Files
DayZ-Epoch/SQF/dayz_code/configVariables.sqf
ebaydayz 0ab46abd52 Don't spawn epoch dynamic debris if town generator is on
Vanilla town generator debris can end up spawning inside of epoch
dynamic debris if both are enabled.
2016-09-15 17:07:11 -04:00

110 lines
9.7 KiB
Plaintext

// 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_tameDogs = false; // Allow taming dogs with raw meat
dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Need to add coordinates for other maps.
dayz_townGeneratorBlackList = []; // Town generator will not spawn junk within 150m of these positions. Example for Chernarus trader cities: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
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_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people.
DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
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
DZE_groupManagement = false; //Enable or disable group management. Enabled by default
DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
// Trader Menu
DZE_ConfigTrader = true; // Use config files for traders instead of database. Loads faster and uses less network traffic. False enables database traders with legacy trader menu.
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 order to sell it. The key can be in the player's toolbelt or backpack, or the vehicle's inventory. False by default
DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
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_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_SingleCurrency = false; // Does your server use a single currency system?
CurrencyName = "Coins"; // If using single currency this is the currency display name.
Z_MoneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
DZE_MoneyStorageClasses = []; // If using single currency this is an array of object classes players can store coins in.
// 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.
*/