From 7bcc9f305f419fa296d641a4f7c9d90cbb067f5c Mon Sep 17 00:00:00 2001 From: icomrade Date: Tue, 3 May 2016 14:31:20 -0400 Subject: [PATCH] Configurable temperature effects --- CHANGE LOG 1.0.6.txt | 1 + SQF/dayz_code/compile/fn_temperatur.sqf | 20 ++++++++++---------- SQF/dayz_code/configVariables.sqf | 3 ++- 3 files changed, 13 insertions(+), 11 deletions(-) diff --git a/CHANGE LOG 1.0.6.txt b/CHANGE LOG 1.0.6.txt index 6694f031e..eb3e973d2 100644 --- a/CHANGE LOG 1.0.6.txt +++ b/CHANGE LOG 1.0.6.txt @@ -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 diff --git a/SQF/dayz_code/compile/fn_temperatur.sqf b/SQF/dayz_code/compile/fn_temperatur.sqf index ce230e9c5..190bd80dd 100644 --- a/SQF/dayz_code/compile/fn_temperatur.sqf +++ b/SQF/dayz_code/compile/fn_temperatur.sqf @@ -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; diff --git a/SQF/dayz_code/configVariables.sqf b/SQF/dayz_code/configVariables.sqf index 280f355b3..92810178f 100644 --- a/SQF/dayz_code/configVariables.sqf +++ b/SQF/dayz_code/configVariables.sqf @@ -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