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https://github.com/EpochModTeam/DayZ-Epoch.git
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Add toggleable Bury and Butcher Bodies by salival
This also re-arranges the configVariables.sqf and loads the variables for both (server and client) first. This allows to check for certain variables like Z_SingleCurrency and stops the loading of all other Z_SingleCurrency variables even when Z_SingleCurrency was not on.
This commit is contained in:
85
SQF/dayz_code/actions/buryActions.sqf
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85
SQF/dayz_code/actions/buryActions.sqf
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@@ -0,0 +1,85 @@
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/*
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Bury/Butcher body script by salival (https://github.com/oiad)
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*/
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if (dayz_actionInProgress) exitWith {localize "str_player_actionslimit" call dayz_rollingMessages;};
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dayz_actionInProgress = true;
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private ["_action","_backPackMag","_backPackWpn","_crate","_corpse","_cross","_gain","_isBury","_grave","_name","_playerNear","_backPack","_position","_sound","_notOnRoad"];
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_corpse = (_this select 3) select 0;
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if (isNull _corpse) exitWith {dayz_actionInProgress = false; systemChat localize "str_cursorTargetNotFound";};
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_playerNear = {isPlayer _x} count (([_corpse] call FNC_GetPos) nearEntities ["CAManBase", 10]) > 1;
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if (_playerNear) exitWith {dayz_actionInProgress = false; localize "str_pickup_limit_5" call dayz_rollingMessages;};
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_action = (_this select 3) select 1;
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_notOnRoad = false; // Restrict burying/butchering on roads?
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player removeAction s_player_bury_human;
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s_player_bury_human = -1;
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player removeAction s_player_butcher_human;
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s_player_butcher_human = -1;
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_position = getPosATL _corpse;
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_isBury = _action == "bury";
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if (_notOnRoad && {isOnRoad _position}) exitWith {dayz_actionInProgress = false; format[localize "STR_CL_BA_ROAD",if (_isBury) then {localize "STR_CL_BA_BURY1"} else {"STR_CL_BA_BUTCHER1"}] call dayz_rollingMessages;};
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_finished = ["Medic",1] call fn_loopAction;
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if (!_finished) exitWith {dayz_actionInProgress = false;localize "str_epoch_player_26" call dayz_rollingMessages;};
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_corpse setVariable["isBuried",true,true];
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_backPack = typeOf (unitBackPack _corpse);
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_crate = createVehicle ["DZ_AmmoBoxSmallUS",_position,[],0,"CAN_COLLIDE"];
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_crate setPosATL [(_position select 0)+1,(_position select 1)+1.5,_position select 2];
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_crate setVariable ["permaLoot",true,true];
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_crate setVariable ["bury",true,true];
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_grave = createVehicle ["Grave",_position,[],0,"CAN_COLLIDE"];
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_grave setPosATL [(_position select 0)+1,_position select 1,_position select 2];
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_grave setVariable ["bury",true,true];
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if (_isBury) then {
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_name = _corpse getVariable["bodyName","unknown"];
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_cross = createVehicle ["GraveCross1",_position,[],0,"CAN_COLLIDE"];
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_cross setPosATL [(_position select 0)+1,(_position select 1)-1.2,_position select 2];
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_cross setVariable ["bury",true,true];
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};
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{_crate addWeaponCargoGlobal [_x,1]} forEach weapons _corpse;
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{_crate addMagazineCargoGlobal [_x,1]} forEach magazines _corpse;
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if (_backPack != "") then {
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_backPackWpn = getWeaponCargo unitBackpack _corpse;
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_backPackMag = getMagazineCargo unitBackpack _corpse;
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if (count _backPackWpn > 0) then {{_crate addWeaponCargoGlobal [_x,(_backPackWpn select 1) select _forEachIndex]} forEach (_backPackWpn select 0);};
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if (count _backPackMag > 0) then {{_crate addMagazineCargoGlobal [_x,(_backPackMag select 1) select _forEachIndex]} forEach (_backPackMag select 0);};
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_crate addBackpackCargoGlobal [_backPack,1];
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};
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_sound = _corpse getVariable ["sched_co_fliesSource",nil];
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if (!isNil "_sound") then {
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detach _sound;
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deleteVehicle _sound;
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};
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deleteVehicle _corpse;
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if (_isBury) then {
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if (_name != "unknown") then {
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format[localize "STR_CL_BA_RIP",_name] call dayz_rollingMessages;
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} else {
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localize "STR_CL_BA_RIP_UNKNOWN" call dayz_rollingMessages;
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};
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} else {
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["knives",0.2] call fn_dynamicTool;
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};
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_gain = if (_isBury) then {DZE_Bury_Body_Value} else {DZE_Butcher_Body_Value};
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_gain call player_humanityChange;
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dayz_actionInProgress = false;
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@@ -808,16 +808,41 @@ if (!isNull _cursorTarget && {!_inVehicle && !_isPZombie && _canDo && player dis
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} else {
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player removeAction s_player_fillgen;
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s_player_fillgen = -1;
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};
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if (DZE_Take_Clothes) then {
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if (_isMan && !_isAlive && !_isZombie && {!(_cursorTarget isKindOf "Animal")} && {!(_cursorTarget getVariable["clothesTaken",false])} && {_typeOfCursorTarget in AllPlayers} && {!(_typeOfCursorTarget in DZE_Disable_Take_Clothes)}) then {
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if (s_player_clothes < 0) then {
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s_player_clothes = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_CL_TC_TAKE_CLOTHES"],"\z\addons\dayz_code\actions\takeClothes.sqf",_cursorTarget,0, false,true];
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};
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if (!_isAlive && _isMan && !_isZombie && {!(_cursorTarget isKindOf "Animal")}) then {
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if (DZE_Take_Clothes) then {
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if (!(_cursorTarget getVariable["clothesTaken",false]) && {_typeOfCursorTarget in AllPlayers} && {!(_typeOfCursorTarget in DZE_Disable_Take_Clothes)}) then {
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if (s_player_clothes < 0) then {
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s_player_clothes = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_CL_TC_TAKE_CLOTHES"],"\z\addons\dayz_code\actions\takeClothes.sqf",_cursorTarget,0, false,true];
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};
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} else {
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player removeAction s_player_clothes;
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s_player_clothes = -1;
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};
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};
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if (DZE_Bury_Body) then {
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local _hasShovel = ("ItemEtool" in _itemsPlayer || "ItemShovel" in _itemsPlayer);
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if (_hasShovel && !(_cursorTarget getVariable ["bodyButchered",false])) then {
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if (s_player_bury_human < 0) then {
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s_player_bury_human = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_CL_BA_BURY"],"\z\addons\dayz_code\actions\buryActions.sqf",[_cursorTarget,"bury"],0,false,true];
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};
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} else {
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player removeAction s_player_bury_human;
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s_player_bury_human = -1;
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};
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};
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if (DZE_Butcher_Body) then {
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if (({_x in ["ItemKnife","ItemKnife5","ItemKnife4","ItemKnife3","ItemKnife2","ItemKnife1"]} count _itemsPlayer > 0) && !(_cursorTarget getVariable ["bodyButchered",false])) then {
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if (s_player_butcher_human < 0) then {
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s_player_butcher_human = player addAction [format["<t color='#0059FF'>%1</t>",localize "STR_CL_BA_BUTCHER"],"\z\addons\dayz_code\actions\buryActions.sqf",[_cursorTarget,"butcher"],0,false,true];
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};
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} else {
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player removeAction s_player_butcher_human;
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s_player_butcher_human = -1;
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};
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} else {
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player removeAction s_player_clothes;
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s_player_clothes = -1;
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};
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};
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@@ -1095,6 +1120,10 @@ if (!isNull _cursorTarget && {!_inVehicle && !_isPZombie && _canDo && player dis
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s_player_checkWallet = -1;
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player removeAction s_player_clothes;
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s_player_clothes = -1;
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player removeAction s_player_bury_human;
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s_player_bury_human = -1;
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player removeAction s_player_butcher_human;
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s_player_butcher_human = -1;
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};
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//Dog actions on player self
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@@ -11,7 +11,7 @@ local _cantSee = false;
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{
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local _isZombie = _x isKindOf "zZombie_base";
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local _isMutant = typeOf _x == "z_bloodsucker";
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local _isMutant = (DZE_Bloodsuckers && {typeOf _x == "z_bloodsucker"});
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local _forcedSpeed = if ((_speedMin != _speedMax) && {(_speedMin > 0) && (_speedMax > 0)}) then {((random (DZE_ZombieSpeed select 1)) max (DZE_ZombieSpeed select 0));} else {getNumber (configFile >> "CfgVehicles" >> (typeOf _x) >> "forcedSpeed");};
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local _dist = _x distance _refObj;
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local _chance = 1; //0 / dayz_monitorPeriod; // Z verbosity
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@@ -131,7 +131,7 @@ local _cantSee = false;
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};
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};
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if (_isMutant && DZE_BloodsuckerDeleteNearTrader && isInTraderCity) then {deleteVehicle _x}; // Delete bloodsucker if the player is in a trader city
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if (_isMutant && {DZE_BloodsuckerDeleteNearTrader && isInTraderCity}) then {deleteVehicle _x}; // Delete bloodsucker if the player is in a trader city
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} forEach ((getPosATL _refObj) nearEntities ["Zed_Base",100]);
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if (_attacked) then {
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@@ -3,6 +3,80 @@
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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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// Both
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dayz_infectiouswaterholes = true; //Enable infected waterholes
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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_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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DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
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dayz_ForcefullmoonNights = false; // Forces night time to be full moon.
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infectedWaterHoles = []; //Needed for non-cherno maps.
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DZE_GodModeBase = false; // Disables damage handler from base objects so they can't be destroyed.
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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 = false; // disable blood types system and use the single classic ItemBloodbag
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dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
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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; // Enable single currency system.
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if (Z_SingleCurrency) then {
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Z_globalBanking = false; // Enable global banking system.
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Z_persistentMoney = false; // Enabling this stores currency to player_data instead of character_data. Currency transfers to a new character after death. For PVE servers only. Formerly called "GlobalMoney".
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CurrencyName = "Coins"; // If using single currency this is the currency display name.
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DZE_MoneyStorageClasses = ["VaultStorage","VaultStorage2","VaultStorageLocked","VaultStorage2Locked","LockboxStorageLocked","LockboxStorage2Locked","LockboxStorage","LockboxStorage2","LockboxStorageWinterLocked","LockboxStorageWinter2Locked","LockboxStorageWinter","LockboxStorageWinter2","TallSafe","TallSafeLocked"]; // If using single currency this is an array of object classes players can store coins in. E.g.: ["GunRack_DZ","WoodCrate_DZ"]
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ZSC_VehicleMoneyStorage = true; // Allow players to store money in vehicles. If vehicles are destroyed the money is also destroyed.
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};
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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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// Bury and Butcher Bodies
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DZE_Bury_Body = false; // Enable Bury Bodies
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DZE_Butcher_Body = false; // Enable Butcher Bodies
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// Weather
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DZE_Weather = 2; // 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.
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// The settings in the array below may be adjusted as desired. The default settings are designed to maximize client and server performance.
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// Having several features enabled at once might have adverse effects on client performance. For instance, you could have snowfall, ground fog, and breath fog threads all running at once.
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DZE_WeatherVariables = [
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15, // Minimum time in minutes for the weather to change. (default value: 15).
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30, // Maximum time in minutes for the weather to change. (default value: 30).
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0, // Minimum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0).
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.2, // Maximum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0.8).
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0, // Minimum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 0). Note: Rain and snow will not occur when overcast is less than 0.70.
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.6, // Maximum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 1).
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0, // Minimum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
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.6, // Maximum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
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0, // Minimum wind strength (default value: 0).
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3, // Maximum wind strength (default value: 5).
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.25, // Probability for wind to change when weather changes. (default value: .25).
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1, // Minimum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
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1, // Maximum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
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.2,// Probability for a blizzard to occur when it is snowing. (0 = no blizzards, 1 = blizzard all the time). (default value: .2).
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10, // Blizzard interval in minutes. Set to zero to have the blizzard run for the whole interval, otherwise you can set a custom time interval for the blizzard.
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0, // Ground Fog Effects. Options: 0 - no ground fog, 1 - only at evening, night, and early morning, 2 - anytime, 3 - near cities and towns, at late evening, night, and early morning, 4 - near cities and towns, anytime.
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400, // Distance in meters from player to scan for buildings to spawn ground fog. By default, only the 15 nearest buildings will spawn ground fog.
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false, // Allow ground fog when it's snowing or raining?
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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.
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];
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//Server
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if (isServer) then {
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DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
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@@ -148,15 +222,17 @@ if (!isDedicated) then {
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DZE_Bandit = -5000; // Defines the value at how much humanity the player is classed as a bandit.
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// ZSC
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Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
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Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
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ZSC_bankTraders = ["Functionary1_EP1"]; // Array of trader classnames that are available for banking (i.e Functionary1_EP1), do not use _DZ classes - they are used as player skins
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ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
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ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_maxBankMoney = 500000; // Default limit for bank objects.
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ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_MaxMoneyInStorageMultiplier = 5000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 5000 multiplier is 1 million coin storage. (200 * 5000 = 1,000,000 coins)
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ZSC_ZombieCoins = [false,[0,1000]]; // First value activate coins on zombies, second value from 0 - 1000 coins on each zombie. Coin for zombies are handled directly in check wallet.
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if (Z_SingleCurrency) then {
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Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
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Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
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ZSC_bankTraders = ["Functionary1_EP1"]; // Array of trader classnames that are available for banking (i.e Functionary1_EP1), do not use _DZ classes - they are used as player skins
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ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
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ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_maxBankMoney = 500000; // Default limit for bank objects.
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ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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ZSC_MaxMoneyInStorageMultiplier = 5000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 5000 multiplier is 1 million coin storage. (200 * 5000 = 1,000,000 coins)
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ZSC_ZombieCoins = [false,[0,1000]]; // First value activate coins on zombies, second value from 0 - 1000 coins on each zombie. Coin for zombies are handled directly in check wallet.
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};
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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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@@ -164,6 +240,13 @@ if (!isDedicated) then {
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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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if (DZE_Bury_Body) then {
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DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
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};
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if (DZE_Butcher_Body) then {
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DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
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};
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// Take Clothes
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DZE_Take_Clothes = false; // Allows to take the clothing from dead players and AIs
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DZE_Disable_Take_Clothes = []; // Enter the skins you do not want to be allowed to be recovered from dead bodies. E.g.: DZE_Disable_Take_Clothes = ["Doctor_DZ","Assistant_DZ","Worker1_DZ"];
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@@ -206,6 +289,19 @@ if (!isDedicated) then {
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["ItemGPS",localize "STR_CL_LV_LOCATE_VEHICLES","[] spawn locateVehicle;","true"]
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];
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};
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// Bloodsuckers
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DZE_Bloodsuckers = false; // Enable bloodsucker spawning.
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if (DZE_Bloodsuckers) then {
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DZE_BloodsuckerChance = .15; // Chance that a building will spawn a bloodsucker. Default .15 (15%)
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||||
DZE_BloodsuckerBuildings = ["Land_Hlidac_budka","Land_Mil_Guardhouse","Land_Mil_Barracks","Land_Mil_House","Land_Mil_Barracks_i","CrashSite_RU","CrashSite_US","CrashSite_EU","CrashSite_UN"]; // Bloodsuckers will spawn near these building classes.
|
||||
DZE_BloodsuckersMaxGlobal = 15; // Maximum number of bloodsuckers allowed on the map at one time.
|
||||
DZE_BloodsuckersMaxNear = 3; // Maximum number of bloodsuckers allowed in any 200 meter area.
|
||||
DZE_BloodsuckersMaxLocal = 2; // Maximum number of bloodsuckers that can spawn per client.
|
||||
DZE_BloodsuckerScreenEffect = true; // On screen slash marks when the bloodsuckers attack.
|
||||
DZE_BloodsuckerDeleteNearTrader = true; // Deletes bloodsuckers when near trader cities.
|
||||
};
|
||||
|
||||
// Garage Door Opener
|
||||
DZE_GarageDoor_Opener = false; // Enables the option to open Garage Doors from the inside of a vehicle.
|
||||
@@ -332,84 +428,8 @@ if (!isDedicated) then {
|
||||
];
|
||||
};
|
||||
};
|
||||
|
||||
// Bloodsuckers
|
||||
DZE_Bloodsuckers = false; // Enable bloodsucker spawning.
|
||||
DZE_BloodsuckerChance = .15; // Chance that a building will spawn a bloodsucker. Default .15 (15%)
|
||||
DZE_BloodsuckerBuildings = ["Land_Hlidac_budka","Land_Mil_Guardhouse","Land_Mil_Barracks","Land_Mil_House","Land_Mil_Barracks_i","CrashSite_RU","CrashSite_US","CrashSite_EU","CrashSite_UN"]; // Bloodsuckers will spawn near these building classes.
|
||||
DZE_BloodsuckersMaxGlobal = 15; // Maximum number of bloodsuckers allowed on the map at one time.
|
||||
DZE_BloodsuckersMaxNear = 3; // Maximum number of bloodsuckers allowed in any 200 meter area.
|
||||
DZE_BloodsuckersMaxLocal = 2; // Maximum number of bloodsuckers that can spawn per client.
|
||||
DZE_BloodsuckerScreenEffect = true; // On screen slash marks when the bloodsuckers attack.
|
||||
DZE_BloodsuckerDeleteNearTrader = true; // Deletes bloodsuckers when near trader cities.
|
||||
};
|
||||
|
||||
// Both
|
||||
dayz_infectiouswaterholes = true; //Enable infected waterholes
|
||||
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
|
||||
DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
|
||||
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.
|
||||
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.
|
||||
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_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
|
||||
|
||||
// Death Messages
|
||||
DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
|
||||
DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
|
||||
DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
|
||||
|
||||
// ZSC
|
||||
Z_SingleCurrency = false; // Enable single currency system.
|
||||
Z_globalBanking = false; // Enable global banking system.
|
||||
Z_persistentMoney = false; // Enabling this stores currency to player_data instead of character_data. Currency transfers to a new character after death. For PVE servers only. Formerly called "GlobalMoney".
|
||||
Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
|
||||
CurrencyName = "Coins"; // If using single currency this is the currency display name.
|
||||
DZE_MoneyStorageClasses = ["VaultStorage","VaultStorage2","VaultStorageLocked","VaultStorage2Locked","LockboxStorageLocked","LockboxStorage2Locked","LockboxStorage","LockboxStorage2","LockboxStorageWinterLocked","LockboxStorageWinter2Locked","LockboxStorageWinter","LockboxStorageWinter2","TallSafe","TallSafeLocked"]; // If using single currency this is an array of object classes players can store coins in. E.g.: ["GunRack_DZ","WoodCrate_DZ"]
|
||||
ZSC_VehicleMoneyStorage = true; // Allow players to store money in vehicles. If vehicles are destroyed the money is also destroyed.
|
||||
|
||||
// Plot Management and Plot for Life
|
||||
DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
|
||||
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.
|
||||
|
||||
// Door Management
|
||||
DZE_doorManagement = true; // Enable Door Management by @DevZupa.
|
||||
|
||||
// Group System
|
||||
dayz_groupSystem = false; // Enable group system
|
||||
|
||||
// Weather
|
||||
DZE_Weather = 2; // 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.
|
||||
|
||||
// The settings in the array below may be adjusted as desired. The default settings are designed to maximize client and server performance.
|
||||
// Having several features enabled at once might have adverse effects on client performance. For instance, you could have snowfall, ground fog, and breath fog threads all running at once.
|
||||
DZE_WeatherVariables = [
|
||||
15, // Minimum time in minutes for the weather to change. (default value: 15).
|
||||
30, // Maximum time in minutes for the weather to change. (default value: 30).
|
||||
0, // Minimum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0).
|
||||
.2, // Maximum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0.8).
|
||||
0, // Minimum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 0). Note: Rain and snow will not occur when overcast is less than 0.70.
|
||||
.6, // Maximum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 1).
|
||||
0, // Minimum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
|
||||
.6, // Maximum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
|
||||
0, // Minimum wind strength (default value: 0).
|
||||
3, // Maximum wind strength (default value: 5).
|
||||
.25, // Probability for wind to change when weather changes. (default value: .25).
|
||||
1, // Minimum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
|
||||
1, // Maximum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
|
||||
.2,// Probability for a blizzard to occur when it is snowing. (0 = no blizzards, 1 = blizzard all the time). (default value: .2).
|
||||
10, // Blizzard interval in minutes. Set to zero to have the blizzard run for the whole interval, otherwise you can set a custom time interval for the blizzard.
|
||||
0, // Ground Fog Effects. Options: 0 - no ground fog, 1 - only at evening, night, and early morning, 2 - anytime, 3 - near cities and towns, at late evening, night, and early morning, 4 - near cities and towns, anytime.
|
||||
400, // Distance in meters from player to scan for buildings to spawn ground fog. By default, only the 15 nearest buildings will spawn ground fog.
|
||||
false, // Allow ground fog when it's snowing or raining?
|
||||
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.
|
||||
];
|
||||
|
||||
/*
|
||||
Developers:
|
||||
|
||||
|
||||
@@ -209,7 +209,9 @@ if (!isDedicated) then {
|
||||
s_player_checkWallet = -1;
|
||||
s_player_clothes = -1;
|
||||
s_player_gdoor_opener = [];
|
||||
s_player_gdoor_opener_ctrl = -1;
|
||||
s_player_gdoor_opener_ctrl = -1;
|
||||
s_player_bury_human = -1;
|
||||
s_player_butcher_human = -1;
|
||||
};
|
||||
call dayz_resetSelfActions;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user