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:
A Man
2019-12-16 15:19:29 +01:00
parent cc127c646b
commit fff1196ee3
20 changed files with 266 additions and 186 deletions

View File

@@ -14,11 +14,12 @@ scriptName "fn_dzn_snowfall.sqf";
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 {
_this = [];
};
if (count _this > 0) then {
_dzn_snow_timer = abs (_this select 0);
} else {
@@ -55,7 +56,7 @@ while {_dzn_snow_timer >= 0} do {
_dzn_snow_pc = _dzn_snow_pc + 1;
};
sleep 0.1;
uisleep 0.1;
_dzn_snow_timer = _dzn_snow_timer - 0.1;
_dzn_snow_pc = 0;
};

View File

@@ -214,6 +214,9 @@ if (!isDedicated) then {
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_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.
call compile preprocessFileLineNumbers "\z\addons\dayz_code\actions\AdvancedTrading\defaultInit.sqf";

View File

@@ -13,13 +13,11 @@ private ["_initialFog", "_initialOvercast", "_initialRain", "_initialWind", "_de
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_windChangeProbability"];
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
if (isNil "_this") then { _this = []; };
if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
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; };
_initialFog = -1;
_initialOvercast = -1;
_initialRain = -1;
_initialWind = [-1, -1];
_debug = false;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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 floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
if (_minimumFog == _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
_weatherType = "OVERCAST";
};
if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
if (_minimumFog != _maximumFog && {_minimumOvercast == _maximumOvercast}) then {
_weatherType = "FOG";
};
if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
if (_minimumFog != _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
// Select type of weather to change
if ((random 100) < 50) then {
@@ -470,7 +468,7 @@ if (isServer) then {
private ["_rainTimeSec"];
// 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);
publicVariable "drn_var_DynamicWeather_rain";
@@ -561,5 +559,3 @@ drn_var_rainRoutine = [_rainIntervalRainProbability, _debug] spawn {
uiSleep 3;
};
};

View File

@@ -14,79 +14,67 @@ private ["_initialFog", "_initialOvercast", "_initialRain","_initialSnow", "_ini
private ["_minWeatherChangeTimeMin", "_maxWeatherChangeTimeMin", "_minTimeBetweenWeatherChangesMin", "_maxTimeBetweenWeatherChangesMin", "_rainIntervalRainProbability", "_snowIntervalSnowProbability", "_windChangeProbability"];
private ["_minimumFog", "_maximumFog", "_minimumOvercast", "_maximumOvercast", "_minimumRain", "_maximumRain", "_minimumSnow", "_maximumSnow", "_minimumWind", "_maximumWind", "_minRainIntervalTimeMin", "_maxRainIntervalTimeMin", "_forceRainToStopAfterOneRainInterval", "_maxWind"];
if (isNil "_this") then { _this = []; };
if (count _this > 0) then { _initialFog = _this select 0; } else { _initialFog = -1; };
if (count _this > 1) then { _initialOvercast = _this select 1; } else { _initialOvercast = -1; };
if (count _this > 2) then { _initialRain = _this select 2; } else { _initialRain = -1; };
if (count _this > 3) then { _initialSnow = _this select 3; } else { _initialSnow = 0.25; };
if (count _this > 4) then { _initialWind = _this select 4; } else { _initialWind = [-1, -1]; };
if (count _this > 5) then { _debug = _this select 5; } else { _debug = false; };
_initialFog = -1;
_initialOvercast = -1;
_initialRain = -1;
_initialWind = [-1, -1];
_initialSnow = 1;
_debug = false;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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
// _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 = 0.5;
_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 = .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
// (0 = no rain, 1 = maximum rain intensity). (Suggested value: 0.8);
_maximumRain = 0.8;
// 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;
_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
@@ -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
// 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 = 0;
_snowIntervalSnowProbability = 100;
_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).
@@ -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
// 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;
// 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
@@ -157,7 +156,7 @@ drn_DynamicWeatherEventArgs = []; // [current overcast, current fog, current rai
drn_AskServerDynamicWeatherEventArgs = []; // []
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;
_currentFog = _this select 1;
@@ -297,7 +296,7 @@ if (isServer) then {
setWind [drn_DynamicWeather_WindX, drn_DynamicWeather_WindZ, true];
sleep 0.05;
uiSleep 0.05;
publicVariable "drn_var_DynamicWeather_Rain";
publicVariable "drn_var_DynamicWeather_Snow";
@@ -326,17 +325,17 @@ if (isServer) then {
_fogLevel = 2;
_overcastLevel = 2;
while {true} do {
// Sleep a while until next weather change
sleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
while {1 == 1} do {
// uiSleep a while until next weather change
uiSleep floor (_minTimeBetweenWeatherChangesMin * 60 + random ((_maxTimeBetweenWeatherChangesMin - _minTimeBetweenWeatherChangesMin) * 60));
if (_minimumFog == _maximumFog && _minimumOvercast != _maximumOvercast) then {
if (_minimumFog == _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
_weatherType = "OVERCAST";
};
if (_minimumFog != _maximumFog && _minimumOvercast == _maximumOvercast) then {
if (_minimumFog != _maximumFog && {_minimumOvercast == _maximumOvercast}) then {
_weatherType = "FOG";
};
if (_minimumFog != _maximumFog && _minimumOvercast != _maximumOvercast) then {
if (_minimumFog != _maximumFog && {_minimumOvercast != _maximumOvercast}) then {
// Select type of weather to change
if ((random 100) < 50) then {
@@ -455,7 +454,7 @@ if (isServer) then {
call drn_fnc_DynamicWeather_SetWeatherAllClients;
sleep _weatherChangeTimeSek;
uiSleep _weatherChangeTimeSek;
};
};
@@ -482,19 +481,17 @@ if (isServer) then {
};
_nextRainEventTime = time;
_forceStop = false;
while {true} do {
while {1 == 1} do {
if (overcast > 0.75) then {
if (dayTime > 10 && dayTime < 14) then {
if (dayTime > 10 && {dayTime < 14}) then {
if (time >= _nextRainEventTime) then {
private ["_rainTimeSec"];
// 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);
publicVariable "drn_var_DynamicWeather_rain";
@@ -520,7 +517,7 @@ if (isServer) then {
private ["_snowTimeSec"];
// 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);
publicVariable "drn_var_DynamicWeather_snow";
@@ -557,16 +554,16 @@ if (isServer) then {
};
if (_debug) then {
sleep 1;
uiSleep 1;
} else {
sleep 10;
uiSleep 10;
};
};
};
};
};
[_rainIntervalRainProbability, _debug] spawn {
drn_var_rainRoutine = [_rainIntervalRainProbability, _debug] spawn {
private ["_rainIntervalRainProbability", "_debug"];
private ["_rain", "_rainPerSecond"];
@@ -587,9 +584,9 @@ if (isServer) then {
};
0 setRain _rain;
sleep 0.1;
uiSleep 0.1;
while {true} do {
while {1 == 1} do {
if (_rainIntervalRainProbability > 0) then {
if (_rain < drn_var_DynamicWeather_Rain) then {
_rain = _rain + _rainPerSecond;
@@ -606,7 +603,7 @@ if (isServer) then {
3 setRain _rain;
sleep 3;
uiSleep 3;
};
};
@@ -631,9 +628,9 @@ if (isServer) then {
};
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 (_snow < drn_var_DynamicWeather_snow) then {
_snow = _snow + _snowPerSecond;
@@ -649,6 +646,6 @@ if (isServer) then {
if (!isDedicated) then {[3, _snow] spawn dzn_fnc_snowfall;};
sleep 3;
uisleep 3;
};
};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -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_SelfTransfuse = true; // Allow players to bloodbag themselves
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
MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
@@ -107,7 +108,13 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -106,7 +106,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -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_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_SnowFall = true;
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
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;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
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
initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

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@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};

View File

@@ -107,7 +107,12 @@ initialized = true;
setTerrainGrid 25;
if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.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 (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";};