Gameplay Settings – DayZ

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Line 21: Line 21:
!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|int
|int
|version
|version
|Internal parameter to keep track of the version of the file
|Internal parameter to keep track of the version of the file
|current version, e.g. "119"
|-
|-
|string array
|string array
|objectSpawnersArr
|objectSpawnersArr
|File names of the JSON files containing spawner data (see [[DayZ:Object Spawner|Object Spawner]] )
|File names of the JSON files containing spawner data (see [[DayZ:Object Spawner|Object Spawner]] )
|[]
|-
|-
|bool
|bool
|disableRespawnDialog
|disableRespawnDialog
|Disable a UI dialogue window in which the player selects the type of respawn they wish to perform after pressing the respawn button
|Disable a UI dialogue window in which the player selects the type of respawn they wish to perform after pressing the respawn button
|0
|-
|-
|bool
|bool
|disablePersonalLight
|disablePersonalLight
|Disables the omnipresent personal light lighting up objects close to player during night-time
|Disables the omnipresent personal light lighting up objects close to player during night-time
|0
|-
|-
|int
|int
|lightingConfig
|lightingConfig
|What type of lighting will be used during night time (0 = bright, 1 = dark)
|What type of lighting will be used during night time (0 = bright, 1 = dark)
|1
|}
|}
==== Base building object damage ====
==== Base building object damage ====
Line 47: Line 53:
!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|bool
|bool
|disableBaseDamage
|disableBaseDamage
|Damage from structures built through base-building
|Damage from structures built through base-building
|0
|-
|-
|bool
|bool
|disableContainerDamage
|disableContainerDamage
|Disable damage from items such as tents and barrels
|Disable damage from items such as tents and barrels
|0
|}
|}
==== Stamina ====
==== Stamina ====
Line 61: Line 70:
!Parameter
!Parameter
!Details
!Details
!Default
|-
|float
|sprintStaminaModifierErc
|Modifies the rate at which the stamina is being consumed during erected sprint
|1.0
|-
|float
|sprintStaminaModifierCro
|Modifies the rate at which the stamina is being consumed during crouched sprint
|1.0
|-
|-
|float
|float
|staminaWeightLimitThreshold
|staminaWeightLimitThreshold
|This amount of stamina points (divided by 1000) will not count towards stamina weight deduction
|This amount of stamina points (divided by 1000) will not count towards stamina weight deduction
|6000.0
|-
|-
|float
|float
|staminaMax
|staminaMax
|Maximum stamina (setting to 0 may produce unexpected results)
|Maximum stamina (setting to 0 may produce unexpected results)
|100.0
|-
|-
|float
|float
|staminaKgToStaminaPercentPenalty
|staminaKgToStaminaPercentPenalty
|Multiplier used when calculating stamina points deducted from max stamina given the player load
|Multiplier used when calculating stamina points deducted from max stamina given the player load
|1.75
|-
|-
|float
|float
|staminaMinCap
|staminaMinCap
|Minimum size of stamina cap (setting to 0 may produce unexpected results)
|Minimum size of stamina cap (setting to 0 may produce unexpected results)
|-
|5.0
|float
|sprintStaminaModifierErc
|Modifies the rate at which the stamina is being consumed during erected sprint
|-
|float
|sprintStaminaModifierCro
|Modifies the rate at which the stamina is being consumed during crouched sprint
|}
|}


Line 92: Line 108:
!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|float
|float
|shockRefillSpeedConscious
|shockRefillSpeedConscious
|Shock value recovery while the player is conscious (per second)
|Shock value recovery while the player is conscious (per second)
|5.0
|-
|-
|float
|float
|shockRefillSpeedUnconscious
|shockRefillSpeedUnconscious
|Shock value recovery while the player is unconscious (per second)
|Shock value recovery while the player is unconscious (per second)
|1.0
|-
|-
|bool
|bool
|allowRefillSpeedModifier
|allowRefillSpeedModifier
|Allow/disallow modifier of Shock value recovery based on ammo type settings (typically faster waking-up from uncon after getting shot)
|Allow/disallow modifier of Shock value recovery based on ammo type settings (typically faster waking-up from uncon after getting shot)
|true
|}
|}


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!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|float
|float
|timeToStrafeJog
|timeToStrafeJog
|Time to blend strafing (diagonal movement) while jogging (min possible value 0.01)
|Time to blend strafing (diagonal movement) while jogging (min possible value 0.01)
|0.1
|-
|-
|float
|float
|rotationSpeedJog
|rotationSpeedJog
|Rotation speed of the character while jogging (min possible value 0.01)
|Rotation speed of the character while jogging (min possible value 0.01)
|0.3
|-
|-
|float
|float
|timeToSprint
|timeToSprint
|Time to reach sprint from jog (min possible value 0.01)
|Time to reach sprint from jog (min possible value 0.01)
|0.45
|-
|-
|float
|float
|timeToStrafeSprint
|timeToStrafeSprint
|Time to blend strafing (diagonal movement) while sprinting (min possible value 0.01)
|Time to blend strafing (diagonal movement) while sprinting (min possible value 0.01)
|0.3
|-
|-
|float
|float
|rotationSpeedSprint
|rotationSpeedSprint
|Rotation speed of the character while sprinting (min possible value 0.01)
|Rotation speed of the character while sprinting (min possible value 0.01)
|0.15
|}
|}


Line 138: Line 164:
!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|bool
|bool
|disableIsCollidingBBoxCheck
|disableIsCollidingBBoxCheck
|Allows placement when the hologram is colliding with objects in the world
|Allows placement when the hologram is colliding with objects in the world
|0
|-
|-
|bool
|bool
|disableIsCollidingPlayerCheck
|disableIsCollidingPlayerCheck
|Allows placement when the hologram is colliding with player
|Allows placement when the hologram is colliding with player
|0
|-
|-
|bool
|bool
|disableIsClippingRoofCheck
|disableIsClippingRoofCheck
|Allows placement where placing would cause clipping with the roof
|Allows placement where placing would cause clipping with the roof
|0
|-
|-
|bool
|bool
|disableIsBaseViableCheck
|disableIsBaseViableCheck
|Allows placement on dynamic objects and other otherwise incompatible base
|Allows placement on dynamic objects and other otherwise incompatible base
|0
|-
|-
|bool
|bool
|disableIsCollidingGPlotCheck
|disableIsCollidingGPlotCheck
|Allows placement of garden plots despite incompatible surface type
|Allows placement of garden plots despite incompatible surface type
|0
|-
|-
|bool
|bool
|disableIsCollidingAngleCheck
|disableIsCollidingAngleCheck
|Allows placement despite exceeding roll/pitch/yaw limits
|Allows placement despite exceeding roll/pitch/yaw limits
|0
|-
|-
|bool
|bool
|disableIsPlacementPermittedCheck
|disableIsPlacementPermittedCheck
|Allows placement event when not permitted by rudimentary checks
|Allows placement event when not permitted by rudimentary checks
|0
|-
|-
|bool
|bool
|disableHeightPlacementCheck
|disableHeightPlacementCheck
|Allows placement with limited height space
|Allows placement with limited height space
|0
|-
|-
|bool
|bool
|disableIsUnderwaterCheck
|disableIsUnderwaterCheck
|Allows placement under water
|Allows placement under water
|0
|-
|-
|bool
|bool
|disableIsInTerrainCheck
|disableIsInTerrainCheck
|Allows placement when clipping with terrain
|Allows placement when clipping with terrain
|0
|-
|-
|bool
|bool
|disablePerformRoofCheck
|disablePerformRoofCheck
|Allows construction when clipping with the roof
|Allows construction when clipping with the roof
|0
|-
|-
|bool
|bool
|disableIsCollidingCheck
|disableIsCollidingCheck
|Allows construction when colliding with objects in the world
|Allows construction when colliding with objects in the world
|0
|-
|-
|bool
|bool
|disableDistanceCheck
|disableDistanceCheck
|Prevents construction when player gets bellow specified range
|Prevents construction when player gets bellow specified range
|0
|}
|}
==== Hit indicator ====
==== Hit indicator ====
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!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|bool
|bool
|hitDirectionOverrideEnabled
|hitDirectionOverrideEnabled
|Decides whether the values get used or not. Since anything undefined in the 'HitIndicationData' class (or any class in json file) is considered zero, allows us to determine that some valid data had been loaded.
|Decides whether the values get used or not. Since anything undefined in the 'HitIndicationData' class (or any class in json file) is considered zero, allows us to determine that some valid data had been loaded.
|0
|-
|-
|int
|int
|hitDirectionBehaviour
|hitDirectionBehaviour
|Dictates general behaviour of the hit indicator. 0 == Disabled, 1 == Static, 2 == Dynamic (moving when displayed, WIP)
|Dictates general behaviour of the hit indicator. 0 == Disabled, 1 == Static, 2 == Dynamic (moving when displayed, WIP)
|1
|-
|-
|int
|int
|hitDirectionStyle
|hitDirectionStyle
|Dictates which type of indicator gets used. Set of images and position calculations. 0 == 'splash', 1 == 'spike', 2 == 'arrow'
|Dictates which type of indicator gets used. Set of images and position calculations. 0 == 'splash', 1 == 'spike', 2 == 'arrow'
|0
|-
|-
|string
|string
|hitDirectionIndicatorColorStr
|hitDirectionIndicatorColorStr
|Color of the indicator widget, in ARGB format. The color is written in string form (""). For more info on the ARGB format, see section below.
|Color of the indicator widget, in ARGB format. The color is written in string form (""). For more info on the ARGB format, see section below.
|"0xffbb0a1e"
|-
|-
|float
|float
|hitDirectionMaxDuration
|hitDirectionMaxDuration
|Maximal duration of the hit indicator. Actual duration is between 0.6..1.0 of the defined value, depending on the severity of the hit (which generally means heavier hits == longer indication)
|Maximal duration of the hit indicator. Actual duration is between 0.6..1.0 of the defined value, depending on the severity of the hit (which generally means heavier hits == longer indication)
|2.0
|-
|-
|float
|float
|hitDirectionBreakPointRelative
|hitDirectionBreakPointRelative
|Fraction of the actual duration, after which the indicator begins to recede (currently fade-out only), 0.0 = fades from the beginning, 0.5 == fades after 50% duration has elapsed, 1.0 == no fading
|Fraction of the actual duration, after which the indicator begins to recede (currently fade-out only), 0.0 = fades from the beginning, 0.5 == fades after 50% duration has elapsed, 1.0 == no fading
|0.2
|-
|-
|float
|float
|hitDirectionScatter
|hitDirectionScatter
|Amount of scatter to induce inaccuracy to the indication. Actual scatter is randomized by the amount of degrees in both directions (+- value, so value od 10 gives a potential scatter of 20 DEG)
|Amount of scatter to induce inaccuracy to the indication. Actual scatter is randomized by the amount of degrees in both directions (+- value, so value od 10 gives a potential scatter of 20 DEG)
|10.0
|-
|-
|bool
|bool
|hitIndicationPostProcessEnabled
|hitIndicationPostProcessEnabled
|Allows for disabling of the old hit effect (red flash)
|Allows for disabling of the old hit effect (red flash)
|1
|}
|}
==== Navigation ====
==== Navigation ====
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!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|bool
|bool
|use3DMap
|use3DMap
|Enables use of the 3D map only (disables the default 2d map overlay)
|Enables use of the 3D map only (disables the default 2d map overlay)
|0
|-
|-
|bool
|bool
|ignoreMapOwnership
|ignoreMapOwnership
|Player can open a map (and just the map) using dedicated input ("M") even without map in player's inventory. [default: false]
|Player can open a map (and just the map) using dedicated input ("M") even without map in player's inventory.
|0
|-
|-
|bool
|bool
|ignoreNavItemsOwnership
|ignoreNavItemsOwnership
|Compass and/or GPS receiver are not needed for displaying helpers on the 2D map. [default: false]
|Compass and/or GPS receiver are not needed for displaying helpers on the 2D map.
|0
|-
|-
|bool
|bool
|displayPlayerPosition
|displayPlayerPosition
|Shows the red maker on the map, on player's position. It also display direction on the marker. [default: false]
|Shows the red maker on the map, on player's position. It also display direction on the marker.
|0
|-
|-
|bool
|bool
|displayNavInfo
|displayNavInfo
|Hide GPS and Compass UI from the map legend completely (even when player has those items in inventory). [default: true]
|Hide GPS and Compass UI from the map legend completely (even when player has those items in inventory).
|1
|}
|}
==== Drowning ====
==== Drowning ====
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!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|float
|float
|staminaDepletionSpeed
|staminaDepletionSpeed
|Stamina depleted per second while drowning
|Stamina depleted per second while drowning
|10.0
|-
|-
|float
|float
|healthDepletionSpeed
|healthDepletionSpeed
|Health depleted per second while drowning
|Health depleted per second while drowning
|10.0
|-
|-
|float
|float
|shockDepletionSpeed
|shockDepletionSpeed
|Shock depleted per second while drowning
|Shock depleted per second while drowning
|10.0
|}
|}


Line 279: Line 338:
!Parameter
!Parameter
!Details
!Details
!Default
|-
|-
|float array
|float array
|environmentMinTemps
|environmentMinTemps
|List of minimal temperatures (12 values exactly)
|List of minimal temperatures (12 values exactly)
|[-3, -2, 0, 4, 9, 14, 18, 17, 12, 7, 4, 0]
|-
|-
|float array
|float array
|environmentMaxTemps
|environmentMaxTemps
|List of maximal temperatures (12 values exactly)
|List of maximal temperatures (12 values exactly)
|[3, 5, 7, 14, 19, 24, 26, 25, 21, 16, 10, 5]
|}
|}



Revision as of 11:54, 10 November 2022

What are gameplay settings?

Modding and customizing mission file (init.c) are very potent tools for server admins, however neither is very user friendly nor are they accessible to everyone.

Gameplay settings provide a way for server admins to tweak the game's behavior by simply modifying values inside the gameplay settings' JSON file.

Initial set-up

The gameplay settings are located in DZ\worlds\chernarusplus\ce\cfggameplay.json, before you can start using it, you need to copy this file to your mission folder.

Once there, you can freely modify any of the values inside. To enable the usage of the file, you also need to add a new parameter "enableCfgGameplayFile = 1;" to your server.cfg file.

From that point on, whenever you run the server, the cfggameplay.json will be loaded and used by the game.

Parameters

General

Type Parameter Details Default
int version Internal parameter to keep track of the version of the file current version, e.g. "119"
string array objectSpawnersArr File names of the JSON files containing spawner data (see Object Spawner ) []
bool disableRespawnDialog Disable a UI dialogue window in which the player selects the type of respawn they wish to perform after pressing the respawn button 0
bool disablePersonalLight Disables the omnipresent personal light lighting up objects close to player during night-time 0
int lightingConfig What type of lighting will be used during night time (0 = bright, 1 = dark) 1

Base building object damage

Type Parameter Details Default
bool disableBaseDamage Damage from structures built through base-building 0
bool disableContainerDamage Disable damage from items such as tents and barrels 0

Stamina

Type Parameter Details Default
float sprintStaminaModifierErc Modifies the rate at which the stamina is being consumed during erected sprint 1.0
float sprintStaminaModifierCro Modifies the rate at which the stamina is being consumed during crouched sprint 1.0
float staminaWeightLimitThreshold This amount of stamina points (divided by 1000) will not count towards stamina weight deduction 6000.0
float staminaMax Maximum stamina (setting to 0 may produce unexpected results) 100.0
float staminaKgToStaminaPercentPenalty Multiplier used when calculating stamina points deducted from max stamina given the player load 1.75
float staminaMinCap Minimum size of stamina cap (setting to 0 may produce unexpected results) 5.0

Shock

Type Parameter Details Default
float shockRefillSpeedConscious Shock value recovery while the player is conscious (per second) 5.0
float shockRefillSpeedUnconscious Shock value recovery while the player is unconscious (per second) 1.0
bool allowRefillSpeedModifier Allow/disallow modifier of Shock value recovery based on ammo type settings (typically faster waking-up from uncon after getting shot) true

Inertia

Type Parameter Details Default
float timeToStrafeJog Time to blend strafing (diagonal movement) while jogging (min possible value 0.01) 0.1
float rotationSpeedJog Rotation speed of the character while jogging (min possible value 0.01) 0.3
float timeToSprint Time to reach sprint from jog (min possible value 0.01) 0.45
float timeToStrafeSprint Time to blend strafing (diagonal movement) while sprinting (min possible value 0.01) 0.3
float rotationSpeedSprint Rotation speed of the character while sprinting (min possible value 0.01) 0.15

Object placement and building restrictions

Type Parameter Details Default
bool disableIsCollidingBBoxCheck Allows placement when the hologram is colliding with objects in the world 0
bool disableIsCollidingPlayerCheck Allows placement when the hologram is colliding with player 0
bool disableIsClippingRoofCheck Allows placement where placing would cause clipping with the roof 0
bool disableIsBaseViableCheck Allows placement on dynamic objects and other otherwise incompatible base 0
bool disableIsCollidingGPlotCheck Allows placement of garden plots despite incompatible surface type 0
bool disableIsCollidingAngleCheck Allows placement despite exceeding roll/pitch/yaw limits 0
bool disableIsPlacementPermittedCheck Allows placement event when not permitted by rudimentary checks 0
bool disableHeightPlacementCheck Allows placement with limited height space 0
bool disableIsUnderwaterCheck Allows placement under water 0
bool disableIsInTerrainCheck Allows placement when clipping with terrain 0
bool disablePerformRoofCheck Allows construction when clipping with the roof 0
bool disableIsCollidingCheck Allows construction when colliding with objects in the world 0
bool disableDistanceCheck Prevents construction when player gets bellow specified range 0

Hit indicator

Type Parameter Details Default
bool hitDirectionOverrideEnabled Decides whether the values get used or not. Since anything undefined in the 'HitIndicationData' class (or any class in json file) is considered zero, allows us to determine that some valid data had been loaded. 0
int hitDirectionBehaviour Dictates general behaviour of the hit indicator. 0 == Disabled, 1 == Static, 2 == Dynamic (moving when displayed, WIP) 1
int hitDirectionStyle Dictates which type of indicator gets used. Set of images and position calculations. 0 == 'splash', 1 == 'spike', 2 == 'arrow' 0
string hitDirectionIndicatorColorStr Color of the indicator widget, in ARGB format. The color is written in string form (""). For more info on the ARGB format, see section below. "0xffbb0a1e"
float hitDirectionMaxDuration Maximal duration of the hit indicator. Actual duration is between 0.6..1.0 of the defined value, depending on the severity of the hit (which generally means heavier hits == longer indication) 2.0
float hitDirectionBreakPointRelative Fraction of the actual duration, after which the indicator begins to recede (currently fade-out only), 0.0 = fades from the beginning, 0.5 == fades after 50% duration has elapsed, 1.0 == no fading 0.2
float hitDirectionScatter Amount of scatter to induce inaccuracy to the indication. Actual scatter is randomized by the amount of degrees in both directions (+- value, so value od 10 gives a potential scatter of 20 DEG) 10.0
bool hitIndicationPostProcessEnabled Allows for disabling of the old hit effect (red flash) 1

Navigation

Type Parameter Details Default
bool use3DMap Enables use of the 3D map only (disables the default 2d map overlay) 0
bool ignoreMapOwnership Player can open a map (and just the map) using dedicated input ("M") even without map in player's inventory. 0
bool ignoreNavItemsOwnership Compass and/or GPS receiver are not needed for displaying helpers on the 2D map. 0
bool displayPlayerPosition Shows the red maker on the map, on player's position. It also display direction on the marker. 0
bool displayNavInfo Hide GPS and Compass UI from the map legend completely (even when player has those items in inventory). 1

Drowning

Type Parameter Details Default
float staminaDepletionSpeed Stamina depleted per second while drowning 10.0
float healthDepletionSpeed Health depleted per second while drowning 10.0
float shockDepletionSpeed Shock depleted per second while drowning 10.0

Environment

Type Parameter Details Default
float array environmentMinTemps List of minimal temperatures (12 values exactly) [-3, -2, 0, 4, 9, 14, 18, 17, 12, 7, 4, 0]
float array environmentMaxTemps List of maximal temperatures (12 values exactly) [3, 5, 7, 14, 19, 24, 26, 25, 21, 16, 10, 5]

ARGB Format

ARGB used in the cfgGameplay.json is read as a string due to inherent file format limitations. It consists of:

  • Hexadecimal notation: 0x
  • Alpha value in hexadecimal format: 00 – FF
  • Red color value in hexadecimal format: 00 – FF
  • Green color value in hexadecimal format: 00 – FF
  • Blue color value in hexadecimal format: 00-FF

Result string looks like "0xFFFF0000" (red).

The value is not case sensitive, so it could be written in any case, or combination thereof.