Gameplay Settings – DayZ

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m (Text replacement - "Category:DayZ: Editing" to "{{GameCategory|dayz|Editing}}")
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|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
|0/false
|-
|-
|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
|0/false
|-
|-
|int
|int
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|disableBaseDamage
|disableBaseDamage
|Damage from structures built through base-building
|Damage from structures built through base-building
|0
|0/false
|-
|-
|bool
|bool
Line 204: Line 204:
|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
|0/false
|-
|-
|bool
|bool
|disableIsCollidingPlayerCheck
|disableIsCollidingPlayerCheck
|Allows placement when the hologram is colliding with player
|Allows placement when the hologram is colliding with player
|0
|0/false
|-
|-
|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
|0/false
|-
|-
|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
|0/false
|-
|-
|bool
|bool
|disableIsCollidingGPlotCheck
|disableIsCollidingGPlotCheck
|Allows placement of garden plots despite incompatible surface type
|Allows placement of garden plots despite incompatible surface type
|0
|0/false
|-
|-
|bool
|bool
|disableIsCollidingAngleCheck
|disableIsCollidingAngleCheck
|Allows placement despite exceeding roll/pitch/yaw limits
|Allows placement despite exceeding roll/pitch/yaw limits
|0
|0/false
|-
|-
|bool
|bool
|disableIsPlacementPermittedCheck
|disableIsPlacementPermittedCheck
|Allows placement event when not permitted by rudimentary checks
|Allows placement event when not permitted by rudimentary checks
|0
|0/false
|-
|-
|bool
|bool
|disableHeightPlacementCheck
|disableHeightPlacementCheck
|Allows placement with limited height space
|Allows placement with limited height space
|0
|0/false
|-
|-
|bool
|bool
|disableIsUnderwaterCheck
|disableIsUnderwaterCheck
|Allows placement under water
|Allows placement under water
|0
|0/false
|-
|-
|bool
|bool
|disableIsInTerrainCheck
|disableIsInTerrainCheck
|Allows placement when clipping with terrain
|Allows placement when clipping with terrain
|0
|0/false
|-
|-
|bool
|bool
|disablePerformRoofCheck
|disablePerformRoofCheck
|Allows construction when clipping with the roof
|Allows construction when clipping with the roof
|0
|0/false
|-
|-
|bool
|bool
|disableIsCollidingCheck
|disableIsCollidingCheck
|Allows construction when colliding with objects in the world
|Allows construction when colliding with objects in the world
|0
|0/false
|-
|-
|bool
|bool
|disableDistanceCheck
|disableDistanceCheck
|Prevents construction when player gets bellow specified range
|Prevents construction when player gets bellow specified range
|0
|0/false
|}
|}
==== Hit indicator ====
==== Hit indicator ====
Line 276: Line 276:
|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
|0/false
|-
|-
|int
|int
Line 311: Line 311:
|hitIndicationPostProcessEnabled
|hitIndicationPostProcessEnabled
|Allows for disabling of the old hit effect (red flash)
|Allows for disabling of the old hit effect (red flash)
|1
|1/true
|}
|}
==== Navigation ====
==== Navigation ====
Line 323: Line 323:
|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
|0/false
|-
|-
|bool
|bool
|ignoreMapOwnership
|ignoreMapOwnership
|Player can open a map (and just the map) using dedicated input ("M") even without map in player's inventory.
|Player can open a map (and just the map) using dedicated input ("M") even without map in player's inventory.
|0
|0/false
|-
|-
|bool
|bool
|ignoreNavItemsOwnership
|ignoreNavItemsOwnership
|Compass and/or GPS receiver are not needed for displaying helpers on the 2D map.
|Compass and/or GPS receiver are not needed for displaying helpers on the 2D map.
|0
|0/false
|-
|-
|bool
|bool
|displayPlayerPosition
|displayPlayerPosition
|Shows the red maker on the map, on player's position. It also display direction on the marker.
|Shows the red maker on the map, on player's position. It also display direction on the marker.
|0
|0/false
|-
|-
|bool
|bool
|displayNavInfo
|displayNavInfo
|Hide GPS and Compass UI from the map legend completely (even when player has those items in inventory).
|Hide GPS and Compass UI from the map legend completely (even when player has those items in inventory).
|1
|1/true
|}
|}
==== Drowning ====
==== Drowning ====

Revision as of 15:07, 26 April 2023

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/false
bool disablePersonalLight Disables the omnipresent personal light lighting up objects close to player during night-time 0/false
int lightingConfig What type of lighting will be used during night time (0 = bright, 1 = dark) 1
float array wetnessWeightModifiers Values for item weight modification based on wetness level of the item. Values from left to right: [DRY, DAMP, WET, SOAKED, DRENCHED] {1.0, 1.0, 1.33, 1.66, 2.0};

Base building object damage

Type Parameter Details Default
bool disableBaseDamage Damage from structures built through base-building 0/false
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
float sprintSwimmingStaminaModifier Modifies the rate at which the stamina is being consumed during fast swimming 1
float sprintLadderStaminaModifier Modifies the rate at which the stamina is being consumed during fast ladder climbing 1
float meleeStaminaModifier Modifies how much stamina is being consumed when performing heavy melee attacks and evasion 1
float obstacleTraversalStaminaModifier Modifies how much stamina is being consumed when performing jumping, climbing and vaulting 1
float holdBreathStaminaModifier Modifies the rate at which the stamina is being consumed when holding breath 1

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
bool allowStaminaAffectInertia When enabled allows stamina value influence player's inertia 1 - enabled

Object placement and building restrictions

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

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/false
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/true

Navigation

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

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.