mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-14 12:12:34 +03:00
Adding snowfall
This can be adjusted in the configvariables. Snow will only be loaded if DZE_SnowFall is true. This is the case for all snow maps by default.
This commit is contained in:
@@ -14,11 +14,12 @@ scriptName "fn_dzn_snowfall.sqf";
|
|||||||
Nice snow particle effect with a proper density and for the defined time.
|
Nice snow particle effect with a proper density and for the defined time.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
private["_dzn_snow_density", "_dzn_snow_pc", "_dzn_snow_timer", "_isinbuilding"];
|
private ["_dzn_snow_density", "_dzn_snow_pc", "_dzn_snow_timer", "_isinbuilding", "_d", "_h","_position","_dpos"];
|
||||||
|
|
||||||
if (isNil "_this") then {
|
if (isNil "_this") then {
|
||||||
_this = [];
|
_this = [];
|
||||||
};
|
};
|
||||||
|
|
||||||
if (count _this > 0) then {
|
if (count _this > 0) then {
|
||||||
_dzn_snow_timer = abs (_this select 0);
|
_dzn_snow_timer = abs (_this select 0);
|
||||||
} else {
|
} else {
|
||||||
@@ -55,7 +56,7 @@ while {_dzn_snow_timer >= 0} do {
|
|||||||
_dzn_snow_pc = _dzn_snow_pc + 1;
|
_dzn_snow_pc = _dzn_snow_pc + 1;
|
||||||
};
|
};
|
||||||
|
|
||||||
sleep 0.1;
|
uisleep 0.1;
|
||||||
_dzn_snow_timer = _dzn_snow_timer - 0.1;
|
_dzn_snow_timer = _dzn_snow_timer - 0.1;
|
||||||
_dzn_snow_pc = 0;
|
_dzn_snow_pc = 0;
|
||||||
};
|
};
|
||||||
@@ -214,6 +214,9 @@ if (!isDedicated) then {
|
|||||||
player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
|
player_enterCode = compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\doorManagement\player_enterCode.sqf";
|
||||||
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";
|
FNC_check_access = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_check_access.sqf";
|
||||||
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
|
fnc_usec_damageHandler = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_damageHandler.sqf"; //Event handler run on damage
|
||||||
|
if (DZE_SnowFall) then {
|
||||||
|
dzn_fnc_snowfall = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\fn_dzn_snowfall.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
// Advanced trading default inits for maintaining, Advanced Trading and custom scripts to utilize gem based currency.
|
// Advanced trading default inits for maintaining, Advanced Trading and custom scripts to utilize gem based currency.
|
||||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";
|
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";
|
||||||
|
|||||||
@@ -13,13 +13,11 @@ private ["_initialFog", "_initialOvercast", "_initialRain", "_initialWind", "_de
|
|||||||
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_windChangeProbability"];
|
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_windChangeProbability"];
|
||||||
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
|
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
|
||||||
|
|
||||||
if (isNil "_this") then { _this = []; };
|
_initialFog = -1;
|
||||||
if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
|
_initialOvercast = -1;
|
||||||
if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
|
_initialRain = -1;
|
||||||
if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
|
_initialWind = [-1, -1];
|
||||||
if (count _this > 3) then { _initialWind = _this select 3; } else { _initialWind = [-1, -1]; };
|
_debug = false;
|
||||||
if (count _this > 4) then { _debug = _this select 4; } else { _debug = false; };
|
|
||||||
|
|
||||||
|
|
||||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// The following variables can be changed to tweak weather behaviour
|
// The following variables can be changed to tweak weather behaviour
|
||||||
@@ -311,13 +309,13 @@ if (isServer) then {
|
|||||||
// uiSleep a while until next weather change
|
// uiSleep a while until next weather change
|
||||||
uiSleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
|
uiSleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
|
||||||
|
|
||||||
if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
|
if (_minimumFog == _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
|
||||||
_weatherType = "OVERCAST";
|
_weatherType = "OVERCAST";
|
||||||
};
|
};
|
||||||
if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
|
if (_minimumFog != _maximumFog && {_minimumOvercast == _maximumOvercast}) then {
|
||||||
_weatherType = "FOG";
|
_weatherType = "FOG";
|
||||||
};
|
};
|
||||||
if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
|
if (_minimumFog != _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
|
||||||
|
|
||||||
// Select type of weather to change
|
// Select type of weather to change
|
||||||
if ((random 100) < 50) then {
|
if ((random 100) < 50) then {
|
||||||
@@ -470,7 +468,7 @@ if (isServer) then {
|
|||||||
private ["_rainTimeSec"];
|
private ["_rainTimeSec"];
|
||||||
|
|
||||||
// At every rain event time, start or stop rain with 50% probability
|
// At every rain event time, start or stop rain with 50% probability
|
||||||
if (random 100 < _rainIntervalRainProbability && !_forceStop) then {
|
if (random 100 < _rainIntervalRainProbability && {!_forceStop}) then {
|
||||||
drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
|
drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
|
||||||
publicVariable "drn_var_DynamicWeather_rain";
|
publicVariable "drn_var_DynamicWeather_rain";
|
||||||
|
|
||||||
@@ -561,5 +559,3 @@ drn_var_rainRoutine = [_rainIntervalRainProbability, _debug] spawn {
|
|||||||
uiSleep 3;
|
uiSleep 3;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -14,79 +14,67 @@ private ["_initialFog", "_initialOvercast", "_initialRain","_initialSnow", "_ini
|
|||||||
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_snowIntervalSnowProbability", "_windChangeProbability"];
|
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_snowIntervalSnowProbability", "_windChangeProbability"];
|
||||||
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumSnow", "_maximumSnow", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
|
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumSnow", "_maximumSnow", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
|
||||||
|
|
||||||
if (isNil "_this") then { _this = []; };
|
_initialFog = -1;
|
||||||
if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
|
_initialOvercast = -1;
|
||||||
if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
|
_initialRain = -1;
|
||||||
if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
|
_initialWind = [-1, -1];
|
||||||
if (count _this > 3) then { _initialSnow = _this select 3; } else { _initialSnow = 0.25; };
|
_initialSnow = 1;
|
||||||
if (count _this > 4) then { _initialWind = _this select 4; } else { _initialWind = [-1, -1]; };
|
_debug = false;
|
||||||
if (count _this > 5) then { _debug = _this select 5; } else { _debug = false; };
|
|
||||||
|
|
||||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// The following variables can be changed to tweak weather behaviour
|
// The following variables can be changed to tweak weather behaviour
|
||||||
|
|
||||||
// Debug True/False
|
|
||||||
_debug = true;
|
|
||||||
|
|
||||||
// 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
|
// 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).
|
// _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.
|
// Maximum time in minutes for the weather (fog and overcast) to change. Must be greater than or equal to _minWeatherChangeTimeMin.
|
||||||
// (Suggested value: 20).
|
// (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
|
// 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).
|
// 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
|
// 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).
|
// _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
|
// 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).
|
// (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
|
// 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).
|
// (0 = no fog, 1 = pea soup). (Suggested value: 0.8).
|
||||||
_maximumFog = 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
|
// 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).
|
// (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
|
// 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).
|
// (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
|
// 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);
|
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0);
|
||||||
_minimumRain = .1;
|
_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
|
// 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);
|
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8);
|
||||||
_maximumRain = 0.8;
|
_maximumRain = DZE_WeatherVariables select 9;
|
||||||
|
|
||||||
// When snow fall, snow intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumSnow
|
|
||||||
// (0 = no snow, 1 = maximum snow intensity). (Suggested value: 0);
|
|
||||||
_minimumSnow = 0.8;
|
|
||||||
|
|
||||||
// When snow fall, snow intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumSnow
|
|
||||||
// (0 = no snow, 1 = maximum snow intensity). (Suggested value: 0.8);
|
|
||||||
_maximumSnow = 1.0;
|
|
||||||
|
|
||||||
// Wind vector strength never falls below this value. Must be greater or equal to 0 and less than or equal to _maximumWind.
|
// 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);
|
// (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.
|
// Wind vector strength never exceeds this value. Must be greater or equal to 0 and greater than or equal to _minimumWind.
|
||||||
// (Suggested value: 8).
|
// (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
|
// 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);
|
// 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
|
// 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
|
// goes above 0.75, a chain of rain intervals (defined below) is started. It cycles on until overcast falls below 0.75. At overcast
|
||||||
@@ -95,12 +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
|
// 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
|
// 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).
|
// lower this value and vice versa. (Suggested value: 50).
|
||||||
_rainIntervalRainProbability = 0;
|
_rainIntervalRainProbability = DZE_WeatherVariables select 13;
|
||||||
_snowIntervalSnowProbability = 100;
|
|
||||||
|
|
||||||
// Minimum time in minutes for rain intervals. Must be greater or equal to 0 and less than or equal to _maxRainIntervalTimeMin.
|
// Minimum time in minutes for rain intervals. Must be greater or equal to 0 and less than or equal to _maxRainIntervalTimeMin.
|
||||||
// (Suggested value: 0).
|
// (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:
|
// Maximum time in minutes for rain intervals. Must be greater than or equal to _minRainIntervalTimeMin. (Suggested value:
|
||||||
// (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2).
|
// (_maxWeatherChangeTimeMin + _maxTimeBetweenWeatherChangesMin) / 2).
|
||||||
@@ -109,8 +96,20 @@ _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
|
// 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
|
// 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).
|
// immedeate new rain interval. (Suggested value: false).
|
||||||
_forceRainToStopAfterOneRainInterval = false;
|
_forceRainToStopAfterOneRainInterval = DZE_WeatherVariables select 15;
|
||||||
|
|
||||||
|
// When snow fall, snow intensity never falls below this value. Must be between 0 and 1 and less than or equal to _maximumSnow
|
||||||
|
// (0 = no snow, 1 = maximum snow intensity). (Suggested value: 0.8);
|
||||||
|
_minimumSnow = DZE_WeatherVariables select 16;
|
||||||
|
|
||||||
|
// When snow fall, snow intensity never exceeds this value. Must be between 0 and 1 and greater than or equal to _minimumSnow
|
||||||
|
// (0 = no snow, 1 = maximum snow intensity). (Suggested value: 1);
|
||||||
|
_maximumSnow = DZE_WeatherVariables select 17;
|
||||||
|
|
||||||
|
// Probability in percent (0-100) for snow to start at every snow interval. Set this to 0 if you don't want snow at all. Set this to 100
|
||||||
|
// if you want it to snow constantly when overcast is greater than 0.75. In short: if you think that it generally snows to often then
|
||||||
|
// lower this value and vice versa. (Suggested value: 100).
|
||||||
|
_snowIntervalSnowProbability = DZE_WeatherVariables select 18;
|
||||||
|
|
||||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// Don't touch anything beneath this line
|
// Don't touch anything beneath this line
|
||||||
@@ -157,7 +156,7 @@ drn_DynamicWeatherEventArgs = []; // [current overcast, current fog, current rai
|
|||||||
drn_AskServerDynamicWeatherEventArgs = []; // []
|
drn_AskServerDynamicWeatherEventArgs = []; // []
|
||||||
|
|
||||||
drn_fnc_DynamicWeather_SetWeatherLocal = {
|
drn_fnc_DynamicWeather_SetWeatherLocal = {
|
||||||
private ["_currentOvercast", "_currentFog", "_currentRain", "_currentSnow", "_currentWeatherChange", "_targetWeatherValue", "_timeUntilCompletion", "_currentWindX", "_currentWindZ"];
|
private ["_currentOvercast", "_currentFog", "_currentRain", "_currentWeatherChange", "_targetWeatherValue", "_timeUntilCompletion", "_currentWindX", "_currentWindZ","_currentSnow"];
|
||||||
|
|
||||||
_currentOvercast = _this select 0;
|
_currentOvercast = _this select 0;
|
||||||
_currentFog = _this select 1;
|
_currentFog = _this select 1;
|
||||||
@@ -297,7 +296,7 @@ if (isServer) then {
|
|||||||
|
|
||||||
setWind [drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ, true];
|
setWind [drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ, true];
|
||||||
|
|
||||||
sleep 0.05;
|
uiSleep 0.05;
|
||||||
|
|
||||||
publicVariable "drn_var_DynamicWeather_Rain";
|
publicVariable "drn_var_DynamicWeather_Rain";
|
||||||
publicVariable "drn_var_DynamicWeather_Snow";
|
publicVariable "drn_var_DynamicWeather_Snow";
|
||||||
@@ -326,17 +325,17 @@ if (isServer) then {
|
|||||||
_fogLevel = 2;
|
_fogLevel = 2;
|
||||||
_overcastLevel = 2;
|
_overcastLevel = 2;
|
||||||
|
|
||||||
while {true} do {
|
while {1 == 1} do {
|
||||||
// Sleep a while until next weather change
|
// uiSleep a while until next weather change
|
||||||
sleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
|
uiSleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
|
||||||
|
|
||||||
if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
|
if (_minimumFog == _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
|
||||||
_weatherType = "OVERCAST";
|
_weatherType = "OVERCAST";
|
||||||
};
|
};
|
||||||
if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
|
if (_minimumFog != _maximumFog && {_minimumOvercast == _maximumOvercast}) then {
|
||||||
_weatherType = "FOG";
|
_weatherType = "FOG";
|
||||||
};
|
};
|
||||||
if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
|
if (_minimumFog != _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
|
||||||
|
|
||||||
// Select type of weather to change
|
// Select type of weather to change
|
||||||
if ((random 100) < 50) then {
|
if ((random 100) < 50) then {
|
||||||
@@ -455,7 +454,7 @@ if (isServer) then {
|
|||||||
|
|
||||||
call drn_fnc_DynamicWeather_SetWeatherAllClients;
|
call drn_fnc_DynamicWeather_SetWeatherAllClients;
|
||||||
|
|
||||||
sleep _weatherChangeTimeSek;
|
uiSleep _weatherChangeTimeSek;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -482,19 +481,17 @@ if (isServer) then {
|
|||||||
};
|
};
|
||||||
|
|
||||||
_nextRainEventTime = time;
|
_nextRainEventTime = time;
|
||||||
|
|
||||||
_forceStop = false;
|
_forceStop = false;
|
||||||
|
|
||||||
while {true} do {
|
while {1 == 1} do {
|
||||||
|
|
||||||
if (overcast > 0.75) then {
|
if (overcast > 0.75) then {
|
||||||
|
if (dayTime > 10 && {dayTime < 14}) then {
|
||||||
if (dayTime > 10 && dayTime < 14) then {
|
|
||||||
if (time >= _nextRainEventTime) then {
|
if (time >= _nextRainEventTime) then {
|
||||||
private ["_rainTimeSec"];
|
private ["_rainTimeSec"];
|
||||||
|
|
||||||
// At every rain event time, start or stop rain with 50% probability
|
// At every rain event time, start or stop rain with 50% probability
|
||||||
if (random 100 < _rainIntervalRainProbability && !_forceStop) then {
|
if (random 100 < _rainIntervalRainProbability && {!_forceStop}) then {
|
||||||
drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
|
drn_var_DynamicWeather_rain = _minimumRain + random (_maximumRain - _minimumRain);
|
||||||
publicVariable "drn_var_DynamicWeather_rain";
|
publicVariable "drn_var_DynamicWeather_rain";
|
||||||
|
|
||||||
@@ -520,7 +517,7 @@ if (isServer) then {
|
|||||||
private ["_snowTimeSec"];
|
private ["_snowTimeSec"];
|
||||||
|
|
||||||
// At every snow event time, start or stop snow with 50% probability
|
// At every snow event time, start or stop snow with 50% probability
|
||||||
if (random 100 < _snowIntervalSnowProbability && !_forceStop) then {
|
if (random 100 < _snowIntervalSnowProbability && {!_forceStop}) then {
|
||||||
drn_var_DynamicWeather_snow = _minimumSnow + random (_maximumSnow - _minimumSnow);
|
drn_var_DynamicWeather_snow = _minimumSnow + random (_maximumSnow - _minimumSnow);
|
||||||
publicVariable "drn_var_DynamicWeather_snow";
|
publicVariable "drn_var_DynamicWeather_snow";
|
||||||
|
|
||||||
@@ -557,16 +554,16 @@ if (isServer) then {
|
|||||||
};
|
};
|
||||||
|
|
||||||
if (_debug) then {
|
if (_debug) then {
|
||||||
sleep 1;
|
uiSleep 1;
|
||||||
} else {
|
} else {
|
||||||
sleep 10;
|
uiSleep 10;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
[_rainIntervalRainProbability, _debug] spawn {
|
drn_var_rainRoutine = [_rainIntervalRainProbability, _debug] spawn {
|
||||||
private ["_rainIntervalRainProbability", "_debug"];
|
private ["_rainIntervalRainProbability", "_debug"];
|
||||||
private ["_rain", "_rainPerSecond"];
|
private ["_rain", "_rainPerSecond"];
|
||||||
|
|
||||||
@@ -587,9 +584,9 @@ if (isServer) then {
|
|||||||
};
|
};
|
||||||
|
|
||||||
0 setRain _rain;
|
0 setRain _rain;
|
||||||
sleep 0.1;
|
uiSleep 0.1;
|
||||||
|
|
||||||
while {true} do {
|
while {1 == 1} do {
|
||||||
if (_rainIntervalRainProbability > 0) then {
|
if (_rainIntervalRainProbability > 0) then {
|
||||||
if (_rain < drn_var_DynamicWeather_Rain) then {
|
if (_rain < drn_var_DynamicWeather_Rain) then {
|
||||||
_rain = _rain + _rainPerSecond;
|
_rain = _rain + _rainPerSecond;
|
||||||
@@ -606,7 +603,7 @@ if (isServer) then {
|
|||||||
|
|
||||||
3 setRain _rain;
|
3 setRain _rain;
|
||||||
|
|
||||||
sleep 3;
|
uiSleep 3;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -631,9 +628,9 @@ if (isServer) then {
|
|||||||
};
|
};
|
||||||
|
|
||||||
if (!isDedicated) then {[0.1, _snow] spawn dzn_fnc_snowfall;};
|
if (!isDedicated) then {[0.1, _snow] spawn dzn_fnc_snowfall;};
|
||||||
sleep 0.1;
|
uisleep 0.1;
|
||||||
|
|
||||||
while {true} do {
|
while {1 == 1} do {
|
||||||
if (_snowIntervalSnowProbability > 0) then {
|
if (_snowIntervalSnowProbability > 0) then {
|
||||||
if (_snow < drn_var_DynamicWeather_snow) then {
|
if (_snow < drn_var_DynamicWeather_snow) then {
|
||||||
_snow = _snow + _snowPerSecond;
|
_snow = _snow + _snowPerSecond;
|
||||||
@@ -649,6 +646,6 @@ if (isServer) then {
|
|||||||
|
|
||||||
if (!isDedicated) then {[3, _snow] spawn dzn_fnc_snowfall;};
|
if (!isDedicated) then {[3, _snow] spawn dzn_fnc_snowfall;};
|
||||||
|
|
||||||
sleep 3;
|
uisleep 3;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -64,6 +64,7 @@ DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole
|
|||||||
DZE_SafeZonePosArray = [[[6224.7,9164.97,0],100],[[7265.519,5804.69,0],100],[[8887.29,10754.3,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
DZE_SafeZonePosArray = [[[6224.7,9164.97,0],100],[[7265.519,5804.69,0],100],[[8887.29,10754.3,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.
|
||||||
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||||
|
DZE_SnowFall = true;
|
||||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||||
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
spawnArea = 1400; // Distance around markers to find a safe spawn position
|
||||||
@@ -107,7 +108,13 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0.5, 1, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100];
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -106,7 +106,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -63,6 +63,7 @@ DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plot
|
|||||||
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
|
||||||
DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
DZE_SafeZonePosArray = [[[15502,17015,0],100],[[13166,6611,0],100],[[24710,21741,0],100],[[16983,1774,0],100],[[11045,15671,0],100],[[15350,18522,0],100]]; // Format is [[[3D POS],RADIUS],[[3D POS],RADIUS]]; Stops loot and zed spawn, salvage and players being killed if their vehicle is destroyed in these zones.DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
|
||||||
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
|
||||||
|
DZE_SnowFall = true;
|
||||||
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
|
||||||
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
|
||||||
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
spawnArea = 2000; // Distance around markers to find a safe spawn position
|
||||||
@@ -101,13 +102,18 @@ call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functi
|
|||||||
progressLoadingScreen 0.15;
|
progressLoadingScreen 0.15;
|
||||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
|
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
|
||||||
progressLoadingScreen 0.25;
|
progressLoadingScreen 0.25;
|
||||||
call compile preprocessFileLineNumbers "custom\compiles.sqf"; //Compile custom compiles
|
|
||||||
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on every machine early
|
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\sauerland.sqf"; //Add trader city objects locally on every machine early
|
||||||
initialized = true;
|
initialized = true;
|
||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0.5, 1, 0, 0.6, 0, 8, 25, 30, 0, false, 0.8, 1, 100];
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
@@ -107,7 +107,12 @@ initialized = true;
|
|||||||
|
|
||||||
setTerrainGrid 25;
|
setTerrainGrid 25;
|
||||||
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
|
||||||
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
|
||||||
|
if !(DZE_SnowFall) then {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
|
||||||
|
} else {
|
||||||
|
execVM "\z\addons\dayz_code\system\DynamicWeatherEffectsSnow.sqf";
|
||||||
|
};
|
||||||
|
|
||||||
if (isServer) then {
|
if (isServer) then {
|
||||||
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};
|
||||||
|
|||||||
Reference in New Issue
Block a user