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:
A Man
2021-08-18 18:38:03 +02:00
parent fa75563ae1
commit be7898aac1
11 changed files with 294 additions and 122 deletions

View File

@@ -3,6 +3,80 @@
// 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.
// 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.
if (Z_SingleCurrency) then {
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".
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.
};
Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
// 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
// Bury and Butcher Bodies
DZE_Bury_Body = false; // Enable Bury Bodies
DZE_Butcher_Body = false; // Enable Butcher Bodies
// 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.
];
//Server
if (isServer) then {
DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
@@ -148,15 +222,17 @@ if (!isDedicated) then {
DZE_Bandit = -5000; // Defines the value at how much humanity the player is classed as a bandit.
// ZSC
Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
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
ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
ZSC_maxBankMoney = 500000; // Default limit for bank objects.
ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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)
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.
if (Z_SingleCurrency) then {
Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
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
ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
ZSC_maxBankMoney = 500000; // Default limit for bank objects.
ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
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)
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.
};
// Loot system
dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
@@ -164,6 +240,13 @@ if (!isDedicated) then {
dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
if (DZE_Bury_Body) then {
DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
};
if (DZE_Butcher_Body) then {
DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
};
// Take Clothes
DZE_Take_Clothes = false; // Allows to take the clothing from dead players and AIs
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"];
@@ -206,6 +289,19 @@ if (!isDedicated) then {
["ItemGPS",localize "STR_CL_LV_LOCATE_VEHICLES","[] spawn locateVehicle;","true"]
];
};
// Bloodsuckers
DZE_Bloodsuckers = false; // Enable bloodsucker spawning.
if (DZE_Bloodsuckers) then {
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.
};
// 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: