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https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
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.
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@@ -1,78 +1,28 @@
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// For DayZ Epoch
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// EPOCH CONFIG VARIABLES //
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//#include "\z\addons\dayz_code\configVariables.sqf" // If you have problems with certain variables uncomment this line.
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#include "configVariables.sqf" // Don't remove this line, path in your missionfile
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// EPOCH CONFIG VARIABLES START //
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#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
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// See the above file for a full list including descriptions and default values
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// Map Specific Config //
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// Server only settings
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if (isServer) then {
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dayZ_instance = 26; //Instance ID of this server
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dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
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MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
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MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
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spawnArea = 2000; // Distance around markers to find a safe spawn position
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spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
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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.
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//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
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["any","any","any","any",-1,"Care_Packages"],
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["any","any","any","any",-1,"CrashSites"]
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];
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};
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// Client only settings
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if (!isDedicated) then {
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dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
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dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
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dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
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dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
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dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
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dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
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dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
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dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
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dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
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dayz_temperature_override = false; // Set to true to disable all temperature changes.
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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.
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dayz_paraSpawn = false; // Halo spawn
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DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
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DZE_BuildOnRoads = false; // Allow building on roads
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DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
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DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
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DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
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DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
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DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
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DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
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DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
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dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
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};
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// Settings for both server and client
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dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
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dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
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dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
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dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
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dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
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dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
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DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
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DZE_GodModeBase = false; // Make player built base objects indestructible
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// Setting for both server and client
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DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
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DZE_Weather = 3; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables in configVariables.sqf.
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// Uncomment the lines below to change the default loadout
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//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
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//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
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//DefaultBackpack = "DZ_Patrol_Pack_EP1";
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//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
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// EPOCH CONFIG VARIABLES END //
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// Map Specific Config End //
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enableRadio false;
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enableSentences false;
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//setTerrainGrid 25;
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diag_log 'dayz_preloadFinished reset';
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//diag_log 'dayz_preloadFinished reset';
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dayz_preloadFinished=nil;
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onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
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onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
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onPreloadStarted "dayz_preloadFinished = false;";
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onPreloadFinished "dayz_preloadFinished = true;";
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with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon
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if (!isDedicated) then {
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@@ -88,12 +38,14 @@ if (!isDedicated) then {
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initialized = false;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
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call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
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dayz_progressBarValue = 0.05;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
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dayz_progressBarValue = 0.1;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
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dayz_progressBarValue = 0.15;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
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call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
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dayz_progressBarValue = 0.25;
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call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on every machine early
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initialized = true;
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