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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. //Server settings
  7. dayZ_instance = 11; //Instance ID of this server
  8. dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)
  9.  
  10. //Game settings
  11. dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
  12. dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
  13. dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
  14. dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
  15. dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
  16. dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
  17. dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
  18. dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
  19.  
  20. //DayZMod presets
  21. dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
  22.  
  23. //Only need to edit if you are running a custom server.
  24. if (dayz_presets == "Custom") then {
  25. dayz_enableGhosting = false; //Enable disable the ghosting system.
  26. dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
  27. dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
  28. dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
  29. dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
  30. dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
  31. dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
  32. dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
  33. dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
  34. dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
  35. dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
  36. };
  37.  
  38. //Temp settings
  39. dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
  40. dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
  41. dayz_temperature_override = false; // Set to true to disable all temperature changes.
  42.  
  43. enableRadio false;
  44. enableSentences false;
  45.  
  46. // EPOCH CONFIG VARIABLES START //
  47. #include "\z\addons\dayz_code\configVariables.sqf" // Don't remove this line
  48. // See the above file for a full list including descriptions and default values
  49. // Uncomment the lines below to change the default loadout
  50. DefaultMagazines = ["ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
  51. DefaultWeapons = ["MakarovSD","ItemMap"];
  52. DefaultBackpack = "DZ_Assault_Pack_EP1";
  53. DefaultBackpackItems = []; // Can include both weapons and magazines i.e. ["PDW_DZ","30Rnd_9x19_UZI"];
  54. dayz_paraSpawn = false; // Halo spawn
  55. DZE_MissionLootTable=true; //Enable custom loot table
  56. DZE_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
  57. DZE_BuildOnRoads = false; // Allow building on roads
  58. DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
  59. DZE_R3F_WEIGHT = false; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
  60. DZE_slowZombies = true; // Force zombies to always walk
  61. DZE_StaticConstructionCount = 1; // Steps required to build. If greater than 0 this applies to all objects.
  62. DZE_GodModeBase = false; // Make player built base objects indestructible
  63. DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
  64. DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
  65. DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
  66. DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
  67. DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
  68. MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
  69. MaxVehicleLimit = 300; // Max number of random vehicles to spawn around the map
  70. spawnArea = 1400; // Distance around markers to find a safe spawn position
  71. DZE_ConfigTrader = true; //Use config traders
  72. spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
  73. EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
  74. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
  75. // EPOCH CONFIG VARIABLES END //
  76.  
  77. diag_log 'dayz_preloadFinished reset';
  78. dayz_preloadFinished=nil;
  79. onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
  80. onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
  81. with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon
  82.  
  83. _verCheck = (getText (configFile >> "CfgMods" >> "DayZ" >> "version") == "DayZ Epoch 1.0.6.1");
  84. if (!isDedicated) then {
  85. enableSaving [false, false]; startLoadingScreen ["","RscDisplayLoadCustom"];
  86. progressLoadingScreen 0;
  87. dayz_loadScreenMsg = localize 'str_login_missionFile';
  88. if (_verCheck) then {
  89. progress_monitor = [] execVM "DZE_Hotfix_1.0.6.1A\system\progress_monitor.sqf";
  90. } else {
  91. progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
  92. };
  93. 0 cutText ['','BLACK',0];
  94. 0 fadeSound 0;
  95. 0 fadeMusic 0;
  96. };
  97.  
  98. initialized = false;
  99. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
  100. call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf";
  101. progressLoadingScreen 0.05;
  102. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
  103. progressLoadingScreen 0.1;
  104. call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
  105. progressLoadingScreen 0.15;
  106. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
  107. call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf";
  108. if (_verCheck) then {
  109. #include "DZE_Hotfix_1.0.6.1A\init\compiles.sqf"
  110. };
  111. progressLoadingScreen 0.25;
  112. call compile preprocessFileLineNumbers "scripts\traders\server_traders.sqf";
  113. call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on every machine early
  114. if (dayz_POIs && (toLower worldName == "chernarus")) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf";}; //Add POI objects locally on every machine early
  115. initialized = true;
  116.  
  117. setTerrainGrid 25;
  118. if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
  119. execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
  120.  
  121. if (isServer) then {
  122. call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
  123. call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
  124. execVM "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
  125. execVM "\z\addons\dayz_server\bankTraders\chernarus.sqf"; //Add banking agents
  126.  
  127. //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
  128. if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
  129.  
  130. // Lootable objects from CfgTownGeneratorDefault.hpp
  131. if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\MainLootableObjects.sqf"; };
  132. };
  133.  
  134. if (!isDedicated) then {
  135. //Enables Plant lib fixes
  136. execVM "\z\addons\dayz_code\system\antihack.sqf";
  137.  
  138. if (toLower(worldName) == "chernarus") then {
  139. diag_log "WARNING: Clearing annoying benches from Chernarus";
  140. ([4654,9595,0] nearestObject 145259) setDamage 1;
  141. ([4654,9595,0] nearestObject 145260) setDamage 1;
  142. };
  143.  
  144. if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf"; };
  145. execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
  146. //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
  147. if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
  148. call compile preprocessFileLineNumbers "scripts\zsc\zscInit.sqf";
  149. call compile preprocessFileLineNumbers "scripts\zsc\zscATMInit.sqf";
  150. execVM "scripts\zsc\playerHud.sqf";
  151. [] execVM "dayz_code\compile\remote_message.sqf";
  152. waitUntil {scriptDone progress_monitor};
  153. cutText ["","BLACK IN", 3];
  154. 3 fadeSound 1;
  155. 3 fadeMusic 1;
  156. endLoadingScreen;
  157. };
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