// 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_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming - doesn't work with amphibious pook which you should not use due to other issues DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature, the greater they are the quicker the player gets cold DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 1, 0, 0.8, 0, 8, 25, 50, 0, false]; //See DynamicWeatherEffects.sqf for info on these values 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 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_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_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. DZE_SafeZonePosArray = []; //Prevent players in safeZones from being killed if their vehicle is destroyed. Format is [[[3D POS], RADIUS],[[3D POS], RADIUS]]; Ex. DZE_SafeZonePosArray = [[[6325.6772,7807.7412,0],150],[[4063.4226,11664.19,0],150]]; DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only) DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature // Advanced Trading DZE_advancedTrading = true; //Use advanced trading system. WARNING: set to false if you use database traders, you should use config-traders anyway! DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade) DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; //array of gem prices, works only in advanced trading DZE_SaleRequiresKey = false; //Require the player has the key for a vehicle in oreder to sell it. The key can be in the player's toolbelt or backpack, or the vehicle's inventory. False by default Z_AT_FolderLocation = '\z\addons\dayz_code\actions\AdvancedTrading'; Z_VehicleDistance = 40; // Distance that a vehicle needs to be to see it's content or to sell it. Z_SingleCurrency = false; // Does your server use a single currency system. Z_AllowTakingMoneyFromBackpack = true; // When buying items with DEFAULT CURRENCY to any inventory. Do you allow the trader to take money from your backpack. Z_AllowTakingMoneyFromVehicle = true; // When buying items with DEFAULT CURRENCY to any inventory. Do you allow the trader to take money from your vehicle. Z_MoneyVariable = "cashMoney"; // If using a Single currency system, change this to whatever currency you are using. // Plot Management and Plot for Life DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa. DZE_plotManagementMustBeClose = true; //Players must be within 10m of pole to be added as a plot friend. DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby DZE_MaxPlotFriends = 6; //Maximum number of friends allowed on a plot pole. DZE_PlotOwnership = true; //allows plot owner to take ownership of buildables (excluding lockable items) near a plot pole. Useful for servers that allow base capturing so the new owner can modify/delete/upgrade existing structures // Snap Build and Build Vectors DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce. DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters. DZE_noRotate = []; // Objects that cannot be rotated. Ex: DZE_noRotate = ["ItemVault"] (NOTE: The objects magazine classname) DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; DZE_curDegree = 45; // Starting rotation angle. Prefered any value in array above DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots). DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building. // Door Management DZE_doorManagement = true; // Enable Door Management by @DevZupa. DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend. DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs enclosed in quotations, UIDs in this list are able to access every door's management menu and open it DZE_doorManagementAllowManualCode = true; //Allows opening doors still using PIN DZE_doorManagementMaxFriends = 10; //Maximum number of friends allowed on a door. DZE_doorManagementAllowAccess_owner = true; // Allow unlock. DZE_doorManagementAllowAccess_ownerFriendlies = false; DZE_doorManagementAllowAccess_plotOwner = false; DZE_doorManagementAllowAccess_plotFriends = false; DZE_doorManagementAllowAccess_plotAdmins = false; DZE_doorManagementAllowAccess_doorFriends = true; DZE_doorManagementAllowAccess_doorAdmins = true; DZE_doorManagementAllowManage_owner = true; // Beware managers can add themselves and others as door friends. DZE_doorManagementAllowManage_ownerFriendlies = false; DZE_doorManagementAllowManage_plotOwner = false; DZE_doorManagementAllowManage_plotFriends = false; DZE_doorManagementAllowManage_plotAdmins = false; DZE_doorManagementAllowManage_doorFriends = false; DZE_doorManagementAllowManage_doorAdmins = true; /* 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. */