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* Advanced trading tidying, spelling fixes, private fixes and string fixes. Fixes snap building issue with metal floors Fixed spelling mistakes in various scripts Fixed formatting uglyness in various scripts Fixed invalid private lines in various scripts Changed Advanced trading so buying worked more like selling, You can't select backpack if you don't have a pack nor can you select a vehicle if you don't have a vehicle. Removed some redundant strings from Advanced trading and changed a few of the strings to be more englishy Removed the ability to buy a backpack into your backpack (You cant do this anyway) Fixed a bug where if you had nothing in your backpack it would break the checkArrayInConfig script so the titlebar would not refresh correctly Removed slot counts on no backpack and no vehicle (No need for it, just clutter) Moved backpack/vehicle checking to z_at_getContainer.sqf * Last part of tidyness fixes Last part of tidyness fixes * Actual backpack fix Lets actually fix the buying backpack into backpack or backpack when you already have one. * Missing from commit Missing from commit
109 lines
9.5 KiB
Plaintext
109 lines
9.5 KiB
Plaintext
// EPOCH CONFIG VARIABLES //
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// To change a variable copy it to your mission init.sqf in the Epoch Config Variables section
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// Standard DayZ variables are found in dayz_code\init\variables.sqf
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dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses.
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dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced.
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dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
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dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
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dayz_sellDistance_vehicle = 10; // Max distance players can sell land vehicles from at traders
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dayz_sellDistance_boat = 30; // Max distance players can sell boats from at traders
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dayz_sellDistance_air = 40; // Max distance players can sell air vehicles from at traders
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dayz_tameDogs = false; // Allow taming dogs with raw meat
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dayz_townGenerator = false; // Spawn vanilla map junk in addition to Epoch DynamicDebris. Only works on Chernarus.
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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.
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DayZ_UseSteamID = true; // Use getPlayerUID instead of getPlayerUIDOld
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DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with
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DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with
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DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with
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DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with
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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
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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
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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
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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.
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DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives.
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DZE_DamageBeforeMaint = 0.09; // Minimum damage built items must have before they can be maintained
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DZE_DeathMsgChat = "none"; //"none","global","side","system" Display death messages in selected chat channel.
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DZE_DeathMsgDynamicText = false; // Display death messages as dynamicText in the top left with weapon icons.
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DZE_DeathMsgCutText = false; // Display death messages as cutText
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DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
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DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m
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DZE_NameTags = 1; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice
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DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice.
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DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend)
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DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close
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DZE_HeliLift = true; // Enable Epoch heli lift system
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DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
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DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
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DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people.
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DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
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MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE to spawn around the map
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MaxMineVeins = 50; // Max number of random mine veins to spawn around the map
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timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
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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]];
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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)
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DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
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// Advanced Trading
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DZE_advancedTrading = true; //Use advanced trading system. WARNING: set to false if you use database traders, you should use config-traders anyway!
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DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade)
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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
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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
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Z_AT_FolderLocation = '\z\addons\dayz_code\actions\AdvancedTrading';
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Z_VehicleDistance = 40; // Distance that a vehicle needs to be to see it's content or to sell it.
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Z_SingleCurrency = false; // Does your server use a single currency system.
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Z_AllowTakingMoneyFromBackpack = true; // When buying items with DEFAULT CURRENCY to any inventory. Do you allow the trader to take money from your backpack.
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Z_AllowTakingMoneyFromVehicle = true; // When buying items with DEFAULT CURRENCY to any inventory. Do you allow the trader to take money from your vehicle.
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Z_MoneyVariable = "cashMoney"; // If using a Single currency system, change this to whatever currency you are using.
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// Plot Management and Plot for Life
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DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa.
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DZE_plotManagementMustBeClose = true; //Players must be within 10m of pole to be added as a plot friend.
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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
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DZE_MaxPlotFriends = 6; //Maximum number of friends allowed on a plot pole.
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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
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// Snap Build and Build Vectors
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DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce.
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DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters.
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DZE_noRotate = []; // Objects that cannot be rotated. Ex: DZE_noRotate = ["ItemVault"] (NOTE: The objects magazine classname)
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DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90];
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DZE_curDegree = 45; // Starting rotation angle. Prefered any value in array above
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DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees
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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).
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DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building.
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// Door Management
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DZE_doorManagement = true; // Enable Door Management by @DevZupa.
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DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend.
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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
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DZE_doorManagementAllowManualCode = true; //Allows opening doors still using PIN
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DZE_doorManagementMaxFriends = 10; //Maximum number of friends allowed on a door.
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DZE_doorManagementAllowAccess_owner = true; // Allow unlock.
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DZE_doorManagementAllowAccess_ownerFriendlies = false;
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DZE_doorManagementAllowAccess_plotOwner = false;
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DZE_doorManagementAllowAccess_plotFriends = false;
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DZE_doorManagementAllowAccess_plotAdmins = false;
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DZE_doorManagementAllowAccess_doorFriends = true;
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DZE_doorManagementAllowAccess_doorAdmins = true;
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DZE_doorManagementAllowManage_owner = true; // Beware managers can add themselves and others as door friends.
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DZE_doorManagementAllowManage_ownerFriendlies = false;
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DZE_doorManagementAllowManage_plotOwner = false;
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DZE_doorManagementAllowManage_plotFriends = false;
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DZE_doorManagementAllowManage_plotAdmins = false;
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DZE_doorManagementAllowManage_doorFriends = false;
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DZE_doorManagementAllowManage_doorAdmins = true;
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/*
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Developers:
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This file's purpose is to slim down init.sqf to only the map specific and most frequently changed variables.
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It cuts down on the amount of if(isNil)then{}; statements in variables.sqf and makes the mission smaller.
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Variables that are map specific or frequently changed should be included in init.sqf by default
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with a corresponding if(isNil)then{}; in variables.sqf.
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*/ |