if debugScenarios == nil then debugScenarios = {} end debugScenarios.MP1Scenario = { name = "MP 1 - STADION", -- forceLaunch = true, -- use this to force the launch of THIS scenario right after main menu was loaded, save more clicks! Don't do multiple scenarii with this options startLoc = {x=4635, y=7848, z=0 }, setSandbox = function() SandboxVars.Speed = 3; SandboxVars.Zombies = 3; SandboxVars.Distribution = 1; SandboxVars.Survivors = 1; SandboxVars.DayLength = 3; SandboxVars.StartYear = 1; SandboxVars.StartMonth = 7; SandboxVars.StartDay = 9; SandboxVars.StartTime = 4; SandboxVars.VehicleEasyUse = true; SandboxVars.WaterShutModifier = 30; SandboxVars.ElecShutModifier = 30; SandboxVars.WaterShut = 2; SandboxVars.ElecShut = 2; SandboxVars.FoodLoot = 2; SandboxVars.WeaponLoot = 2; SandboxVars.OtherLoot = 2; SandboxVars.Temperature = 3; SandboxVars.Rain = 3; SandboxVars.ErosionSpeed = 3; SandboxVars.XpMultiplier = 1.0; SandboxVars.StatsDecrease = 3; SandboxVars.NatureAbundance = 3; SandboxVars.Alarm = 1; SandboxVars.LockedHouses = 6; SandboxVars.FoodRotSpeed = 3; SandboxVars.FridgeFactor = 3; SandboxVars.Farming = 3; SandboxVars.LootRespawn = 1; SandboxVars.StarterKit = false; SandboxVars.Nutrition = true; SandboxVars.TimeSinceApo = 1; SandboxVars.PlantResilience = 3; SandboxVars.PlantAbundance = 3; SandboxVars.EndRegen = 3; SandboxVars.CarSpawnRate = 3; SandboxVars.LockedCar = 3; SandboxVars.CarAlarm = 2; SandboxVars.ChanceHasGas = 1; SandboxVars.InitialGas = 2; SandboxVars.FuelStationGas = 4; SandboxVars.CarGeneralCondition = 1; SandboxVars.RecentlySurvivorVehicles = 1; SandboxVars.SurvivorHouseChance = 1; SandboxVars.VehicleStoryChance = 1; SandboxVars.ZombieLore = { Speed = 2, Strength = 2, Toughness = 2, Transmission = 1, Mortality = 5, Reanimate = 3, Cognition = 3, Memory = 2, Decomp = 1, Sight = 3, Hearing = 3, ThumpNoChasing = 0, } end, onStart = function() local chr = getPlayer(); local inv = chr:getInventory(); local visual = chr:getHumanVisual(); --chr:setFemale(false); --chr:getDescriptor():setFemale(false); -- reset --chr:clearWornItems(); --chr:getInventory():clear(); -- chr visual --visual:setBeardModel(""); --visual:setHairModel("Messy"); --local immutableColor = ImmutableColor.new(0.105, 0.09, 0.086, 1) --visual:setHairColor(immutableColor) --visual:setBeardColor(immutableColor) --visual:setSkinTextureIndex(2); --chr:resetModel(); -- wpn --pan = inv:AddItem("Base.Pan"); --chr:setPrimaryHandItem(pan); --shotgun = inv:AddItem("Base.Shotgun"); --shotgun:setCurrentAmmoCount(6); --shotgun:setRoundChambered(true); -- clothing --clothe = inv:AddItem("Base.Tshirt_DefaultTEXTURE_TINT"); --local color = ImmutableColor.new(0.25, 0.36, 0.36, 1) --clothe:getVisual():setTint(color); --chr:setWornItem(clothe:getBodyLocation(), clothe); --clothe = inv:AddItem("Base.Trousers_Denim"); --clothe:getVisual():setTextureChoice(1); --chr:setWornItem(clothe:getBodyLocation(), clothe); --clothe = inv:AddItem("Base.Socks_Ankle"); --chr:setWornItem(clothe:getBodyLocation(), clothe); --clothe = inv:AddItem("Base.Shoes_Black"); --chr:setWornItem(clothe:getBodyLocation(), clothe); -- use a static rng map for erosion so we always have same bushes/etc. useStaticErosionRand(true); -- climate local clim = getClimateManager(); local w = clim:getWeatherPeriod(); if w:isRunning() then clim:stopWeatherAndThunder(); end -- remove fog local var = clim:getClimateFloat(5); var:setEnableOverride(true); var:setOverride(0, 1); end }