/* For DayZ Epoch Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz */ //Server settings dayZ_instance = 24; //Instance ID of this server dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number) //Game settings dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick). dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS) dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS) dayz_ForcefullmoonNights = true; // Forces night time to be full moon. dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations. //DayZMod presets dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite" //Only need to edit if you are running a custom server. if (dayz_presets == "Custom") then { dayz_enableGhosting = false; //Enable disable the ghosting system. dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again. dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system. dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS). }; //Temp settings dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies. dayz_maxGlobalZeds = 500; //Limit the total zeds server wide. dayz_temperature_override = false; // Set to true to disable all temperature changes. enableRadio false; enableSentences false; // EPOCH CONFIG VARIABLES START // #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line // See the above file for a full list including descriptions and default values // Uncomment the lines below to change the default loadout //DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"]; //DefaultWeapons = ["Makarov_DZ","ItemFlashlight"]; //DefaultBackpack = "DZ_Patrol_Pack_EP1"; //DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"]; dayz_paraSpawn = false; // Halo spawn DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones DZE_BuildOnRoads = false; // Allow building on roads DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly. DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects. DZE_GodModeBase = false; // Make player built base objects indestructible DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases. DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius DZE_SafeZonePosArray = [[[8246,15485,0],50],[[15506,13229,0],100],[[12399,5074,0],75],[[10398,8279,0],50],[[5149,4864,0],50],[[2122,7807,0],50],[[5379,16103,0],50],[[6772,16983,0],50],[[16839,5264,0],50],[[15128,16421,0],75]]; // 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] 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 spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]]; // EPOCH CONFIG VARIABLES END // diag_log 'dayz_preloadFinished reset'; dayz_preloadFinished=nil; onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;"; onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;"; with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon if (!isDedicated) then { enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"]; progressLoadingScreen 0; dayz_loadScreenMsg = localize 'str_login_missionFile'; progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf"; 0 cutText ['','BLACK',0]; 0 fadeSound 0; 0 fadeMusic 0; }; initialized = false; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf"; progressLoadingScreen 0.05; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf"; progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; progressLoadingScreen 0.15; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; progressLoadingScreen 0.25; call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\napf.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";}; execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf"; if (isServer) then { if (dayz_POIs) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";}; call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf"; call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf"; execVM "\z\addons\dayz_server\traders\napf.sqf"; //Add trader agents //Get the server to setup what waterholes are going to be infected and then broadcast to everyone. if (dayz_infectiousWaterholes) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";}; // Lootable objects from CfgTownGeneratorDefault.hpp if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; }; }; if (!isDedicated) then { call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\napf.sqf"; if (toLower worldName == "chernarus") then { execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf"; }; //Enables Plant lib fixes execVM "\z\addons\dayz_code\system\antihack.sqf"; if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; }; execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";}; waitUntil {scriptDone progress_monitor}; cutText ["","BLACK IN", 3]; 3 fadeSound 1; 3 fadeMusic 1; endLoadingScreen; };