mirror of
https://github.com/EpochModTeam/DayZ-Epoch.git
synced 2025-12-13 19:52:38 +03:00
106 lines
10 KiB
Plaintext
106 lines
10 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.
|
|
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, 0.7, 0, 0.6, 0, 8, 25, 30, 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 = 0; // 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 filled with vehicle ammo 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_SafeZoneNoBuildItems = []; // Array of object class names not allowed to build near the safe zones listed above. i.e ["VaultStorageLocked","LockboxStorageLocked","Plastic_Pole_EP1_DZ"] etc.
|
|
DZE_SafeZoneNoBuildDistance = 150; // Distance from safe zones listed above to disallow building near.
|
|
DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
|
|
DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
|
|
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_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, backpack, or the vehicle's inventory.
|
|
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 a vehicle needs to be to see its content or 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 = false; //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
|
|
DZE_maintainCurrencyRate = 100; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples.
|
|
|
|
// 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 = false; //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.
|
|
|
|
// Group System
|
|
dayz_groupSystem = true; // Enable group system
|
|
dayz_markGroup = 1; // Players can see group members positions on the map 0=never, 1=always, 2=With GPS only
|
|
dayz_markSelf = 0; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
|
|
dayz_markBody = 0; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
|
|
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites
|
|
|
|
/*
|
|
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.
|
|
*/
|