// EPOCH CONFIG VARIABLES // // To change a variable copy it to your mission init.sqf in the Epoch Config Variables section // Standard DayZ variables are found in dayz_code\init\variables.sqf 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_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used. dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix dayz_sellDistance_vehicle = 10; // Max distance players can sell land vehicles from at traders dayz_sellDistance_boat = 30; // Max distance players can sell boats from at traders dayz_sellDistance_air = 40; // Max distance players can sell air vehicles from at traders dayz_tameDogs = false; // Allow taming dogs with raw meat dayz_townGenerator = false; // Spawn vanilla map junk in addition to Epoch DynamicDebris. Only works on Chernarus. dayz_townGeneratorBlackList = [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]; // Town generator will not spawn junk within 150m of these positions. DayZ_UseSteamID = true; // Use getPlayerUID instead of getPlayerUIDOld DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 (default) allow player to hold two primary weapons, one on back and one in their hands DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives. DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained 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_DeathMsgCutText = false; // Display death messages as cutText DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead) DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m DZE_modularBuild = true; // Enable Snap building by @raymix DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters. DZE_NameTags = 1; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice. DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend) DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close DZE_HeliLift = true; // Enable Epoch heli lift system DZE_R3F_WEIGHT = false; // Enable R3F weight. Players carrying too much will be overburdened and knocked out. DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc. DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people. MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE to spawn around the map MaxMineVeins = 50; // Max number of random mine veins to spawn around the map timezoneswitch = 0; // Changes murderMenu times with this offset in hours. /* Developers: This file's purpose is to slim down init.sqf to only the map specific and most frequently changed variables. It cuts down on the amount of if(isNil)then{}; statements in variables.sqf and makes the mission smaller. 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. */