if debugScenarios == nil then debugScenarios = {} end debugScenarios.SashaScenario = { name = "Sasha Debug Scenario", -- 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=10596, y=8818, z=0 }, -- highway muldraugh -- startLoc = {x=12755, y=1655, z=0 }, -- LOUISVILLE setSandbox = function() SandboxVars.Speed = 3; SandboxVars.Zombies = 5; -- 5 = no zombies, 1 = insane (then 2 = low, 3 normal, 4 high..) SandboxVars.Distribution = 1; SandboxVars.Survivors = 1; SandboxVars.DayLength = 3; SandboxVars.StartYear = 1; SandboxVars.StartMonth = 7; SandboxVars.StartDay = 9; SandboxVars.StartTime = 2; SandboxVars.VehicleEasyUse = true; SandboxVars.WaterShutModifier = 14; SandboxVars.ElecShutModifier = 14; 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 = 4; 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.CarGeneralCondition = 1; SandboxVars.RecentlySurvivorVehicles = 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() -- adding some cooking level getPlayer():LevelPerk(Perks.Cooking); getPlayer():LevelPerk(Perks.Cooking); getPlayer():LevelPerk(Perks.Cooking); -- all the perks are: Agility, Cooking, Melee, Crafting, Fitness, Strength, Blunt, Axe, Sprinting, Lightfoot, Nimble, Sneak, Woodwork, Aiming, Reloading, Farming, Survivalist, Fishing, Trapping, Passiv, Firearm, PlantScavenging, Doctor, Electricity, Blacksmith, MetalWelding, Melting, Mechanics, Spear, Maintenance, SmallBlade, LongBlade, SmallBlunt, Combat, -- adding an axe! getPlayer():getInventory():AddItem("Base.Axe") -- adding a clip and 3 bullets in it local b = getPlayer():getInventory():AddItem("Base.223Clip"); b:setCurrentAmmoCount(3); -- adding a broken kitchen knife local d = getPlayer():getInventory():AddItem("Base.KitchenKnife"); d:setCondition(0); -- adding some recipes (the one you get from magazines) getPlayer():getKnownRecipes():add("Basic Mechanics"); getPlayer():getKnownRecipes():add("Intermediate Mechanics"); getPlayer():getKnownRecipes():add("Advanced Mechanics"); end }