary weapons, one on back and one in their hands
DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained