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endless zombie spawn on helicopter crashes 1062


Tanita-Corp

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all my confic in any file:

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.

//Server settings
dayZ_instance = 11; //Instance ID of this server
dayZ_serverName = ""; //Shown to all players in the bottom left of the screen (country code + server number)

//Game settings
dayz_antihack = 0; // DayZ Antihack / 1 = enabled // 0 = disabled
dayz_REsec = 0; // DayZ RE Security / 1 = enabled // 0 = disabled
dayz_enableRules = false; //Enables a nice little news/rules feed on player login (make sure to keep the lists quick).
dayz_quickSwitch = false; //Turns on forced animation for weapon switch. (hotkeys 1,2,3) False = enable animations, True = disable animations
dayz_POIs = false; //Adds Point of Interest map additions (negatively impacts FPS)
dayz_infectiousWaterholes = false; //Randomly adds some bodies, graves and wrecks by ponds (negatively impacts FPS)
dayz_ForcefullmoonNights = true; // Forces night time to be full moon.
dayz_randomMaxFuelAmount = 500; //Puts a random amount of fuel in all fuel stations.
DZE_R3F_WEIGHT = true;
DZE_PlayerZed = false;

DefaultMagazines = ["HandRoadFlare","ItemBandage","ItemPainkiller","8Rnd_9x18_Makarov","8Rnd_9x18_Makarov"];
DefaultWeapons = ["Makarov_DZ","ItemToolbox"];

//DayZMod presets
dayz_presets = "Custom"; //"Custom","Classic","Vanilla","Elite"

//Only need to edit if you are running a custom server.
if (dayz_presets == "Custom") then {
    dayz_enableGhosting = false; //Enable disable the ghosting system.
    dayz_ghostTimer = 60; //Sets how long in seconds a player must be disconnected before being able to login again.
    dayz_spawnselection = 0; //(Chernarus only) Turn on spawn selection 0 = random only spawns, 1 = spawn choice based on limits
    dayz_spawncarepkgs_clutterCutter = 0; //0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnCrashSite_clutterCutter = 0;    // heli crash options 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass
    dayz_spawnInfectedSite_clutterCutter = 0; // infected base spawn 0 = loot hidden in grass, 1 = loot lifted, 2 = no grass 
    dayz_bleedingeffect = 2; //1 = blood on the ground (negatively impacts FPS), 2 = partical effect, 3 = both
    dayz_OpenTarget_TimerTicks = 60 * 10; //how long can a player be freely attacked for after attacking someone unprovoked
    dayz_nutritionValuesSystem = true; //true, Enables nutrition system, false, disables nutrition system.
    dayz_classicBloodBagSystem = true; // disable blood types system and use the single classic ItemBloodbag
    dayz_enableFlies = false; // Enable flies on dead bodies (negatively impacts FPS).
};
// blood
DZE_SelfTransfuse        = true;              // Разрешить игрокам переливание крови
DZE_selfTransfuse_Values = [4000,50,120];     // Количество крови, шанс заражения в %, время восполнения крови в секундах

//Temp settings
dayz_DamageMultiplier = 2; //1 - 0 = Disabled, anything over 1 will multiply damage. Damage Multiplier for Zombies.
dayz_maxGlobalZeds = 500; //Limit the total zeds server wide.
dayz_temperature_override = false; // Set to true to disable all temperature changes.

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, 30, 0, 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 = 0.09; // 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 = 250; // Distance to show name tags (red for bandit, blue for hero, green for friend)
DZE_HeartBeat = true; // 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_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_BuildHeightLimit = 0; // 0 = No building height limit | >0 = Height limit in meters | Changing this to 30 would limit the maximum built height to 30 meters.
DZE_GodModeBaseExclude = []; //Array of object class names excluded from the god mode bases feature
DZE_GodModeBase = true; //Array of object class names excluded from the god mode bases feature
DZE_salvageLocked = false; //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 - Larger values slow the effect, smaller values accelerate it
DZE_ZombieSpeed = [0,0]; //Default agro speed is 6 per zombie config, set array elements 0 and 1 the same for non-variable speed, set to 0 to disable. array format = [min, max];  Ex: [2, 6]; results in a range of speed between 2 and 6 (2 is the old DZE_slowZombies hard-coded speed)

// SafeZone
DZE_SafeZoneZombieLoot = false;  // Enable spawning of Zombies and loot in positions listed in DZE_SafeZonePosArray?
DZE_SafeZoneNoBuildItems = []; // Array of object class names not allowed to be built near the zones in DZE_SafeZonePosArray (see mission\init.sqf). Can be nested arrays for custom distances. i.e ["VaultStorageLocked","LockboxStorageLocked",["Plastic_Pole_EP1_DZ",1300]] etc.
DZE_SafeZoneNoBuildDistance = 150; // Distance from zones in DZE_SafeZonePosArray (see mission\init.sqf) to disallow building near.

DZE_SafeZonePosArray       =  [         // Координаты сейф-зон. Формат [[[x,y,z], радиус],[[x,y,z], радиус]];
    [[6326,7809           ,0],100],     // Старый Собор
    [[11447,11364         ,0],100],     // Клён
    [[4064,11665          ,0],100],     // Баш
    [[12944,12766         ,0],100],     // Рынок героев
    [[1668,7688           ,0],100],     // Рынок бандитов
    [[11776.9,12807.8     ,0], 30],     // Аэро Красностав
    [[4179.7925,10888.671 ,0], 30],     // Аэро Bash
    [[4615.78,2544.68     ,0], 30]      // Аэро Balota    
];

// 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)

// 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

// 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_keepVehicleKey = false; // Keep the vehicle key when the vehicle is sold? (Useful on servers with the key changer mod)
DZE_TRADER_SPAWNMODE = false; // Vehicles purchased at traders will be parachuted in
Z_VehicleDistance = 60; // Max distance a vehicle can be sold or accessed from at a trader.
Z_AllowTakingMoneyFromBackpack = false; // Allow traders to take money from backpacks when buying with default currency.
Z_AllowTakingMoneyFromVehicle = false; // Allow traders to take money from vehicles when buying with default currency.

// 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 = true; //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 = 100; //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_limitPlots = false; // Limit the amount of plot poles per person to 1, UIDS in the DZE_PlotManagementAdmins array are exempt.
DZE_PlotPole = [60,75];
DZE_BuildingLimit = 400;
DZE_isRemovable = []; //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 = ["Plastic_Pole_EP1_DZ","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.

// 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 = 40; // 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 = 40; // Max distance player can raise or lower object from start position when building.
DZE_StaticConstructionCount = 2;
DZE_StaticDeConstructionCount = 1;
DZE_MaxBuildHeight = 40;

BlacklistedBuildings = [
//  ["What text will say", "Class name of building you want to block", Distance around that building to block (radius in meters)]
    ["Fire Station","Land_a_stationhouse",30],
    ["Control Tower","Land_Mil_ControlTower",20],
    ["Hangar","Land_SS_Hangar",30],
    ["Barracks","Land_Mil_Barracks",20],
    ["Barracks","Land_MIL_Barracks_i",20],                      
    ["Hospital","Land_A_Hospital",30],                         
    ["Office","Land_A_Office01",30],                       
    ["General Store","Land_A_GeneralStore_01a",20],
    ["Vehicle Service Point","Land_A_FuelStation_Build",60],
    ["Vehicle Service Point","Land_A_FuelStation_Shed",60]
];

RestrictedBuildingZones = [
//  ["What text will say", [Choords of place to block], Distance around that area to block (radius in meters)]
    ["Balota Airfield",[5158.72, 2518.75,0],1000],
    ["NEAF",[12110.7,12708.5,0],1000],
    ["NWAF",[4569.23,10268.6,0],1000],
    ["Stary",[6328.35,7793.04,0],1000],
    ["Bash",[4067.2,11667.4,0],1000],
    ["Klen",[11455.1,11356.2,0],1000],
    ["Lopatino", [2771.1448, 9980.3135,0], 150],
    ["Lopatino", [2855.3296, 9755.6631,0], 160],
    ["Lopatino", [2512.6558, 9649.9326,0], 60],
    ["Lopatino", [2559.856,  9779.2627,0], 70],
    ["no build", [2751.4893, 9495.1182,0], 30],
    ["no build", [2647.6484, 9578.1895,0], 10],
    ["no build", [1977.2091, 9154.9307,0], 30],
    ["no build", [2174.9224, 7926.2578,0], 20],
    ["no build", [1909.4742, 7502.6494,0], 35],
    ["myshkino", [2000.5725, 7335.1904,0], 100]    
];

DZE_modularConfig = [
    ["MetalFloor_DZ", [["metal_floor_kit",1]]],
    ["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
    ["CinderWallHalf_DZ", [["CinderBlocks",3],["MortarBucket",1]]],
    ["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
];
/*
    Array of classnames with magazine based loot to be refunded on deconstruction of modular built items that do not typically refund.

    For example:
    DZE_modularConfig = [
        ["CinderWall_DZ", [["CinderBlocks",7],["MortarBucket",2]]],
        ["CinderWallDoor_DZ", [["CinderBlocks",7],["MortarBucket",2],["ItemTankTrap",3],["ItemPole",[1,3]]]]
    ];

    This would refund 7 cinder blocks and 2 mortar for "CinderWall_DZ"
    For "CinderWallDoor_DZ" you would get 7 cinder blocks, 2 mortar, 3 tank traps and a random number of poles between 1 and 3.
    The refund amount can be an array where the first param is the minimum and the second is the maximum, it will refund a random amount between them.
*/

// 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 = 1; // Players can see their own position on the map 0=never, 1=always, 2=With GPS only
dayz_markBody = 1; // Players can see their corpse position on the map 0=never, 1=always, 2=With GPS only
dayz_requireRadio = false; // Require players to have a radio on their toolbelt to create a group, be in a group and receive invites.

// ZSC
CurrencyName = "BitCoins"; // If using single currency this is the currency display name.
Z_moneyVariable = "cashMoney"; // If using single currency this is the variable name used to store player wealth.
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_singleCurrency = true; // Enable or disable coins?
Z_globalBanking = true; // Enable global banking? Disabled by default.
Z_globalBankingTraders = true; // Enable global banking traders at trader cities? Disabled by default.

DZE_LockableStorage = ["VaultStorage","VaultStorageLocked","LockboxStorageLocked","LockboxStorage"];
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","Laptop_EP1","SatPhone"]
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)

/*
    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 = ["Laptop_EP1","MAP_pc"]; // Array of objects that are available for banking i.e: ["Suitcase","Info_Board_EP1","Laptop_EP1","SatPhone"]
ZSC_bankTraders = ["Functionary1_EP1"]; // 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 = 5000000; // Default limit for bank objects.

// Virtual garage stuff

vg_list = ["Land_MBG_Garage_Single_A","Land_MBG_Garage_Single_B","Land_MBG_Garage_Single_C","Land_MBG_Garage_Single_D"]; // List of objects/traders that are allowed to interact with virtual garage. i.e: ["Plastic_Pole_EP1_DZ","Worker2"];
vg_blackListed = []; // Array of vehicle config classes as well as vehicle classnames that are blacklisted from being stored, i.e ["All","LandVehicles","Air","Boat","StaticWeapon","AH1Z","MTVR"]
vg_heliPads = ["HeliH","HeliHCivil","HeliHRescue","MAP_Heli_H_army","MAP_Heli_H_cross","Sr_border"]; // Array of heli pad classnames
vg_maintainCost = 0;
vg_removeKey = true; // Remove the key from the players inventory after storing vehicle?
vg_requireKey = true; // Require the player to have the key when storing a locked vehicle.
vg_storeWithGear = true; // Allow storing vehicles with gear?
vg_tiedToPole = false; // Tie the virtual garage to a local plot pole? If no plot pole is present (i.e a communal garage at a trader etc) the players UID will be used.
vg_disableThermal = []; // Array of vehicle config classes as well as vehicle classnames to disable thermal on when being spawned. i.e: ["All","LandVehicles","Air","Boat","StaticWeapon","AH1Z","MTVR"];
vg_pricePer = 0; // Price in worth to store a vehicle per gear item, use 0 if you want it to be free.
vg_sortColumn = 0; //0 or an out of range value sorts by the default column 'DisplayName', otherwise 1 = 'DateStored', 2 = 'id', 3 = 'Name' (of storing player), 4 = 'DateMaintained'
vg_price = [["Land",0],["Air",0],["Boat",0]];
/*
    vg_price can be an array of vehicle config classes as well as vehicle classnames, you need to put these in order of what you prefer to get checked first.
    Price is in worth for briefcases or coins for gold based servers (10,000 worth is considered 1 briefcase, 100,000 coins is considered 1 briefcase)

    i.e:
    vg_price = [["Land",500],["Air",300],["Boat",0]];
    vg_price = [["350z_red",0],["Land",0],["AH1Z",0],["Air",0],["Boat",0]];
*/
vg_limit = [["Land",15],["Air",15],["Boat",15]];

// Vehicle Key Changer
dze_vkc = true;
vkc_claimPrice = 1000; // Amount in worth for claiming a vehicle. See the top of this script for an explanation.
vkc_changePrice = 5000; // Amount in worth for changing the key for a vehicle. See the top of this script for an explanation.

// Tow Lift
DZE_tow = true;
MF_Tow_Distance                    = 14;                  // Minimum distance (in meters) away from vehicle the tow truck must be to tow.
MF_Tow_Multi_Towing                 = false;              // Allow a vehicle which is towing another vehicle already to be towed by another tow. Disabled by default.
MF_Tow_Multi_Towing_BTC         = false;                 //if u use =BTC=_Lift and dont wont Lift tow-towning Vehicles

// Evac Chopper Config
playerHasEvacField = false;     // DO NOT CHANGE.
playersEvacField = objNull;     // DO NOT CHANGE.
s_player_evacChopper = [];      // DO NOT CHANGE.
evac_chopperInProgress = false; // DO NOT CHANGE.

evac_chopperPrice = 1; // This is the price players pay in full briefcases to set up an evac chopper (between 1-12 briefcases). Players must have the briefcases in their inventory.
evac_chopperUseZSC = true; // If you have ZSC installed you can set this to true and have players pay the amount below to set up an evac chopper.
evac_chopperPriceZSC = 10000; // Price for evac chopper if you have ZSC Installed and evac_chopperUseZSC set to true.
evac_chopperMinDistance = 500; // Minimum distance for player to call evac chopper. Do not set this lower than 500.
evac_chopperZoneMarker = 0; // Evac zone marker type (0 = Landingpad | 1 = Smoke).
evac_chopperNeedRadio = 1; // 1 - Require player to have a radio in gear to call evac chopper | 0 - Doesn't require radio to call evac chopper.
evac_chopperUseClickActions = false; // If you have Mudzereli's Deploy Anything installed and are going to use click actions to call the evac chopper, set this to true (disables call chopper self-action loop).

 

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