Jump to content
  • 1

[INFO] DZE Configs & Variables / Init


Zupa

Question

This Topic will give you all default options you can change in your init.sqf/variables.sqf to personalize your server without putting any script in.

 

 

If I made any mistakes, please clearify and I will change it!

 

 

Simple add the line in the top half of your init.sqf to change values (unless stated otherwise)

 

 

Selfbloodbag

DZE_SelfTransfuse = false; // default value

TRUE: Allows player to right click on a bloodbag to use a bloodbag on himself.

 

 

Selfbloodbag values

DZE_selfTransfuse_Values = [12000, 15, 300]; // default value

If  DZE_SelfTransfuse is set to true, this will define the value of that bloodbag,

1st value is the ammount of blood you get from the bag;

2nd value is the infection chance in %

3th value is the cooldown in seconds

 

 

 Max Animals

dayz_maxAnimals = 5;

Amount of animals per player. They will despawn like zombies if no one is there.

 

 

timezoneswitch

timezoneswitch = 0; 

Changes the murdermenu times with this offset in hours.

 

 

Zombie settings
dayz_maxLocalZombies = 40;

Max number of zombies spawned per player.

 
dayz_maxGlobalZombiesInit = 40;
Starting global max zombie count, this will increase for each player within 400m (Default: 40)
 
dayz_maxGlobalZombiesIncrease = 10;
This is the amount of global zombie limit increase per player within 400m (Default: 10)
 
dayz_maxZeds = 500;

Total zombie server limit 

dayz_zedSpawnVehCount = dayz_maxLocalZombies / 2;

Zombies spawn from a vehicle (if a player is in it)

 
dayz_spawnAirCount = 0;

NO CLUE.

dayz_zedsAttackVehicles = true;

Zombies attack vehicles or not.

 

 

Player Zombie

DZE_PlayerZed = true;

Allows the player zo spawn as a zombie when he died of an infection.

 

 

GODMODE Bases

DZE_GodModeBase = false;

Buildables will be indestructable from the NEXT restart they were placed if set to true.

 

 

DayZ Epoch Debug For Servers

DZEdebug = false;

If set to true, the server RPT file will have alot more info on what happends on the server. ( For debugging).

 

Wiki explenation:

 

 

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)

 

 

DZE debug damage

DZEDebug_Damage = true;

Dont really know, i guess that nothing gets damage when Debug = true?

 

 

Vehicle parachute trading

DZE_TRADER_SPAWNMODE = false;

Enable purchased vehicle parachute spawning setting this to true. 

 

 

Tame Dogs

dayz_tameDogs = false;

If true, you can tame dogs ( with cooked meat right?).

 

 

Sell Distance LAND Vehicle

dayz_sellDistance_vehicle = 10;

Ammount in meters how far an LAND vehicle has to be from trader to be sellable.

 

 

Sell Distance SEA Vehicle

dayz_sellDistance_boat = 30;

Ammount in meters how far an SEA vehicle has to be from trader to be sellable.

 

 

Sell Distance AIR Vehicle

dayz_sellDistance_air = 40;

Ammount in meters how far an AIR vehicle has to be from trader to be sellable.

 

 

Para Spawn Player

dayz_paraSpawn = false;

If true, players will spawn in the air, dont forget to open your parachute!

 

 

Position

dayz_minpos = -20000;
dayz_maxpos = 20000;

The max and min distance from center of the map where a player can logout and still spawn on the same position when loggin in. Does this also affect the radiation you get when passing these places ( I dont think so)?

 

 

BuildingLimits

DZE_checkNearbyRadius = 30;

Distance where the building limits will look for objects.

DZE_BuildingLimit = 150;

Ammount of builables allowed in this distance.

DZE_BuildOnRoads = false;

Allow/Disallow building on roads.

DZE_DamageBeforeMaint = 0.09;

Ammount of damage a builable must have before being able to be maintained.

DZE_StaticConstructionCount = 0;

Ammount of animations you have to do before something gets build. ( always +1) so number 0 = 1 step, number 1 = 2 steps)

DZE_PlotPole = [30,45];

1st value is the radius of a plotpole

2nd value is the radius where the next plot can be build.

DZE_maintainRange = ((DZE_PlotPole select 0)+20);

If you maintain this is going to be the range where it maintains. Default: (plotradius + 20 meters)

DZE_requireplot = 1;

1= Need a plot to build, 0 = you can build anywhere.

DZE_AntiWallLimit = 3;

Not really sure about this. Amoount of tries u can get to get trough a wall before u get killed ?

 

Humanity Showing

DZE_HumanityTargetDistance = 25;

The distance where it becomes visible if a player is bandit or hero ( blue red names).

 

 

Friendls Saving

DZE_FriendlySaving = true;

Save the friend to the database or not.

 

 

Custom loot tables.

DZE_MissionLootTable = false;

Set to true of you want to use own loot tables ( include them in description.ext ofcrouse)

 

 

Config traders

DZE_ConfigTrader = false;

Set to true if you want to use config traders. Include them in your description.ext)

 

 

LootSpawnTimer

DZE_LootSpawnTimer = 10;

Not really sure. The time that takes to start spawning loot in an area?

 

 

Heli Lift

DZE_HeliLift = true;

Allow/disallow default epoch heli lifting

 

 

Full moon nights

dayz_fullMoonNights = false;

If true nights wont be pitch black, moonlight will make it doable.

 

 

Vehicle Ammo Saving

DZE_vehicleAmmo = 0;

0 : amo in vehicles weapons will reset on restart. 1:ammo will save and respawn on restart.

 

 

Access backpack in trader area.

DZE_BackpackGuard = true;

If true, it closes the gear menu when close to another player in trader area's

 

 

CleanNull

DZE_CleanNull = false;

No idea.

 

Customize Death Messages
 
Enables global chat messaging of player deaths. (Also requires enableRadio true;?)
DZE_DeathMsgGlobal = true;
Enables side chat messaging of player deaths. (Also requires enableRadio true;?)
DZE_DeathMsgSide = true;
Enables global title text messaging of player deaths.
DZE_DeathMsgTitleText = true;

Vehicles allow without ObjecId and ObjectUID

DZE_safeVehicle = ["ParachuteWest","ParachuteC"]; // EDIT THIS INSIDE THE VARIABLES.SQF , otherwise overwritten

Force Save vehicles

DZE_AllowForceSave = false;

If true players get a scroll wheel option to force a save of a vehicle to database.

 

 

Cargo Check

DZE_AllowCargoCheck = true;

Allow a player to check cargo on a vehicle.

 

 

ForceNameTags

DZE_ForceNameTags = false;

If true it forces YES on the question to show name or not on players close to you.

DZE_ForceNameTagsOff = false;

Forces the answer NO.

DZE_ForceNameTagsInTrader = false;

Forces name tag on in trader zones.

 

HALO JUMP

DZE_HaloJump = true;

Allow Halo Jumps from air vehicles

 

 

Weight

DZE_R3F_WEIGHT = true;

Enable, disable the epoch weight system.

 

 

Surrender

DZE_Surrender = true

Able to surrender, which drops all weapons and places hands on head ( Default "/" keybind)

 

OldHeliCrash (1.0.1.5+)

Re-enable old heli crash method with OldHeliCrash = true;

OldHeliCrash = true;

spawnShoremode

Controls if the player will spawn on shore or not. 1 = Spawn must be on shore, 0 = anywhere. (Default: 1)

spawnShoremode = 1;

spawnArea

Controls how large of an area to search for a suitable spawn location. (Default: 1500)

spawnArea = 1500;

MaxVehicleLimit

Controls the max overall vehicle limit if this limit is reached no new vehicles will spawn.

MaxVehicleLimit = 50;

DynamicVehicleDamageHigh

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

DynamicVehicleDamageHigh = 100;

DynamicVehicleDamageLow

DynamicVehicleDamageLow = 10; // Default: 0

Lowest damage on a spawned vehicle.

 

 

DynamicVehicleFuelLow

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

DynamicVehicleFuelLow = 0;

DynamicVehicleFuelHigh

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

DynamicVehicleFuelHigh = 100;

Dynamic Debris

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

Server admins can now change default fresh spawn loadout by adding these variables to the mission init.sqf.

DefaultMagazines = ["ItemBandage","ItemPainkiller"];
DefaultWeapons = ["ItemFlashlight"];
DefaultBackpack = "";
DefaultBackpackItems = [""]; //  which accepts both weapons and magazines.// 
DZE_defaultSkin = [["Male skin1","Male skin2"],["Female skin1","Female skin2"]]; //Default player skin for fresh spawns, selected randomly

Ore Veins

MaxMineVeins = 150; // Max Ore Veins

Defines the ammount of oreveins that spawn on the map

 

 

Ammo boxes

MaxAmmoBoxes = 25; // Max Ammo boxes

Defines the ammount of ammoboxes next to road.

 

 

Database events

 

Damage for maintain

 

-- ----------------------------
-- Event structure for setDamageOnAge
-- ----------------------------
DROP EVENT IF EXISTS `setDamageOnAge`;
DELIMITER ;;
CREATE EVENT `setDamageOnAge` ON SCHEDULE EVERY 1 DAY COMMENT 'This sets damage on a wall so that it can be maintained' DO UPDATE `Object_DATA` SET `Damage`=0.1 WHERE `ObjectUID` <> 0 AND `CharacterID` <> 0 AND `Datestamp` < DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 3 DAY) AND ( (`Inventory` IS NULL) OR (`Inventory` = '[]') )
;
DELIMITER ;
This will "damage" walls, floors, etc every day so they can be maintained.

 

 

 

If i forgot anything please post it here so we can complete this information topic.

Edited by Zupa
Link to comment
Share on other sites

Recommended Posts

  • 0

Very nice, thanks.. A few Additions:

 

DZE_CleanNull = false;

Clean Objects, that have "objNull" id. Normally Objects like this are skipped in server_updateObject.sqf, also this is no longer supported and should not be in that file anymore, therefore it can be removed out of the variables.sqf

dayz_spawnAirCount = 0;

Was used to count outstanding airdrops, for the "supply_drop.sqf" Module. This is no longer needed, nor supported.


 

dayz_minpos = -20000;
dayz_maxpos = 20000;

This is used to determine the Debug Area, i.e. Radiation, sudden Death, Admin Fun etc. It is the smallest location (XY) you can be, without being in Debug Zone (This would be top left corner) and the Maximum (Bottom Right Corner). You can be anywhere within that area without getting Radiation.


 

DZE_AntiWallLimit = 3;

This is the Number of try's you have to get out of your car, before you'll be punished. If you park near a Wall and try to get out, this will count 1 and put you back in the Vehicle. This resets, if you successfully got out, but it does not reset, if you got pushed back in and then continue driving. This is to prevent player bugging trough walls. PS: If there is no room in the vehicle, the Player will get "crushed", which can lead to death, but does not always.

Link to comment
Share on other sites

  • 0

You could add a new compile line under the // DayZ Epoch config and make a new folder in your mission folder call it what you want (or if you have a custom folder or scripts folder) you will need to change the path of sample below: and then just add a .sqf file with all the variables in. Keeps the init cleaner.

section like so:

 

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

 

below is my custom config file for example

 

/******************************************
           MY custom Config
*******************************************/

//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 = 400;

// Halo Jump
DZE_HaloJump = true;

//Controls animal spawn limits (Default: 8)
dayz_maxAnimals = 5;

//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 = 25;

//Sets the highest possible damage a fresh spawned vehicle will have. (Default: 100)
DynamicVehicleDamageHigh = 75;

//Sets the lowest possible fuel level a fresh spawned vehicle will have. (Default: 0)
DynamicVehicleFuelLow = 25;

//Sets the highest possible fuel level a fresh spawned vehicle will have. (Default: 100)
DynamicVehicleFuelHigh = 75;

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

//Starting global max zombie count, this will increase for each player within 400m (Default: 40)
dayz_maxGlobalZombiesInit = 40;

//This is the amount of global zombie limit increase per player within 400m (Default: 10)
dayz_maxGlobalZombiesIncrease = 10;

//Total zombie limit (Default: 500)
dayz_maxZeds = 400;

//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 = 100;

//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;

//DZE_SelfTransfuse Allows Players to Self-Bloodbag
DZE_SelfTransfuse = true;

//DZE_selfTransfuse_Values = [blood amount, infection chance, cool-down
DZE_selfTransfuse_Values = [12000, 15, 300];

//R3F Weight
DZE_R3F_WEIGHT = true;

//Damage player in debug area
DZE_Debug_Damage = true;

//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_StanagSD","30Rnd_556x45_StanagSD","30Rnd_556x45_StanagSD"]; 
DefaultWeapons = ["M4A1_AIM_SD_camo","ItemMap","ItemToolbox","ItemRadio"]; 
DefaultBackpack = "DZ_ALICE_Pack_EP1"; 
DefaultBackpackWeapon = "";

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

//Change amount of mining veins on the server.
MaxMineVeins = 10;

//Enables Helicopter Lifting
DZE_HeliLift = false;

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

///For the people who want to enable base maintenance ^^
//DZE_DamageBeforeMaint = 0;

// (Default: 25)
DZE_HumanityTargetDistance = 100;

// (Default: true)
DZE_FriendlySaving = true;

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

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

// Loot Spawn Timer (Default: 10)
DZE_LootSpawnTimer = 5;

//Enable/Disable backpack contents being wiped if logging out or losing connection beside another player.
DZE_BackpackGuard = true; //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 = 400;

//Non destructable bases
DZE_GodModeBase = false;

//DZE_requireplot override variable added
DZE_requireplot = 1;

//Plot Pole Area
DZE_PlotPole = [35,50];

//Build Steps
DZE_StaticConstructionCount = 1;

Link to comment
Share on other sites

  • 0

You could add a new compile line under the // DayZ Epoch config and make a new folder in your mission folder call it what you want (or if you have a custom folder or scripts folder) you will need to change the path of sample below: and then just add a .sqf file with all the variables in. Keeps the init cleaner.

section like so:

 

//Epoch Config Variables

call compile preprocessFileLineNumbers "config\epochconfig.sqf";

 

below is my custom config file for example

I tried that too. imma try to get a video up and show you guys what im talking about and to point out to me if im doing something wrong

Link to comment
Share on other sites

  • 0

hehe i answered same thing yesterday

 

u already have a file doing your epoch configs, which is in the bottom and is overwriting megaz epochconfig and your init

erase what megaz told you

 

and go to options/epochconfig.sqf

and make your changes there

 

edit:just realized it has been a while u posted by now i hope you figured it out

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Discord

×
×
  • Create New...