1- Hay una variable automatica para control del tiempo en general, la podes deshabilitar y decirle que hacer. Alguien ya cocino esto mas o menos y escribio asi en el archivo DayZServer\mpmissions\dayzOffline.chernarusplus\init.c.
Fijate que weather.MissionWeather(true); deshabilita la funcion de control de tiempo desde el juego "weather.c" y deja las opciones que siguen desde init
//INIT WEATHER BEFORE ECONOMY INIT------------------------
Weather weather = g_Game.GetWeather();
weather.MissionWeather(true); // false = use weather controller from Weather.c
//Section A - Overall limits
weather.GetOvercast().SetLimits( 0.0 , 0.0 );
//limits of clouds at any point in time. Valued between 0.0 and 1.0.
//( 1.0 , 1.0 ); max cloud all the time
//( 0.0 , 0.0 ); no clouds ever
//( 0.0 , 1.0 ); between no clouds and max clouds
//( 0.5 , 0.5 ); always half clouds
//you have to test with clouds on highest in video settings to test well
weather.GetRain().SetLimits( 0.0 , 0.0 );
weather.GetFog().SetLimits( 0.0 , 0.0 );
//Section B - Change limits
weather.GetOvercast().SetForecastChangeLimits( 0.0, 0.0 );
//limits of how much clouds change over time
//( 1.0 , 1.0 ); clouds change 1.0 or -1.0 within time limits from Section C
//( 0.0 , 0.0 ); clouds never change
//( 0.0 , 1.0 ); clouds change between -1.0 and 1.0 within time limits from Section C
//( 0.5 , 0.5 ); clouds change -0.5 or 0.5 within time limits from Section C
//values can never go outside of limits set in Section A
weather.GetRain().SetForecastChangeLimits( 0.0, 0.0 );
weather.GetFog().SetForecastChangeLimits( 0.0, 0.0 );
//Section C - Time limits
weather.GetOvercast().SetForecastTimeLimits( 0 , 0 );
//limits how long it takes for clouds to change in seconds
//( 1800 , 1800 ); clouds take 1800 seconds to change by a value set in Section B
//( 1 , 1800 ); clouds take between 1 and 1800 seconds to change by a value set in Section B
//( 1 , 1 ); clouds take 1 second to change by a value set in Section B
weather.GetRain().SetForecastTimeLimits( 0 , 0 );
weather.GetFog().SetForecastTimeLimits( 0 , 0 );
//Section D - Session weather intensity values
weather.GetOvercast().Set( Math.RandomFloatInclusive(0.0, 0.0), 0, 0);
//when the server starts it's session the intensity of clouds is equal to a number with a 6-7 decimal precision within 0.0 and 0.3
//you can change Math.RandomFloatInclusive(0.0, 0.3) to just a value
//for example: weather.GetOvercast().Set( 0.5, 0, 0);
//the server session's cloud intensity will be 0.5 on that session. It's still subject to change over time because of Section B and C, but the lower this value, the less of an impact the values in Section A B and C have
weather.GetRain().Set( Math.RandomFloatInclusive(0.0, 0.0), 0, 0);
weather.GetFog().Set( Math.RandomFloatInclusive(0.0, 0.0), 0, 0);
//Section E - Wind settings
weather.SetWindMaximumSpeed(15);
//Maximum windspeed ever
weather.SetWindFunctionParams(0.1, 0.3, 50);
//I think the values mean that wind changes within a factors 0.1 and 0.3 of the maximum value over a certain period
//(1.0, 1.0, 50) makes the wind 15 all the time
//needs some further testing because wind doesn't seem to always be insane
//(0.0, 0.0, 50) makes it wind speed 0 all the time
//this seems to be consistently no wind
//Again not 100% sure, especially the value 50 is difficult to see any difference when testing
//I don’t see any difference between 50 or 1 for example
//With lower wind speeds comes slower getting wet and drying up
//With 0 wind speed consistently, drying up takes a very long time
2- Para escribir mensajes podes usar el Battle Warden, software para escribir desde consola, kickear y banear. Recorda que tenes que habilitar para usar este soft RestrictRCon 0 en el archivo BEServer_x64.cfg que tenes que tener en la carpeta del battleye
3- Para los animales modificaste el events.xml?