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e41f05dc87
Current Live script. Epoch Lock checks on. working to prevent movable object without plotpole nearby
248 lines
13 KiB
Plaintext
248 lines
13 KiB
Plaintext
/**
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* CREATION FACTORY CONFIGURATION FILE
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*
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* English and French comments
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* Commentaires anglais et français
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*
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* (EN)
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* This file contains the predefined lists of available categories in the creation factory.
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* The objects/vehicles categories are the same as in the mission editor.
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* It corresponds to the tree CfgVehicleClasses in the config file.
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* To add a category in one of the lists, you must write its class name. Use the BIS' "Config viewer".
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*
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* To understand the white or black list system, read also the needed parameters in USER_FUNCT\init_creation_factory.sqf
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* There are three white list "FULL", "MEDIUM" and "LIGHT", and a black list.
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* The black list is used if no white list is mentioned when calling USER_FUNCT\init_creation_factory.sqf.
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*
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* (FR)
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* Ce fichier contient la liste des catégories disponibles dans l'usine de création.
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* Les catégories d'objets/véhicules sont les mêmes que dans l'éditeur de mission.
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* Cela correspond à l'arborescence CfgVehicleClasses dans le config file.
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* Pour ajouter une catégorie dans une des listes, vous devez écrire son nom de classe. Utilisez le "Config viewer" de BIS.
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*
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* Pour comprendre le système de white/black list, consultez les paramètres requis par USER_FUNCT\init_creation_factory.sqf
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* Il y a trois white list "FULL", "MEDIUM" and "LIGHT", et une black list.
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* La black list est utilisée si aucune white list n'est mentionnée lors de l'appel de USER_FUNCT\init_creation_factory.sqf.
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*/
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/**
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* SELL BACK REIMBURSEMENT RATE
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*
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* Rate of reimbursement from the buying price granted to the factory when the object is send back to it.
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* Value of 0 means no credits back, 0.5 means half buying price, 1 means full buying price, and so on.
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* Set to -1 to disable the possibility to give back objects to the creation factory.
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* Note : the reimbursement amount take also into account of the damage level of the object.
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*
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* Taux de remboursement par rapport au prix d'achat accordé à l'usine lors de la restitution d'un objet.
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* Une valeur de 0 signifie pas de crédits en retour, 0.5 donne 50% du prix d'achat, 1 correspond à 100% du prix d'achat.
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* Mettre à -1 pour désactiver la possibilité de redonner les objets à l'usine de création.
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* Note : le montant du remboursement prend aussi en compte l'état (dommage) de l'objet.
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*/
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R3F_LOG_CFG_CF_sell_back_bargain_rate = 0.75;
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/**
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* LIGHT WHITE LIST
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* Categories of objects/vehicles available in a "LIGHT" factory (see USER_FUNCT\init_creation_factory.sqf).
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*/
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R3F_LOG_CFG_CF_whitelist_light_categories =
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[
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"Objects", // Objects (1 entries)
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"Armory", // Armory (0 entries)
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"Targets", // Targets (0 entries)
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"Cargo", // Objects (Construction) (43 entries)
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"Flag", // Objects (Flags) (35 entries)
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"Lamps", // Objects (Lamps) (0 entries)
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"Communication", // Objects (Communications) (0 entries)
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"Furniture", // Objects (Furniture) (22 entries)
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"Misc", // Objects (0 entries)
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"Signs", // Objects (Signs) (50 entries)
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"Small_items", // Objects (Small) (88 entries)
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"Training", // Training (80 entries)
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"Shelters", // Objects (Shelters) (0 entries)
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"Fortifications", // Objects (Fortifications) (47 entries)
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"Tents", // Objects (Camping) (46 entries)
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"Market", // Objects (Market) (11 entries)
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"Structures", // Structures (0 entries)
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"Structures_Military", // Structures (Military) (12 entries)
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"Structures_Walls", // Structures (Walls) (0 entries)
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"Structures_Fences" // Structures (Fences) (1 entries)
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];
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/**
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* MEDIUM WHITE LIST
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* Categories of objects/vehicles available in a "MEDIUM" factory (see USER_FUNCT\init_creation_factory.sqf).
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* It includes all the categories of the "LIGHT" list, and the listed categories below.
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*/
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R3F_LOG_CFG_CF_whitelist_medium_categories = R3F_LOG_CFG_CF_whitelist_light_categories +
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[
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"Ammo", // Ammo (49 entries)
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"Static", // Static (28 entries)
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"Container", // Objects (Containers) (39 entries)
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"Objects_Airport", // Objects (Airport) (20 entries)
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// All in Arma
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"StaticW", // Static (woodland) (4 entries)
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"Static_ChDKZ", // Static (Insurgency) (0 entries)
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"Static_USMC", // Static (USMC) (0 entries)
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"Static_RU", // Static (RU) (0 entries)
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"Static_CDF" // Static (CDF) (0 entries)
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];
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/**
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* FULL WHITE LIST
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* Categories of objects/vehicles available in a "FULL" factory (see USER_FUNCT\init_creation_factory.sqf).
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* It includes all the categories of the "MEDIUM" list, and the listed categories below.
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*/
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R3F_LOG_CFG_CF_whitelist_full_categories = R3F_LOG_CFG_CF_whitelist_medium_categories +
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[
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"Car", // Cars (42 entries)
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"Armored", // Armored (16 entries)
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"Air", // Air (19 entries)
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"Support", // Supports (21 entries)
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"Ship", // Ships (13 entries)
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"Autonomous", // Autonomous (15 entries)
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"Submarine", // Submarines (3 entries)
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"Wreck", // Wrecks (24 entries)
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"Wreck_sub", // Wrecks (Submerged) (5 entries)
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"Military", // Objects (Military) (9 entries)
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"Structures_Commercial", // Structures (Commercial) (1 entries)
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"Structures_Infrastructure", // Structures (Infrastructure) (1 entries)
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"Structures_Town", // Structures (Town) (4 entries)
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"Structures_Cultural", // Structures (Cultural) (0 entries)
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"Structures_Industrial", // Structures (Industrial) (0 entries)
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"Structures_Transport", // Structures (Transport) (0 entries)
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"Structures_Village", // Structures (Village) (0 entries)
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"Structures_Slums", // Structures (Slums) (0 entries)
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"Structures_Airport", // Structures (Airport) (0 entries)
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// All in Arma
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"Wrecks", // Wrecks (19 entries)
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"Military_US_EP1", // Military (US) (12 entries)
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"Military_TKA_EP1", // Military (TKA) (12 entries)
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"Military_GUE_EP1", // Military (Guerillas) (12 entries)
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"SupportWoodland_ACR", // Support (woodland) (4 entries)
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"WarfareBuildingsClassname", // Warfare Buildings (79 entries)
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"ArmouredD", // Armored (desert) (1 entries)
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"ArmouredW", // Armored (woodland) (7 entries)
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"CarD", // Cars (desert) (4 entries)
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"CarW", // Cars (woodland) (10 entries)
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"Military_With_side", // Military (36 entries)
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"WarfareClassName", // Warfare (16 entries)
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"Armored_CDF", // Armored (CDF) (0 entries)
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"Armored_ChDKZ", // Armored (Insurgency) (0 entries)
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"Armored_USMC", // Armored (USMC) (0 entries)
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"Armored_RU", // Armored (RU) (0 entries)
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"Car_USMC", // Cars (USMC) (0 entries)
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"Car_RU", // Cars (RU) (0 entries)
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"Car_ChDKZ", // Cars (Insurgency) (0 entries)
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"Car_CDF", // Cars (CDF) (0 entries)
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"Air_ChDKZ", // Air (Insurgency) (0 entries)
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"Air_USMC", // Air (USMC) (0 entries)
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"Air_RU", // Air (RU) (0 entries)
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"Air_CDF", // Air (CDF) (0 entries)
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"Ship_CDF", // Ship (CDF) (0 entries)
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"Ship_ChDKZ", // Ship (Insurgency) (0 entries)
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"Ship_USMC", // Ship (USMC) (0 entries)
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"Ship_RU", // Ship (RU) (0 entries)
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"support_ChDKZ", // Support (Insurgency) (0 entries)
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"support_USMC", // Support (USMC) (0 entries)
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"support_RU", // Support (RU) (0 entries)
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"support_CDF", // Support (CDF) (0 entries)
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"Structures_E", // Structures EP1 (0 entries)
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"Ruins" // Ruins (0 entries)
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];
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/**
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* BLACK LIST
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* Categories of objects/vehicles to deny if no white list is set to the factory (see USER_FUNCT\init_creation_factory.sqf).
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*/
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R3F_LOG_CFG_CF_blacklist_categories =
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[
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"Submerged", // Objects (Sea) (2 entries)
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"Camera", // Cameras (0 entries)
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"Sounds", // Sounds (9 entries)
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"Mines", // Mines (15 entries)
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"Backpacks", // Backpacks (157 entries)
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"Uniforms", // Uniforms (0 entries)
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"Anomalies", // Anomalies (0 entries)
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"Test", // TEST (0 entries)
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"Locations", // Locations (0 entries)
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"Modules", // Modules (128 entries)
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"Emitters", // Emitters (0 entries)
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"WeaponsPrimary", // Weapons (Primary) (30 entries)
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"WeaponsSecondary", // Weapons (Launchers) (10 entries)
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"WeaponsHandguns", // Weapons (Sidearms) (6 entries)
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"WeaponAccessories", // Weapon Accessories (26 entries)
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"Magazines", // Magazines (0 entries)
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"Items", // Items (18 entries)
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"ItemsHeadgear", // Items (Headgear) (110 entries)
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"ItemsVests", // Items (Vests) (39 entries)
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"ItemsUniforms", // Items (Uniforms) (53 entries)
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"Intel", // Intel (3 entries)
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"Virtual", // Virtual Entities (0 entries)
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"Garbage", // Objects (Garbage) (15 entries)
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"Helpers", // Objects (Helpers) (34 entries)
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"Dead_bodies", // Objects (Dead bodies) (12 entries)
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"SystemLocations", // Locations (11 entries)
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"SystemSides", // Sides (3 entries)
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"SystemMisc", // Misc (3 entries)
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"Objects_VR", // Objects (Virtual Reality) (1 entries)
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"Objects_Sports", // Objects (Sports) (24 entries)
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"Structures_VR", // Structures (Virtual Reality) (10 entries)
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"Structures_Sports", // Structures (Sports) (11 entries)
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"Explosives", // Explosives (0 entries)
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"Respawn", // Respawn (5 entries)
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// All in Arma
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"IEDs", // IEDs (4 entries)
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"LocationLogics", // Locations (14 entries)
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"Test_EP1" // Test EP1 (0 entries)
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];
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/**
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* CREATION COST FACTOR
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*
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* Multiplication factor to fix the CfgVehicles' "cost" property values of vehicles/objects.
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* It permits to have a better homogeneity between values.
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* For example a SDV (Submarine) has a cost (divided by 100) of 100 and a Hunter (Car) of 5000.
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* By fixing the values with factors, the SDV (Submarine) costs 100x4000 = 400.000 and the Hunter (Car) 5000x12 = 60.000.
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* The format of the array is ["categorie class name", multiplication factor].
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* All non-listed categories have a factor of 1x.
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*
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* Facteur de multiplication pour corriger la propriété "cost" des objets/véhicules dans le CfgVehicles.
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* Par exemple, un sous-marins SDV (Submarine) a un coût (divisé par 100) de 100 et un Hunter (Car) du 5000.
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* En appliquant un facteur de correction, le SDV (Submarine) vaut 100x4000 = 400 000 et le Hunter (Car) 5000x12 = 60 000.
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* Le format du tableau est ["nom de classe de la catégorie", facteur de multiplication]
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* Les catégories non listées ont un facteur de 1x.
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*/
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R3F_LOG_CFG_CF_creation_cost_factor =
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[
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["Car", 12],
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["Armored", 15],
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["Air", 15],
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["Support", 100],
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["Ammo", 5000],
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["Ship", 8],
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["Static", 3],
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["Autonomous", 10],
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["Submarine", 1500],
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["Wreck", 100],
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["Wreck_sub", 100],
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["Cargo", 10],
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["Container", 5],
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["Objects_Airport", 50],
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// All in Arma
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["StaticW", 3],
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["Military_US_EP1", 8000],
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["Military_TKA_EP1", 8000],
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["Military_GUE_EP1", 8000],
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["SupportWoodland_ACR", 70],
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["WarfareBuildingsClassname", 100],
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["ArmouredD", 5],
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["ArmouredW", 20],
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["CarD", 60],
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["CarW", 60],
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["Military_With_side", 1000],
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["WarfareClassName", 50]
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]; |