Files
DayZ-Epoch/Server Files/MPMissions/DayZ_Epoch_3.Shapur_BAF/init.sqf
ebaydayz 181c47d2a4 Use config traders by default
Config traders load faster and use less network traffic. Should help
with server lag. Admins can still switch back to DB traders if they
wish.
2016-04-06 13:22:07 -04:00

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/*
For DayZ Epoch
Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
*/
//Server settings
dayZ_instance = 3; //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 = true;
dayz_infectiousWaterholes = true;
//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 = 30; //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 = 2; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
dayz_spawnCrashSite_clutterCutter = 2; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
dayz_spawnInfectedSite_clutterCutter = 2; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
dayz_bleedingeffect = 3; //1 = blood on the ground, 2 = partical effect, 3 = both
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
dayz_nutritionValuesSystem = false; //Enables nutrition system
dayz_classicBloodBagSystem = false; // removes all blood type bloodbags (not implmented yet)
};
//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
dayz_MapArea = 2000; // Distance from center of map to out of bounds line
dayz_paraSpawn = false; // Halo spawn
DZE_BuildOnRoads = false; // Allow building on roads
DZE_ConfigTrader = true; // Use config files for traders instead of database. Loads faster and uses less network traffic
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 = 200; // Max number of built objects allowed in DZE_PlotPole radius
DZE_SelfTransfuse = false; // Allow players to bloodbag themselves
DZE_selfTransfuse_Values = [12000,15,300]; // [blood amount given, infection chance %, cooldown in seconds]
DZE_UseBloodTypes = false; //Enable blood type system and disable classic bloodbags
MaxDynamicDebris = 50; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
spawnArea = 250; // Distance around markers to find a safe spawn position
spawnShoremode = 0; // 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 //
// DO NOT EDIT BELOW HERE //
MISSION_ROOT=toArray __FILE__;MISSION_ROOT resize(count MISSION_ROOT-8);MISSION_ROOT=toString MISSION_ROOT;
diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; if (!isNil 'init_keyboard') then {[] spawn init_keyboard;}; 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 0.2;
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
progressLoadingScreen 0.25;
call compile preprocessFileLineNumbers "server_traders.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\shapur_baf.sqf"; //Add trader city objects locally on each 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 {
call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
execVM "\z\addons\dayz_server\traders\shapur_baf.sqf"; //Add trader agents
execVM "\z\addons\dayz_server\system\server_monitor.sqf";
if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
//Must be global spawned, so players don't fall through buildings (might be best to spilt these to important, not important)
};
if (dayz_POIs && (toLower worldName == "chernarus")) then { execVM "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf"; };
if (!isDedicated) then {
if (dayz_antihack != 0) then {
execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\antihack.sqf";
};
if (toLower(worldName) == "chernarus") then {
diag_log "WARNING: Clearing annoying benches from Chernarus";
([4654,9595,0] nearestObject 145259) setDamage 1;
([4654,9595,0] nearestObject 145260) setDamage 1;
};
if (dayz_enableRules) then { execVM "rules.sqf"; };
if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; };
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;
};