Re-build missionfiles

- Every missionfile has the configVariables.sqf added now since almost every server admin move their configVariables to the mission folder. Now it comes by default with it.
- The missionfile contains by default a custom variables and compiles.sqf too now. This makes it easier for server admins to add scripts.
- Having all configVariables in one place makes a map change much easier now.
- Only map specifc variables are still in init.sqf and should stay there.
This commit is contained in:
A Man
2022-04-02 16:05:20 +02:00
parent bfa836bb2a
commit ac68b0ca93
69 changed files with 13196 additions and 1029 deletions

View File

@@ -1,10 +1,13 @@
// EPOCH CONFIG VARIABLES //
// To change a variable copy paste it in the mission init.sqf below the #include line.
// Standard DayZ variables are found in dayz_code\init\variables.sqf.
// Do not move the variables from here to the init.sqf. This file was made to have all variables in one place.
// Both
dayz_infectiouswaterholes = true; //Enable infected waterholes
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
DZE_PlayerZed = false; // Enable spawning as a player zombie when players die with infected status
DZE_SafeZonePosArray = []; //Fail-Safe, actual safezones are defined in the map specific init's
dayz_infectiouswaterholes = true; //Enable infected waterholes, randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS), not supported by all maps
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
@@ -13,9 +16,9 @@ DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage
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.
DZE_GodModeBase = false; // Disables damage handler from base objects so they can't be destroyed. Make player built base objects indestructible.
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_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
// Death Messages
@@ -85,8 +88,24 @@ DZE_WeatherVariables = [
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.
];
DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "GymBag_Camo_DZE1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
//Server
if (isServer) then {
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"]
];
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
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
@@ -94,12 +113,8 @@ if (isServer) then {
MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
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
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;
DZE_disableThermal = []; // Array of vehicle classnames to disable thermal on when being spawned. i.e: ["AH1Z","MTVR"];
@@ -121,11 +136,19 @@ if (isServer) then {
// Client
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_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
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_defaultSkin = [["Survivor2_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","Doctor_DZ","Assistant_DZ","Worker1_DZ","Worker3_DZ","Worker4_DZ","TK_CIV_Takistani01_EP1_DZ","TK_CIV_Takistani03_EP1_DZ","TK_CIV_Takistani04_EP1_DZ","TK_CIV_Takistani06_EP1_DZ","Firefighter1_DZ","Firefighter2_DZ","Firefighter3_DZ","Firefighter4_DZ","Firefighter5_DZ","Firefighter_Officer1_DZ","Firefighter_Officer2_DZ","Postman1_DZ","Postman2_DZ","Postman3_DZ","Postman4_DZ","SchoolTeacher_DZ","Gardener_DZ","RU_Policeman2_DZ","Hunter_DZ","Civilian1_DZ","Civilian3_DZ","Civilian5_DZ","Civilian7_DZ","Civilian9_DZ","Civilian11_DZ","Civilian13_DZ","Prisoner1_DZ","Prisoner2_DZ","Prisoner3_DZ","Reporter_DZ","MafiaBoss_DZ","Dealer_DZ","BusinessMan_DZ"],["SurvivorW2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWpink_DZ","SurvivorW3_DZ"]]; // Default player skin for fresh spawns, selected randomly DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]], comment out the whole line to disable this feature.
dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
DZE_WarmClothes = []; //Array of warm clothes, type of player model must be added: E.g. ["MVD_Soldier_DZ","GUE_Soldier_2_DZ"];
DZE_TempVars = [7, 15, 4, 4, 2, 6, 8, 3, 2, 0.25, 0.75, 0.5, 12, 33]; //[vehicle, fire, building, moving, sun, heatpack, warm clothes, water, standing, rain, wind, night, snow, shivering] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. To disable shivering set it to 26.
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_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
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; // Min damage built items must have before they can be maintained
DZE_NameTags = 0; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice
@@ -135,19 +158,16 @@ 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_maxGlobalZeds = 500; // Maximum allowed zeds on the map
dayz_paraSpawn = false; // Helo jump spawn
DZE_SelfTransfuse = false; // Allow players to give themselves blood transfusions
DZE_SelfTransfuse = true; // 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_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_BackpackAntiTheft = true; // 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.
dayz_temperature_override = false; // Set to true to disable all temperature changes.
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
DZE_DisableVehicleUpgrade = []; // List of vehicles that cannot be upgraded with manuals E.g.: ["ArmoredSUV_PMC_DZE","LandRover_CZ_EP1_DZE"]
DZE_debrisRefundParts = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"]; // Dynamic debris wrecks refund
@@ -197,7 +217,6 @@ if (!isDedicated) then {
// Plot Management and Plot for Life
DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend.
DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples.
DZE_limitPlots = 0; // Limit the amount of plot poles per person, Use 0 to disable. UIDS in the DZE_PlotManagementAdmins array are exempt.
@@ -222,12 +241,6 @@ if (!isDedicated) then {
DZE_displayHelpers = true; // enable/disable display of modular object helpers
DZE_displayOnlyIfNearby = false; // if identical object types are nearby, display green helpers. If no identical types are nearby, then do not display. false = always display green helpers. (This setting does not apply to Red and Blue helpers). If DZE_displayHelpers is disabled, then this setting will be ignored.
DZE_RefundDamageLimit = 0.25; // amount of damage an object can withstand before no refunded parts will be given. 0 = disable (will always refund)
DZE_helperSize = [[3,"Sign_sphere100cm_EP1"],[2,"Sign_sphere25cm_EP1"],[1,"Sign_sphere10cm_EP1"]]; // array of helper sizes and corresponding class. Keep in reverse order for optimized lookup
DZE_helperSizeDefault = 3; // default to large sphere
DZE_NoRefundTransparency = 0.5; // Red Basebuilding Helper Transparency. min = 0.1, max = 1
DZE_removeTransparency = 0.5; // Green Basebuilding Helper Transparency. min = 0.1, max = 1
DZE_deconstructTransparency = 0.5; // Blue Basebuilding Helper Transparency. min = 0.1, max = 1
DZE_largeObjects = ["MetalContainer2D_DZ","MetalContainer1G_DZ","MetalContainer1B_DZ","MetalContainer1A_DZ","DragonTeeth_DZ","DragonTeethBig_DZ","MetalFloor4x_DZ","Land_metal_floor_2x2_wreck","WoodFloor4x_DZ","Land_wood_floor_2x2_wreck","Scaffolding_DZ","CinderGateFrame_DZ","CinderGate_DZ","CinderGateLocked_DZ","WoodGateFrame_DZ","Land_DZE_WoodGate","Land_DZE_WoodGateLocked","WoodRamp_DZ","Metal_Drawbridge_DZ","Metal_DrawbridgeLocked_DZ","Land_WarfareBarrier10x_DZ","Land_WarfareBarrier10xTall_DZ","SandNestLarge_DZ"]; // adjust _allowedDistance in fn_selfActions.sqf for large modular/crafted objects
// Refund single kits, or modular object recipes as per the build configs
// [[Enable, Modular Object, Refund Kit, [[Refund Class 1, Qty], [Refund Class 2, Qty], [Refund Class 3, Qty], [Refund Class 4, Qty]]]]
@@ -370,7 +383,6 @@ if (!isDedicated) then {
// Door Management
DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend.
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.