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[Release] Easy Epoch config


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Well the title says it all. a simple config for all the Epoch Variables.

 

I have had this for a very long time and added more and more Variables after each update, so why not release it?

 

Install:

Create a file called epochconfig.sqf or download This and place it in your MPmission.pbo file

 

If you created the file, copy and paste this into the file:

//Enable purchased vehicle parachute spawning setting this to true. (Default: false)
DZE_TRADER_SPAWNMODE = false;

//Set the Amount of possible heli Crashes on Spawn
MaxHeliCrashes= 5; // Default = 5

//Enable full moon nights by setting this to true. (Default: false)
dayz_fullMoonNights = true;

//Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn.
MaxVehicleLimit = 300;

//Experimental feature that will parachute spawn all players into the game. (Default: false)
dayz_paraSpawn = false;

//Allows adding more potential spawn points. PLEASE NOTE: The extra markers named spawn5 - spawn10 must exist. (Default: 4)
//spawnMarkerCount = 4;

//Controls animal spawn limits (Default: 8)
dayz_maxAnimals = 8;

//Enables the ability to tame dogs with raw meat. (Default: false)
dayz_tameDogs = false;

//Sets the lowest possible damage a fresh spawned vehicle will have. (Default: 0)
DynamicVehicleDamageLow = 0;

//Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100)
DynamicVehicleDamageHigh = 100;

//Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0)
DynamicVehicleFuelLow = 0;

//Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100)
DynamicVehicleFuelHigh = 100;

//Max number of zombies spawned per player. (Default: 40)
dayz_maxLocalZombies = 40; // Default = 30

//Total zombie limit (Default: 500)
dayz_maxZeds = 500;

//Disables zombies attacking vehicles.  (Default: false)
dayz_zedsAttackVehicles = true;

//Controls the distance that you can sell a vehicle to the traders.
dayz_sellDistance = 20;
dayz_sellDistance_vehicle = 20;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;

//true will enable debug so that road debris and new vehicle spawns are visible via map markers. Also debug will enable "Save to arma.RPT" that allows access of a tool to obtain lootpos information for buildings used for adding support for additional maps. (Default: false)
DZEdebug = false;

//To change how many debris spawn edit the MaxDynamicDebris variable in the missions init.sqf.
MaxDynamicDebris = 100; // Max number of road debris spawns (Default: 100)

//Customize fresh spawn loadout
DefaultMagazines = ["ItemBandage","ItemBandage","ItemPainkiller","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag"];  
DefaultWeapons = ["ItemMap"];  
DefaultBackpack = "";  
DefaultBackpackItems = [""];

//Customize Death Messages
//Enables global chat messaging of player deaths. (Also requires enableRadio true;?)   (Default: false)
DZE_DeathMsgGlobal = true;

//Enables side chat messaging of player deaths. (Also requires enableRadio true;?)   (Default: false)
DZE_DeathMsgSide = false;

//For DeathMsg
enableRadio false;

//Enables global title text messaging of player deaths.  (Default: false)
DZE_DeathMsgTitleText = true;

//Change amount of ammo boxes that spawn on the server.
MaxAmmoBoxes = 5;

//Change amount of mining veins on the server.
MaxMineVeins = 50;

//Enables Helicopter Lifting
DZE_HeliLift = true;

//Enables Player to Spawn as Zombie after being killed by them
DZE_PlayerZed = false;

// (Default: 25)
DZE_HumanityTargetDistance = 25;

// (Default: true)
DZE_FriendlySaving = true;

//If True will allow building on roads
DZE_BuildOnRoads = true;

// Custom Mission Loot Table (Default: false)
DZE_MissionLootTable = false;

// Loot Spawn Timer (Default: 10)
DZE_LootSpawnTimer = 10;

//Enable/Disable backpack contents being wiped if logging out or losing connection beside another player.
DZE_BackpackGuard = false; //Default = true, true to enable, false to disable

//Change the number of constructed objects within range of a 30m Plot Pole. (default=150). Be very carefull with this number, as setting it too high will cause a huge amount of local lag**
DZE_BuildingLimit = 500; 

//Non destructable bases
DZE_GodModeBase = false;

//DZE_requireplot override variable added
DZE_requireplot = 1; 

//DZE_R3F_WEIGHT = true or false
DZE_R3F_WEIGHT = true;

//Steps to build. Default: 3
DZE_StaticConstructionCount = 3;

//Random start skins (Epoch 1.0.5) 
DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]

//SelfBB 
DZE_SelfTransfuse = false;

//SelfBB Values Remove // if you want to use
//DZE_selfTransfuse_Values = [blood amount, infection chance, cool-down (seconds)];

//Force Names in trader
DZE_ForceNameTagsInTrader = false;

//Config based trader setup option that is more performant, however does not track inventory. Add #include "\dayz_epoch_b\CfgServerTrader\cfgServerTrader.hpp" in description.ext if you want to use
DZE_ConfigTrader = false;

//Control what damage level is needed for the maintain option to appear Default Unsure Remove // if you want to use
//DZE_DamageBeforeMaint = 0.1;

//Plotpole size (DZE_PlotPole = [x,y]) Default  [30,45]
DZE_PlotPole = [30,45]

then open init.sqf and look for this:

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500

dayz_MapArea = 18000; // Default = 10000
dayz_minpos = -1000;
dayz_maxpos = 26000;

MaxVehicleLimit = 300; // Default = 50
MaxDynamicDebris = 500; // Default = 100
dayz_maxLocalZombies = 30; // Default = 30 

dayz_paraSpawn = false;


dayz_sellDistance_vehicle = 10;
dayz_sellDistance_boat = 30;
dayz_sellDistance_air = 40;

dayz_maxAnimals = 5; // Default: 8
dayz_tameDogs = true;
DynamicVehicleDamageLow = 0; // Default: 0
DynamicVehicleDamageHigh = 100; // Default: 100

DZE_BuildOnRoads = false; // Default: False

delete all the config lines and add

//Epoch Config Variables
call compile preprocessFileLineNumbers "epochconfig.sqf";

so it looks like this:

// DayZ Epoch config
spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500

dayz_MapArea = 18000; // Default = 10000
dayz_minpos = -1000;
dayz_maxpos = 26000;

//Epoch Config Variables
call compile preprocessFileLineNumbers "epochconfig.sqf";

But remember, do not delete these lines

spawnShoremode = 1; // Default = 1 (on shore)
spawnArea= 1500; // Default = 1500

dayz_MapArea = 18000; // Default = 10000
dayz_minpos = -1000;
dayz_maxpos = 26000;

Thats it!

 

And btw i haven't tested this for 1.0.5 yet, just updated it. so tell me if there is any error :)

 

pluss if i forgot any Variables (DZE_ stuff) post them here and ill add them :)

 

I use it cause i want my missionfile clean :P

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[spoiler]//DayZ settings
dayz_dawn = 6;
dayz_dusk = 18;
DAYZ_agentnumber = 0;
dayz_animalDistance = 800;
dayz_zSpawnDistance = 1000;

if(isNil "dayz_maxAnimals") then {
dayz_maxAnimals = 5;
};
if(isNil "timezoneswitch") then {
timezoneswitch = 0;
};
if(isNil "dayz_maxLocalZombies") then {
dayz_maxLocalZombies = 30;
};
if(isNil "dayz_maxGlobalZombiesInit") then {
dayz_maxGlobalZombiesInit = 30;
};
if(isNil "dayz_maxGlobalZombiesIncrease") then {
dayz_maxGlobalZombiesIncrease = 15;
};
if(isNil "dayz_maxZeds") then {
dayz_maxZeds = 2500;
};
if (isNil "DZE_PlayerZed") then {
DZE_PlayerZed = true;
};
if (isNil "DZE_GodModeBase") then {
DZE_GodModeBase = false;
};
if(isNil "DZEdebug") then {
DZEdebug = false;
};
if(isNil "DZE_TRADER_SPAWNMODE") then {
DZE_TRADER_SPAWNMODE = false;
};
if(isNil "dayz_tameDogs") then {
dayz_tameDogs = true;
};
if(isNil "dayz_sellDistance_vehicle") then {
dayz_sellDistance_vehicle = 10;
};
if(isNil "dayz_sellDistance_boat") then {
dayz_sellDistance_boat = 30;
};
if(isNil "dayz_sellDistance_air") then {
dayz_sellDistance_air = 40;
};
if(isNil "dayz_paraSpawn") then {
dayz_paraSpawn = false;
};
if(isNil "dayz_minpos") then {
dayz_minpos = -20000;
};
if(isNil "dayz_maxpos") then {
dayz_maxpos = 20000;
};
if(isNil "DZE_BuildingLimit") then {
DZE_BuildingLimit = 150;
};
if(isNil "DZE_HumanityTargetDistance") then {
DZE_HumanityTargetDistance = 25;
};
if(isNil "DZE_FriendlySaving") then {
DZE_FriendlySaving = true;
};
if(isNil "DZE_BuildOnRoads") then {
DZE_BuildOnRoads = false;
};
if(isNil "DZE_MissionLootTable") then {
DZE_MissionLootTable = false;
};
if(isNil "DZE_ConfigTrader") then {
DZE_ConfigTrader = false;
};
if(isNil "DZE_LootSpawnTimer") then {
DZE_LootSpawnTimer = 10;
};
if(isNil "DZE_HeliLift") then {
DZE_HeliLift = true;
};
if(isNil "DZE_DamageBeforeMaint") then {
DZE_DamageBeforeMaint = 0.09;
};
if(isNil "DZE_StaticConstructionCount") then {
DZE_StaticConstructionCount = 0;
};


// needed on server
if(isNil "DZE_PlotPole") then {
DZE_PlotPole = [30,45];
};
if(isNil "DZE_maintainRange") then {
DZE_maintainRange = ((DZE_PlotPole select 0)+20);
};

DZE_REPLACE_WEAPONS = [["Crossbow","ItemMatchbox","ItemHatchet"],["Crossbow_DZ","ItemMatchbox_DZE","ItemHatchet_DZE"]];

if(isNil "dayz_zedSpawnVehCount") then {
dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2;
};
if(isNil "dayz_spawnAirCount") then {
dayz_spawnAirCount = 0;
};
if(isNil "dayz_zedsAttackVehicles") then {
dayz_zedsAttackVehicles = true;
};

DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];
DZE_LockedStorage = ["VaultStorageLocked","LockboxStorageLocked"];
DZE_UnLockedStorage = ["VaultStorage","LockboxStorage"];
looks like some classes are missing not sure if this is intended
DZE_maintainClasses = ["ModularItems","DZE_Housebase","LightPole_DZ"];

DZE_DoorsLocked = ["SHORTENED TO FIT CHARACTER LIMIT"];

// List of removable items that require crowbar
DZE_isRemovable = ["SHORTENED TO FIT CHARACTER LIMIT"];
DZE_isWreck = ["SHORTENED TO FIT CHARACTER LIMIT"];
DZE_isWreckBuilding = ["SHORTENED TO FIT CHARACTER LIMIT"];
DZE_isNewStorage = ["SHORTENED TO FIT CHARACTER LIMIT"];

// These work with just a running generator
dayz_fuelpumparray = ["SHORTENED TO FIT CHARACTER LIMIT"];
DZE_fueltruckarray = ["SHORTENED TO FIT CHARACTER LIMIT"];

// Standard Fuel sources
dayz_fuelsources = ["Land_Ind_TankSmall","Land_fuel_tank_big","Land_fuel_tank_stairs","Land_fuel_tank_stairs_ep1","Land_wagon_tanker","Land_fuelstation","Land_fuelstation_army","land_fuelstation_w","Land_benzina_schnell"];

DZE_Lock_Door = "";

//init global arrays for Loot Chances
call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\loot_init.sqf";

if(isServer) then {
dayz_players = [];
dead_bodyCleanup = [];
needUpdate_objects = [];

DZE_DYN_AntiStuck = 0;
DZE_DYN_AntiStuck2nd = 0;
DZE_DYN_AntiStuck3rd = 0;

if(isNil "dayz_fullMoonNights") then {
dayz_fullMoonNights = false;
};
if(isNil "EpochEvents") then {
EpochEvents = [];
};
if(isNil "DZE_vehicleAmmo") then {
DZE_vehicleAmmo = 0;
};

if(isNil "DZE_BackpackGuard") then {
DZE_BackpackGuard = true;
};

if(isNil "DZE_CleanNull") then {
DZE_CleanNull = false;
};

DZE_safeVehicle = ["MH6J_EP1","CSJ_GyroC","TT650_Civ","MMT_Civ","ParachuteWest","ParachuteC"];;
};

if(!isDedicated) then {

dayz_spawnPos = getPosATL player;

dayz_buildingMonitor = []; //Buildings to check
dayz_bodyMonitor = [];

// weather control var
zeroPreviousWeather = [0,0,[0,0],0];
zeroCurrentWeather = [0,0,[0,0],0];

if (DZE_MissionLootTable) then {
dayz_baseTypes = getArray (missionConfigFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
} else {
dayz_baseTypes = getArray (configFile >> "CfgBuildingLoot" >> "Default" >> "zombieClass");
};


//temperature variables
dayz_temperatur = 36; //TeeChange
dayz_temperaturnormal = 36; //TeeChange
dayz_temperaturmax = 42; //TeeChange
dayz_temperaturmin = 27; //TeeChange

//player special variables
dayZ_lastPlayerUpdate = 0;
dayZ_everyonesTents = [];
dayz_hunger = 0;
dayz_thirst = 0;
dayz_combat = 0;
dayz_preloadFinished = false;
dayz_statusArray = [1,1];
dayz_disAudial = 0;
dayz_disVisual = 0;
dayz_firedCooldown = 0;
dayz_DeathActioned = false;
dayz_canDisconnect = true;
dayz_damageCounter = time;
dayz_lastSave = time;
dayz_isSwimming = true;
dayz_isKneeling = false;
dayz_isCrawling = false;
dayz_PreviousTown = "Wilderness";
dayz_currentDay = 0;
dayz_hasLight = false;
dayz_surfaceNoise = 0;
dayz_surfaceType = "None";
dayz_noPenalty = [];
dayz_heavenCooldown = 0;
deathHandled = false;
dayz_lastHumanity = 0;
dayz_guiHumanity = -90000;
dayz_firstGroup = group player;
dayz_originalPlayer = player;
dayz_playerName = "Unknown";
dayz_sourceBleeding = objNull;
dayz_clientPreload = false;
dayz_authed = false;
dayz_panicCooldown = 0;
dayz_areaAffect = 2.5;
dayz_heartBeat = false;
dayzClickTime = 0;
dayz_spawnDelay = 60;
dayz_spawnWait = -120;
dayz_lootDelay = 3;
dayz_lootWait = -300;
dayz_spawnZombies = 30;
//used to count global zeds around players
dayz_CurrentZombies = 0;
//Used to limit overall zed counts
dayz_maxCurrentZeds = 0;
dayz_inVehicle = false;
dayz_Magazines = [];
dayzGearSave = false;
dayz_unsaved = false;
DZE_ActionInProgress = false;
dayz_scaleLight = 0;
dayzDebug = false;
dayzState = -1;

// DayZ Epoch Client only variables
if(isNil "DZE_AllowForceSave") then {
DZE_AllowForceSave = false;
};
if(isNil "DZE_AllowCargoCheck") then {
DZE_AllowCargoCheck = true;
};
if(isNil "DZE_ForceNameTags") then {
DZE_ForceNameTags = false;
};
if(isNil "DZE_ForceNameTagsOff") then {
DZE_ForceNameTagsOff = false;
};
if(isNil "DZE_HaloJump") then {
DZE_HaloJump = true;
};

if(isNil "DZE_AntiWallLimit") then {
DZE_AntiWallLimit = 1;
};
if(isNil "DZE_requireplot") then {
DZE_requireplot = 1;
};
if(isNil "DZE_R3F_WEIGHT") then {
DZE_R3F_WEIGHT = true;
};


DZE_AntiWallCounter = 0;

DZE_FreshSpawn = false;

DZE_myHaloVehicle = objNull;
dayz_myLiftVehicle = objNull;

DZE_Friends = [];

DZE_CanPickup = true;
DZE_Q = false;
DZE_Z = false;

DZE_Q_alt = false;
DZE_Z_alt = false;

DZE_Q_ctrl = false;
DZE_Z_ctrl = false;

DZE_5 = false;
DZE_4 = false;
DZE_6 = false;

DZE_cancelBuilding = false;
DZE_PZATTACK = false;

DZE_trees = ["SHORTENED TO FIT CHARACTER LIMIT"];
DZE_TEMP_treedmg = 1;

DZE_Surrender = false;
DZE_Quarantine = false;
DZE_InRadiationZone = false;

DZE_SaveTime = 30;
};[/spoiler]

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  • 3 weeks later...

Very nice!

I use this on my new Epoch 1.0.5.1 Server installation to keep my init.sqf clean.

 

but i have one issue with this config.

 

the lines:

 

//Random start skins (Epoch 1.0.5)
DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]

 

calls a bug on my server. when u die and relog ur gear opens and if u close the gear u where stuck in the loading screen.

if u close fast enought u can run arround but invisible for other players.

 

so i unchecked this lines like so...

//Random start skins (Epoch 1.0.5) 

//DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]

 

this solved the bug.

im not sure if it is because other mods im running but without this all runs fine without errors in log.rpt

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Very nice!

I use this on my new Epoch 1.0.5.1 Server installation to keep my init.sqf clean.

 

but i have one issue with this config.

 

the lines:

 

//Random start skins (Epoch 1.0.5)

DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]

 

calls a bug on my server. when u die and relog ur gear opens and if u close the gear u where stuck in the loading screen.

if u close fast enought u can run arround but invisible for other players.

 

so i unchecked this lines like so...

//Random start skins (Epoch 1.0.5) 

//DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]

 

this solved the bug.

im not sure if it is because other mods im running but without this all runs fine without errors in log.rpt

.....That issue is due to you not replacing Male Skin1 etc with proper skin classnames.

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Yes it was. In fact, I have already contacted them and they are aware that this has been posted.

If they're upset by the fact that someone posted it, they can screw off. They have a whole list of addons that they are 'selling' to their customers publicly, and they never bothered to ask the people who spent time writing those scripts. https://survivalservers.com/wiki/index.php?title=List_of_Mods_Offered

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If they're upset by the fact that someone posted it, they can screw off. They have a whole list of addons that they are 'selling' to their customers publicly, and they never bothered to ask the people who spent time writing those scripts. https://survivalservers.com/wiki/index.php?title=List_of_Mods_Offered

Those addons are public release. They simply provide a service to those who are too lazy, don't have the time, or don't know how to do it.

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Those addons are public release. They simply provide a service to those who are too lazy, don't have the time, or don't know how to do it.

The service isn't the problem. A lot of the scripts they never credited the creator. Which IS not allowed. They 'sell' one of my scripts (that I know about) that's the main reason that I am completely against them. Not to mention they're just plain shitty. here and here are some sites which back me up.

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Those addons are public release. They simply provide a service to those who are too lazy, don't have the time, or don't know how to do it.

Lazy or not it's just downright sad for them to charge for addons. $10 for a custom loadout? Really? It literally takes 1 minute to find the required id's and add it, and if 60 people request it, they just made like $600 in an hour pressing ctrl+c and ctrl+v. $10 for a custom loading screen? That makes me want to facepalm. $20 for custom loot tables? How is it even custom if "you're" not customizing it? Do they just have a generic set of files with increased rates they give to everyone? so you're paying some ass to change a few 0.1 to 0.25 once and charge you for the 5 seconds it takes to add it? The whole system is in place to take advantage of people who aren't capable of figuring out how to do simple things and I think it's pathetic. Then to top it off as Matt said they don't even have the decency to credit the creators?

 

To all the people not capable of adding these things and want a server, look around, some hosts are working on (or may already have) 1 click installs for various mods... FREE! But that being said, don't expect to have a #1 server without something unique.

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Lazy or not it's just downright sad for them to charge for addons. $10 for a custom loadout? Really? It literally takes 1 minute to find the required id's and add it, and if 60 people request it, they just made like $600 in an hour pressing ctrl+c and ctrl+v. $10 for a custom loading screen? That makes me want to facepalm. $20 for custom loot tables? How is it even custom if "you're" not customizing it? Do they just have a generic set of files with increased rates they give to everyone? so you're paying some ass to change a few 0.1 to 0.25 once and charge you for the 5 seconds it takes to add it? The whole system is in place to take advantage of people who aren't capable of figuring out how to do simple things and I think it's pathetic. Then to top it off as Matt said they don't even have the decency to credit the creators?

 

To all the people not capable of adding these things and want a server, look around, some hosts are working on (or may already have) 1 click installs for various mods... FREE! But that being said, don't expect to have a #1 server without something unique.

 

Sounds like capitalism to me :D

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