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  1. /*
  2. For DayZ Epoch
  3. Addons Credits: Jetski Yanahui by Kol9yN, Zakat, Gerasimow9, YuraPetrov, zGuba, A.Karagod, IceBreakr, Sahbazz
  4. */
  5.  
  6. //Recruit Survivors
  7. DBGroupsStarted = false;
  8. DBMaxSurvivors = 5; // change this to the number of survivors you want, the more you add the lower your server and client FPS
  9. startLoadingScreen ["","RscDisplayLoadCustom"];
  10. cutText ["","BLACK OUT"];
  11. enableSaving [false, false];
  12. //Load Configs
  13. call compile preprocessFileLineNumbers "scriptcontrol.sqf";
  14. //Load Markers
  15. [] execVM "scripts\custommarkers.sqf";
  16. //REALLY IMPORTANT VALUES
  17. dayZ_instance = 11; //The instance
  18. dayzHiveRequest = [];
  19. initialized = false;
  20. dayz_previousID = 0;
  21.  
  22. //disable greeting menu
  23. player setVariable ["BIS_noCoreConversations", true];
  24. //disable radio messages to be heard and shown in the left lower corner of the screen
  25. enableRadio false;
  26. // May prevent "how are you civillian?" messages from NPC
  27. enableSentences false;
  28.  
  29.  
  30.  
  31. // DayZ Epoch config
  32. spawnShoremode = 0;
  33. spawnArea= 1500; // Default = 1500
  34. setTerrainGrid 50; //Grass (Hi)12.5 or 25(Med/standard) or 50(Low/off)
  35. MaxVehicleLimit = 300; // Default = 50
  36. MaxDynamicDebris = 500; // Default = 100
  37. dayz_MapArea = 14000; // Default = 10000
  38. dayz_maxLocalZombies = 30; // Default = 30
  39.  
  40. dayz_fullMoonNights = true;
  41.  
  42. dayz_spawnselection = 0;
  43. dayz_paraSpawn = false;
  44. dayz_poleSafeArea = 50; //zombie free plot poles
  45. dayz_minpos = -1;
  46. dayz_maxpos = 16000;
  47.  
  48. dayz_sellDistance_vehicle = 10;
  49. dayz_sellDistance_boat = 30;
  50. dayz_sellDistance_air = 40;
  51.  
  52. dayz_maxAnimals = 5; // Default: 8
  53. dayz_tameDogs = true;
  54. DynamicVehicleDamageLow = 0; // Default: 0
  55. DynamicVehicleDamageHigh = 100; // Default: 100
  56.  
  57. DZE_BuildOnRoads = true; // Default: False
  58.  
  59. DZE_requireplot = 1;
  60. DZE_teleport = [14000,14000,14000,14000,14000];
  61. DZE_StaticConstructionCount = 1;
  62. DZE_FriendlySaving = true;
  63. DZE_TRADER_SPAWNMODE = false;
  64. DZE_DeathMsgGlobal = true;
  65. DZE_DeathMsgTitleText = true;
  66. DZE_DeathMsgSide = true;
  67. DZE_BackpackGuard = false; //Default = true, true to enable, false to disable - wipes backpack on combat/ALT+F4 logging
  68. DZE_ForceNameTagsOff = false;
  69. DZE_R3F_WEIGHT = false; //use weight system
  70. DZE_PlotPole = [100,115];
  71. DZE_BuildingLimit = 400;//how many items can a player build
  72. DZE_PlayerZed = false; // should players have chance of becoming a ZOMBIE when they respawn after death
  73. DZE_LootSpawnTimer = 10;// in minutes
  74. DZE_MissionLootTable = true; //Custom Loot Tables
  75. DZE_ConfigTrader = true;//Config based traders
  76. DZE_selfTransfuse = true; //Self blood bag
  77. DZE_selfTransfuse_Values = [
  78. 6000, //Blood amount
  79. 10, // Chance of Infection
  80. 300 //Cooldown Timer
  81. ];
  82. DZE_noRotate = []; //Objects that cannot be rotated. Ex: DZE_noRotate = ["VaultStorageLocked"]
  83. DZE_curPitch = 45; //Starting rotation angle. Only 1, 5, 45, or 90.
  84.  
  85. //Door Mangement
  86.  
  87. AllowManualCode = true;// 2 reason| 1: Allows breaking codes (if 2nd config = false and code = 3 digits) | 2: Friends can access access not owned doors until owner gets on.
  88. HarderPenalty = true;// Cen's Penalty: Flashes screen white. And kicks player to lobby if failed more then (random number between 4 and 14) times.
  89. DZE_DoorsLocked = ["Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallDoorLocked_DZ","CinderWallDoorSmallLocked_DZ"];
  90.  
  91. //EVR Blow out
  92. ns_blowout = true;
  93. ns_blowout_dayz = true;
  94. ns_blow_delaymod = 0.74; //blowout delay
  95. ns_blow_itemapsi = "NVGoggles"; //ItemAPSI replacement
  96. ns_blow_playerdamage = 4000; // damage players without ns_blow_itemapsi can get per blowout
  97. ns_blow_emp = false;
  98.  
  99. //Elevator
  100. ElevatorScript = true;
  101. ELE_MaxRange = 100; // maximum range the elevator can travel / stop points can be built (in meter)
  102. ELE_Speed = 5; // speed of the elevator (meters per second)
  103. ELE_StopWaitTime = 0; // disable the wait time if you call the elevator
  104. ELE_RequiredBuildTools = ["ItemToolbox", "ItemCrowbar"]; // required tools for building an elevator and elevator stop
  105. ELE_RequiredBuildItems = [["PartGeneric",4], "PartEngine", "ItemGenerator", "ItemJerrycan"]; // required items to build an elevator
  106. ELE_RequiredBuildStopItems = [["PartGeneric",4]]; // required items to build an elevator stop
  107. ELE_StopClass = "MetalFloor_Preview_DZ";
  108.  
  109. EpochEvents = [
  110. ["any","any","any","any",30,"crash_spawner"],
  111. ["any","any","any","any",0,"crash_spawner"],
  112. ["any","any","any","any",25,"crash_spawner"],
  113. ["any","any","any","any",15,"supply_drop"],
  114. ["any","any","any","any",50,"supply_drop"],
  115. ["any","any","any","any",10,"Military"],
  116. ["any","any","any","any",25,"Treasure"],
  117. ["any","any","any","any",40,"Supplyitems"],
  118. ["any","any","any","any",55,"Construction"]
  119. ];
  120. //snow
  121. snowchance = 5; //5% chance to snow on server start/restart
  122.  
  123. //Load in compiled functions
  124. call compile preprocessFileLineNumbers "fixes\variables.sqf";
  125. progressLoadingScreen 0.2;
  126. call compile preprocessFileLineNumbers "fixes\publicEH.sqf"; //Initilize the publicVariable event handlers
  127. progressLoadingScreen 0.3;
  128. call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical
  129. progressLoadingScreen 0.4;
  130. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions
  131. progressLoadingScreen 0.5;
  132. call compile preprocessFileLineNumbers "fixes\compiles.sqf";
  133. progressLoadingScreen 0.6;
  134. call compile preprocessFileLineNumbers "scripts\Buildables\Crafting_Compiles.sqf";
  135. progressLoadingScreen 0.7;
  136. call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs
  137. progressLoadingScreen 0.8;
  138. call compile preprocessFileLineNumbers "logistic\init.sqf";
  139. progressLoadingScreen 0.9;
  140. call compile preprocessFileLineNumbers "admintools\AdminList.sqf"; // Epoch admin Tools variables/UIDs
  141. progressLoadingScreen 1.0;
  142.  
  143. "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic";
  144.  
  145. if (isServer) then {
  146. call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\dynamic_vehicle.sqf";
  147. //Compile vehicle configs
  148.  
  149. // Add trader citys
  150. _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_11.Chernarus\mission.sqf";
  151. _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
  152. };
  153.  
  154. endLoadingScreen; // Work around for loadscreen freeze
  155.  
  156. if (!isDedicated) then {
  157. //Conduct map operations
  158. 0 fadeSound 0;
  159. waitUntil {!isNil "dayz_loadScreenMsg"};
  160. dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
  161.  
  162. //Run the player monitor
  163. if (IntroMusicScript) then {
  164. _id = player addEventHandler ["Respawn", {_id = [] spawn player_death; _nul = [] execVM "scripts\intromusic\intromusic.sqf";}];
  165. }else{
  166. _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}];
  167. };
  168. execVM "scripts\spawn\start.sqf";
  169. _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf";
  170.  
  171.  
  172.  
  173. if ( !((getPlayerUID player) in AdminList) && !((getPlayerUID player) in ModList)) then {
  174. [] execVM "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass
  175. };
  176. //Lights
  177. if (LightScript) then{
  178. [false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
  179. };
  180.  
  181. _nil = execVM "scripts\VASP\VASP_init.sqf";
  182.  
  183. //Right Click Actions
  184. call compile preprocessFileLineNumbers "scripts\click_actions\init.sqf";
  185. //Safezone
  186. if (SafezoneScripts) then {
  187. //Community Safezones
  188. execVM "scripts\CAGN\initiate.sqf";
  189. };
  190.  
  191. if (TradeFromVehicleScript) then {
  192. [] execVM "scripts\TradeFromVehicle Version 2.0\init.sqf";
  193. };
  194. if (ElevatorScript) then{
  195. ["elevator"] execVM "scripts\elevator\elevator_init.sqf";
  196. };
  197. //DZAI Client
  198. if (DZAIClientScript) then{
  199. _nul = [] execVM "DZAI_Client\dzai_initclient.sqf";
  200. };
  201. //Service Points
  202. if (ServicePointScript) then{
  203. execVM "scripts\service_point\service_point.sqf";
  204. };
  205. //Debug Monitor
  206. if(DebugMonitorScript)then{
  207. debugMonitor = true;//default on
  208. if (!isDedicated) then {
  209. waitUntil {!isNil "PVDZE_plr_LoginRecord"};
  210. execVM "scripts\DebugMonitor\debug_monitor.sqf";
  211. };
  212. };
  213. if (JAEMScript) then {
  214. _nil = [] execVM "scripts\JAEM\EvacChopper_init.sqf";
  215. };
  216. if(KillMessageScript)then{
  217. execVM "scripts\CustomKillMessage\kill_msg.sqf";
  218. };
  219. };
  220. //needs to be commented out for kill messages
  221. //#include "\z\addons\dayz_code\system\REsec.sqf";
  222.  
  223. //Bus Route
  224. if (BusRouteScript)then{
  225. if (isServer) then {
  226. [true] execVM "scripts\busroute\init_bus.sqf";
  227. };
  228. if (!isDedicated) then {
  229. [] execVM "scripts\busroute\player_axeBus.sqf";
  230. };
  231. };
  232. //Start Dynamic Weather
  233. execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf";
  234.  
  235. if(SnowScript)then{
  236. if (isServer) then {
  237. if((random 100) < snowchance)then{
  238. [] execVM "scripts\Weather\SnowStorm.sqf";//FPS HIT
  239. };
  240. };
  241. };
  242. if(WindDustScript)then{
  243. execVM "scripts\Weather\WindDust.sqf"; //FPS HIT
  244. };
  245. if(GroundFogScript)then{
  246. execVM "scripts\Weather\ground_fog.sqf"; //FPS HIT
  247. };
  248.  
  249. #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
  250.  
  251. endLoadingScreen; // Work around for loadscreen freeze
  252. //EVR Blow out
  253. if(EVRScript)then{
  254. if (isServer) then { _bul = [ns_blow_emp] execVM "scripts\blowout\module\blowout_server.sqf"; };
  255. if (!isDedicated) then { _bul = [] execVM "scripts\blowout\module\blowout_client.sqf"; };
  256. };
  257. if (isServer) then{
  258. if(RobBankScript)then{
  259. execVM "scripts\rob\bank_building.sqf";
  260. };
  261. };
  262.  
  263. if(HarvestHempScript)then{
  264. if (isServer) then {
  265. //Hemp
  266. execVM "scripts\HarvestHemp\randomweedfarm.sqf";
  267. };
  268. };
  269. //DayZ Watermark
  270. if(WaterMarkScript)then{
  271. if (!isNil "server_name") then {
  272. [] spawn {
  273. waitUntil {(!isNull Player) and (alive Player) and (player == player)};
  274. waituntil {!(isNull (findDisplay 46))};
  275. 5 cutRsc ["wm_disp","PLAIN"];
  276. ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText server_name;
  277. };
  278. };
  279. };
  280. if(logoWatermark)then{
  281. _piclogo = "pictures\logo.paa";
  282. [
  283. '<img align=''left'' size=''1.0'' shadow=''0'' image='+(str(_piclogo))+' />',
  284. safeZoneX+0.027,
  285. safeZoneY+safeZoneH-0.1,
  286. 99999,
  287. 0,
  288. 0,
  289. 3090
  290. ] spawn bis_fnc_dynamicText;
  291. };
  292. if(RecruitSurvivorsScript)then{
  293. if (isServer) then {
  294. DBPV_SrvrUnits = [];
  295. publicVariable "DBPV_SrvrUnits";
  296. DBCurSurvivors = 0;
  297. publicVariable "DBCurSurvivors";
  298. DBSGroups = false;
  299. publicVariable "DBSGroups";
  300. DBUpdClient = false;
  301. publicVariable "DBUpdClient";
  302. };
  303. [] execVM "scripts\dbgroups\init.sqf";
  304. if (!isDedicated) then {
  305. [] execVM "scripts\dbgroups\scripts\scp_srvractions.sqf";
  306. [] execVM "scripts\dbgroups\scripts\scp_adjustrating.sqf";
  307. DBUpdClient = true; // update survivor variables
  308. publicVariable "DBUpdClient";
  309. };
  310. };
  311.  
  312. if(FastropeScript)then{
  313. _fast_roping = [] execVM "scripts\Fastrope\BTC_fast_roping_init.sqf";
  314. };
  315. if(RegenBloodScript)then{
  316. //Regen Blood
  317. execVM "scripts\RegenBlood\regenblood.sqf";
  318. };
  319. if(ServerWelcomeCreditsScript)then{
  320. //Welcome Credits
  321. execVM "scripts\ServerWelcomeCredits.sqf";
  322. };
  323. if(ZombieTruckScript)then{
  324. //Zombie Truck
  325. call compile preprocessFileLineNumbers "scripts\zombietruck\init.sqf";
  326. };
  327. if(WalkAmongstDeadScript)then{
  328. call compile preprocessFileLineNumbers "scripts\walkamongstthedead\config.sqf";
  329. };
  330. if(HeroPerkScript)then{
  331. //hero spawn
  332. herospawn = compile preprocessFileLineNumbers "scripts\HeroPerks\heroperk.sqf";
  333. };
  334.  
  335. []execVM "scripts\gambling\slotmachine\slots.sqf";
  336. []execVM "scripts\gambling\guessinggame\guess.sqf";
  337.  
  338.  
  339. if(WeaponModScript)then{
  340. call compile preprocessFileLineNumbers "scripts\wmod\init.sqf";
  341. };
  342. //Base jump
  343. if(BaseJumpScript)then{
  344. call compile preprocessFileLineNumbers "scripts\baseJump\init.sqf";
  345. };
  346. If(ZombieFreeBaseScript)then{
  347. [] execVM "scripts\safebases\base_SafeArea.sqf";
  348. };
  349. //Admin Tools
  350. if(AdmintoolsScript)then{
  351. [] execVM "admintools\Activate.sqf";
  352. };
  353.  
  354. if(noVoicesidescript)then{
  355. call compile preprocessFileLineNumbers "scripts\noVoice.sqf";
  356. };
  357. //Admin skin
  358. {
  359. _adminated = _x getVariable ["adminated",0];
  360. if( !isNil "_adminated" && _adminated != 0)then{
  361. _x setObjectTexture [0, "pictures\admin.jpg"];
  362. };
  363. }forEach playableUnits; // if your antihack doesnt allow this use nearestObjects[player, ["Survivor2_DZ"],25000];
  364. endLoadingScreen; // Work around for loadscreen freeze
  365.  
  366. execVM "scripts\dzgm\init.sqf";
  367.  
  368. diag_log format ["REPACK VERSION: %1 - build %2", REPACKMOD, BUILDNUMBER];
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