class CfgVehicles { class Logic; class Module_F: Logic { class ArgumentsBaseUnits { }; }; class cse_adjust_stamina: Module_F { scope = 2; displayName = "Adjust Stamina [CSE]"; icon = "\cse\cse_main\data\cse_medical_module.paa"; category = "cseMisc"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "Combat Space Enhancement"; class Arguments { class adjustment { displayName = "Adjustment"; description = "How fast should the stamina be adjusted?"; typeName = "NUMBER"; defaultValue = 1; }; }; class ModuleDescription { description = "Custom stamina adjustment module"; sync[] = {}; }; }; class cse_damage_ai: Module_F { scope = 1; // hidden, for backwards compatability displayName = "Damage Thredshold AI [CSE]"; icon = "\cse\cse_main\data\cse_medical_module.paa"; category = "cse_medical"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "Combat Space Enhancement"; class Arguments { class damageThresholdAI { displayName = "Damage Threshold AI"; description = "How much damage does it take for an AI to be killed?"; typeName = "NUMBER"; defaultValue = 1; }; class damageThresholdPlayers { displayName = "Damage Threshold Players"; description = "How much damage does it take for a player to be killed?"; typeName = "NUMBER"; defaultValue = 1; }; }; class ModuleDescription { description = "Custom damage threshold module"; // Short description, will be formatted as structured text sync[] = {}; }; }; class cse_moduleDamageSettings: Module_F { scope = 2; displayName = "Damage Settings [CSE]"; icon = "\cse\cse_main\data\cse_medical_module.paa"; category = "cse_medical"; function = "cse_fnc_initalizeModule_F"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "Combat Space Enhancement"; class Arguments { class damageThresholdAI { displayName = "Damage Threshold AI"; description = "How much damage does it take for an AI to be killed?"; typeName = "NUMBER"; defaultValue = 1; }; class damageThresholdPlayers { displayName = "Damage Threshold Players"; description = "How much damage does it take for a player to be killed?"; typeName = "NUMBER"; defaultValue = 1; }; }; class ModuleDescription { description = "Custom damage threshold module"; sync[] = {}; }; }; class cse_moduleAmbianceSound: Module_F { scope = 2; displayName = "Ambiance Sounds [CSE]"; icon = "\cse\cse_main\data\cse_basic_module.paa"; category = "cseMisc"; function = "cse_fnc_moduleAmbianceSoundLoop"; functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "Combat Space Enhancement"; class Arguments { class soundFiles { displayName = "Sounds"; description = "Classnames of the ambiance sounds played. Seperated by ','. "; typeName = "STRING"; defaultValue = ""; }; class minimalDistance { displayName = "Minimal Distance"; description = "Minimal Distance"; typeName = "NUMBER"; defaultValue = 400; }; class maximalDistance { displayName = "Maximal Distance"; description = "Maximal Distance"; typeName = "NUMBER"; defaultValue = 900; }; class minimalDelay { displayName = "Minimal Delay"; description = "Minimal Delay between sounds played"; typeName = "NUMBER"; defaultValue = 10; }; class maximalDelay { displayName = "Maximal Delay"; description = "Maximal Delay between sounds played"; typeName = "NUMBER"; defaultValue = 170; }; class followPlayers { displayName = "Follow Players"; description = "Follow players. If set to false, loop will play sounds only nearby logic position."; typeName = "BOOL"; defaultValue = 0; }; class soundVolume { displayName = "Volume"; description = "The volume of the sounds played"; typeName = "NUMBER"; defaultValue = 0; }; }; class ModuleDescription { description = "Ambiance sounds loop (synced across MP)"; sync[] = {}; }; }; };