if debugScenarios == nil then debugScenarios = {} end debugScenarios.Trailer1Scenario = { name = "LIFE 1 - START", -- 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=7090, y=8371, z=0 }, -- house 2 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.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); -- local immutableColor = ImmutableColor.new(color.r, color.g, color.b, 1) -- desc:getHumanVisual():setHairColor(immutableColor) -- desc:getHumanVisual():setBeardColor(immutableColor) -- 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); -- windows local frontWindowLeft = getCell():getGridSquare(7094, 8378, 0):getWindow(); local frontWindowRight = getCell():getGridSquare(7094, 8375, 0):getWindow(); inv:AddItem("Base.Sheet");inv:AddItem("Base.Sheet"); frontWindowLeft:addSheet(chr); frontWindowRight:addSheet(chr); -- turn off radio local sq = getCell():getGridSquare(7087, 8368, 0); local radio = nil; for i=0,sq:getObjects():size() - 1 do local item = sq:getObjects():get(i); if instanceof(item, "IsoRadio") then radio = item; break; end end radio:getDeviceData():setIsTurnedOn(false); -- 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 }