diff --git a/CHANGE LOG 1.0.6.txt b/CHANGE LOG 1.0.6.txt index eb3e973d2..53a03c147 100644 --- a/CHANGE LOG 1.0.6.txt +++ b/CHANGE LOG 1.0.6.txt @@ -38,6 +38,7 @@ [NEW] A Plot For Life by RimBlock is now included and enabled by default with variable DZE_plotforLife, see configVariables.sqf @RimBlock @icomrade [NEW] You may toggle vehicle destruction effects to prevent damage from vehicle explosions (useful to prevent griefing from ramming) use DZE_NoVehicleExplosions = true; to enable #1198 @icomrade [NEW] Temperature factors are now configurable with DZE_TempVars see ConfigVariables.sqf for more info @icomrade +[NEW] Weather effects are now configurable with DZE_WeatherVariables See DynamicWeatherEffects.sqf for info on these values @icomrade [CHANGED] Many duplicate functions and variables were renamed. See Documents\1.0.6 Variable Name Changes.txt @ebaydayz [CHANGED] Several weapon, item and tool classnames changed. Admins see SQL\1.0.6_Updates @ebaydayz diff --git a/SQF/dayz_code/configVariables.sqf b/SQF/dayz_code/configVariables.sqf index 92810178f..6d41c20d4 100644 --- a/SQF/dayz_code/configVariables.sqf +++ b/SQF/dayz_code/configVariables.sqf @@ -22,6 +22,7 @@ DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues DZE_TempVars = [7, 15, 4, 4, 2, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold +DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 1, 0, 0.8, 0, 8, 25, 50, 0, false]; //See DynamicWeatherEffects.sqf for info on these values 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 (default) allow player to hold two primary weapons, one on back and one in their hands DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives. DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained diff --git a/SQF/dayz_code/system/DynamicWeatherEffects.sqf b/SQF/dayz_code/system/DynamicWeatherEffects.sqf index 405016792..7e19cbb45 100644 --- a/SQF/dayz_code/system/DynamicWeatherEffects.sqf +++ b/SQF/dayz_code/system/DynamicWeatherEffects.sqf @@ -20,60 +20,61 @@ if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain if (count _this > 3) then { _initialWind = _this select 3; } else { _initialWind = [-1, -1]; }; if (count _this > 4) then { _debug = _this select 4; } else { _debug = false; }; + /////////////////////////////////////////////////////////////////////////////////////////////////////////////// // The following variables can be changed to tweak weather behaviour // Minimum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to 1 and less than or equal to // _maxWeatherChangeTimeMin. When weather changes, it is fog OR overcast that changes, not both at the same time. (Suggested value: 10). -_minWeatherChangeTimeMin = 10; +_minWeatherChangeTimeMin = DZE_WeatherVariables select 0; // Maximum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to _minWeatherChangeTimeMin. // (Suggested value: 20). -_maxWeatherChangeTimeMin = 20; +_maxWeatherChangeTimeMin = DZE_WeatherVariables select 1; // Minimum time in minutes that weather (fog and overcast) stays constant between weather changes. Must be less than or equal to 0 and // greater than or equal to _minWeatherChangeTimeMin. (Suggested value: 5). -_minTimeBetweenWeatherChangesMin = 5; +_minTimeBetweenWeatherChangesMin = DZE_WeatherVariables select 2; // Maximum time in minutes that weather (fog and overcast) stays unchanged between weather changes. Must be greater than or equal to // _minWeatherChangeTimeMin. (Suggested value: 10). -_maxTimeBetweenWeatherChangesMin = 10; +_maxTimeBetweenWeatherChangesMin = DZE_WeatherVariables select 3; // Fog intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumFog // (0 = no fog, 1 = pea soup). (Suggested value: 0). -_minimumFog = 0; +_minimumFog = DZE_WeatherVariables select 4; // Fog intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumFog // (0 = no fog, 1 = pea soup). (Suggested value: 0.8). -_maximumFog = 0.2; //0.5 +_maximumFog = DZE_WeatherVariables select 5; //0.5 // Overcast intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumOvercast // (0 = no overcast, 1 = maximum overcast). (Suggested value: 0). -_minimumOvercast = 0; +_minimumOvercast = DZE_WeatherVariables select 6; // Overcast intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumOvercast // (0 = no overcast, 1 = maximum overcast). (Suggested value: 1). -_maximumOvercast = 1; +_maximumOvercast = DZE_WeatherVariables select 7; // When raining, rain intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumRain // (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0); -_minimumRain = 0; +_minimumRain = DZE_WeatherVariables select 8; // When raining, rain intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumRain // (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8); -_maximumRain = 0.8; +_maximumRain = DZE_WeatherVariables select 9; // Wind vector strength never falls below this value. Must be greater or equal to 0 and less than or equal to _maximumWind. // (Suggested value: 0); -_minimumWind = 0; +_minimumWind = DZE_WeatherVariables select 10; // Wind vector strength never exceeds this value. Must be greater or equal to 0 and greater than or equal to _minimumWind. // (Suggested value: 8). -_maximumWind = 8; +_maximumWind = DZE_WeatherVariables select 11; // Probability in percent for wind to change when weather changes. If set to 0 then wind will never change. If set to 100 then rain will // change every time the weather (fog or overcast) start to change. (Suggested value: 25); -_windChangeProbability = 25; +_windChangeProbability = DZE_WeatherVariables select 12; // A "rain interval" is defined as "a time interval during which it may rain in any intensity (or it may not rain at all)". When overcast // goes above 0.75, a chain of rain intervals (defined below) is started. It cycles on until overcast falls below 0.75. At overcast @@ -82,11 +83,11 @@ _windChangeProbability = 25; // Probability in percent (0-100) for rain to start at every rain interval. Set this to 0 if you don't want rain at all. Set this to 100 // if you want it to rain constantly when overcast is greater than 0.75. In short: if you think that it generally rains to often then // lower this value and vice versa. (Suggested value: 50). -_rainIntervalRainProbability = 50; +_rainIntervalRainProbability = DZE_WeatherVariables select 13; // Minimum time in minutes for rain intervals. Must be greater or equal to 0 and less than or equal to _maxRainIntervalTimeMin. // (Suggested value: 0). -_minRainIntervalTimeMin = 0; +_minRainIntervalTimeMin = DZE_WeatherVariables select 14; // Maximum time in minutes for rain intervals. Must be greater than or equal to _minRainIntervalTimeMin. (Suggested value: // (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2). @@ -95,7 +96,7 @@ _maxRainIntervalTimeMin = (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChan // If set to true, then the rain is forced to stop after one rain interval during which it has rained (use this for example if you only want // small occational cloudbursts ). If set to false, then the rain may stop, but it may also just change intensity for an // immedeate new rain interval. (Suggested value: false). -_forceRainToStopAfterOneRainInterval = false; +_forceRainToStopAfterOneRainInterval = DZE_WeatherVariables select 15; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////