Anhor Posted May 4, 2017 Report Share Posted May 4, 2017 Maybe I´m blind, maybe I´m an idiot ............ but on my server (Napf) it never rains, or the good old storms with thunder and lightning. I was searching for a dynamic weather sqf .......... but I can`t find them. Someone able to help me out? Link to comment Share on other sites More sharing options...
0 Voltan Posted May 4, 2017 Report Share Posted May 4, 2017 Find in your init.sqf in your mission folder: execVM "\z\addons\dayz_code\system\DynamicWeatherEffects.sqf"; You can grab that file out of dayz_code, modify the weather to your liking and put it in your mission folder anywhere and change the above path to suit. Link to comment Share on other sites More sharing options...
0 Anhor Posted May 4, 2017 Author Report Share Posted May 4, 2017 Ahhh ...... it´s in the dayz_code Thx anyway. Link to comment Share on other sites More sharing options...
0 S4M Posted May 4, 2017 Report Share Posted May 4, 2017 @Anhor Put this in your custom variables.sqf. Spoiler DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 50, 14, false]; //See DynamicWeatherEffects.sqf for info on these values. Voltan and Anhor 2 Link to comment Share on other sites More sharing options...
0 Anhor Posted May 4, 2017 Author Report Share Posted May 4, 2017 10 minutes ago, S4M said: @Anhor Put this in your custom variables.sqf. Hide contents DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 50, 14, false]; //See DynamicWeatherEffects.sqf for info on these values. Instead of the version @Voltan suggested? Link to comment Share on other sites More sharing options...
0 S4M Posted May 4, 2017 Report Share Posted May 4, 2017 @Anhor The two options are good, the one that is more comfortable for you. Link to comment Share on other sites More sharing options...
0 Anhor Posted May 4, 2017 Author Report Share Posted May 4, 2017 I favor your´s. Clean, fast and easy. Thx. S4M 1 Link to comment Share on other sites More sharing options...
0 icomrade Posted May 4, 2017 Report Share Posted May 4, 2017 just use the variable DZE_WeatherVariables @S4M posted, it was added so you don't ned to edit and place the entire weather script into your mission folder. If you need help understanding which element of the weatherVariables array controls what, read the comments in the highlighted section here: https://github.com/EpochModTeam/DayZ-Epoch/blob/master/SQF/dayz_code/system/DynamicWeatherEffects.sqf#L27-L99 Anhor 1 Link to comment Share on other sites More sharing options...
0 Anhor Posted May 4, 2017 Author Report Share Posted May 4, 2017 Is that ok in variables.sqf? Spoiler Z_singleCurrency = true; DZE_maintainCurrencyRate = 1000; DZE_MoneyStorageClasses = DZE_LockableStorage; // List of classnames that players can bank with. If you want a specific class name added (i.e Plastic_Pole_EP1_DZ) consult the README.md on github. ZSC_defaultStorageMultiplier = 200; // Default magazine count for banks objects that don't have storage slots (i.e Suitcase, Info_Board_EP1, Plastic_Pole_EP1_DZ) ZSC_MaxMoneyInStorageMultiplier = 50000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 50,000 multiplier is 10 million coin storage. (200*50000=10m coins) DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 50, 14, false]; //See DynamicWeatherEffects.sqf for info on these values. //Player self-action handles dayz_resetSelfActions = { s_player_equip_carry = -1; s_player_dragbody = -1; s_player_fire = -1; Link to comment Share on other sites More sharing options...
0 S4M Posted May 4, 2017 Report Share Posted May 4, 2017 @Anhor It should work fine, I leave my variables in case it serves as reference. Variables.sqf Spoiler // EPOCH CONFIG VARIABLES // // To change a variable copy paste it in the mission init.sqf below the #include line. // Standard DayZ variables are found in dayz_code\init\variables.sqf. ///Player classes AllPlayers = ["Survivor_DZ","Survivor1_DZ","SurvivorW2_DZ","Survivor2_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","BanditW1_DZ","Bandit1_DZ","Survivor3_DZ","SurvivorWcombat_DZ","SurvivorWdesert_DZ","SurvivorWurban_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ","Bandit2_DZ","BanditW2_DZ","Soldier_Crew_PMC","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ","USMC_Soldier_Officer_DZ","USMC_Soldier_MG_DZ","USMC_Soldier_Pilot_DZ","FR_TL_DZ","FR_R_DZ","FR_Marksman_DZ","FR_Assault_R_DZ","RU_Soldier_DZ","RU_Soldier_Officer_DZ","RUS_Soldier1_DZ","RUS_Commander_DZ","MVD_Soldier_DZ","Ins_Soldier_2_DZ","Ins_Commander_DZ","Ins_Soldier_Crew_DZ","CDF_Soldier_DZ","Doctor_DZ","Assistant_DZ","Worker1_DZ","Worker3_DZ","Worker4_DZ","TK_CIV_Takistani01_EP1_DZ","TK_CIV_Takistani03_EP1_DZ","TK_CIV_Takistani04_EP1_DZ","TK_CIV_Takistani06_EP1_DZ","TK_INS_Soldier_AR_EP1_DZ","TK_GUE_Soldier_EP1_DZ","CZ_Soldier_SL_DES_EP1_DZ","US_Soldier_EP1_DZ","UN_CDF_Soldier_Guard_EP1_DZ","UN_CDF_Soldier_EP1_DZ","GER_Soldier_TL_EP1_DZ","BAF_Soldier_Officer_MTP_DZ","BAF_Soldier_N_MTP_DZ","FR_Sapper_DZ","gsc_eco_stalker_mask_fred","SBH_Alpha_Soldier12","Mercenary_Default13","frb_tl_mask","Navy_SEAL_SD","gsc_eco_stalker_mask_duty","Winter_SOF_DA1","gsc_cloth_loner_head","Mercenary_Default4","UKSF_des_op_l","Gangsta_merc2","nof_fsk_tl"]; DayZ_Male = ["Survivor_DZ","Survivor1_DZ","Survivor2_DZ","Survivor3_DZ","Sniper1_DZ","Soldier1_DZ","Camo1_DZ","Bandit1_DZ","Bandit2_DZ","Soldier_Crew_PMC","Rocket_DZ","Rocker1_DZ","Rocker2_DZ","Rocker3_DZ","Rocker4_DZ","Priest_DZ","Functionary1_EP1_DZ","GUE_Commander_DZ","Ins_Soldier_GL_DZ","Haris_Press_EP1_DZ","Pilot_EP1_DZ","RU_Policeman_DZ","pz_policeman","pz_suit1","pz_suit2","pz_worker1","pz_worker2","pz_worker3","pz_doctor","pz_teacher","pz_hunter","pz_villager1","pz_villager2","pz_villager3","pz_priest","Soldier_TL_PMC_DZ","Soldier_Sniper_PMC_DZ","Soldier_Bodyguard_AA12_PMC_DZ","Drake_Light_DZ","CZ_Special_Forces_GL_DES_EP1_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","FR_OHara_DZ","FR_Rodriguez_DZ","CZ_Soldier_Sniper_EP1_DZ","Graves_Light_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_CO_DZ","GUE_Soldier_2_DZ","TK_Special_Forces_MG_EP1_DZ","TK_Soldier_Sniper_EP1_DZ","TK_Commander_EP1_DZ","RU_Soldier_Crew_DZ","INS_Lopotev_DZ","INS_Soldier_AR_DZ","INS_Soldier_CO_DZ","INS_Bardak_DZ","INS_Worker2_DZ","USMC_Soldier_Officer_DZ","USMC_Soldier_MG_DZ","USMC_Soldier_Pilot_DZ","FR_TL_DZ","FR_R_DZ","FR_Marksman_DZ","FR_Assault_R_DZ","RU_Soldier_DZ","RU_Soldier_Officer_DZ","RUS_Soldier1_DZ","RUS_Commander_DZ","MVD_Soldier_DZ","Ins_Soldier_2_DZ","Ins_Commander_DZ","Ins_Soldier_Crew_DZ","CDF_Soldier_DZ","Doctor_DZ","Assistant_DZ","Worker1_DZ","Worker3_DZ","Worker4_DZ","TK_CIV_Takistani01_EP1_DZ","TK_CIV_Takistani03_EP1_DZ","TK_CIV_Takistani04_EP1_DZ","TK_CIV_Takistani06_EP1_DZ","TK_INS_Soldier_AR_EP1_DZ","TK_GUE_Soldier_EP1_DZ","CZ_Soldier_SL_DES_EP1_DZ","US_Soldier_EP1_DZ","UN_CDF_Soldier_Guard_EP1_DZ","UN_CDF_Soldier_EP1_DZ","GER_Soldier_TL_EP1_DZ","BAF_Soldier_Officer_MTP_DZ","BAF_Soldier_N_MTP_DZ","FR_Sapper_DZ","gsc_eco_stalker_mask_fred","SBH_Alpha_Soldier12","Mercenary_Default13","frb_tl_mask","Navy_SEAL_SD"]; DayZ_Female = ["SurvivorW2_DZ","BanditW1_DZ","BanditW2_DZ","SurvivorWcombat_DZ","SurvivorWurban_DZ","SurvivorWdesert_DZ","SurvivorWsequishaD_DZ","SurvivorWsequisha_DZ","SurvivorWpink_DZ","SurvivorW3_DZ"]; dayz_knifeDulling = false; // Enable knife dulling. Knives need to be sharpened after so many uses. dayz_matchboxCount = false; // Enable match stick count. After five uses matches run out and must be replaced. dayz_toolBreaking = false; //Sledgehammer, crowbar and pickaxe have a chance to break when used. dayz_waterBottleBreaking = false; // Water bottles have a chance to break when boiling and require duct tape to fix dayz_tameDogs = false; // Allow taming dogs with raw meat. Note dog behavior is experimental and buggy. dayz_townGenerator = false; // Spawn vanilla map junk instead of Epoch DynamicDebris. Currently only compatible with Chernarus. Also enables comfrey plant spawner which negatively impacts performance. dayz_townGeneratorBlackList = []; // If townGenerator is enabled it will not spawn junk within 150m of these positions. Example for Chernarus traders: [[4053,11668,0],[11463,11349,0],[6344,7806,0],[1606,7803,0],[12944,12766,0],[5075,9733,0],[12060,12638,0]] DZE_TempVars = [7, 15, 4, 4, 2, 6, 3, 2, 0.25, 0.75, 0.5]; //[vehicle, fire, building, moving, sun, heatpack, water, standing, rain, wind, night] water, standing, rain, wind and night factors have a negative impact on temperature. The greater they are the quicker the player gets cold. DZE_WeatherVariables = [10, 20, 5, 10, 0, 0.2, 0, 0.7, 0, 0.6, 0, 8, 25, 50, 14, false]; //See DynamicWeatherEffects.sqf for info on these values. DZE_TwoPrimaries = 2; // 0 do not allow primary weapon on back. 1 allow primary weapon on back, but not when holding a primary weapon in hand. 2 allow player to hold two primary weapons, one on back and one in their hands. DZE_AntiWallLimit = 3; // Number of activations before player_antiWall kills player for glitching attempt. Lower is stricter, but may result in false positives. DZE_DamageBeforeMaint = 0.05; // Min damage built items must have before they can be maintained DZE_NameTags = 1; // Name displays when looking at player up close 0 = Off, 1= On, 2 = Player choice DZE_ForceNameTagsInTrader = false; // Force name display when looking at player up close in traders. Overrides player choice. DZE_HumanityTargetDistance = 25; // Distance to show name tags (red for bandit, blue for hero, green for friend) DZE_HeartBeat = false; // Enable heartbeat sound when looking at bandit (<= -3000 humanity) up close DZE_HeliLift = true; // Enable Epoch heli lift system DZE_RestrictSkins = []; // Clothes that players are not allowed to wear. i.e. ["Skin_GUE_Soldier_CO_DZ","Skin_GUE_Soldier_2_DZ"] etc. //DZE_UI = "vanilla"; //"vanilla","epoch","dark" UI status icons style. Dark accommodates color blind people. DZE_VanillaUICombatIcon = true; //Display or hide combat UI icon if using DZE_UI = "vanilla"; otherwise it has no affect. timezoneswitch = 0; // Changes murderMenu times with this offset in hours. DZE_NoVehicleExplosions = false; //Disable vehicle explosions to prevent damage to objects by ramming. Doesn't work with amphibious pook which should not be used due to FPS issues. DZE_SafeZonePosArray = [ [[6325.6772,7807.7412,0],140,true],//stary [[4063.4226,11664.19,0],140,true],//bash [[11447.472,11364.504,0],140,true],//klen [[1606.6443,7803.5156,0],140,true],//bandit [[12944.227,12766.889,0],140,true],//hero [[4361.4937,2259.9526,0],50,true],//wholesalerSouth [[12060,12640,0],180,true],//air dealear [[2134,14940,0],70,true], //blacktrader [[8807.7246,4095.2854,0],70,true], //basicmarket [[6285.6069,3763.874,0],50,true], //Aircraft [[5056.23,9730.36,0],50,true], //AircraftN [[9832.2832,14040.132,0],100,true], //superhero [[766.59766,14367.298,0],100,true] //superbandit ]; DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to build near the safe zones listed above. i.e ["VaultStorageLocked","LockboxStorageLocked","Plastic_Pole_EP1_DZ"] etc. DZE_SafeZoneNoBuildDistance = 150; // Distance from safe zones listed above to disallow building near. DZE_NoBuildNear = []; //Array of object class names that are blacklisted to build near. i.e ["Land_Mil_ControlTower","Land_SS_hangar"] etc. DZE_NoBuildNearDistance = 150; // Distance from blacklisted objects to disallow building near. DZE_GodModeBase = true; DZE_GodModeBaseExclude = DZE_DoorsLocked; //Array of object class names excluded from the god mode bases feature DZE_salvageLocked = true; //Enable or disable salvaging of locked vehicles, useful for stopping griefing on locked vehicles. DZE_DisabledChannels = [(localize "str_channel_side"),(localize "str_channel_global"),(localize "str_channel_command")]; //List of disabled voice channels. Other channels are: "str_channel_group","str_channel_direct","str_channel_vehicle" DZE_NutritionDivisor = [1, 1, 1, 1]; //array of DIVISORS that regulate the rate of [calories, thirst, hunger, temperature] use when "working" (keep in mind that temperature raises with actions) - min values 0.1 // Death Messages DZE_DeathMsgChat = "global"; //"none","global","side","system" Display death messages in selected chat channel. DZE_DeathMsgDynamicText = true; // Display death messages as dynamicText in the top left with weapon icons. DZE_DeathMsgRolling = false; // Display death messages as rolling messages in bottom center of screen. DZE_DeathScreen = true; // True=Use Epoch death screen (Trade city obituaries have been amended) False=Use DayZ death screen (You are dead) DZE_ServerLogHits = false; // Log damage source, weapon, distance and ammo to server RPT for player hits. Useful for detecting damage and ammo cheats. // Dynamic Vehicles DynamicVehicleDamageLow = 0; // Min damage random vehicles can spawn with DynamicVehicleDamageHigh = 100; // Max damage random vehicles can spawn with DynamicVehicleFuelLow = 0; // Min fuel random vehicles can spawn with DynamicVehicleFuelHigh = 100; // Max fuel random vehicles can spawn with MaxAmmoBoxes = 3; // Max number of random Supply_Crate_DZE filled with vehicle ammo to spawn around the map MaxMineVeins = 50; // Max number of random mine veins to spawn around the map // HALO Jump DZE_HaloAltitudeMeter = false; // Display altitude and speed on screen while in halo jump. DZE_HaloOpenChuteHeight = 180; // Automatically open chute at specified height. Set to -1 to disable this feature. DZE_HaloSpawnHeight = 2000; // This is the altitude fresh spawn players start at when HALO spawn is enabled. DZE_HaloJump = true; // Enable halo jumping out of air vehicles above 400m // Plot Management and Plot for Life DZE_permanentPlot = true; // Plot ownership saves after death. Enables Plot for Life by @RimBlock and Plot Management by @DevZupa. DZE_plotManagementMustBeClose = false; //Players must be within 10m of pole to be added as a plot friend. DZE_PlotManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every pole's management menu and delete or build any buildable with a pole nearby. DZE_MaxPlotFriends = 10; //Max friends allowed on a plot. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance. DZE_maintainCurrencyRate = 1000; //The currency rate of what maintaining an item will be, for instance: at 100, 10 items will have a worth of 1000 (1 10oz gold or 1k coins) see actions/maintain_area.sqf for more examples. DZE_isRemovable = ["Plastic_Pole_EP1_DZ"]; //Items that can be removed with a crowbar with no ownership or access required. To forbid base take overs remove plot pole from this list and add it to DZE_restrictRemoval. It is not necessary to add wrecks or items that inherit from 'BuiltItems' to this list. DZE_restrictRemoval = ["Fence_corrugated_DZ","M240Nest_DZ","ParkBench_DZ","FireBarrel_DZ","Scaffolding_DZ","CanvasHut_DZ","LightPole_DZ","DeerStand_DZ","MetalGate_DZ","StickFence_DZ"]; //Items that can be removed with a crowbar only with proper ownership or access. It is not necessary to add doors, storage or items that inherit from 'ModularItems' to this list. Items that inherit from 'BuiltItems' can be added to this list if desired. DZE_safeVehicle = ["ParachuteWest","ParachuteC","DSHKM_Gue","SearchLight_RUS","M2StaticMG_US_EP1"]; DZE_maintainClasses = workshop +["ModularItems","DZE_Housebase","LightPole_DZ","BuiltItems","Generator_DZ","DZ_buildables","Plastic_Pole_EP1_DZ","Fence_corrugated_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","StickFence_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","DeerStand_DZ","Scaffolding_DZ","FireBarrel_DZ","M240Nest_DZ"]; //workshop workshop = ["MAP_kulna","Land_Misc_Well_L_EP1","MAP_Misc_Boogieman","MAP_p_urtica","MAP_Shed_W01","MAP_P_Stavebni_kozy","MAP_parabola_big","MAP_office_table_a","Loudspeakers_EP1","MAP_Dkamna_bila","MAP_plot_green_draty","GUE_WarfareBFieldhHospital","MAP_bouda2_vnitrek","MAP_deutshe_mini","MAP_Mil_Mil_Guardhouse","MAP_Pristresek_mensi","Land_fort_bagfence_corner","MAP_plot_provizorni","M2StaticMG_US_EP1","DSHKM_Gue","SearchLight_RUS"]; DayZ_SafeObjects = workshop +["Base_Fire_DZ","WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4","Land_Fire_DZ","TentStorage","TentStorage0","TentStorage1","TentStorage2","TentStorage3","TentStorage4","StashSmall","StashSmall1","StashSmall2","StashSmall3","StashSmall4","StashMedium","StashMedium1","StashMedium2","StashMedium3","StashMedium4","Wire_cat1","Sandbag1_DZ","Fence_DZ","Generator_DZ","Hedgehog_DZ","BearTrap_DZ","DomeTentStorage","DomeTentStorage0","DomeTentStorage1","DomeTentStorage2","DomeTentStorage3","DomeTentStorage4","CamoNet_DZ","Trap_Cans","TrapTripwireFlare","TrapBearTrapSmoke","TrapTripwireGrenade","TrapTripwireSmoke","TrapBearTrapFlare","TentStorageDomed","VaultStorageLocked","BagFenceRound_DZ","TrapBear","Fort_RazorWire","WoodGate_DZ","Land_HBarrier1_DZ","Land_HBarrier3_DZ","Land_HBarrier5_DZ","Fence_corrugated_DZ","M240Nest_DZ","CanvasHut_DZ","ParkBench_DZ","MetalGate_DZ","OutHouse_DZ","Wooden_shed_DZ","WoodShack_DZ","StorageShed_DZ","Plastic_Pole_EP1_DZ","StickFence_DZ","LightPole_DZ","FuelPump_DZ","DesertCamoNet_DZ","ForestCamoNet_DZ","DesertLargeCamoNet_DZ","ForestLargeCamoNet_DZ","SandNest_DZ","DeerStand_DZ","MetalPanel_DZ","WorkBench_DZ","WoodFloor_DZ","WoodLargeWall_DZ","WoodLargeWallDoor_DZ","WoodLargeWallWin_DZ","WoodSmallWall_DZ","WoodSmallWallWin_DZ","WoodSmallWallDoor_DZ","LockboxStorageLocked","WoodFloorHalf_DZ","WoodFloorQuarter_DZ","WoodStairs_DZ","WoodStairsSans_DZ","WoodStairsRails_DZ","WoodSmallWallThird_DZ","WoodLadder_DZ","Land_DZE_GarageWoodDoor","Land_DZE_LargeWoodDoor","Land_DZE_WoodDoor","Land_DZE_GarageWoodDoorLocked","Land_DZE_LargeWoodDoorLocked","Land_DZE_WoodDoorLocked","CinderWallHalf_DZ","CinderWall_DZ","CinderWallDoorway_DZ","CinderWallDoor_DZ","CinderWallDoorLocked_DZ","CinderWallSmallDoorway_DZ","CinderWallDoorSmall_DZ","CinderWallDoorSmallLocked_DZ","MetalFloor_DZ","WoodRamp_DZ","GunRack_DZ","FireBarrel_DZ","WoodCrate_DZ","Scaffolding_DZ","DesertTentStorage","DesertTentStorage0","DesertTentStorage1","DesertTentStorage2","DesertTentStorage3","DesertTentStorage4"]; DZE_workshop = workshop; // Snap Build and Build Vectors DZE_modularBuild = true; // Enable Snap Building by @raymix and Build Vectors by @strikerforce. DZE_snapExtraRange = 0; // Increase the default range from which objects can snap by this many meters. DZE_noRotate = []; // List of objects (magazine classnames) that cannot be rotated. Example: ["ItemVault","ItemTent","ItemDomeTent","ItemDesertTent"]; DZE_vectorDegrees = [0.01, 0.1, 1, 5, 15, 45, 90]; // Degree positions players are able to rotate buildables with using the build vectors action menu. DZE_curDegree = 45; // Starting rotation angle. Prefer any value in the array above. DZE_dirWithDegrees = true; // When rotating objects with Q&E, use the custom degrees. DZE_buildMaxMoveDistance = 10; // Max distance player can walk from start position when building. Anything >= the differnce between DZE_PlotPole values is not recommended (allows walking into other plots). DZE_buildMaxHeightDistance = 10; // Max distance player can raise or lower object from start position when building. // Door Management DZE_doorManagement = true; // Enable Door Management by @DevZupa. DZE_doorManagementMustBeClose = true; //Players must be within 10m of door to be added as a door friend. DZE_doorManagementAdmins = []; //Array of admin PlayerUIDs. UIDs in this list are able to access every door's management menu and open it. DZE_doorManagementAllowManualCode = true; //Allow unlocking doors by manually entering the combination. Setting false requires the use of eye scan for all doors. DZE_doorManagementMaxFriends = 10; //Max friends allowed on a door. There is no character limit in the inventory field of the database, but lower values limit the max global setVariable size to improve performance. DZE_doorManagementHarderPenalty = true; //Enforce an exponential wait on attempts between unlocking a door from a failed code. // Group System dayz_groupSystem = true; // Enable group system dayz_markGroup = 2; // Players can see their group members on the map 0=never, 1=always, 2=With GPS only dayz_markSelf = 2; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only dayz_markBody = 2; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only dayz_requireRadio = true; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites. // Trader Menu DZE_ConfigTrader = true; // Use config files for traders instead of database. Loads faster and uses less network traffic. False enables database traders with legacy trader menu. DZE_serverLogTrades = true; // Log trades to server RPT (sent with publicVariableServer on every trade) DZE_GemOccurance = [["ItemTopaz",10], ["ItemObsidian",8], ["ItemSapphire",6], ["ItemAmethyst",4], ["ItemEmerald",3], ["ItemCitrine",2], ["ItemRuby",1]]; //Sets how rare each gem is in the order shown when mining (whole numbers only) //DZE_GemWorthArray = [["ItemTopaz",15000], ["ItemObsidian",20000], ["ItemSapphire",25000], ["ItemAmethyst",30000], ["ItemEmerald",35000], ["ItemCitrine",40000], ["ItemRuby",45000]]; // Array of gem prices, only works with config traders. Set DZE_GemWorthArray=[]; to disable return change in gems. DZE_SaleRequiresKey = false; // Require the player has the key for a vehicle in order to sell it. The key can be in the player's toolbelt, backpack, or the vehicle's inventory. DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in Z_VehicleDistance = 40; // Max distance a vehicle can be sold or accessed from at a trader. Z_AllowTakingMoneyFromBackpack = true; // Allow traders to take money from backpacks when buying with default currency. Z_AllowTakingMoneyFromVehicle = true; // Allow traders to take money from vehicles when buying with default currency. Z_SingleCurrency = true; // Does your server use a single currency system? CurrencyName = "Coins"; // If using single currency this is the currency display name. DZE_MoneyStorageClasses = DZE_LockableStorage; // List of classnames that players can bank with. If you want a specific class name added (i.e Plastic_Pole_EP1_DZ) consult the README.md on github. ZSC_defaultStorageMultiplier = 200; // Default magazine count for banks objects that don't have storage slots (i.e Suitcase, Info_Board_EP1, Plastic_Pole_EP1_DZ) ZSC_MaxMoneyInStorageMultiplier = 50000; // Multiplier for how much money a bank object can hold, example: 200 magazine slots in the object (or the default value above ^^) multiplied by the 50,000 multiplier is 10 million coin storage. (200*50000=10m coins) Z_bankVariable = "moneySpecial"; // If using single currency this is the variable name used to store object bank wealth. Z_globalVariable = "GlobalMoney"; // If using single currency this is the variable name used to store coins globally. //Z_moneyVariable = "GlobalMoney"; // Uncomment this this to make it so players don't lose coins on death. Will need to disable checkWallet as you can dupe if you have this and check wallet running. /* IMPORTANT: The following 2 variables below are CASE SENSITIVE! If you don't put the object/trader classname EXACTLY how they appear in game, THEY WILL NOT WORK! */ ZSC_bankObjects = [""]; // Array of objects that are available for banking (i.e Suitcase, Info_Board_EP1) ZSC_bankTraders = ["Functionary1_EP1_DZ"]; // Array of trader classnames that are available for banking (i.e RU_Functionary1) ZSC_limitOnBank = true; // Have a limit on the bank? (i.e true or false) limits the global banking to the number below. ZSC_maxBankMoney = 10000000; // Default limit for bank objects. //Player self-action handles dayz_resetSelfActions = { s_player_hotwirevault = -1; s_player_equip_carry = -1; s_player_fire = -1; s_player_cook = -1; s_player_boil = -1; s_player_fireout = -1; s_player_packtent = -1; s_player_packtentinfected = -1; s_player_fillfuel = -1; s_player_grabflare = -1; s_player_removeflare = -1; s_player_studybody = -1; s_player_deleteBuild = -1; s_player_flipveh = -1; s_player_sleep = -1; s_player_fillfuel210 = -1; s_player_fillfuel20 = -1; s_player_fillfuel5 = -1; s_player_siphonfuel = -1; s_player_repair_crtl = -1; s_player_fishing = -1; s_player_fishing_veh = -1; s_player_gather = -1; s_player_destroytent = -1; s_player_attach_bomb = -1; s_player_upgradestorage = -1; s_player_Drinkfromhands = -1; /*s_player_lockhouse = -1; //Vanilla base building currently not used in Epoch s_player_unlockhouse = -1; s_player_openGate = -1; s_player_CloseGate = -1; s_player_breakinhouse = -1; s_player_setCode = -1; s_player_BuildUnLock = -1; s_player_BuildLock = -1;*/ // EPOCH ADDITIONS s_player_packvault = -1; s_player_lockvault = -1; s_player_unlockvault = -1; s_player_attack = -1; s_player_callzombies = -1; s_player_showname = -1; s_player_pzombiesattack = -1; s_player_pzombiesvision = -1; s_player_pzombiesfeed = -1; s_player_tamedog = -1; s_player_parts_crtl = -1; s_player_movedog = -1; s_player_speeddog = -1; s_player_calldog = -1; s_player_feeddog = -1; s_player_waterdog = -1; s_player_staydog = -1; s_player_trackdog = -1; s_player_barkdog = -1; s_player_warndog = -1; s_player_followdog = -1; s_player_information = -1; s_player_fuelauto = -1; s_player_fuelauto2 = -1; s_player_fillgen = -1; s_player_upgrade_build = -1; s_player_maint_build = -1; s_player_downgrade_build = -1; s_player_towing = -1; s_halo_action = -1; s_player_SurrenderedGear = -1; s_player_maintain_area = -1; s_player_maintain_area_force = -1; s_player_maintain_area_preview = -1; s_player_heli_lift = -1; s_player_heli_detach = -1; s_player_lockUnlock_crtl = -1; s_player_lockUnlockInside_ctrl = -1; s_player_toggleSnap = -1; s_player_toggleSnapSelect = -1; s_player_toggleSnapSelectPoint = []; snapActions = -1; s_player_plot_boundary = -1; s_player_plotManagement = -1; s_player_toggleDegree = -1; s_player_toggleDegrees=[]; degreeActions = -1; s_player_toggleVector = -1; s_player_toggleVectors=[]; vectorActions = -1; s_player_manageDoor = -1; // Custom below s_givemoney_dialog = -1; s_bank_dialog = -1; s_player_checkWallet = -1; s_bank_dialog1 = -1; s_bank_dialog2 = -1; s_garage_dialog = -1; s_garage_dialog2 = -1; }; call dayz_resetSelfActions; Link to comment Share on other sites More sharing options...
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Anhor
Maybe I´m blind, maybe I´m an idiot ............ but on my server (Napf) it never rains, or the good old storms with thunder and lightning.
I was searching for a dynamic weather sqf .......... but I can`t find them.
Someone able to help me out?
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