Update 1.5 has introduced a nice, easy way to modify the weather on your DayZ server. The process to edit the weather is as follows:
Part 1 - Enabling the gameplay settings
- Stop your server.
- Go to "Configuration Files"
- Select Config Editor for the serverDZ.cfg file
- Make sure that the tick box is ticked for the value Enable Gameplay Settings File (cfggameplay.json)
- Save file in the top left.
Part 2 - Configuring the gameplay settings
- Make sure you have selected the mission you are currently using in the serverDZ.cfg file using the configuration editor.
- Click "Configuration Files" then click Text-editor next to cfggameplay.json file
- Make the edits you desire - refer to the table shown below if unsure what to change:
- Save the file.
- Startup your server.
Parameters
Type | Parameter | Details |
---|---|---|
int | version | Internal parameter to keep track of the version of the file |
bool | disableBaseDamage | Damage from structures built through base-building |
bool | disableContainerDamage | Disable damage from items such as tents and barrels |
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 |
bool | disablePersonalLight | Disables the omnipresent personal light lighting up objects close to player during night-time |
float | staminaWeightLimitThreshold | This amount of stamina points (divided by 1000) will not count towards stamina weight deduction |
float | staminaMax | Maximum stamina (setting to 0 may produce unexpected results) |
float | staminaKgToStaminaPercentPenalty | Multiplier used when calculating stamina points deducted from max stamina given the player load |
float | staminaMinCap | Minimum size of stamina cap (setting to 0 may produce unexpected results) |
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 |
int | lightingConfig | What type of lighting will be used during night time (0 = bright, 1 = dark) |
bool | disableIsCollidingBBoxCheck | Allows placement when the hologram is colliding with objects in the world |
bool | disableIsCollidingPlayerCheck | Allows placement when the hologram is colliding with player |
bool | disableIsClippingRoofCheck | Allows placement where placing would cause clipping with the roof |
bool | disableIsBaseViableCheck | Allows placement on dynamic objects and other otherwise incompatible base |
bool | disableIsCollidingGPlotCheck | Allows placement of garden plots despite incompatible surface type |
bool | disableIsCollidingAngleCheck | Allows placement despite exceeding roll/pitch/yaw limits |
bool | disableIsPlacementPermittedCheck | Allows placement event when not permitted by rudimentary checks |
bool | disableHeightPlacementCheck | Allows placement with limited height space |
bool | disableIsUnderwaterCheck | Allows placement under water |
bool | disableIsInTerrainCheck | Allows placement when clipping with terrain |
bool | disablePerformRoofCheck | Allows construction when clipping with the roof |
bool | disableIsCollidingCheck | Allows construction when colliding with objects in the world |
bool | disableDistanceCheck | Prevents construction when player gets bellow specified range |
string array | objectSpawnersArr | File names of the JSON files containing spawner data (see Object Spawner ) |
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. |
int | hitDirectionBehaviour | Dictates general behaviour of the hit indicator. 0 == Disabled, 1 == Static, 2 == Dynamic (moving when displayed, WIP) |
int | hitDirectionStyle | Dictates which type of indicator gets used. Set of images and position calculations. 0 == 'splash', 1 == 'spike', 2 == 'arrow' |
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. |
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) |
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 |
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) |
bool | hitIndicationPostProcessEnabled | Allows for disabling of the old hit effect (red flash) |
bool | use3DMap | Enables use of the 3D map only (disables the default 2d map overlay) |
float | shockRefillSpeedConscious | Shock value recovery while the player is conscious (per second) |
float | shockRefillSpeedUnconscious | Shock value recovery while the player is unconscious (per second) |
bool | allowRefillSpeedModifier | Allow/disallow modifier of Shock value recovery based on ammo type settings (typically faster waking-up from uncon after getting shot) |
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.
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