Central Economy Configuration – DayZ

From Bohemia Interactive Community
Revision as of 00:21, 25 April 2023 by Lou Montana (talk | contribs) (Text replacement - "Category:DayZ:Central Economy" to "{{GameCategory|dayz|Central Economy}}")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search


db\globals.xml

0 for integer, 1 for float, 2 for string

Variable Type Default Unit Description
AnimalMaxCount Integer 200 - Maximal limit of spawned animals (not ambient) across all zones in map
CleanupAvoidance Integer 100 m Distance from player required for item deletion
CleanupLifetimeDeadAnimal Integer 1200 sec Default lifetime for dead animals
CleanupLifetimeDeadInfected Integer 330 sec Default lifetime for dead infected
CleanupLifetimeDeadPlayer Integer 3600 sec Default lifetime for dead player
CleanupLifetimeDefault Integer 45 sec Default lifetime for entities with no specific economy setup, but damage >= 1.0 (ie. dead)
CleanupLifetimeLimit Integer 50 - How many items can be deleted at once during standard cleanup
CleanupLifetimeRuined Integer 330 sec Default lifetime for ruined loot
FlagRefreshFrequency Integer 432000 sec Items lifetime will be refreshed with this frequency.
FlagRefreshMaxDuration Integer 3456000 sec How long the flag will be refreshing items.
IdleModeCountdown Integer 60 sec Activate economy idle mode on empty server after given time
IdleModeStartup Integer 1 - 0 to disable idle mode on server startup (will still switch on later if IdleModeCountdown is not 0)
InitialSpawn Integer 100 % How much loot will be spawned on server initial start (without storage).
LootProxyPlacement Integer 1 - Allow dispatch containers to receive the loot.
RespawnAttempt Integer 2 - How many attempts are performed during single item respawn
RespawnLimit Integer 20 - How many items of one type can be spawned at once
RespawnTypes Integer 12 - How many different types can be respawned at once
RestartSpawn Integer 0 % How much loot should be respawned during restart to nomimal
SpawnInitial Integer 1200 - How many initial test are allowed for item spawn
TimeHopping Integer 60 sec Penalty time for server hoppers
TimeLogin Integer 15 sec Default login time (max value 65536)
TimeLogout Integer 15 sec Default logout time (max value 65536)
TimePenalty Integer 20 sec Penalty time for player that is still in play session
ZombieMaxCount Integer 1000 - Maximal limit of spawned zombies across all zones in map
ZoneSpawnDist Integer 300 m Distance to invoke infected spawn in nearby zone (dynamic infected)
WorldWetTempUpdate Integer 1 - Allow update of wetness and temperature values on all items in the world.
FoodDecay Integer 1 - Allow decay on food (requires WorldWetTempUpdate set to 1).
LootDamageMin Float 0 % (0..1) Minimum applied damage to any item spawned through the CE.
LootDamageMax Float 0 % (0..1) Maximum applied damage to any item spawned through the CE.
LootSpawnAvoidance Integer 50 m Controling how far away a player should be from a loot group for loot to spawn inside of it (used to be hard-coded to 50)

cfgEconomyCore.xml

cfgEconomyCore.xml is a configuration file located in .\mpmissions\your.mission

It is used to configure classes included in the central economy, persistence backups, infected dynamic zones, CE logging, updaters and modding of other CE xml files within the mission (more information available here).

Root Classes

Root classes are parent classes of entities which will be used by the central economy. This allows you to specifically define what you want to be a part of the economy and what should stay omitted.


Attributes:

  • name - name of entity type
  • reportMemoryLOD - default is yes, this allows to turn off console messages about missing memory LODs
  • act - sets entity type (none/character/car)

If "act" type of entity is set to none (or is missing), the entity is considered to be loot. Make sure to properly define entities as character/car where needed since economy sets them up in a different way.


Default setup:

<economycore>
    <classes>
<!--
These are rootclasses to be used by economy.
Do not forget to add attribute act="character", if root class represents character (player, infected, animal)
Do not forget to add attribute act="car", if root class represents moveable vehicles
-->
        <rootclass name="DefaultWeapon" /> <!-- weapons -->
        <rootclass name="DefaultMagazine" /> <!-- magazines -->
        <rootclass name="HouseNoDestruct" reportMemoryLOD="no" /> <!-- houses, wrecks -->
        <rootclass name="Inventory_Base" /> <!-- inventory items -->
        <rootclass name="SurvivorBase" act="character" /> <!-- player characters -->
        <rootclass name="DZ_LightAI" act="character" /> <!-- infected, animals -->
        <rootclass name="Car_DZ" act="car" /> <!-- cars (sedan, hatchback, transitBus, V3S, ...) -->
    </classes>
</economycore>

Default Values

All variables have some hard-coded "default", for gameplay balancing, testing or mod support.

<economycore>
    <classes>
        ...
    </classes>
    <defaults>
        <default name="world_segments" value="1" />
        <default name="dyn_radius" value="20" />
        <default name="dyn_smin" value="0" />
        <default name="dyn_smax" value="0" />
        <default name="dyn_dmin" value="0" />
        <default name="dyn_dmax" value="5" />
        <default name="save_events_startup" value="false" />
        <default name="save_types_startup" value="false" />
    </defaults>
</economycore>
Variable Type Default Description
world_segments Integer 12 Defines how in many segments world will be split by CE - this affects save, load, cleanup and other processing events - it's performance wide for huge maps (note that default value is for Chernarus map!)
backup_period Integer 60 Period of regular backup creation (minutes)
backup_count Integer 12 Count of backups to keep - folders
backup_startup Boolean false Process backup at startup of server
dyn_radius Float 20 Default value for dynamic infected zone - size of the zone (meters)
dyn_smin Float 0 Default value for dynamic infected zone - minimal static count
dyn_smax Float 0 Default value for dynamic infected zone - maximal static count
dyn_dmin Float 0 Default value for dynamic infected zone - minimal dynamic count
dyn_dmax Float 5 Default value for dynamic infected zone - maximal dynamic count
save_events_startup Boolean on If disabled, no data/events.bin is created at startup (usefull for minimal hive setup)
save_types_startup Boolean on If disabled, no data/types.bin is created at startup (usefull for minimal hive setup)
log_hivewarning Boolean on enable/ disable some of the hive warning messages in console
log_storageinfo Boolean off enable/ disable periodic storage info messages in console (if CE stores files)
log_missionfilewarning Boolean on enable/ disable console warning messages about mission files (typically sandbox mode does not require them all)
log_celoop Boolean off enable/ disable logging of CE loop timing and basic statistical info
log_ce_dynamicevent Boolean off enable/ disable logging of CE specific - dynamic events specific
log_ce_vehicle Boolean off enable/ disable logging of CE specific - vehicle specific
log_ce_lootspawn Boolean off enable/ disable logging of CE specific - loot spawn specific
log_ce_lootcleanup Boolean off enable/ disable logging of CE specific - cleanup specific (not just loot actually)
log_ce_lootrespawn Boolean off enable/ disable logging of CE specific - loot respawn specific
log_ce_statistics Boolean off enable/ disable logging of CE specific - statistical data
log_ce_zombie Boolean off enable/ disable logging of CE specific - infected related
log_ce_animal Boolean off enable/ disable logging of CE specific - animal related

Persistence backups

Chernarus is a large map which contains a vast amount of objects which need to be controlled by the central economy. In order to do so in a performance-friendly fashion, map is split into segments which are then individually saved in a periodic intervals. Since most of the server uptime a segment of Chernarus is in the process of being saved, a server crash or other technical difficulties may corrupt the segment and in turn compromise the persistence. For this reason, an automated backup system has been created which can be configured by the following variables of the cfgEconomyCore.xml:

world_segments

Defines the number of world segments.

Default value "12" is set with a Chernarus in mind, if you are running another map with a different size/loot economy/amount of entities, you may want to adjust the amount of segments to its specifications.

backup_period

This configures how often are persistence backups created.

Every X minutes, a new backup of the current persistence will be created, overriding the oldest backup based on the backup_count variable. Minimum value "15", default is "60".

backup_count

This determines the amount of kept persistence backups.

If set to "3" with a backup_period of "20", it will keep 3 backups made over period of one hour, and after 80 minutes it will override the oldest one. Default value is "12".

backup_startup

This will create backup on the server immediately after server finished load operations and initial/additional respawn.

Default is "false".