Revert "Revert "Merge branch 'master' of https://github.com/EpochModTeam/DayZ-Epoch""

This reverts commit 109ec5c9a3.
This commit is contained in:
seelenapparat
2021-08-24 15:47:06 +02:00
parent c801365a1f
commit d1abb66e9f
145 changed files with 9200 additions and 627 deletions

View File

@@ -3,6 +3,86 @@
// 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.
// Vehicle Key Changer
DZE_VehicleKey_Changer = false; // Enable Vehicle Key Changer. Create or change the key for a vehicle.
// Virtual Garage
DZE_Virtual_Garage = false; // Enable the Virtual Garage to store vehicles.
// 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
@@ -23,6 +103,20 @@ if (isServer) then {
// ZSC
Z_globalBankingTraders = false; // Enable banking NPCs at trader cities.
// Safe Zone Relocating
DZE_SafeZone_Relocate = false; //Enables relocating of vehicles left in Safe Zones over a server restart.
if (DZE_VehicleKey_Changer) then {
vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
vkc_disableThermal = [""]; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
};
if (DZE_Virtual_Garage) then {
vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
};
};
// Client
@@ -145,89 +239,253 @@ 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.
dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
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
// Bury and Butcher Bodies
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"];
/*
DZE_CLICK_ACTIONS
This is where you register your right-click actions
FORMAT -- (no comma after last array entry)
[_classname,_text,_execute,_condition],
PARAMETERS
_classname : the name of the class to click on (example = "ItemBloodbag")
_text : the text for the option that is displayed when right clicking on the item (example = "Self Transfuse")
_execute : compiled code to execute when the option is selected (example = "execVM 'my\scripts\self_transfuse.sqf';")
_condition : compiled code evaluated to determine whether or not the option is displayed (example = {true})
*/
DZE_CLICK_ACTIONS = [
/* ["ItemGPS",localize "STR_CL_CA_SCAN_NEARBY","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_ZOMBIE_COUNT = count ((position player) nearEntities ['zZombie_Base',CA_GPS_RANGE]); CA_MAN_COUNT = count ((position player) nearEntities ['CAManBase',CA_GPS_RANGE]); format[localize 'STR_CL_CA_SCAN',CA_GPS_RANGE,CA_MAN_COUNT - CA_ZOMBIE_COUNT,count ((position player) nearEntities ['zZombie_Base',CA_GPS_RANGE]),count ((position player) nearEntities ['allVehicles',CA_GPS_RANGE]) - CA_MAN_COUNT] call dayz_rollingMessages;","true"],
["ItemGPS",localize "STR_CL_CA_RANGE_UP","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_GPS_RANGE = (CA_GPS_RANGE + 100) min 2500; format[localize 'STR_CL_CA_RANGE_GPS',CA_GPS_RANGE] call dayz_rollingMessages;","true"],
["ItemGPS",localize "STR_CL_CA_RANGE_DOWN","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_GPS_RANGE = (CA_GPS_RANGE - 100) max 1000; format[localize 'STR_CL_CA_RANGE_GPS',CA_GPS_RANGE] call dayz_rollingMessages;","true"]
*/
];
DZE_Remote_Vehicle = false; // Enable/Disable the Remote Vehicle options like ejecting players from a vehicle or lock/unlock the vehicle from the distance just by the key.
if (DZE_Remote_Vehicle) then {
DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [
["ItemKey",localize "STR_CL_RV_CA_EJECT","spawn remoteVehicle;","true",1],
["ItemKey",localize "STR_CL_RV_CA_ENGINE","spawn remoteVehicle;","true",2],
["ItemKey",localize "STR_CL_RV_CA_UNLOCK","spawn remoteVehicle;","true",3],
["ItemKey",localize "STR_CL_RV_CA_LOCK","spawn remoteVehicle;","true",4],
["ItemKey",localize "STR_CL_RV_CA_LIGHTS","spawn remoteVehicle;","true",5]
];
};
DZE_LocateVehicle = false; // Enable/Disable the option to locate a vehicle from a key in the inventory with a rightclick on the GPS.
if (DZE_LocateVehicle) then {
DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [
["ItemGPS",localize "STR_CL_LV_LOCATE_VEHICLES","[] spawn locateVehicle;","true"]
];
};
if (DZE_VehicleKey_Changer) then {
vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.
};
if (DZE_Virtual_Garage) then {
vg_list = ["Plastic_Pole_EP1_DZ"]; // List of objects/traders that are allowed to interact with virtual garage. i.e: ["Plastic_Pole_EP1_DZ","Worker2"];
vg_blackListed = []; // Array of vehicle config classes as well as vehicle classnames that are blacklisted from being stored, i.e ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"]
vg_heliPads = ["Helipad_Civil_DZ","Helipad_Rescue_DZ","Helipad_Army_DZ","Helipad_Cross_DZ","Helipad_ParkBorder_DZ"]; // Array of heli pad classnames
vg_store_keyless_vehicles = false; // Allow storing of keyless vehicle (map or mission spawned)
vg_removeKey = true; // Remove the key from the players inventory after storing vehicle?
vg_requireKey = true; // Require the player to have the key when storing a locked vehicle.
vg_storeWithGear = true; // Allow storing vehicles with gear?
vg_tiedToPole = true; // Tie the virtual garage to a local plot pole? If no plot pole is present (i.e a communal garage at a trader etc) the players UID will be used.
vg_pricePer = 100; // Price in worth to store a vehicle per gear item, use 0 if you want it to be free.
vg_maintainCost = 10000; //cost is 1000 per 10oz gold, gem cost is as defined in DZE_GemWorthArray; if you use ZSC then this is an amount of coins. This is a flate rate for all vehicles in the garage/per player depending on vg_tiedToPole
vg_price = [["Land",500],["Air",500],["Ship",500]];
/*
vg_price can be an array of vehicle config classes as well as vehicle classnames, you need to put these in order of what you prefer to get checked first.
Price is in worth for briefcases or coins for gold based servers (10,000 worth is considered 1 briefcase, 100,000 coins is considered 1 briefcase)
i.e:
vg_price = [["Land",500],["Air",300],["Ship",100]];
vg_price = [["350z_red",200],["Land",500],["AH1Z",1000],["Air",300],["Ship",100]];
*/
vg_limit = [["Land",5],["Air",5],["Ship",5]];
/*
vg_limit can be an array of vehicle config classes and classnames to narrow down what players can store or it can be a numerical value for a total limit.
These can be classnames as well as config classnames, you need to put these in order of what you prefer to get checked first.
i.e:
vg_limit = [["Land",5],["Air",3],["Ship",1]];
vg_limit = [["350z_red",2],["Land",5],["AH1Z",1],["Air",3],["Ship",1]];
vg_limit = 5;
*/
};
// 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.
DZE_MutantHeartProtect = true; // Disables targeting and attack if the player has a mutant heart in inventory.
};
// Garage Door Opener
DZE_GarageDoor_Opener = false; // Enables the option to open Garage Doors from the inside of a vehicle.
if (DZE_GarageDoor_Opener) then {
DZE_GarageDoors = ["CinderWallDoorLocked_DZ","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ","Land_DZE_WoodGateLocked","CinderGateLocked_DZ","Land_DZE_WoodOpenTopGarageLocked","CinderGarageOpenTopLocked_DZ"]; // Array of Garage Doors that can be opened.
DZE_GarageDoor_Radius = 30; // Radius from where the Garage Doors can be opened. Higher values may negatively impact the performance
};
// Service Points for Refuel, Repair and Rearm
DZE_Service_Points = false;
if (DZE_Service_Points) then {
// Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank"
DZE_SP_Classes = ["Map_A_FuelStation_Feed","Land_A_FuelStation_Feed","FuelPump_DZ"]; // service point classes, You can also use dayz_fuelpumparray by its self for all the default fuel pumps.
DZE_SP_MaxDistance = 50; // maximum distance from a service point for the options to be shown
// Refuel Settings
DZE_SP_Refuel_Enable = true; // enable or disable the refuel option
if (DZE_SP_Refuel_Enable) then {
DZE_SP_Refuel_Costs = [
//["Ship",localize "str_temp_param_disabled"], // All vehicles are disabled to refuel.
["Land",localize "strwffree"], // All vehicles are free to refuel.
["Air",1000] //1000 worth is 1 10oz gold for all air vehicles
];
DZE_SP_Refuel_UpdateInterval = 1; // update interval (in seconds)
DZE_SP_Refuel_Amount = 0.05; // amount of fuel to add with every update (in percent)
};
// Repair Settings
DZE_SP_Repair_Enable = true; // enable or disable the repair option
if (DZE_SP_Repair_Enable) then {
DZE_SP_Repair_RepairTime = 2; // time needed to repair each damaged part (in seconds)
DZE_SP_Repair_Costs = [
["Air",4000], // 4000 worth is 4 10oz gold.
["AllVehicles",2000] // 2000 worth is 2 10oz gold for all other vehicles
];
};
// Rearm Settings
DZE_SP_Rearm_Enable = true; // enable or disable the rearm option
if (DZE_SP_Rearm_Enable) then {
DZE_SP_Rearm_Defaultcost = 10000; // Default cost to rearm a weapon. (10000 worth == 1 briefcase)
DZE_SP_Rearm_MagazineCount = 2; // amount of magazines to be added to the vehicle weapon
DZE_SP_Rearm_Ignore = [(localize "str_dn_horn"),(localize "str_dn_laser_designator")]; // Array of weapon display names that are ignored in the rearm listing.
/*
DZE_SP_Rearm_Costs is an array based on the AMMO type. I.e M240, MK19, PKM, PKT, M134 etc.
You can disable certain ammo types from being able to be rearmed by making the price disabled text
example: ["M134",localize "str_temp_param_disabled"]
*/
DZE_SP_Rearm_Costs = [
[(localize "str_mn_40rnd_grad"),localize "str_temp_param_disabled"], // BM-21 Grad is disabled (ammo is broken)
[(localize "str_dn_flarelauncher"),2000], // Flares
[(localize "str_ep1_dn_smokelauncher"),2000], // Smokes
[(localize "str_dn_pk"),5000], // PKM
[(localize "str_dn_pkt"),5000], // PKT
[(localize "str_sn_m134"),5000], // M134
[(localize "str_dn_ags30"),5000], // AGS-30
[(localize "str_dn_dshkm"),5000], // DSHKM
[(localize "str_DN_VIKHR_CCP"),5000], // Vikhr 9A4172
[(localize "str_baf_baf_l94a10"),5000], // L94A1 Chain Gun
[(localize "str_baf_crv70"),5000], // CRV7
[(localize "str_baf_ctws0"),5000], // CTWS
[(localize "str_baf_m621_manual0"),5000], // M621
[(localize "str_dn_2a38m"),5000], // 2A38M Gun
[(localize "str_dn_2a42"),5000], // 2A42
[(localize "str_dn_2a46m"),5000], // 2A46M Cannon
[(localize "str_dn_2a46m_rocket"),5000], // 9M119M Refleks rocket
[(localize "str_dn_2a70"),5000], // 2A70 100mm
[(localize "str_dn_2a70_rocket"),5000], // 9M117M1 Arkan
[(localize "str_dn_2a72"),5000], // 2A72 30mm
[(localize "str_dn_80mmlauncher_burst"),5000], // S-8
[(localize "str_dn_9m311laucher"),5000], // Tunguska 9M311
[(localize "str_dn_ags17"),5000], // AGS-17
[(localize "str_dn_d81"),5000], // D-81
[(localize "str_dn_dt_veh"),5000], // DT
[(localize "str_dn_hellfire"),5000], // AGM-114 Hellfire
[(localize "str_dn_kord"),5000], // KORD
[(localize "str_dn_m197"),5000], // M197
[(localize "str_dn_m240"),5000], // M240
[(localize "str_dn_m242"),5000], // M242
[(localize "str_dn_m256"),5000], // M256
[(localize "str_dn_sidewinderlaucher"),5000], // AIM-9L Sidewinder
[(localize "str_dn_zis_s_53"),5000], // ZiS-S-53
[(localize "str_ep1_dn_57mmlauncher"),5000], // S-5
[(localize "str_ep1_dn_azp85"),5000], // AZP-23
[(localize "str_ep1_dn_ffarlauncher"),5000], // Hydra
[(localize "str_ep1_dn_m2"),5000], // M2 Machinegun
[(localize "str_ep1_dn_m230"),5000], // M230
[(localize "str_ep1_dn_m32_ep1"),5000], // M32
[(localize "str_ep1_dn_mk19"),5000], // Mk19
[(localize "str_ep1_dn_yakb"),5000], // Yak-B
[(localize "str_mn_at2_mi24d"),5000], // Falanga 3M11
[(localize "str_mn_at5_bmp2"),5000], // Konkurs 9M113
[(localize "str_mn_stinger"),5000], // FIM-92F Stinger
[(localize "str_mn_12rnd_mlrs"),5000], // MLRS
[(localize "str_baf_baf_l2a10"),5000], // L111A1
[(localize "STR_DN_D10_CCP"),5000], // D-10
[(localize "str_dn_tow"),5000], // M220 TOW
[(localize "str_dn_zu23"),5000], // ZU-23
[(localize "str_dn_kpvt"),5000], // KPVT
[(localize "str_dn_m3p"),5000], // M3P
[(localize "str_dn_spg9"),5000], // SPG-9
[(localize "str_dn_gau8"),5000], // GAU-8
[(localize "str_dn_maverick"),5000], // AGM-65 Maverick
[(localize "str_dn_gbu12"),5000], // GBU-12
[(localize "str_dn_gau12"),5000], // GAU-12
[(localize "STR_DN_KH29_CCP"),5000], // Kh-29L
[(localize "str_dn_r73"),5000], // R-73
[(localize "str_mn_fab250"),5000], // FAB-250
[(localize "str_dn_gsh301"),5000], // GSh-301
[(localize "str_mn_23mm_gsh23l"),5000], // GSh-23L
[(localize "str_sn_grenade"),5000], // Grenade
[(localize "str_mn_at9_mi24p"),5000], // Ataka-V 9M120
[(localize "str_mn_at6_mi24v"),5000], // Shturm 9K114
["SGMT",5000], // SGMT no localization available
["M68",5000], // M68 no localization available
["GAU-22",5000], // GAU-22 no localization available
["GSh-30",5000], // GSh-30 no localization available
["M60",5000], // M60 no localization available
["GSh-30K",5000] // GSh-30K no localization available
];
};
};
};
// 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:
@@ -236,4 +494,4 @@ DZE_WeatherVariables = [
Variables that are map specific or frequently changed should be included in init.sqf by default
with a corresponding if(isNil)then{}; in variables.sqf.
*/
*/