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Separate config variables into client, server, or both.
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@@ -3,17 +3,24 @@
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// To change a variable copy paste it in the mission init.sqf below the #include line.
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// Standard DayZ variables are found in dayz_code\init\variables.sqf.
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dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
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dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
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dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
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dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
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//Server
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if (isServer) then {
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// Dynamic Vehicles
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DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
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DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
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DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
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DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
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MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
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MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
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DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
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DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
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};
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// Client
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if (!isDedicated) then {
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dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
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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.
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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]]
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DZE_SnowFall = false; //Enables snowfall for Dynamic Weather Effects. Default: false, on all non winter maps. Enabled on all winter maps. _maximumOvercast in DZE_WeatherVariables must be over 0.75. This is set already for all winter maps.
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DZE_WarmClothes = []; //Array of warm clothes, type of player model must be added: E.g. ["MVD_Soldier_DZ","GUE_Soldier_2_DZ"];
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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.
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DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100]; //See DynamicWeatherEffects.sqf for info on these values.
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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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DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
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DZE_DamageBeforeMaint = 0.09; // Min damage built items must have before they can be maintained
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@@ -21,16 +28,19 @@ DZE_NameTags = 0; // Name displays when looking at player up close 0 = Off, 1=
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DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice.
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DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend)
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DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close
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DZE_HeliLift = true; // Enable Epoch heli lift system
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DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
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DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people.
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DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
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timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
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// Not sure about this one
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DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
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// Build restrictions
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DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
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DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
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DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
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DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
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DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
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DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
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DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
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@@ -40,24 +50,10 @@ DZE_Hide_Body = true; //Enable hide dead bodies. Hiding a dead body removes the
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DZE_PVE_Mode = false; //Disable the PvP damage on the server. If DZE_BackpackAntiTheft = true, the backpack anti theft is active on the whle server. This is just a basic support for PVE Servers. Default = false
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// SafeZone
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DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
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DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
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DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.
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// Death Messages
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
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DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
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DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
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// Dynamic Vehicles
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DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
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DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
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DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
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DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
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MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map
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MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
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// HALO Jump
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DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump.
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DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature.
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@@ -70,25 +66,16 @@ DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["
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DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems.
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DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory.
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DZE_keepVehicleKey = false; // Keep the vehicle key when the vehicle is sold? (Useful on servers with the key changer mod)
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DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
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Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
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Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency.
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Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency.
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Z_SingleCurrency = false; // Does your server use a single currency system?
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CurrencyName = "Coins"; // If using single currency this is the currency display name.
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Z_moneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
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Z_bankVariable = "moneySpecial"; // If using single currency this is the variable name used to store object bank wealth.
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Z_globalVariable = "GlobalMoney"; // If using single currency this is the variable name used to store coins globally.
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DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
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// Plot Management and Plot for Life
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DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
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DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend.
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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.
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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.
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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.
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DZE_limitPlots = 0; // Limit the amount of plot poles per person, Use 0 to disable. UIDS in the DZE_PlotManagementAdmins array are exempt.
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DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
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DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired.
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// Snap Build and Build Vectors
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@@ -117,7 +104,6 @@ DZE_modularConfig = [];
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*/
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// Door Management
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DZE_doorManagement = true; // Enable Door Management by @DevZupa.
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DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend.
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DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
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DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
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@@ -125,11 +111,53 @@ DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no
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DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.
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// Group System
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dayz_groupSystem = false; // Enable group system
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dayz_markGroup = 1; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only
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dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
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dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
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dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.
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};
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// Both
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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.
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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]]
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DZE_HeliLift = true; // Enable Epoch heli lift system
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DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
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DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
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// Loot system
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dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
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dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
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dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
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dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
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// Death Messages
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
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DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
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// ZSC
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Z_SingleCurrency = false; // Does your server use a single currency system?
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Z_moneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
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Z_bankVariable = "moneySpecial"; // If using single currency this is the variable name used to store object bank wealth.
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Z_globalVariable = "GlobalMoney"; // If using single currency this is the variable name used to store coins globally.
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Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
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// Plot Management and Plot for Life
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DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
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DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
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// Door Management
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DZE_doorManagement = true; // Enable Door Management by @DevZupa.
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// Group System
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dayz_groupSystem = false; // Enable group system
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// Weather
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DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100]; //See DynamicWeatherEffects.sqf for info on these values.
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DZE_SnowFall = false; //Enables snowfall for Dynamic Weather Effects. Default: false, on all non winter maps. Enabled on all winter maps. _maximumOvercast in DZE_WeatherVariables must be over 0.75. This is set already for all winter maps.
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/*
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Developers:
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