Mission files

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Illya Marchenko 2023-10-01 16:56:30 +03:00
parent 802e6b3552
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// EPOCH CONFIG VARIABLES //
// Standard DayZ variables are found in dayz_code\init\variables.sqf.
// Do not move the variables from here to the init.sqf. This file was made to have all variables in one place.
// Both
dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
DZE_PlayerZed = false; // Enable spawning as a player zombie when players die with infected status
DZE_SafeZonePosArray = []; //Fail-Safe, actual safezones are defined in the map specific init's
dayz_infectiouswaterholes = true; //Enable infected waterholes, randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS), not supported by all maps
dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance.
dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]]
DZE_HeliLift = true; // Enable Epoch heli lift system
DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues.
DZE_SafeZoneZombieLoot = false; // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
dayz_ForcefullmoonNights = false; // Forces night time to be full moon.
infectedWaterHoles = []; //Needed for non-cherno maps.
dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
dayz_enableFlies = true; // Enable flies on dead bodies (negatively impacts FPS).
// Building
DZE_PlotPole = [30,45]; // Plot radius, minimum distance between plots
DZE_GodModeBase = false; // Disables damage handler from base objects so they can't be destroyed. Make player built base objects indestructible.
DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
DZE_GodModeVehiclesPlot = false; //Disable vehicle damage at plot poles when the vehicle is locked and no crew is inside.
// Death Messages
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_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen.
// ZSC
Z_SingleCurrency = false; // Enable single currency system.
if (Z_SingleCurrency) then {
Z_globalBanking = false; // Enable global banking system.
Z_persistentMoney = false; // Enabling this stores currency to player_data instead of character_data. Currency transfers to a new character after death. For PVE servers only. Formerly called "GlobalMoney".
CurrencyName = "Coins"; // If using single currency this is the currency display name.
DZE_MoneyStorageClasses = ["VaultStorage","VaultStorage2","VaultStorageLocked","VaultStorage2Locked","LockboxStorageLocked","LockboxStorage2Locked","LockboxStorage","LockboxStorage2","LockboxStorageWinterLocked","LockboxStorageWinter2Locked","LockboxStorageWinter","LockboxStorageWinter2","TallSafe","TallSafeLocked"]; // If using single currency this is an array of object classes players can store coins in. E.g.: ["GunRack_DZ","WoodCrate_DZ"]
ZSC_VehicleMoneyStorage = true; // Allow players to store money in vehicles. If vehicles are destroyed the money is also destroyed.
};
Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader.
// Vehicle Key Changer
DZE_VehicleKey_Changer = false; // Enable Vehicle Key Changer. Create or change the key for a vehicle.
// Virtual Garage
DZE_Virtual_Garage = false; // Enable the Virtual Garage to store vehicles.
// Plot Management and Plot for Life
DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list.
// Door Management
DZE_doorManagement = true; // Enable Door Management by @DevZupa.
// Group System
dayz_groupSystem = false; // Enable group system
// Bloodsuckers
DZE_Bloodsuckers = false; // Enable bloodsucker spawning.
// EVR Storms
DZE_EVR = false; // Enable EVR storms.
// Bury and Butcher Bodies
DZE_Bury_Body = false; // Enable Bury Bodies
DZE_Butcher_Body = false; // Enable Butcher Bodies
// Weather
DZE_Weather = 2; // Options: 1 - Summer Static, 2 - Summer Dynamic, 3 - Winter Static, 4 - Winter Dynamic. If static is selected, the weather settings will be set at server startup and not change. Weather settings can be adjusted with array DZE_WeatherVariables.
// The settings in the array below may be adjusted as desired. The default settings are designed to maximize client and server performance.
// Having several features enabled at once might have adverse effects on client performance. For instance, you could have snowfall, ground fog, and breath fog threads all running at once.
DZE_WeatherVariables = [
15, // Minimum time in minutes for the weather to change. (default value: 15).
30, // Maximum time in minutes for the weather to change. (default value: 30).
0, // Minimum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0).
.2, // Maximum fog intensity (0 = no fog, 1 = maximum fog). (default value: 0.8).
0, // Minimum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 0). Note: Rain and snow will not occur when overcast is less than 0.70.
.6, // Maximum overcast intensity (0 = clear sky, 1 = completely overcast). (default value: 1).
0, // Minimum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
.6, // Maximum rain intensity (0 = no rain, 1 = maximum rain). Overcast needs to be at least 70% for it to rain.
0, // Minimum wind strength (default value: 0).
3, // Maximum wind strength (default value: 5).
.25, // Probability for wind to change when weather changes. (default value: .25).
1, // Minimum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
1, // Maximum snow intensity (0 = no snow, 1 = maximum snow). Overcast needs to be at least 75% for it to snow.
.2,// Probability for a blizzard to occur when it is snowing. (0 = no blizzards, 1 = blizzard all the time). (default value: .2).
10, // Blizzard interval in minutes. Set to zero to have the blizzard run for the whole interval, otherwise you can set a custom time interval for the blizzard.
0, // Ground Fog Effects. Options: 0 - no ground fog, 1 - only at evening, night, and early morning, 2 - anytime, 3 - near cities and towns, at late evening, night, and early morning, 4 - near cities and towns, anytime.
400, // Distance in meters from player to scan for buildings to spawn ground fog. By default, only the 15 nearest buildings will spawn ground fog.
false, // Allow ground fog when it's snowing or raining?
2 // Winter Breath Fog Effects. Options: 0 - no breath fog, 1 - anytime, 2 - only when snowing or blizzard. Note: breath fog is only available with winter weather enabled.
];
DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby.
DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it.
DZE_disableThermal = []; // Array of vehicle classnames to disable thermal on when being spawned. i.e: ["AH1Z","MTVR"];
DZE_clearStaticAmmo = true; // Clears the ammo of all built and spawned static guns
DZE_clearVehicleAmmo = true; // Clears the ammo of vehicles spawned, bought, claimed and upgraded during the same restart
DZE_clearVehicleFlares = false; // Clears the flares of vehicles during the same restart, DZE_clearVehicleAmmo must be true in order to work
DZE_addVehicleAmmo = false; // Adds ammo to all spawned, bought, claimed and upgraded vehicles during the same restart
// Uncomment the lines below to change the default loadout
//DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
//DefaultWeapons = ["Makarov_DZ","ItemFlashlight"];
//DefaultBackpack = "GymBag_Camo_DZE1";
//DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
//Server
if (isServer) then {
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
//["any","any","any","any",-1,"Infected_Camps"], // (negatively impacts FPS)
["any","any","any","any",-1,"Care_Packages"],
["any","any","any","any",-1,"CrashSites"]
];
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
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
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
DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
MaxDynamicDebris = 100; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 50; // Max number of random vehicles to spawn around the map
dayz_enableGhosting = false;
dayz_ghostTimer = 120;
// ZSC
Z_globalBankingTraders = false; // Enable banking NPCs at trader cities.
// Safe Zone Relocating
DZE_SafeZone_Relocate = false; //Enables relocating of vehicles left in Safe Zones over a server restart.
if (DZE_Virtual_Garage) then {
vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
};
// EVR Storms
if (DZE_EVR) then {
DZE_EVRFirstTime = [15, 60]; // Random time in minutes after server restart to begin the first EVR storm [min, max].
DZE_EVRTimer = [45, 180]; // Random time in minutes between additional EVR storms [min, max].
};
};
// Client
if (!isDedicated) then {
dayz_antihack = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
DZE_CombatTimer = 30; // Time how long a player is in combat after shooting or other combat actions
DZE_defaultSkin = [["Survivor2_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","Doctor_DZ","Assistant_DZ","Worker1_DZ","Worker3_DZ","Worker4_DZ","TK_CIV_Takistani01_EP1_DZ","TK_CIV_Takistani03_EP1_DZ","TK_CIV_Takistani04_EP1_DZ","TK_CIV_Takistani06_EP1_DZ","Firefighter1_DZ","Firefighter2_DZ","Firefighter3_DZ","Firefighter4_DZ","Firefighter5_DZ","Firefighter_Officer1_DZ","Firefighter_Officer2_DZ","Postman1_DZ","Postman2_DZ","Postman3_DZ","Postman4_DZ","SchoolTeacher_DZ","Gardener_DZ","RU_Policeman2_DZ","Hunter_DZ","Civilian1_DZ","Civilian3_DZ","Civilian5_DZ","Civilian7_DZ","Civilian9_DZ","Civilian11_DZ","Civilian13_DZ","Prisoner1_DZ","Prisoner2_DZ","Prisoner3_DZ","Reporter_DZ","MafiaBoss_DZ","Dealer_DZ","BusinessMan_DZ","Paramedic_DZ","Garbage_Man_DZ"],["SurvivorW2_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWpink_DZ","SurvivorW3_DZ"]]; // Default player skin for fresh spawns, selected randomly DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]], comment out the whole line to disable this feature.
dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy.
DZE_WarmClothes = []; //Array of warm clothes, type of player model must be added: E.g. ["MVD_Soldier_DZ","GUE_Soldier_2_DZ"];
DZE_TempVars = [7, 15, 4, 4, 2, 6, 8, 3, 2, 0.25, 0.75, 0.5, 12, 33]; //[vehicle, fire, building, moving, sun, heatpack, warm clothes, water, standing, rain, wind, night, snow, shivering] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. To disable shivering set it to 26.
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.
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
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; // Min damage built items must have before they can be maintained
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_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc.
DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect.
timezoneswitch = 0; // Changes murderMenu times with this offset in hours.
dayz_maxGlobalZeds = 500; // Maximum allowed zeds on the map
dayz_paraSpawn = false; // Helo jump spawn
DZE_enableBloodRegen = true; // player slowly regains blood if they are well fed and resting
DZE_SelfTransfuse = true; // Allow players to give themselves blood transfusions
DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount, infection chance, cool-down (seconds)]
dayz_DamageMultiplier = 1; // Increases the damage to the player by zombie attacks
DZE_BackpackAntiTheft = true; // Prevents accessing backpack gear of non-friendly players in trader cities
DZE_StaticConstructionCount = 0; // Number of animations required for building an object. Leaving set at zero will default to the construction count in the configs for each object.
dayz_maxMaxWeaponHolders = 120; // Maximum number of loot piles that can spawn within 200 meters of a player.
dayz_temperature_override = false; // Set to true to disable all temperature changes.
dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
DZE_DisableVehicleUpgrade = []; // List of vehicles that cannot be upgraded with manuals E.g.: ["ArmoredSUV_PMC_DZE","LandRover_CZ_EP1_DZE"]
DZE_debrisRefundParts = ["PartEngine","PartGeneric","PartFueltank","PartWheel","PartGlass","ItemJerrycan"]; // Dynamic debris wrecks refund
// Build restrictions
DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc.
DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near.
DZE_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
DZE_HeightLimitColor = true; // display plot boundary helpers in red if they are above DZE_BuildHeightLimit
DZE_requireplot = 1; // Players require a plot to build
DZE_requirePlotOverride = []; // Add a list of classnames that require a plot pole to build. This will override the config settings. E.g. ["DomeTentStorage","VaultStorageLocked","VaultStorage2Locked","TallSafeLocked","LockboxStorageLocked","LockboxStorage2Locked","LockboxStorageWinterLocked","LockboxStorageWinter2Locked"];
DZE_BuildOnRoads = false; // Allow building on roads
DZE_BuildingLimit = 150; // Maximum allowed objects per plot
DZE_RestrictedBuildingZones = []; // [["Balota Airfield", [5158.72, 2518.75, 0], 600]]; // [["description", [position], distance], ["description", [position], distance], ... ];
DZE_BlacklistedBuildings = []; // [["Fire Station", "Land_a_stationhouse", 250]]; // [["description", "className", distance], ["description", "className", distance], ... ];
DZE_buildOnWater = true; // Allow building in or over sea water. Note: Sea level will change between low tide and high tide and may cause base flooding. This does not affect inland ponds, dams or lakes.
DZE_maxSeaLevel = 1.85; // ASL height (in meters) of high tide. Objects placed below this level over sea water will trigger a warning message about potential flooding during high tide. Low tide is 06:00 hrs, high tide is 12:00 hrs, but maps may vary.
DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles.
DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle"
DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 - Larger values slow the effect, smaller values accelerate it
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max]; Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)
DZE_ZombieHumanity = 5;
DZE_lockablesHarderPenalty = true; // Enforce an exponential wait on attempts between unlocking a safe/lockbox from a failed code.
DZE_Hide_Body = true; //Enable hide dead bodies. Hiding a dead body removes the corpse marker from the map too. Default = true
DZE_PVE_Mode = false; //Disable the PvP damage on the server. If DZE_BackpackAntiTheft = true, the backpack anti theft is active on the whole server. This is just a basic support for PVE Servers. Default = false
// SafeZone
DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.
DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead)
// HALO Jump
DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump.
DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature.
DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled.
DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m
// Trader Menu
DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade)
DZE_GemChance = 0.4; // Chance of gem occurrence in an Ore Vein, valid values from 0.01 - 1, 0.4 = 40% Chance
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_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems.
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_keepVehicleKey = false; // Keep the vehicle key when the vehicle is sold? (Useful on servers with the key changer mod)
Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency.
Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency.
// Plot Management and Plot for Life
DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend.
DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
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.
DZE_limitPlots = 0; // Limit the amount of plot poles per person, Use 0 to disable. UIDS in the DZE_PlotManagementAdmins array are exempt.
DZE_PlotOzone = 10; // distance (in meters) outside the plot radius where the player may stand while building, provided the object remains within the plot radius.
DZE_AxialHelper = true; // when building within a plot radius, display a perpendicular line of helpers from the highest point to lowest point of the plot boundary.
DZE_plotGreenTransparency = 0.4; // green plot pole helper transparency. min = 0.1, max = 1
DZE_plotRedTransparency = 0.7; // red plot pole helper transparency. min = 0.1, max = 1
DZE_restrictRemoval = ["FuelPump_DZ","FireBarrel_DZ","CanvasHut_DZ","ParkBench_DZ","DeerStand_DZ","MetalGate_DZ","Fence_corrugated_DZ","StickFence_DZ","LightPole_DZ","Scaffolding_DZ","Hedgehog_DZ","MetalPanel_DZ","Fort_RazorWire","FortifiedWire_DZ","BarbedGate_DZ","WoodGate_DZ","Notebook_DZ","Water_Pump_DZ","Greenhouse_DZ","Bed_DZ","Table_DZ","Office_Chair_DZ","Garage_Green_DZ","Garage_White_DZ","Garage_Brown_DZ","Garage_Grey_DZ","CCTV_DZ","Boggle_DZE","Satellite_Dish_DZE","Fueltank_DZE","Watertank_DZE","Watertower_DZE","Compost_Barrel_Empty_DZE","Compost_Barrel_Full_DZE","Plant_Patch_Pumpkin_DZE","Plant_Patch_Sunflower_DZE","Plant_Patch_Carrot_DZE","Plant_Patch_Potato_DZE","Plant_Patch_Hemp_DZE","Plant_Patch_Tobacco_DZE","Plant_Patch_Tea_DZE","Plant_Patch_Garlic_DZE","Plant_Patch_Comfrey_DZE","Sandbag1_DZ","BagFenceRound_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired.
DZE_DisableUpgrade = []; //Array of buildables that are not allowed to be upgraded. For example: DZE_DisableUpgrade = ["WoodShack_DZ","StorageShed_DZ"];
// Snap Build and Build Vectors
DZE_noRotate = ["ItemWoodLadder","woodfence_foundation_kit","metalfence_foundation_kit","cook_tripod_kit","metal_drawbridge_kit","metal_drawbridge_kit_locked","storage_crate_kit"]; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"];
DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu.
DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above.
DZE_snapDistance = 2; // maximum distance between two snapping points before snapping will occur. Default: 2 meters.
DZE_snapAutoRefresh = true; // enable auto-refresh of snapping point helpers if player moves the current build object out of initial snapping range. Default: true.
DZE_uiSnapText = true; // enable on-screen helper text near the closest snapping point when building. Default: true
// Remove/Deconstruct modular object variables
DZE_refundModular = true; // enable/disable refunding of modular objects
DZE_allowDeconstruct = true; // enable/disable the Deconstruct player action menu. If DZE_refundModular = false, this setting has no effect.
DZE_displayHelpers = true; // enable/disable display of modular object helpers
DZE_displayOnlyIfNearby = false; // if identical object types are nearby, display green helpers. If no identical types are nearby, then do not display. false = always display green helpers. (This setting does not apply to Red and Blue helpers). If DZE_displayHelpers is disabled, then this setting will be ignored.
DZE_RefundDamageLimit = 0.25; // amount of damage an object can withstand before no refunded parts will be given. 0 = disable (will always refund)
// Refund single kits, or modular object recipes as per the build configs
// [[Enable, Modular Object, Refund Kit, [[Refund Class 1, Qty], [Refund Class 2, Qty], [Refund Class 3, Qty], [Refund Class 4, Qty]]]]
//
// Enable: bool If DZE_refundModular = true, then set the Enable column to customize individual modular object refunds to on or off. Default = true.
// Modular Object: class CfgVehicles class of the built object. The string must be in quotes.
// Refund Kit: class CfgMagazines class of the refunded object when using the "Remove" action. Will refund a singular kit only.
// Refund Class n: class When using the "Deconstruct" action, refund multiple parts as per the config recipe. Repeat for each material type, up to 4 types maximum.
// Qty: integer Quantity of each material type, as per the recipe. Or alternatively a range of values using an array, e.g [1,3] will refund a random integer between 1 and 3.
DZE_modularConfig = [
// Enable Modular Object Refund Kit Refund Class 1 Qty Refund Class 2 Qty Refund Class 3 Qty Refund Class 4 Qty
// ====== ============== =============================== =========================================== =========================== =========================== ===========================
// // Glass //
[true, "GlassFloor_DZ", "glass_floor_kit", [["glass_floor_half_kit", 2]]],
[true, "GlassFloor_Half_DZ", "glass_floor_half_kit", [["glass_floor_quarter_kit", 2]]],
[true, "GlassFloor_Quarter_DZ", "glass_floor_quarter_kit", [["ItemPole", 8], ["PartGlass", 4]]],
// // Metal //
[true, "MetalFloor_DZ", "metal_floor_kit", [["metal_floor_half_kit", 2]]],
[true, "MetalFloor_Half_DZ", "metal_floor_half_kit", [["metal_floor_quarter_kit", 2]]],
[true, "MetalFloor_Quarter_DZ", "metal_floor_quarter_kit", [["ItemPole", 4], ["equip_metal_sheet", 4]]],
[true, "MetalFloor4x_DZ", "metal_floor4x_kit", [["metal_floor_kit", 4]]],
[true, "Metal_Drawbridge_DZ", "metal_drawbridge_kit", [["metal_floor_kit", 2], ["ItemRSJ", 6]]],
[true, "MetalPillar_DZ", "metal_pillar_kit", [["ItemPole", 1], ["equip_metal_sheet", 2]]],
[true, "DoorFrame_DZ", "door_frame_kit", [["ItemPole", 4], ["ItemTankTrap", 4], ["PartGeneric", 2]]],
[true, "Door_DZ", "door_kit", [["door_frame_kit", 1], ["ItemTankTrap", 1], ["ItemPole", 1]]],
[true, "MetalFence_1_foundation_DZ", "metalfence_foundation_kit", [["ItemStone", 8], ["MortarBucket", 1], ["ItemRSJ", 1]]],
[true, "MetalFence_1_frame_DZ", "metalfence_frame_kit", [["ItemPlank", 4], ["ItemRSJ", 1]]],
[true, "MetalFence_halfpanel_DZ", "metalfence_halfpanel_kit", [["ItemMetalSheet", 3], ["ItemScrews", 1]]],
[true, "MetalFence_thirdpanel_DZ", "metalfence_thirdpanel_kit", [["ItemMetalSheet", 3], ["ItemScrews", 1]]],
[true, "MetalFence_1_DZ", "metalfence_1_kit", [["ItemMetalSheet", 3], ["ItemScrews", 1]]],
[true, "MetalFence_2_DZ", "metalfence_2_kit", [["ItemMetalSheet", 4], ["ItemScrews", 1], ["ItemRSJ", 2]]],
[true, "MetalFence_3_DZ", "metalfence_3_kit", [["ItemMetalSheet", 4], ["ItemScrews", 1], ["ItemRSJ", 2]]],
[true, "MetalFence_4_DZ", "metalfence_4_kit", [["ItemScrews", 1], ["ItemRSJ", 4]]],
[true, "MetalFence_5_DZ", "metalfence_5_kit", [["ItemScrews", 1], ["ItemRSJ", 2]]],
[true, "MetalFence_6_DZ", "metalfence_6_kit", [["ItemScrews", 1], ["ItemPole", 4], ["equip_metal_sheet", 4]]],
[true, "MetalFence_7_DZ", "metalfence_7_kit", [["ItemScrews", 1], ["ItemPole", 6], ["PartGeneric", 2]]],
[true, "MetalContainer1A_DZ", "metal_container_1a_kit", [["metal_floor_quarter_kit", 2], ["metal_floor_half_kit",4], ["ItemTankTrap", 2]]],
[true, "MetalContainer1B_DZ", "metal_container_1b_kit", [["metal_floor_quarter_kit", 2], ["metal_floor_half_kit",4], ["ItemTankTrap", 2]]],
[true, "MetalContainer1G_DZ", "metal_container_1g_kit", [["metal_floor_quarter_kit", 2], ["metal_floor_half_kit",4], ["ItemTankTrap", 2]]],
[true, "MetalContainer2D_DZ", "metal_container_2d_kit", [["metal_container_1a_kit", 2]]],
// // Cinder //
[true, "CinderWallHalf_DZ", "half_cinder_wall_kit", [["CinderBlocks", 3], ["MortarBucket", 1]]],
[true, "CinderWallHalf_Gap_DZ", "half_cinder_wall_gap_kit", [["CinderBlocks", 3], ["MortarBucket", 1]]],
[true, "CinderWall_DZ", "full_cinder_wall_kit", [["CinderBlocks", 7], ["MortarBucket", 2]]],
[true, "CinderWallWindow_DZ", "cinderwall_window_kit", [["CinderBlocks", 5], ["MortarBucket", 1], ["ItemTankTrap", 1], ["ItemPole", 1]]],
[true, "CinderWallSmallDoorway_DZ", "cinder_door_frame_kit", [["CinderBlocks", 4], ["MortarBucket", 1], ["ItemTankTrap", 1]]],
[true, "CinderWallDoorSmall_DZ", "cinder_door_kit", [["cinder_door_frame_kit", 1], ["ItemTankTrap", 1], ["ItemPole", 1]]],
[true, "CinderDoorHatch_DZ", "cinder_door_hatch_kit", [["CinderBlocks", 4], ["MortarBucket", 1], ["ItemTankTrap", 2], ["ItemPole", 1]]],
[true, "CinderWallDoorway_DZ", "cinder_garage_frame_kit", [["CinderBlocks", 3], ["MortarBucket", 1], ["ItemTankTrap", 1]]],
[true, "CinderWallDoor_DZ", "cinder_garage_kit", [["cinder_garage_frame_kit", 1], ["ItemTankTrap", 3], ["ItemPole", 3]]],
[true, "CinderGarageOpenTopFrame_DZ", "cinder_garage_top_open_frame_kit", [["CinderBlocks", 4], ["MortarBucket", 1]]],
[true, "CinderGarageOpenTop_DZ", "cinder_garage_top_open_kit", [["cinder_garage_top_open_frame_kit", 1], ["ItemTankTrap", 3], ["ItemPole", 3]]],
[true, "CinderGateFrame_DZ", "cinder_gate_frame_kit", [["CinderBlocks", 8], ["MortarBucket", 4]]],
[true, "CinderGate_DZ", "cinder_gate_kit", [["cinder_gate_frame_kit", 1], ["equip_metal_sheet", 6], ["ItemRSJ", 2], ["ItemScrews", 2]]],
[true, "Concrete_Bunker_DZ", "cinder_bunker_kit", [["full_cinder_wall_kit", 3], ["ItemConcreteBlock", 5], ["equip_metal_sheet", 3], ["ItemScrews", 1]]],
// // Wood //
[true, "WoodFloor_DZ", "ItemWoodFloor", [["ItemWoodFloorHalf", 2]]],
[true, "WoodFloor4x_DZ", "ItemWoodFloor4x", [["ItemWoodFloor", 4]]],
[true, "WoodFloorHalf_DZ", "ItemWoodFloorHalf", [["ItemWoodFloorQuarter", 2]]],
[true, "WoodFloorQuarter_DZ", "ItemWoodFloorQuarter", [["PartWoodPlywood", 3], ["PartWoodLumber", 3]]],
[true, "WoodSmallWall_DZ", "ItemWoodWall", [["ItemWoodWallThird", 3]]],
[true, "WoodTriangleWall_DZ", "ItemTriangleWoodWall", [["ItemWoodFloorHalf", 1], ["ItemWoodFloorQuarter",1]]],
[true, "WoodSmallWallThird_DZ", "ItemWoodWallThird", [["PartWoodPlywood", 3], ["PartWoodLumber", 3]]],
[true, "WoodSmallWallWin_DZ", "ItemWoodWallWindow", [["ItemWoodWall", 1], ["PartGlass", 1]]],
[true, "WoodSmallWallDoor_DZ", "ItemWoodWallDoor", [["ItemWoodWallThird", 3]]],
[true, "Land_DZE_WoodDoor", "ItemWoodWallWithDoor", [["ItemWoodWallDoor", 1], ["PartWoodPlywood", 1], ["PartWoodLumber", 1]]],
[true, "Land_DZE_GarageWoodDoor", "ItemWoodWallGarageDoor", [["ItemWoodWallLg", 1], ["PartWoodLumber", 2]]],
[true, "Land_DZE_WoodOpenTopGarageDoor", "ItemWoodOpenTopGarageDoor", [["ItemWoodWallLg", 1], ["PartWoodLumber", 2]]],
[true, "WoodLargeWall_DZ", "ItemWoodWallLg", [["ItemWoodWall", 1], ["PartWoodPlywood", 1], ["PartWoodLumber", 1]]],
[true, "WoodLargeWallWin_DZ", "ItemWoodWallWindowLg", [["ItemWoodWallLg", 1], ["PartGlass", 1]]],
[true, "WoodLargeWallDoor_DZ", "ItemWoodWallDoorLg", [["ItemWoodWall", 1], ["PartWoodPlywood", 1], ["PartWoodLumber", 1]]],
[true, "Land_DZE_LargeWoodDoor", "ItemWoodWallWithDoorLg", [["ItemWoodWallDoorLg", 1], ["PartWoodPlywood", 1], ["PartWoodLumber", 1]]],
[true, "WoodGateFrame_DZ", "ItemWoodGateFrame", [["ItemWoodWallThird", 6]]],
[true, "Land_DZE_WoodGate", "ItemWoodGate", [["ItemWoodGateFrame", 1], ["PartWoodPlywood", 8], ["PartWoodLumber", 2], ["equip_nails", 1]]],
[true, "WoodFloorStairs_DZ", "ItemWoodFloorStairs", [["ItemWoodFloor", 1], ["ItemWoodStairs", 1]]],
[true, "WoodTriangleFloor_DZ", "ItemTriangleWoodFloor", [["ItemWoodFloorHalf", 1], ["ItemWoodFloorQuarter",1]]],
[true, "WoodStairsSans_DZ", "ItemWoodStairs", [["PartWoodLumber", 8], ["equip_nails", 2]]],
[true, "WoodStairs_DZ", "ItemWoodStairsSupport", [["ItemWoodStairs", 1], ["PartWoodLumber", 2]]],
[true, "WoodStairsRails_DZ", "ItemWoodStairsRails", [["ItemWoodStairsSupport", 1], ["PartWoodLumber", 2]]],
[true, "WoodLadder_DZ", "ItemWoodLadder", [["PartWoodLumber", 8], ["equip_nails", 2]]],
[true, "WoodHandrail_DZ", "ItemWoodHandRail", [["PartWoodLumber", 3], ["equip_nails", 1]]],
[true, "WoodPillar_DZ", "ItemWoodPillar", [["PartWoodLumber", 4], ["equip_nails", 1]]],
[true, "WoodRamp_DZ", "wood_ramp_kit", [["ItemDocumentRamp", 1], ["PartWoodLumber", 8]]],
[true, "WoodenFence_1_foundation_DZ", "woodfence_foundation_kit", [["ItemStone", 8], ["MortarBucket", 1], ["ItemPlank", 1]]],
[true, "WoodenFence_1_frame_DZ", "woodfence_frame_kit", [["woodfence_foundation_kit", 1], ["ItemPlank", 4], ["equip_nails", 1]]],
[true, "WoodenFence_quaterpanel_DZ", "woodfence_quaterpanel_kit", [["woodfence_frame_kit", 1], ["ItemPlank", 4], ["equip_nails", 1]]],
[true, "WoodenFence_halfpanel_DZ", "woodfence_halfpanel_kit", [["woodfence_quaterpanel_kit", 1], ["ItemPlank", 4], ["equip_nails", 1]]],
[true, "WoodenFence_thirdpanel_DZ", "woodfence_thirdpanel_kit", [["woodfence_halfpanel_kit", 1], ["ItemPlank", 4], ["equip_nails", 1]]],
[true, "WoodenFence_1_DZ", "woodfence_1_kit", [["woodfence_thirdpanel_kit", 1], ["ItemPlank", 4], ["equip_nails", 1]]],
[true, "WoodenFence_2_DZ", "woodfence_2_kit", [["woodfence_1_kit", 1], ["ItemPlank", 8], ["equip_nails", 2]]],
[true, "WoodenFence_3_DZ", "woodfence_3_kit", [["woodfence_2_kit", 1], ["ItemPlank", 8], ["equip_nails", 2]]],
[true, "WoodenFence_4_DZ", "woodfence_4_kit", [["woodfence_3_kit", 1], ["ItemPlank", 8], ["equip_nails", 2]]],
[true, "WoodenFence_5_DZ", "woodfence_5_kit", [["woodfence_4_kit", 1], ["ItemLog", 5], ["equip_nails", 2]]],
[true, "WoodenFence_6_DZ", "woodfence_6_kit", [["woodfence_5_kit", 1], ["PartWoodPlywood", 4], ["ItemPlank", 2], ["equip_nails", 2]]],
[true, "WoodenFence_7_DZ", "woodfence_7_kit", [["woodfence_6_kit", 1], ["ItemWoodLadder", 1], ["equip_nails", 1]]],
[true, "WoodenGate_foundation_DZ", "woodfence_gate_foundation_kit", [["ItemLog", 6]]],
[true, "WoodenGate_1_DZ", "woodfence_gate_1_kit", [["woodfence_gate_foundation_kit", 1], ["ItemPlank", 8], ["equip_nails", 1], ["ItemComboLock", 1]]],
[true, "WoodenGate_2_DZ", "woodfence_gate_2_kit", [["woodfence_gate_1_kit", 1], ["ItemPlank", 10], ["equip_nails", 1]]],
[true, "WoodenGate_3_DZ", "woodfence_gate_3_kit", [["woodfence_gate_2_kit", 1], ["ItemPlank", 10], ["equip_nails", 1]]],
[true, "WoodenGate_4_DZ", "woodfence_gate_4_kit", [["woodfence_gate_3_kit", 1], ["ItemPlank", 10], ["equip_nails", 1]]],
[true, "WorkBench_DZ", "workbench_kit", [["PartWoodPlywood", 1], ["PartWoodLumber", 2]]],
[true, "SimpleFootbridge_DZ", "simple_footbridge_kit", [["ItemPlank", 3]]],
[true, "WoodenFootbridge_DZ", "wooden_footbridge_kit", [["ItemPlank", 3], ["PartWoodLumber", 2], ["equip_nails", 1]]],
[true, "Windbreak_DZ", "windbreak_kit", [["equip_wood_pallet", 2], ["PartWoodLumber", 2], ["equip_nails", 1]]],
// // Fortifications //
[true, "Land_HBarrier1_DZ", "ItemSandbagLarge", [["ItemSandbag", 3], ["ItemWire", 1], ["ItemTankTrap", 1]]],
[true, "Land_HBarrier3_DZ", "ItemSandbagExLarge", [["ItemSandbagLarge", 3]]],
[true, "Land_HBarrier5_DZ", "ItemSandbagExLarge5x", [["ItemSandbagExLarge", 1], ["ItemSandbagLarge", 2]]],
[true, "Land_HBarrier5Curved_DZ", "ItemSandbagExLarge5xCurved", [["ItemSandbagExLarge", 1], ["ItemSandbagLarge", 2]]],
[true, "HeavyBagFence_DZ", "ItemSandbagHeavy_kit", [["ItemSandbag", 2], ["PartWoodPile", 1]]],
[true, "HeavyBagFenceCorner_DZ", "ItemSandBagHeavyCorner_kit", [["ItemSandbagHeavy_kit", 2]]],
[true, "HeavyBagFenceRound_DZ", "ItemSandbagHeavyRound_kit", [["ItemSandbagHeavy_kit", 3]]],
[true, "SandNest_DZ", "sandbag_nest_kit", [["ItemSandbag", 4], ["PartWoodPlywood", 2], ["PartWoodLumber", 4]]],
[true, "SandNestLarge_DZ", "sandbag_nest_large_kit", [["ItemSandBagHeavyCorner_kit", 4], ["sandbag_nest_kit", 4]]],
[true, "Land_WarfareBarrier5x_DZ", "ItemWarfareBarrier5x_kit", [["ItemSandbagLarge", 5]]],
[true, "Land_WarfareBarrier10x_DZ", "ItemWarfareBarrier10x_kit", [["ItemWarfareBarrier5x_kit", 2]]],
[true, "Land_WarfareBarrier10xTall_DZ", "ItemWarfareBarrier10xTall_kit", [["ItemWarfareBarrier10x_kit", 3]]],
[true, "FortifiedWire_DZ", "fortified_wire_kit", [["ItemWire", 1], ["ItemTankTrap", 2]]],
[true, "BarbedGate_DZ", "barbed_gate_kit", [["ItemWire", 1], ["ItemTankTrap", 2], ["ItemPole", 2]]],
[true, "ConcreteBarrier_DZ", "concrete_barrier_kit", [["CementBag", 3], ["ItemStone", 2], ["ItemWire", 1]]],
[true, "ConcreteBarrierStriped_DZ", "concrete_barrier_striped_kit", [["CementBag", 3], ["ItemStone", 2], ["ItemWire", 1]]],
[true, "ConcreteWall_DZ", "concrete_wall_kit", [["concrete_barrier_kit", 5], ["CementBag", 2]]],
[true, "ConcretePipe_DZ", "concrete_pipe_kit", [["concrete_barrier_kit", 6], ["CementBag", 2]]],
[true, "DragonTeeth_DZ", "dragonteeth_kit", [["concrete_wall_kit", 1], ["ItemStone", 6], ["CementBag", 4]]],
[true, "DragonTeethBig_DZ", "dragonteeth_big_kit", [["dragonteeth_kit", 1], ["ItemStone", 6], ["CementBag", 4]]]
];
DZE_modularExclude = [];
{
if !(_x select 0) then {
DZE_modularExclude = DZE_modularExclude + [_x select 1];
};
} count DZE_modularConfig;
// Door Management
DZE_doorManagementMustBeClose = false; //Players must be within 10m of door to be added as a door friend.
DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors.
DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance.
DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code.
// Group System
dayz_markGroup = 1; // Players can see their group members 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.
// Humanity System
DZE_Hero = 5000; // Defines the value at how much humanity the player is classed as a hero.
DZE_Bandit = -5000; // Defines the value at how much humanity the player is classed as a bandit.
// ZSC
if (Z_SingleCurrency) then {
Z_showCurrencyUI = true; // Show the currency icon on the screen when Z_SingleCurrency is enabled.
Z_showBankUI = true; // Show the banking icon on the screen when Z_globalBanking is enabled.
ZSC_bankTraders = ["Functionary1_EP1"]; // Array of trader classnames that are available for banking (i.e Functionary1_EP1), do not use _DZ classes - they are used as player skins
ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below.
ZSC_bankObjects = [""]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
ZSC_maxBankMoney = 500000; // Default limit for bank objects.
ZSC_defaultStorageMultiplier = 200; // Default magazine count for bank objects that don't have storage slots i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
ZSC_MaxMoneyInStorageMultiplier = 5000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 5000 multiplier is 1 million coin storage. (200 * 5000 = 1,000,000 coins)
ZSC_ZombieCoins = [false,[0,1000]]; // First value activate coins on zombies, second value from 0 - 1000 coins on each zombie. Coin for zombies are handled directly in check wallet.
};
// Loot system
dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used.
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_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix
DZE_bottleBreakChance = 0.10; // Water bottle break chance when boiling. Valid values from 0.01 - 1. 0.10 = 10% Chance
DZE_toolBreakChance = 0.04; // Tool break chance when removing a building, valid values from 0.01 - 1, 0.04 = 4% Chance
// Bury and Butcher Bodies
if (DZE_Bury_Body) then {
DZE_Bury_Body_Value = 30;// Amount of humanity to gain for burying a body.
DZE_BuryOnRoad = false; // Allow burying/butchering on roads?
};
if (DZE_Butcher_Body) then {
DZE_Butcher_Body_Value = -30;// Amount of humanity to lose for butchering a body.
DZE_BuryOnRoad = false; // Allow burying/butchering on roads?
};
// Take Clothes
DZE_Take_Clothes = false; // Allows to take the clothing from dead players and AIs
DZE_Disable_Take_Clothes = []; // Enter the skins you do not want to be allowed to be recovered from dead bodies. E.g.: DZE_Disable_Take_Clothes = ["Doctor_DZ","Assistant_DZ","Worker1_DZ"];
/*
DZE_CLICK_ACTIONS
This is where you register your right-click actions
FORMAT -- (no comma after last array entry)
[_classname,_text,_execute,_condition],
PARAMETERS
_classname : the name of the class to click on (example = "ItemBloodbag")
_text : the text for the option that is displayed when right clicking on the item (example = "Self Transfuse")
_execute : compiled code to execute when the option is selected (example = "execVM 'my\scripts\self_transfuse.sqf';")
_condition : compiled code evaluated to determine whether or not the option is displayed (example = {true})
*/
DZE_CLICK_ACTIONS = [
/* ["ItemGPS",localize "STR_CL_CA_SCAN_NEARBY","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_ZOMBIE_COUNT = count ((position player) nearEntities ['zZombie_Base',CA_GPS_RANGE]); CA_MAN_COUNT = count ((position player) nearEntities ['CAManBase',CA_GPS_RANGE]); format[localize 'STR_CL_CA_SCAN',CA_GPS_RANGE,CA_MAN_COUNT - CA_ZOMBIE_COUNT,count ((position player) nearEntities ['zZombie_Base',CA_GPS_RANGE]),count ((position player) nearEntities ['allVehicles',CA_GPS_RANGE]) - CA_MAN_COUNT] call dayz_rollingMessages;","true"],
["ItemGPS",localize "STR_CL_CA_RANGE_UP","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_GPS_RANGE = (CA_GPS_RANGE + 100) min 2500; format[localize 'STR_CL_CA_RANGE_GPS',CA_GPS_RANGE] call dayz_rollingMessages;","true"],
["ItemGPS",localize "STR_CL_CA_RANGE_DOWN","if(isNil 'CA_GPS_RANGE') then {CA_GPS_RANGE = 1500;};CA_GPS_RANGE = (CA_GPS_RANGE - 100) max 1000; format[localize 'STR_CL_CA_RANGE_GPS',CA_GPS_RANGE] call dayz_rollingMessages;","true"]
*/
];
DZE_Remote_Vehicle = false; // Enable/Disable the Remote Vehicle options like ejecting players from a vehicle or lock/unlock the vehicle from the distance just by the key.
if (DZE_Remote_Vehicle) then {
DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [
["ItemKey",localize "STR_CL_RV_CA_EJECT","spawn remoteVehicle;","true",1],
["ItemKey",localize "STR_CL_RV_CA_ENGINE","spawn remoteVehicle;","true",2],
["ItemKey",localize "STR_CL_RV_CA_UNLOCK","spawn remoteVehicle;","true",3],
["ItemKey",localize "STR_CL_RV_CA_LOCK","spawn remoteVehicle;","true",4],
["ItemKey",localize "STR_CL_RV_CA_LIGHTS","spawn remoteVehicle;","true",5]
];
};
DZE_LocateVehicle = false; // Enable/Disable the option to locate a vehicle from a key in the inventory with a rightclick on the GPS.
if (DZE_LocateVehicle) then {
DZE_CLICK_ACTIONS = DZE_CLICK_ACTIONS + [
["ItemGPS",localize "STR_CL_LV_LOCATE_VEHICLES","[] spawn locateVehicle;","true"]
];
};
if (DZE_VehicleKey_Changer) then {
vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.
};
if (DZE_Virtual_Garage) then {
vg_list = ["Plastic_Pole_EP1_DZ"]; // List of objects/traders that are allowed to interact with virtual garage. i.e: ["Plastic_Pole_EP1_DZ","Worker2"];
vg_blackListed = []; // Array of vehicle config classes as well as vehicle classnames that are blacklisted from being stored, i.e ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"]
vg_heliPads = ["Helipad_Civil_DZ","Helipad_Rescue_DZ","Helipad_Army_DZ","Helipad_Cross_DZ","Helipad_ParkBorder_DZ"]; // Array of heli pad classnames
vg_store_keyless_vehicles = false; // Allow storing of keyless vehicle (map or mission spawned)
vg_removeKey = true; // Remove the key from the players inventory after storing vehicle?
vg_requireKey = true; // Require the player to have the key when storing a locked vehicle.
vg_storeWithGear = true; // Allow storing vehicles with gear?
vg_tiedToPole = true; // Tie the virtual garage to a local plot pole? If no plot pole is present (i.e a communal garage at a trader etc) the players UID will be used.
vg_pricePer = 100; // Price in worth to store a vehicle per gear item, use 0 if you want it to be free.
vg_maintainCost = 10000; //cost is 1000 per 10oz gold, gem cost is as defined in DZE_GemWorthArray; if you use ZSC then this is an amount of coins. This is a flate rate for all vehicles in the garage/per player depending on vg_tiedToPole
vg_price = [["Land",500],["Air",500],["Ship",500]];
/*
vg_price can be an array of vehicle config classes as well as vehicle classnames, you need to put these in order of what you prefer to get checked first.
Price is in worth for briefcases or coins for gold based servers (10,000 worth is considered 1 briefcase, 100,000 coins is considered 1 briefcase)
i.e:
vg_price = [["Land",500],["Air",300],["Ship",100]];
vg_price = [["350z_red",200],["Land",500],["AH1Z",1000],["Air",300],["Ship",100]];
*/
vg_limit = [["Land",5],["Air",5],["Ship",5]];
/*
vg_limit can be an array of vehicle config classes and classnames to narrow down what players can store or it can be a numerical value for a total limit.
These can be classnames as well as config classnames, you need to put these in order of what you prefer to get checked first.
i.e:
vg_limit = [["Land",5],["Air",3],["Ship",1]];
vg_limit = [["350z_red",2],["Land",5],["AH1Z",1],["Air",3],["Ship",1]];
vg_limit = 5;
*/
};
// Bloodsuckers
if (DZE_Bloodsuckers) then {
DZE_BloodsuckerChance = .15; // Chance that a building will spawn a bloodsucker. Default .15 (15%)
DZE_BloodsuckerBuildings = ["Land_Hlidac_budka","Land_Mil_Guardhouse","Land_Mil_Barracks","Land_Mil_House","Land_Mil_Barracks_i","CrashSite_RU","CrashSite_US","CrashSite_EU","CrashSite_UN"]; // Bloodsuckers will spawn near these building classes.
DZE_BloodsuckersMaxGlobal = 15; // Maximum number of bloodsuckers allowed on the map at one time.
DZE_BloodsuckersMaxNear = 3; // Maximum number of bloodsuckers allowed in any 200 meter area.
DZE_BloodsuckersMaxLocal = 2; // Maximum number of bloodsuckers that can spawn per client.
DZE_BloodsuckerScreenEffect = true; // On screen slash marks when the bloodsuckers attack.
DZE_BloodsuckerDeleteNearTrader = true; // Deletes bloodsuckers when near trader cities.
DZE_MutantHeartProtect = true; // Disables targeting and attack if the player has a mutant heart in inventory.
DZE_MutantHumanity = 20;
};
// EVR Storms
if (DZE_EVR) then {
DZE_EVRWhiteFlash = true; // Turns On/Off the white flash within the EVR Storm, this is an important option for players who suffers from epilepsy.
DZE_EVRHandleVehicles = true; // Enable/Disable that vehicles getting effected by the EVR Storm, the EVR Storm turns off the vehicle engine if enabled.
DZE_EVRProtectInside = true; // Skips the unconscious animation, pain and blood loss when the player is inside a building.
DZE_EVRDamageItemsChance = .20; // Chance that an EVR storm will damage items in inventory. From 0 to 1. Chance applies to each item. Set to 0 to disable.
DZE_EVRDamageItems = [["Binocular_Vector","Binocular_VectorBroken"],["NVGoggles_DZE","ItemNVGFullBroken_DZE"],["NVGoggles","ItemNVGBroken_DZE"],["ItemGPS","ItemGPSBroken_DZE"],["ItemRadio","ItemRadioBroken_DZE"],["Smartphone_DZE","SmartphoneBroken_DZE"]]; // [item (input), damaged item (output)]. Items that have a chance to be damaged by EMP.
DZE_EVRBloodLoss = [4000,8000]; // Random number of blood loss if a player does not have an APSI and/or is not inside a building [min, max]. Player will not die, there is a minimum of 1000 after the calculation
};
// Garage Door Opener
DZE_GarageDoor_Opener = false; // Enables the option to open Garage Doors from the inside of a vehicle.
if (DZE_GarageDoor_Opener) then {
DZE_GarageDoors = ["CinderWallDoorLocked_DZ","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","WoodenGate_1_DZ","WoodenGate_2_DZ","WoodenGate_3_DZ","WoodenGate_4_DZ","Land_DZE_WoodGateLocked","CinderGateLocked_DZ","Land_DZE_WoodOpenTopGarageLocked","CinderGarageOpenTopLocked_DZ"]; // Array of Garage Doors that can be opened.
DZE_GarageDoor_Radius = 30; // Radius from where the Garage Doors can be opened. Higher values may negatively impact the performance
};
// Service Points for Refuel, Repair and Rearm
DZE_Service_Points = false;
if (DZE_Service_Points) then {
// Valid vehicle config classes as an example: "Air", "AllVehicles", "All", "APC", "Bicycle", "Car", "Helicopter", "Land", "Motorcycle", "Plane", "Ship", "Tank"
DZE_SP_Classes = ["Map_A_FuelStation_Feed","Land_A_FuelStation_Feed","FuelPump_DZ"]; // service point classes, You can also use dayz_fuelpumparray by its self for all the default fuel pumps.
DZE_SP_MaxDistance = 50; // maximum distance from a service point for the options to be shown
// Refuel Settings
DZE_SP_Refuel_Enable = true; // enable or disable the refuel option
if (DZE_SP_Refuel_Enable) then {
DZE_SP_Refuel_Costs = [
//["Ship",localize "str_temp_param_disabled"], // All vehicles are disabled to refuel.
["Land",localize "strwffree"], // All vehicles are free to refuel.
["Air",1000] //1000 worth is 1 10oz gold for all air vehicles
];
DZE_SP_Refuel_UpdateInterval = 1; // update interval (in seconds)
DZE_SP_Refuel_Amount = 0.05; // amount of fuel to add with every update (in percent)
};
// Repair Settings
DZE_SP_Repair_Enable = true; // enable or disable the repair option
if (DZE_SP_Repair_Enable) then {
DZE_SP_Repair_RepairTime = 2; // time needed to repair each damaged part (in seconds)
DZE_SP_Repair_Costs = [
["Air",4000], // 4000 worth is 4 10oz gold.
["AllVehicles",2000] // 2000 worth is 2 10oz gold for all other vehicles
];
};
// Rearm Settings
DZE_SP_Rearm_Enable = true; // enable or disable the rearm option
if (DZE_SP_Rearm_Enable) then {
DZE_SP_Rearm_Defaultcost = 10000; // Default cost to rearm a weapon. (10000 worth == 1 briefcase)
DZE_SP_Rearm_MagazineCount = 2; // amount of magazines to be added to the vehicle weapon
DZE_SP_Rearm_Ignore = [(localize "str_dn_horn"),(localize "str_dn_laser_designator")]; // Array of weapon display names that are ignored in the rearm listing.
/*
DZE_SP_Rearm_Costs is an array based on the AMMO type. I.e M240, MK19, PKM, PKT, M134 etc.
You can disable certain ammo types from being able to be rearmed by making the price disabled text
example: ["M134",localize "str_temp_param_disabled"]
*/
DZE_SP_Rearm_Costs = [
[(localize "str_mn_40rnd_grad"),localize "str_temp_param_disabled"], // BM-21 Grad is disabled (ammo is broken)
[(localize "str_dn_flarelauncher"),2000], // Flares
[(localize "str_ep1_dn_smokelauncher"),2000], // Smokes
[(localize "str_dn_pk"),5000], // PKM
[(localize "str_dn_pkt"),5000], // PKT
[(localize "str_sn_m134"),5000], // M134
[(localize "str_dn_ags30"),5000], // AGS-30
[(localize "str_dn_dshkm"),5000], // DSHKM
[(localize "str_DN_VIKHR_CCP"),5000], // Vikhr 9A4172
[(localize "str_baf_baf_l94a10"),5000], // L94A1 Chain Gun
[(localize "str_baf_crv70"),5000], // CRV7
[(localize "str_baf_ctws0"),5000], // CTWS
[(localize "str_baf_m621_manual0"),5000], // M621
[(localize "str_dn_2a38m"),5000], // 2A38M Gun
[(localize "str_dn_2a42"),5000], // 2A42
[(localize "str_dn_2a46m"),5000], // 2A46M Cannon
[(localize "str_dn_2a46m_rocket"),5000], // 9M119M Refleks rocket
[(localize "str_dn_2a70"),5000], // 2A70 100mm
[(localize "str_dn_2a70_rocket"),5000], // 9M117M1 Arkan
[(localize "str_dn_2a72"),5000], // 2A72 30mm
[(localize "str_dn_80mmlauncher_burst"),5000], // S-8
[(localize "str_dn_9m311laucher"),5000], // Tunguska 9M311
[(localize "str_dn_ags17"),5000], // AGS-17
[(localize "str_dn_d81"),5000], // D-81
[(localize "str_dn_dt_veh"),5000], // DT
[(localize "str_dn_hellfire"),5000], // AGM-114 Hellfire
[(localize "str_dn_kord"),5000], // KORD
[(localize "str_dn_m197"),5000], // M197
[(localize "str_dn_m240"),5000], // M240
[(localize "str_dn_m242"),5000], // M242
[(localize "str_dn_m256"),5000], // M256
[(localize "str_dn_sidewinderlaucher"),5000], // AIM-9L Sidewinder
[(localize "str_dn_zis_s_53"),5000], // ZiS-S-53
[(localize "str_ep1_dn_57mmlauncher"),5000], // S-5
[(localize "str_ep1_dn_azp85"),5000], // AZP-23
[(localize "str_ep1_dn_ffarlauncher"),5000], // Hydra
[(localize "str_ep1_dn_m2"),5000], // M2 Machinegun
[(localize "str_ep1_dn_m230"),5000], // M230
[(localize "str_ep1_dn_m32_ep1"),5000], // M32
[(localize "str_ep1_dn_mk19"),5000], // Mk19
[(localize "str_ep1_dn_yakb"),5000], // Yak-B
[(localize "str_mn_at2_mi24d"),5000], // Falanga 3M11
[(localize "str_mn_at5_bmp2"),5000], // Konkurs 9M113
[(localize "str_mn_stinger"),5000], // FIM-92F Stinger
[(localize "str_mn_12rnd_mlrs"),5000], // MLRS
[(localize "str_baf_baf_l2a10"),5000], // L111A1
[(localize "STR_DN_D10_CCP"),5000], // D-10
[(localize "str_dn_tow"),5000], // M220 TOW
[(localize "str_dn_zu23"),5000], // ZU-23
[(localize "str_dn_kpvt"),5000], // KPVT
[(localize "str_dn_m3p"),5000], // M3P
[(localize "str_dn_spg9"),5000], // SPG-9
[(localize "str_dn_gau8"),5000], // GAU-8
[(localize "str_dn_maverick"),5000], // AGM-65 Maverick
[(localize "str_dn_gbu12"),5000], // GBU-12
[(localize "str_dn_gau12"),5000], // GAU-12
[(localize "STR_DN_KH29_CCP"),5000], // Kh-29L
[(localize "str_dn_r73"),5000], // R-73
[(localize "str_mn_fab250"),5000], // FAB-250
[(localize "str_dn_gsh301"),5000], // GSh-301
[(localize "str_mn_23mm_gsh23l"),5000], // GSh-23L
[(localize "str_sn_grenade"),5000], // Grenade
[(localize "str_mn_at9_mi24p"),5000], // Ataka-V 9M120
[(localize "str_mn_at6_mi24v"),5000], // Shturm 9K114
["SGMT",5000], // SGMT no localization available
["M68",5000], // M68 no localization available
["GAU-22",5000], // GAU-22 no localization available
["GSh-30",5000], // GSh-30 no localization available
["M60",5000], // M60 no localization available
["GSh-30K",5000] // GSh-30K no localization available
];
};
};
};

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// Written by icomrade (https://github.com/icomrade)
private["_itemText","_enoughMoney","_moneyInfo","_wealth","_success","_ownerPUID"];
closeDialog 0;
_itemText = if (Z_SingleCurrency) then {CurrencyName} else {[vg_maintainCost,true] call z_calcCurrency};
_enoughMoney = false;
_moneyInfo = [false, [], [], [], 0];
if (Z_SingleCurrency) then {
_wealth = player getVariable [(["cashMoney","globalMoney"] select Z_persistentMoney),0];
_enoughMoney = (_wealth >= vg_maintainCost);
} else {
Z_Selling = false;
_moneyInfo = vg_maintainCost call Z_canAfford;
_enoughMoney = _moneyInfo select 0;
};
_success = true;
if (vg_maintainCost > 0) then {
_success = if (Z_SingleCurrency) then {_enoughMoney} else {[player,vg_maintainCost,_moneyInfo,false,0] call Z_payDefault};
};
if (!_success && _enoughMoney) exitWith {systemChat localize "STR_EPOCH_TRADE_GEAR_AND_BAG_FULL";};
if (_enoughMoney || vg_maintainCost < 1) then {
if (Z_SingleCurrency) then {
player setVariable [(["cashMoney","globalMoney"] select Z_persistentMoney),(_wealth - vg_maintainCost),true];
};
localize "STR_CL_VG_MAINTAINSUCCESS" call dayz_rollingMessages;
PVDZE_maintainGarage = if (vg_tiedToPole) then {
_plotCheck = [player,false] call FNC_find_plots;
_ownerPUID = if (_plotCheck select 1 > 0) then {(_plotCheck select 2) getVariable ["ownerPUID","0"]} else {dayz_playerUID};
[player,_ownerPUID]
} else {
[player]
};
publicVariableServer "PVDZE_maintainGarage";
} else {
localize "STR_CL_VG_MAINTAINFAIL" call dayz_rollingMessages;
};

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///////////////////////////////////////////////////////////////////////////////////////////////////
//
// fn_isSheltered.sqf
//
// Author: Victor the Cleaner
// Date: May 2022
//
// Calculate how much shelter the player has and represent it as variable DZE_sheltered.
//
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// Raycast and perform collision check
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _deepScan = {
local _objects = lineIntersectsWith [_pos1, _pos2, _unit, objNull, true]; // sorted (nearest last)
local _nearest = (count _objects) - 1; // nearest object
local _idx = _this; // weight index
scopeName "exit";
for "_n" from _nearest to 0 step -1 do {
local _object = _objects select _n;
call {
if (_object isKindOf "AllVehicles") exitWith {}; // exclude vehicles, zombies and other players
local _model = _object call fn_getModelName;
if (_model in DZE_allTrees) exitWith {}; // exclude trees
///////////////////////////////////////////////////////////////////////////
//
// Get object edge data
//
///////////////////////////////////////////////////////////////////////////
local _box = boundingBox _object;
local _edge = [_box select 1, _box select 0] call DZE_fnc_vectorDiff;
local _edgeX = _edge select 0;
local _edgeY = _edge select 1;
local _edgeZ = _edge select 2;
local _proceed = false;
call {
if (_edgeX > _e2 && {(_edgeY > _e1 || {_edgeZ > _e1})}) exitWith {_proceed = true;};
if (_edgeY > _e2 && {(_edgeX > _e1 || {_edgeZ > _e1})}) exitWith {_proceed = true;};
if (_edgeZ > _e2 && {(_edgeX > _e1 || {_edgeY > _e1})}) exitWith {_proceed = true;};
};
if (_proceed) then {
_hitWgt set [_idx, (_hitWgt select _idx) + (_scanWgt select _idx)]; // object meets criteria
breakTo "exit";
};
};
};
};
///////////////////////////////////////////////////////////////////////////////////////////////////
//
// calculate ASL vector dome
//
///////////////////////////////////////////////////////////////////////////////////////////////////
local _unit = _this select 0; // vehicle player
local _dir = _this select 1; // align hemisphere to building if inside
local _rad = 50; // scan radius
local _seg = 8; // initial segments
local _spin = 0; // z spin offset per arc-cycle
local _e1 = 2.5; // minimum edge length
local _e2 = 4.6; // long edge length
local _scanWgt = [1,1.5,2]; // scan weighting index
local _hitWgt = [0,0,0]; // record hit weighting
local _total = 0; // total hits, adjusted for weighting
local _pos1 = aimPos _unit; // ASL from
local _pos2 = +_pos1; // ASL to
_pos2 set [2, (_pos2 select 2) + _rad]; // overhead pos
2 call _deepScan; // perform initial raycast
DZE_roofOverhead = (_hitWgt select 2) > 0; // valid sized object directly above
for "_r" from 0 to 2 do {
local _rx = 30 * _r; // aggregate x rotation above the horizon
local _arc = 360 / (_seg / (_r max 1)); // arc segments per z rotation
for "_a" from _arc to 360 step _arc do {
local _rz = _dir + _a + _spin; // world direction with radial offset (or aligned to building)
local _pz = sin _rx; // x rotation gives z height
local _py = cos _rx; // x rotation gives y pos
local _px = _py * -(sin _rz); // z rotation gives x pos
_py = _py * (cos _rz); // z rotation gives y pos refactor
_pos2 = [_px, _py, _pz]; // unit vector (relative)
for "_i" from 0 to 2 do { // multiply and add from/to vectors
_pos2 set [_i, ((_pos2 select _i) * _rad) + (_pos1 select _i)];
};
_r call _deepScan; // perform raycast
};
_spin = _spin + 22.5; // incremental z spin
_total = _total + (_hitWgt select _r); // hit weighting running total
};
DZE_sheltered = _total / 30;

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/*
DayZ Epoch Vehicle Upgrades
Made for DayZ Unleashed by [VB]AWOL please ask permission to use/edit/distrubute email vbawol@veteranbastards.com.
*/
if (dayz_actionInProgress) exitWith {localize "STR_EPOCH_PLAYER_52" call dayz_rollingMessages;};
dayz_actionInProgress = true;
private ["_text","_requirementsTools","_upgradeName","_displayname","_vehicle","_proceed","_itemIn","_countIn","_missing","_missingQty","_qty","_removed","_tobe_removed_total","_textMissing","_num_removed","_removed_total","_location","_dir","_objectCharacterID","_classname","_newclassname","_upgrade","_vehicle","_finished","_temp_removed_array_mag","_temp_removed_array_wep","_notNearestPlayer","_requirementsWeapon","_requirementsMagazine"];
_upgrade = _this;
_vehicle = cursorTarget;
if (isNull _vehicle || !(_vehicle isKindOf "AllVehicles") || !(alive _vehicle)) exitWith {dayz_actionInProgress = false; systemChat localize "str_cursorTargetNotFound";};
if (vehicle player != player) exitWith {dayz_actionInProgress = false; localize "STR_EPOCH_ACTIONS_18" call dayz_rollingMessages;};
_classname = typeOf _vehicle;
_displayname = getText (configFile >> "CfgVehicles" >> _classname >> "displayname");
if (_classname in DZE_DisableVehicleUpgrade) exitWith {dayz_actionInProgress = false; format [localize "STR_EPOCH_VEHUP_NOT_ALLOWED",_displayname] call dayz_rollingMessages;};
if ((player distance _vehicle) > 10) exitWith {dayz_actionInProgress = false; format [localize "STR_EPOCH_VEHUP_DISTANCE_TOO_FAR",_displayname] call dayz_rollingMessages;};
if (count (crew _vehicle) == 0) then {
_notNearestPlayer = _vehicle call dze_isnearest_player;
if (local _vehicle && !_notNearestPlayer) then {
// lookup vehicle and find if any upgrades are available
_upgradeName = getText (configFile >> "CfgMagazines" >> _upgrade >> "displayname");
// Can be removed after a futher Epoch Update, fixes the AAV_DZE could not be upgraded due to a missing config entry
if (_classname == "AAV_DZE") then {
_upgrade = ["AAV_DZE1",["ItemToolbox","ItemCrowbar"],[],[["ItemTankORP",1],["PartEngine",6],["PartGeneric",2],["ItemScrews",2]]];
} else {
_upgrade = getArray (configFile >> "CfgVehicles" >> _classname >> "Upgrades" >> _upgrade);
};
if (!isNil "_upgrade" && {(count _upgrade) > 0}) then {
closeDialog 0;
_newclassname = _upgrade select 0;
_requirementsTools = _upgrade select 1;
if (["",_requirementsTools,"none"] call dze_requiredItemsCheck) then {
_requirementsWeapon = _upgrade select 2;
_requirementsMagazine = _upgrade select 3;
_missingQty = 0;
_missing = "";
_proceed = true;
{
_itemIn = _x select 0;
_countIn = _x select 1;
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn) } count magazines player;
if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
} count _requirementsMagazine;
{
_itemIn = _x;
_countIn = 1;
_qty = { (_x == _itemIn) || (configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn) } count weapons player;
if (_qty < _countIn) exitWith { _missing = _itemIn; _missingQty = (_countIn - _qty); _proceed = false; };
} count _requirementsWeapon;
if (_proceed) then {
[player,(getPosATL player),20,"repair"] spawn fnc_alertZombies;
_finished = ["Medic",1] call fn_loopAction;
if (!_finished) exitWith {};
if (count (crew _vehicle) > 0) exitWith {format [localize "STR_CL_LOG_FAIL_PLAYER",_displayname] call dayz_rollingMessages;};
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
_temp_removed_array_mag = [];
_temp_removed_array_wep = [];
_removed_total = 0;
_tobe_removed_total = 0;
{
_removed = 0;
_itemIn = _x select 0;
_countIn = _x select 1;
//diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
_tobe_removed_total = _tobe_removed_total + _countIn;
{
if ((_removed < _countIn) && {(_x == _itemIn) || {configName(inheritsFrom(configFile >> "cfgMagazines" >> _x)) == _itemIn}}) then {
_num_removed = ([player,_x] call BIS_fnc_invRemove);
_removed = _removed + _num_removed;
_removed_total = _removed_total + _num_removed;
if (_num_removed >= 1) then {
_temp_removed_array_mag set [count _temp_removed_array_mag,_x];
};
};
} count magazines player;
} forEach _requirementsMagazine;
{
_removed = 0;
_itemIn = _x;
_countIn = 1;
//diag_log format["Recipe Finish: %1 %2", _itemIn,_countIn];
_tobe_removed_total = _tobe_removed_total + _countIn;
{
if ((_removed < _countIn) && {(_x == _itemIn) || {configName(inheritsFrom(configFile >> "cfgWeapons" >> _x)) == _itemIn}}) then {
_num_removed = ([player,_x] call BIS_fnc_invRemove);
_removed = _removed + _num_removed;
_removed_total = _removed_total + _num_removed;
if (_num_removed >= 1) then {
_temp_removed_array_wep set [count _temp_removed_array_wep,_x];
};
};
} count weapons player;
} forEach _requirementsWeapon;
// all parts removed proceed
if (_tobe_removed_total == _removed_total) then {
call player_forceSave;
// Current charID
_objectCharacterID = _vehicle getVariable ["CharacterID","0"];
if (_objectCharacterID == "-1") then {
localize "str_epoch_player_50" call dayz_rollingMessages;
} else {
// Get position
_location = getposATL _vehicle;
// Get direction
_dir = getDir _vehicle;
localize "STR_EPOCH_VEHUP_IN_PROGRESS" call dayz_rollingMessages;
[_newclassname,objNull] call fn_waitForObject;
dze_waiting = nil;
PVDZE_veh_Upgrade = [_vehicle,[_dir,_location],_newclassname,_objectCharacterID,player,dayz_authKey];
publicVariableServer "PVDZE_veh_Upgrade";
//Wait for hive to finish spawning vehicle. Prevents dupe via player queuing multiple upgrades.
waitUntil {!isNil "dze_waiting"};
if (dze_waiting == "fail") then {
{player addMagazine _x;} count _temp_removed_array_mag;
{player addWeapon _x;} count _temp_removed_array_wep;
format[localize "str_crafting_failed",_newclassname] call dayz_rollingMessages;
} else {
localize "STR_EPOCH_VEHUP_SUCCESS" call dayz_rollingMessages;
["Working",0,[3,2,4,0]] call dayz_NutritionSystem;
};
};
} else {
{player addMagazine _x;} count _temp_removed_array_mag;
{player addWeapon _x;} count _temp_removed_array_wep;
format[localize "str_epoch_player_145",_removed_total,_tobe_removed_total] call dayz_rollingMessages;
};
} else {
_textMissing = getText(configFile >> "CfgMagazines" >> _missing >> "displayName");
format[localize "STR_EPOCH_ACTIONS_6",_missingQty, _textMissing] call dayz_rollingMessages;
systemchat localize "STR_CRAFTING_NEEDED_ITEMS";
if (count _requirementsMagazine > 0) then {
{
_text = getText(configFile >> "CfgMagazines" >> (_x select 0) >> "displayName");
systemchat format ["%2x %1",_text,(_x select 1)];
} count _requirementsMagazine;
};
if (count _requirementsWeapon > 0) then {
{
_text = getText(configFile >> "CfgWeapons" >> _x >> "displayName");
systemchat format ["1x %1",_text];
} count _requirementsWeapon;
};
};
};
} else {
format [localize "STR_EPOCH_VEHUP_NO_UPGRADE_FOR_VEHICLE",_upgradeName,_displayname] call dayz_rollingMessages;
};
} else {
localize "str_epoch_player_245" call dayz_rollingMessages;
};
} else {
format [localize "STR_CL_LOG_FAIL_PLAYER",_displayname] call dayz_rollingMessages;
};
dayz_actionInProgress = false;

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@ -1,13 +1,28 @@
if (isServer) then {
diag_log "Loading custom server compiles";
};
if (!isDedicated) then {
diag_log "Loading custom client compiles";
if (!isDedicated) then {
//Add your custom or override functions here
fnc_usec_selfActions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
// All fixes down below can be removed in a future Epoch Update
// Fix Wooden bases with wooden walls and floors got not properly recognized as shelter.
fnc_issheltered = compile preprocessFileLineNumbers "dayz_code\compile\fn_isSheltered.sqf";
// Fix upgrading AAV_DZE to AAV_DZE1 did not work, only needed if you are using the AAV_DZE
player_upgradeVehicle = compile preprocessFileLineNumbers "dayz_code\compile\player_upgradeVehicle.sqf";
// Fix Maintain the Virtual Garage with Coins does not work properly
if (DZE_Virtual_Garage) then {
Player_MaintainVG = compile preprocessFileLineNumbers "dayz_code\actions\virtualGarage\player_MaintainVG.sqf";
};
player_selectSlot = compile preprocessFileLineNumbers "dayz_code\compile\ui_selectSlot.sqf";
fnc_usec_selfActions = compile preprocessFileLineNumbers "dayz_code\compile\fn_selfActions.sqf";
locateVehicle = compile preprocessFileLineNumbers "scripts\locateVehicle.sqf";
remoteVehicle = compile preprocessFileLineNumbers "scripts\remoteVehicle\remoteVehicle.sqf";
};

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@ -1,16 +1,22 @@
if (isServer) then {
diag_log "Loading custom server variables";
vkc_clearAmmo = true; // Clear the ammo of vehicles after they have been rekeyed/claimed? (stops users getting a free rearm)
vkc_disableThermal = [""]; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
vg_clearAmmo = true; // Clear the ammo of vehicles spawned during the same restart they are stored? (stops users storing a vehicle for a free rearm)
vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","Land","Air","Ship","StaticWeapon","AH1Z","MTVR"];
vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
};
if (!isDedicated) then {
diag_log "Loading custom client variables";
dayz_resetSelfActions1 = dayz_resetSelfActions;
dayz_resetSelfActions = {
call dayz_resetSelfActions1;
// Add custom reset actions here
};
call dayz_resetSelfActions;
vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.

View File

@ -1,21 +1,20 @@
// For DayZ Epoch
// EPOCH CONFIG VARIABLES //
//#include "\z\addons\dayz_code\configVariables.sqf" // If you have problems with certain variables uncomment this line.
#include "configVariables.sqf" // Don't remove this line, path in your missionfile
// EPOCH CONFIG VARIABLES START //
#include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
#include "dayz_code\configVariables.sqf"
// See the above file for a full list including descriptions and default values
// Map Specific Config //
// Server only settings
if (isServer) then {
DZE_ServerMarkerArray = [];
DZE_ServerMarkerArray = [];
DZE_MissionPositions = [];
dayZ_instance = 24; //Instance ID of this server
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
MaxVehicleLimit = 500; // Max number of random vehicles to spawn around the map
spawnArea = 1400; // Distance around markers to find a safe spawn position
spawnShoremode = 0; // Random spawn locations 1 = on shores, 0 = inland
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
EpochEvents = [ //[year,month,day of month, minutes,name of file - .sqf] If minutes is set to -1, the event will run once immediately after server start.
["any","any","any","any",3,"Infected_Camps"], // (negatively impacts FPS)
["any","any","any","any",-1,"Care_Packages"],
["any","any","any","any",5,"abandoned_vaults"],
@ -138,10 +137,10 @@ enableRadio false;
enableSentences false;
//setTerrainGrid 25;
diag_log 'dayz_preloadFinished reset';
//diag_log 'dayz_preloadFinished reset';
dayz_preloadFinished=nil;
onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
onPreloadStarted "dayz_preloadFinished = false;";
onPreloadFinished "dayz_preloadFinished = true;";
with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon
if (!isDedicated) then {
@ -196,19 +195,19 @@ if (!isServer) then {
if (!isDedicated) then {
call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\server_traders\napf.sqf";
call compile preprocessFileLineNumbers "logistic\init.sqf";
call compile preprocessFileLineNumbers "logistic\init.sqf";
if (toLower worldName in ["chernarus","chernarus_winter"]) then {
execVM "\z\addons\dayz_code\system\mission\chernarus\hideGlitchObjects.sqf";
};
//[] execVM "Stats\j0k3r5_stats.sqf";
//[] execVM "Stats\j0k3r5_stats.sqf";
// Enables Plant lib fixes
execVM "\z\addons\dayz_code\system\antihack.sqf";
if (dayz_townGenerator) then {execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";};
call compile preprocessFileLineNumbers "spawn\init.sqf";
call compile preprocessFileLineNumbers "spawn\init.sqf";
"EAT_login" addPublicVariableEventHandler {call (_this select 1)};
EAT_clientToServer = ["login", player];

View File

@ -4,7 +4,6 @@ class Mission
addOns[]=
{
"napf",
"aif_arma1buildings",
"map_eu",
"ca_modules_animals",
"dayz_anim",
@ -34,7 +33,7 @@ class Mission
class Intel
{
briefingName="DayZ Epoch Napf";
briefingDescription="Version 1.0.7";
briefingDescription="Version 1.0.7.1";
startWeather=0;
forecastWeather=0;
year=2008;