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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 = 1; // DayZ Antihack / 1 = enabled // 0 = disabled
  12. dayz_antiWallHack = 1; //DayZ AntiWallhack / 1 = enabled // 0 = disabled, Adds items to the map to plug holes.
  13. dayz_REsec = 1; // DayZ RE Security / 1 = enabled // 0 = disabled
  14. dayz_enableRules = true; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
  15. dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
  16. dayz_POIs = true;
  17. dayz_infectiousWaterholes = true;
  18. dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
  19. dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
  20.  
  21. //DayZMod presets
  22. dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"
  23.  
  24. //Only need to edit if you are running a custom server.
  25. if (dayz_presets == "Custom") then {
  26. dayz_enableGhosting = false; //Enable disable the ghosting system.
  27. dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
  28. dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
  29. dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
  30. dayz_spawnCrashSite_clutterCutter = 0; // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
  31. dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
  32. dayz_bleedingeffect = 3; //1 = blood on the ground, 2 = partical effect, 3 = both
  33. dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
  34. dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
  35. dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
  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 = ["HandRoadFlare","ItemBandage","ItemPainkiller","30Rnd_9x19_UZI","30Rnd_9x19_UZI"];
  51. DefaultWeapons = ["PDW_DZ","ItemFlashlight"];
  52. DefaultBackpack = "DZ_Patrol_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_BackpackAntiTheft = false; // Prevent stealing from backpacks in trader zones
  56. DZE_BuildOnRoads = false; // Allow building on roads
  57. DZE_PlayerZed = true; // Enable spawning as a player zombie when players die with infected status
  58. DZE_R3F_WEIGHT = true; // Enable R3F weight. Players carrying too much will be overburdened and forced to move slowly.
  59. DZE_slowZombies = false; // Force zombies to always walk
  60. DZE_StaticConstructionCount = 0; // Steps required to build. If greater than 0 this applies to all objects.
  61. DZE_GodModeBase = false; // Make player built base objects indestructible
  62. DZE_requireplot = 1; // Require a plot pole to build 0 = Off, 1 = On
  63. DZE_PlotPole = [30,45]; // Radius owned by plot pole [Regular objects,Other plotpoles]. Difference between them is the minimum buffer between bases.
  64. DZE_BuildingLimit = 150; // Max number of built objects allowed in DZE_PlotPole radius
  65. DZE_SelfTransfuse = true; // Allow players to bloodbag themselves
  66. DZE_selfTransfuse_Values = [12000,15,120]; // [blood amount given, infection chance %, cooldown in seconds]
  67. MaxDynamicDebris = 500; // Max number of random road blocks to spawn around the map
  68. MaxVehicleLimit = 500; // Max number of random vehicles to spawn around the map
  69. spawnArea = 1400; // Distance around markers to find a safe spawn position
  70. spawnShoremode = 1; // Random spawn locations 1 = on shores, 0 = inland
  71. EpochUseEvents = false; //Enable event scheduler. Define custom scripts in dayz_server\modules to run on a schedule.
  72. EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
  73. // EPOCH CONFIG VARIABLES END //
  74.  
  75.  
  76. diag_log 'dayz_preloadFinished reset';
  77. dayz_preloadFinished=nil;
  78. onPreloadStarted "diag_log [diag_tickTime,'onPreloadStarted']; dayz_preloadFinished = false;";
  79. onPreloadFinished "diag_log [diag_tickTime,'onPreloadFinished']; dayz_preloadFinished = true;";
  80. with uiNameSpace do {RscDMSLoad=nil;}; // autologon at next logon
  81.  
  82. if (!isDedicated) then {
  83. enableSaving [false, false];
  84. startLoadingScreen ["","RscDisplayLoadCustom"];
  85. progressLoadingScreen 0;
  86. dayz_loadScreenMsg = localize 'str_login_missionFile';
  87. progress_monitor = [] execVM "\z\addons\dayz_code\system\progress_monitor.sqf";
  88. 0 cutText ['','BLACK',0];
  89. 0 fadeSound 0;
  90. 0 fadeMusic 0;
  91. };
  92.  
  93. initialized = false;
  94. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\variables.sqf";
  95. progressLoadingScreen 0.05;
  96. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\publicEH.sqf";
  97. progressLoadingScreen 0.1;
  98. call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf";
  99. progressLoadingScreen 0.15;
  100. call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf";
  101. progressLoadingScreen 0.2;
  102. call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\BIS_Effects\init.sqf";
  103. progressLoadingScreen 0.25;
  104. call compile preprocessFileLineNumbers "server_traders.sqf";
  105. call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\mission\chernarus11.sqf"; //Add trader city objects locally on each machine early
  106. call compile preprocessFileLineNumbers "admintools\config.sqf"; // Epoch admin Tools config file
  107. call compile preprocessFileLineNumbers "admintools\variables.sqf"; // Epoch admin Tools variables
  108. initialized = true;
  109.  
  110. setTerrainGrid 25; //grass draw distance (50=no grass, 25=normal, 12.5=far)
  111. if (dayz_REsec == 1) then {call compile preprocessFileLineNumbers "\z\addons\dayz_code\system\REsec.sqf";};
  112. execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf";
  113.  
  114. if (isServer) then {
  115. call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\dynamic_vehicle.sqf";
  116. call compile preprocessFileLineNumbers "\z\addons\dayz_server\traders\chernarus11.sqf"; //Add trader agents
  117. call compile preprocessFileLineNumbers "\z\addons\dayz_server\system\server_monitor.sqf";
  118. //Must be global spawned, so players don't fall through buildings (might be best to spilt these to important, not important)
  119. if (dayz_POIs && (toLower worldName == "chernarus")) then { execVM "\z\addons\dayz_code\system\mission\chernarus\poi\init.sqf"; };
  120. //Get the server to setup what waterholes are going to be infected and then broadcast to everyone.
  121. if (dayz_infectiousWaterholes && (toLower worldName == "chernarus")) then {execVM "\z\addons\dayz_code\system\mission\chernarus\infectiousWaterholes\init.sqf";};
  122. };
  123.  
  124. // Lootable objects from CfgTownGeneratorDefault.hpp
  125. if (dayz_townGenerator) then { execVM "\z\addons\dayz_code\system\mission\chernarus\LegacyTownGenerator\MainLootableObjects.sqf"; };
  126.  
  127. if (!isDedicated) then {
  128. if (dayz_antiWallHack != 0) then {
  129. //Enables Map Plug items
  130. execVM "\z\addons\dayz_code\system\mission\chernarus\security\init.sqf";
  131. //Enables Plant lib fixes
  132. // Epoch Admin Tools
  133. if (!((getPlayerUID player) in EAT_adminModList)) then
  134. {
  135. call compile preprocessFileLineNumbers "admintools\antihack\antihack.sqf"; // Epoch Antihack with bypass
  136. };
  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_enableRules && (profileNamespace getVariable ["streamerMode",0] == 0)) then { dayz_rulesHandle = execVM "rules.sqf"; };
  145. if (!isNil "dayZ_serverName") then { execVM "\z\addons\dayz_code\system\watermark.sqf"; };
  146. execVM "\z\addons\dayz_code\compile\client_plantSpawner.sqf";
  147. execFSM "\z\addons\dayz_code\system\player_monitor.fsm";
  148. //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf";
  149. if (DZE_R3F_WEIGHT) then {execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf";};
  150. waitUntil {scriptDone progress_monitor};
  151. cutText ["","BLACK IN", 3];
  152. 3 fadeSound 1;
  153. 3 fadeMusic 1;
  154. endLoadingScreen;
  155. };
  156. [] execVM "admintools\Activate.sqf"; // Epoch admin tools
  157. // Debug Monitor
  158. [] execVM "custom\debug\debug_init.sqf";
  159. [] execVM "custom\debug\custom_monitor.sqf";
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