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Arma 3 Zargabad Life

Welcome back to Zargabad. Go back in time and relive the glory days of the fast-paced environment of Zargabad. With minimal rules you chose how you play.

Connect today using CUP mods (except CWA) - play as a civilian or as a UN peacekeeper.

Arma 3 DayZ Exile

It is the year 2018; the world has just experienced a devastating zombie apocalypse. It is the result of an intense American invasion of the Russian territory of Napf.

Two years earlier, you were exiled to the island after committing crimes against the Russian Government. Because of this, you were freed by the Americans from state prison after the invasion. The fallout from the war has mutated and irradiated most people beyond recognition... You must attempt to rebuild and restore old world values. Good luck survivor.

  • ZKB1325
    ZKB1325
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    Settings

    The settings file found in "Configs\Settings.hpp" Is where you can easily configure the main aspects of the Zargabad Life mission.

    //True/False if stats should save over restarts Default: false
    //Required the server to be running INIDBI2
    ZKB_StatSaveEnabled = false;
    
    //True/False if the players position should be saved so they login where they last were Default: true
    ZKB_SavePlayerPos = true;
    
    //Start date (servers local timezone) for stat wipes. All future stat wipes will be based off this date as well the first stat wipe will not happen until this date
    ZKB_StatWipeStartDate[] = {2018,12,1,24,0};
    
    //Delay between each stat wipe {years,months,days,hours,minutes}
    ZKB_StatWipeDelay[] = {0,0,7,0,0};
    
    //Time acceleration during the day Default: 7
    ZKB_DayTimeAcc = 7;
    
    //Time acceleration during the night Default: 15
    ZKB_NightTimeAcc = 15;
    
    //True/False if cops will only lose weapons on respawn Default: true
    ZKB_CopsOnlyLoseWeapons = true;
    
    //True/False if cops lose no gear when killed. ZKB_CopsOnlyLoseWeapons must equal false in order for cops to lose nothing Default: false
    ZKB_CopsLoseNothing = false;
    
    //Array of head gear/helmet/hat classNames the player could start with as civ
    ZKB_StartingHeadGear[] = {"className"};
    
    //Array of uniform classNames the player could start with as civ
    ZKB_StartingUniforms[] = {"className"};
    
    //Array of gear classNames that the player starts with as civ (NVG, Map, GPS, Watch, radio)
    ZKB_StartingGear[] = {"ItemMap","ItemWatch","ItemCompass","ItemRadio"};
    
    //Starting inventory for new players
    ZKB_StartingInventory[] = {{"KeyChain",1}};
    
    //Default max amount of weight a player can hold for virtual items Default: 60
    ZKB_MaxINVWeight = 60;
    
    //Array of ATM's Should be an array of string object names from the 3D editor
    ZKB_ATMArray[] = {"CopBaseATM","CivSpawnATM","TerrorATM","ATM_1","ATM_2","ATM_3","ATM_4","ATM_5"};
    
    //How much new players start with in their bank account Default: 25000
    ZKB_StartingBankAccount = 25000;
    
    //Cop base paycheck Default: 5000
    ZKB_CopPayCheck = 5000;
    
    //Police chief paycheck bonus Default: 15000
    ZKB_ChiefPayCheck = 15000;
    
    //Civs base paycheck Default: 2500
    ZKB_CivPayCheck = 2500;
    
    //Mayor paycheck bonus Default: 10000
    ZKB_MayorPayCheck = 10000;
    
    //Max amount of money a player can have in their account Default: 5000000
    ZKB_MaxBankAccount = 5000000;
    
    //Max amount that can be robbed from a gas station Default: 25000
    ZKB_MaxStationMoney = 25000;
    
    //Max amount that can be robbed from a bank vault Default: 300000
    ZKB_MaxVaultMoney = 300000;
    
    //Minimum number of votes needed to be considered for mayor Default: 1
    ZKB_MinMayorVotes = 1;
    
    //Minimum number of votes needed to be considered for police chief Default: 1
    ZKB_MinChiefVotes = 1;
    
    //Base/min respawn time a cop gets before punishments added. Players respawn time resets to this + ZKB_SuicidePenalty once the player dies. Default: 15
    ZKB_CopRespawnTimeBase = 15;
    
    //Base/min respawn time a civ gets before punishments added. Players respawn time resets to this + ZKB_SuicidePenalty once the player dies. Default: 25
    ZKB_CivRespawnTimeBase = 25;
    
    //Time added to respawn time for killing a cop Default 20
    ZKB_KillCopPenalty = 20;
    
    //Time added to respawn time for killing a civ Default: 10
    ZKB_KillCivPenalty = 10;
    
    //Time added to respawn time for suicide Default: 60
    ZKB_SuicidePenalty = 60;
    
    //Max respawn time Default: 300
    ZKB_MaxRespawnTime = 300;
    
    //Penalty for cop killing a fellow cop money removed from killers bank account Default: 20000
    ZKB_CopKillCopPenalty = 20000;
    
    //Amount of money a player gets for patrolling where the pay is this * distance in meters. Default: 5
    ZKB_PatrolPointBonus = 5;
    
    //Amount of money a player gets per second for being in a workplace, money added to account when player gets paycheck. Default: 10
    ZKB_InWorkPlaceBonus = 10;
    
    //Array of workplaces {{"WorkplaceAreaMarker",buyCost,PaycheckBonus},...}
    ZKB_WorkPlaces[] = {{"WorkPlace_1",75000,3000},{"WorkPlace_2",100000,4500},{"WorkPlace_3",150000,6000}};
    
    //Cost to buy a slave Default: 50000
    ZKB_SlaveCost = 50000;
    
    //Max number of slaves a player can own Default: 3
    ZKB_MaxSlaves = 3;
    
    //How much the slave makes per minute Default: 5000
    ZKB_SlaveBonus = 5000;
    
    //How much the player (Cop) gets for freeing a slave Default: 15000
    ZKB_SlaveFreeReward = 15000;
    
    //Unit className to spawn as the slave unit
    ZKB_SlaveClass = "CUP_C_TK_Man_02";
    
    //Array of delivery point objects, objects should be in array as a string 
    ZKB_DeliveryPoints[] = {"DP_1","DP_2","DP_3","DP_4","DP_5","DP_6","DP_7","DP_8","DP_9","DP_10","DP_11","DP_12"};
    
    //Amount of money a player gets for delivery the package. this * distance = pay. Default: 3.5;
    ZKB_DeliveryBonus = 3.5;
    
    //Cost to create a gang from players inventory Default: 100000
    ZKB_GangCreateCost = 100000;
    
    //Paycheck bonus for each gang area the players gang owns. The paycheck bonus is this multiplied number of gang areas owned divided by number of gang members online Default: 5000
    ZKB_GangAreaBonus = 5000;
    
    //Array of gang areas. Should be string of the gangArea object
    ZKB_GangAreas[] = {"GangArea1","GangArea2","GangArea3"};
    
    //Cost to unImpound a vehicle Default: 2500
    ZKB_UnImpoundCost = 2500;
    
    //Array of virtual items not allowed in vehicle trunk
    ZKB_VehicleTrunkBlacklist[] = {"Money"};
    
    //{"LicenseName", "LicenseDisplayName", Cost, {AddAction_Objects (objects to add the license action to)}, "condition for the action to show"}
    //The AddAction_Objects should be a string of the map object Variable
    ZKB_LicenseArray[] =
    {
    {"Car_License", "Car License", 3000, {"CivSpawnATM"}, "IsCiv"},
    {"Truck_License", "Truck License", 20000, {"CivSpawnATM"}, "IsCiv"},
    {"Air_License", "Air License", 100000, {"CivSpawnATM"}, "IsCiv"},
    
    {"Oil_Processors_License", "Oil Processor's License", 30000, {"MiningShop"}, "IsCiv"},
    
    {"GA1_Cocaine_Drug_Processors_License", "GA1 Cocaine Drug Processor's License", 20000, {"GangArea1"}, "IsCiv"},
    {"GA1_LSD_Drug_Processors_License", "GA1 LSD Drug Processor's License", 35000, {"GangArea1"}, "IsCiv"},
    {"GA2_Heroin_Drug_Processors_License", "GA2 Heroin Drug Processor's License", 30000, {"GangArea2"}, "IsCiv"},
    {"GA2_LSD_Drug_Processors_License", "GA2 LSD Drug Processor's License", 35000, {"GangArea2"}, "IsCiv"},
    {"GA3_Heroin_Drug_Processors_License", "GA3 Heroin Drug Processor's License", 30000, {"GangArea3"}, "IsCiv"},
    {"GA3_Marijuana_Drug_Processors_License", "GA3 Marijuana Drug Processor's License", 15000, {"GangArea3"}, "IsCiv"},
    
    {"Pistol_License", "Pistol License", 12000, {"GunShop"}, "IsCiv"},
    {"Rifle_License", "Rifle License", 22000, {"GunShop"}, "IsCiv"},
    //{"Engineer_License", "Engineer License", 25000, {"CivSpawnATM"}, "IsCiv"}, //Not used currently because speed upgrades are removed
    {"Terror_Training", "Terror Training", 850000, {"TerrorATM"}, "IsCiv"},
    
    {"Civ_Shop_License", "Civ Shop License", 10000, {"CopBaseATM"}, "IsCop"},
    {"Patrol_Officer_Training", "Patrol-Officer Training", 15000, {"CopBaseATM"}, "IsCop"},
    {"Armed_Response_Officer_Training", "Armed Response-Officer Training", 150000, {"CopBaseATM"}, "IsCop"},
    {"SOBR_Training", "SOBR Training", 300000, {"CopBaseATM"}, "IsCop"},
    {"Air_Support_Officer_Training", "Air Support-Officer Training", 250000, {"CopBaseATM"}, "IsCop"}
    };
    
    //Required number of cops online to rob a gas station Default: 0
    ZKB_StationRobReqCops = 0;
    
    //Required number of cops online to rob the bank Default: 5
    ZKB_BankRobReqCops = 5;
    
    //Array of game logic for the government convoy and Assassin mission to spawn at, should be array of stringed object names
    ZKB_MissionStartPositions[] = {"GovConvoySpawn_1","GovConvoySpawn_2","GovConvoySpawn_3","GovConvoySpawn_4"};
    
    //Required number of cops that need to be online in order for the government convoy to start Default: 2
    ZKB_GovConvoyReqCops = 2;
    
    //Time in minutes between the government convoy Default: 45
    ZKB_GovConvoyLoopTime = 45;
    
    //Reward cops get when government convoy makes it to PD Default: 40000
    ZKB_GovConvoyCopReward = 40000;
    
    //Reward for the civ that steals the money. The reward is multiplied by the number of cops online Default: 20000
    ZKB_GovConvoyStealReward = 20000;
    
    //Required number of cops that need to be online in order for the vip mission to start Default: 2
    ZKB_VipReqCops = 2;
    
    //Time in minutes between the assassin/VIP mission Default: 55
    ZKB_VipLoopTime = 55;
    
    //Reward cops get when the VIP makes it to PD Default: 50000
    ZKB_VipReward = 50000;
    
    //Reward for the civ that kills the vip. The reward is multiplied by the number of cops online Default: 20000
    ZKB_VipKilledReward = 20000;
    
    //Required number of cops online to take a hostage Default: 5
    ZKB_HostageReqCops = 5;
    
    //Time in minutes the hostage taker has to defend the hostage Default: 20
    ZKB_HostageTime = 20;
    
    //Reward cops get when the hostage is freed or the hostage taker fails Default: 100000
    ZKB_HostageSafeReward = 100000;
    
    //Reward to the civ that took the hostage and held it for the required amount of time Default: 350000
    ZKB_HostageCivReward = 350000;
    
    //How much does each Cop lose if the hostage was killed Default: 15000
    ZKB_HostageKilledLoss = 15000;
    
    //How much does the civ that kills the hostage get wanted for, the amount is this multiplied by the number of cops online Default: 20000
    ZKB_HostageKilledBounty = 20000;

     

    Edited by ZKB1325


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