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https://github.com/EpochModTeam/DayZ-Epoch.git
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Update Humanity System
This updates the humanity system. It removes the OpenTarget from Dayz Mod which is not needed for Epoch and more confusing as it helps to understand why a player gets a humanity drop or not. The new system gives players always humanity. Survivor killed Survivor = Negative Humanity Survivor killed Bandit = Positive Humanity Survivor killed Hero = Negative Humanity Hero killed Bandit = Positive Humanity Hero killed Hero = Negative Humanity Hero killed Survivor = Negative Humanity Bandit killed Bandit = Negative Humanity Bandit killed Hero = Negative Humanity Bandit killed Survivor = Negative Humanity The values are strict and have no longer a complicated calculation based on a kill counter. This change needs more testing in the beta state of this update.
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@@ -42,7 +42,6 @@ call { // Custom DayZ preset variables are also located in the mission init file
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if (isNil "dayz_spawnCrashSite_clutterCutter") then {dayz_spawnCrashSite_clutterCutter = 0;};
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if (isNil "dayz_spawnInfectedSite_clutterCutter") then {dayz_spawnInfectedSite_clutterCutter = 0;};
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if (isNil "dayz_bleedingeffect") then {dayz_bleedingeffect = 2;};
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if (isNil "dayz_OpenTarget_TimerTicks") then {dayz_OpenTarget_TimerTicks = 60 * 10;};
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if (isNil "dayz_temperature_override") then {dayz_temperature_override = true;};
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if (isNil "dayz_nutritionValuesSystem") then {dayz_nutritionValuesSystem = false;};
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if (isNil "dayz_classicBloodBagSystem") then {dayz_classicBloodBagSystem = false;};
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@@ -56,7 +55,6 @@ call { // Custom DayZ preset variables are also located in the mission init file
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dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
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dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
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dayz_bleedingeffect = 2; //1= blood on the ground, 2= partical effect, 3 = both.
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dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked.
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dayz_temperature_override = true; // Set to true to disable all temperature changes.
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dayz_nutritionValuesSystem = false; //Enables nutrition system
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dayz_classicBloodBagSystem = true; //Enables one type of bloodbag
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@@ -70,7 +68,6 @@ call { // Custom DayZ preset variables are also located in the mission init file
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dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
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dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
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dayz_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both.
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dayz_OpenTarget_TimerTicks = 60 * 25; //how long can a player be freely attacked for after attacking someone unprovoked.
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dayz_temperature_override = false; // Set to true to disable all temperature changes.
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dayz_nutritionValuesSystem = true; //Enables nutrition system
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dayz_classicBloodBagSystem = false; //Enables one type of bloodbag
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@@ -84,7 +81,6 @@ call { // Custom DayZ preset variables are also located in the mission init file
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dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted and 2 = no grass
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dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn... 0: loot hidden in grass, 1: loot lifted, 2: no grass
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dayz_bleedingeffect = 3; //1= blood on the ground, 2= partical effect, 3 = both.
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dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked.
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dayz_temperature_override = false; // Set to true to disable all temperature changes.
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dayz_nutritionValuesSystem = true; //Enables nutrition system
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dayz_classicBloodBagSystem = false; //Enables one type of bloodbag
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@@ -310,7 +306,6 @@ if (!isDedicated) then {
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a_player_boil = false;
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// General Variables
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OpenTarget_Time = 0;
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dayz_actionInProgress = false;
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dayz_DisplayGenderSelect = true;
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carryClick = false;
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