Epoch/Sources/epoch_config/Configs/CfgEpochClient.hpp

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/*
Author: Aaron Clark - EpochMod.com
Contributors: Andrew Gregory
2015-12-07 16:24:52 +00:00
Description:
Main Client side configs for the Epoch gamemode
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
2016-06-13 16:54:19 +00:00
https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgEpochClient.hpp
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*/
/*[[[cog from arma_config_tools import *; json_to_arma()]]]*/
/*[[[end]]]*/
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class CfgEpochClient
{
epochVersion = "0.4.0.0";
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sapperRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = 1% - 55% if soiled (+ 2% if in city) chance to spawn sapper
droneRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100 = // 2% chance (+ 4% chance if in city) (1% - 2% Half if using silencer) to spawn drone if shot fired
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buildingNearbyMilitary = 0; //1 to allow building nearby Military buildings
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buildingNearbyMilitaryRange = 300; //Define radius of blocked area
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buildingNearbyMilitaryClasses[] = {"Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"};
restrictedLocations[] = {"NameCityCapital"};
restrictedLocationsRange = 300;
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buildingRequireJammer = 0; // 1 = to allow building without a jammer
buildingCountLimit = 200; // how many objects can be built within range of a jammer
buildingJammerRange = 75; // jammer range in meters
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JammerPerGroup = 1; // Max Jammer count per Group
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minJammerDistance = 650; // min distance to next Jammer
maxBuildingHeigh = 33; // Max heigh, building is allowed
buildingCountLeader = 125; // Building count limit if Player has no group
buildingCountPerMember = 5; // Additional building counts per group member
storagecountLeader = 10; // Storage count limit if Player has no group
storagecountPerMember = 5; // Additional Storage counts per group member
maxdoors = 8; // Max allowed doors per Group
maxgates = 5; // Max allowed Gates per Group
disableRemoteSensors = true; // disableRemoteSensors true
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EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."};
deathMorphClass[] = {"Epoch_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F"};//Random selection of these classes when player morphs after death. Currently available: Epoch_Cloak_F, Epoch_SapperB_F, Epoch_Sapper_F, I_UAV_01_F
niteLight[] = {1, 1.88, 22};//Set ambient lighting at night: {1 = enabled/0 = disabled, Brightness of light,Height of light}. Default (Low Ambient): {1.88,22} | Twilight: {7.2,88} | Distant: {12.8,142}
ryanZombiesEnabled = true; // enabled by default, false to disable
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antagonistSpawnIndex[] = {
{"Epoch_Cloak_F", 1}, // {"type", limit}
{"GreatWhite_F", 2},
{"Epoch_Sapper_F",2},
{"Epoch_SapperB_F",1},
{"I_UAV_01_F",2},
{"PHANTOM",1},
{"B_Heli_Transport_01_F",1},
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{"EPOCH_RyanZombie_1",12}
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};
customVarsDefaults[] = {
// EPOCH_player + varName, default value, {max,min,warn-high,crit-high,warn-low,crit-low}
{"Temp",98.6,{106.7,95,102,105,96,95}},
{"Hunger",5000,{5000,0,5001,5001,1250,0}},
{"Thirst",2500,{2500,0,2501,2501,625,0}},
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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{"AliveTime",0,{-2,0}},
{"Energy",0,{2500,0}},
{"Wet",0,{100,0,35,55,-1,-1}},
{"Soiled",0,{100,0,35,55,-1,-1}},
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
{"Immunity",0,{100,0}},
{"Toxicity",0,{100,0,35,55,-1,-1}},
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
{"Stamina",100,{"EPOCH_playerStaminaMax",0}},
{"Crypto",0,{250000,0}},
{"HitPoints",{0,0,0,0},{1,0,0.5,1,-1,-1}},
{"BloodP",100,{190,0,120,140,70,50}},
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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{"SpawnArray",{},{}},
{"Karma",0,{50000,-50000}},
{"Alcohol",0,{100,0,35,55,-1,-1}},
{"Radiation",0,{100,0,35,55,-1,-1}},
{"Nuisance",0,{100,0}},
{"MissionArray",{},{}}
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};
// HUD configs
hudConfigs[] = {
/*
{
{
"AnyVarName",
"getMissionNamespaceVariable",
"defaultValue",
{
{
"VarName1",
"getMissionNamespaceVariable",
"defaultValue"
},
">=",
0.7
},
{5000,0,5001,5001,1250,0}
},
"topRight",
"x\addons\a3_epoch_code\Data\UI\bleeding_ca.paa"
},
{
{
"Thirst",
"",
"",
{
{"Hunger","getPlayerVariable"},">=",1000
},
{2500,0,2501,2501,625,0}
},
"topRight",
"x\addons\a3_epoch_code\Data\UI\hunger_ca.paa",
},
*/
{
{"BloodP","","",{"getPlayerDamage",">=",0.7}},
"topRight",
"x\addons\a3_epoch_code\Data\UI\bleeding_ca.paa",
{"forceUpdate"}
},
{
{"Oxygen","getPlayerOxygenRemaining","",{},{1,0,2,2,1,0.55}},
"topRight",
"x\addons\a3_epoch_code\Data\UI\oxygen_ca.paa"
},
{
"Hunger",
"topRight",
"x\addons\a3_epoch_code\Data\UI\hunger_ca.paa",
{"forceBloodRise"}
},
{
"Thirst",
"topRight",
"x\addons\a3_epoch_code\Data\UI\thirst_ca.paa",
{"forceBloodRise"}
},
{
"Temp",
"topRight",
{
"x\addons\a3_epoch_code\Data\UI\hot_ca.paa",
"x\addons\a3_epoch_code\Data\UI\cold_ca.paa"
},
{"forceFatigue"}
},
{ "Toxicity",
"topRight",
"x\addons\a3_epoch_code\Data\UI\hazzard_ca.paa"
},
{
"Wet",
"topRight",
"x\addons\a3_epoch_code\Data\UI\wet_ca.paa"
},
{
"Alcohol",
"topRight",
"x\addons\a3_epoch_code\Data\UI\drunk_ca.paa"
},
{
"Soiled",
"topRight",
"x\addons\a3_epoch_code\Data\UI\soiled_ca.paa"
},
{
"Radiation",
"topRight",
"x\addons\a3_epoch_code\Data\UI\rads_ca.paa"
},
{
{"HitPoints","getPlayerHitPointDamage","HitLegs"},
"topRight",
"x\addons\a3_epoch_code\Data\UI\broken_ca.paa"
}
};
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// controls max group limit and cost
group_upgrade_lvl[] = {4,"1000",6,"1500",8,"2000",10,"2500",12,"3000",14,"3500",16,"4000",32,"8000",64,"16000"};
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Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
// Event handler code
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displayAddEventHandler[] = {"keyDown","keyUp"};
keyDown = "(_this call EPOCH_KeyDown)";
keyUp = "(_this call EPOCH_KeyUp)";
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addEventHandler[] = {"Respawn","Put","Take","InventoryClosed","InventoryOpened","Fired","Killed","HandleRating","GetInMan","GetOutMan"};
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Respawn = "(_this select 0) call EPOCH_clientRespawn";
Put = "(_this select 1) call EPOCH_interact;_this call EPOCH_PutHandler";
Take = "(_this select 1) call EPOCH_interact;_this call EPOCH_UnisexCheck";
Fired = "_this call EPOCH_fnc_playerFired;";
InventoryClosed = "if !(EPOCH_arr_interactedObjs isEqualTo[]) then {[EPOCH_arr_interactedObjs] remoteExec['EPOCH_server_save_vehicles', 2]; EPOCH_arr_interactedObjs = [];};";
2015-12-23 17:40:24 +00:00
InventoryOpened = "_this spawn EPOCH_initUI;_container = _this select 1;_lockedNear = false;if (_container isKindOf 'GroundWeaponHolder' || _container isKindOf 'WeaponHolderSimulated') then {{if (locked _x in [2, 3] ||_x getVariable['EPOCH_Locked', false]) exitWith {_lockedNear = true}} forEach (player nearSupplies 10);};if (locked _container in [2, 3] || _container getVariable['EPOCH_Locked', false] || _lockedNear) then {[] spawn {disableSerialization;waitUntil {!isNull findDisplay 602};_display = findDisplay 602;_ctrl_cargo = _display displayCtrl 6401;_ctrl_ground = _display displayCtrl 6321;_ctrl_cargo ctrlEnable false;ctrlSetFocus _ctrl_ground;ctrlActivate _ctrl_ground;};};";
2016-04-26 02:11:49 +00:00
Killed = "_this call EPOCH_fnc_playerDeath;";
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
HandleRating = "EPOCH_playerKarma = EPOCH_playerKarma + (_this select 1);0";
HandleDamage = "";
HandleHeal = "";
Dammaged = "";
Hit = "";
HitPart = "";
GetInMan = "_this call EPOCH_getInMan";
GetOutMan = "_this call EPOCH_getOutMan;";
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
// suppress these units from spawning near Jammer or Traders
nonJammerAI[] = {"B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","EPOCH_RyanZombie_1"};
nonTraderAI[] = {"B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F","GreatWhite_F","EPOCH_RyanZombie_1"};
nonTraderAIRange = 50;
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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// Fishing loots
fishLoots[] = {"ItemTuna","ItemSeaBass","ItemSeaBass","ItemSeaBass","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout"};
// Animal spawn table
animalAiTables[] = {"Sheep_random_EPOCH", "Sheep_random_EPOCH", "Goat_random_EPOCH", "Goat_random_EPOCH", "Goat_random_EPOCH", {"Cock_random_EPOCH", "Hen_random_EPOCH"}, {"Cock_random_EPOCH", "Hen_random_EPOCH"}, "Rabbit_EPOCH", "Rabbit_EPOCH", "Rabbit_EPOCH", "Snake_random_EPOCH", "Snake2_random_EPOCH", {"Fin_random_EPOCH", "Alsatian_Random_EPOCH"}};
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// Player specific configs
playerDeathScreen = "TapOut";
playerKilledScreen = "TapOut2";
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playerDisableRevenge = 0; // 0 = invoke playerKilledScreen when killed by another player, 1 = disable.
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playerRevengeMinAliveTime = 900; // time in seconds player must be alive before Revenge option is available.
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// banking
bankTransferTime[] = {0.0006,1.2,0.06}; // {time per crypto,max wait time,min wait time}
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
// include configs
#include "CfgEpochClient\Altis.hpp"
#include "CfgEpochClient\australia.hpp"
#include "CfgEpochClient\Bornholm.hpp"
#include "CfgEpochClient\Chernarus_Summer.hpp"
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#include "CfgEpochClient\Chernarus.hpp"
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
2016-04-08 20:21:46 +00:00
#include "CfgEpochClient\Esseker.hpp"
#include "CfgEpochClient\ProvingGrounds_PMC.hpp"
#include "CfgEpochClient\Sara_dbe1.hpp"
#include "CfgEpochClient\Sara.hpp"
#include "CfgEpochClient\SaraLite.hpp"
#include "CfgEpochClient\Stratis.hpp"
#include "CfgEpochClient\takistan.hpp"
#include "CfgEpochClient\utes.hpp"
#include "CfgEpochClient\vr.hpp"
#include "CfgEpochClient\Zargabad.hpp"
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#include "CfgEpochClient\Tanoa.hpp"
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#include "CfgEpochClient\WorldInteractions.hpp"
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};
class CfgEpochSapper
{
detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
groanTrig = 16; //Percentage chance of a groan. Min value = 4
sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
reflexSpeed = 0.25; //Sapper brain will pause for this time when checking for new stimulus during each thought process. Lower number equals a more reactive sapper. (Guide Min 0.25 - Max 2.5).
nestChance = 2; //Every time a sapper spawns apply this percentage chance that sapper will create a nest.
hideLevel = 72; //(Emotion) Sapper fear increases by several factors, higher number of armed player(s) in area / being shot at. Set fear level (out of 100) at which he will go into a 'hide / evade mode'.. temporarily.
chargeLevel = 52; //(Emotion) Sapper anger increases by smelling / sensing players, being shot at / hit, too many players on his turf. Set level (Out of 100) at which he is triggered to charge on the current target.
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};
class CfgEpochUAV
{
UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};
class CfgEpochUAVSupport
{
unitTypes[] = {"I_Soldier_EPOCH", "I_Soldier2_EPOCH", "I_Soldier3_EPOCH"};//Selects from randomly
maxUnitNum = 2; //Maximum number of units spawned when UAV spots target.
minAISkill = 0.2; //Minumum AI Skill. Skills are chosen randomly between this minimum overall AI skill value and the following max AI skill values, for each of the next skills:
maxAimingAccuracy = 0.7;
maxAimingShake = 0.9;
maxAimingSpeed = 0.6;
maxEndurance = 0.4;
maxSpotDistance = 0.4;
maxSpotTime = 0.3;
maxCourage = 0.3;
maxReloadSpeed = 0.5;
maxCommanding = 0.4;
maxGeneral = 0.4;
};
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class CfgEpochAirDrop
{
AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
};
class CfgEpochCloak
{
cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
attackFrequency = 120; //One attack only per this period. (Min: 120)
attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240)
};
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class CfgEpochRyanZombie
{
zeds[] = {"EPOCH_RyanZombie_1","EPOCH_RyanZombie_2","EPOCH_RyanZombie_3","EPOCH_RyanZombie_4","EPOCH_RyanZombie_5"};
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attackDist = 1.6; //Attack Distance.
range = 45; //Range at which to dispose old zombies and spawn new ones within.
// maxNumber = 12; //Maximum number of zombies within range,
disposeRange = 800; // distance before zombie is disposed
smell[] = {38,0.42}; //Distance in metres up to which the zombie can smell a target. | Skill (0 - 1). 0 - Disable
sight[] = {28,0.72}; //Zombie sight distance | Skill (0 - 1).
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hearing[] = {108,0.68}; //Zombie hearing distance / Skill. Max FiredNear EH Limit ?
memory[] = {480,0.8}; //Memory time. / Weighting. WIP - Not Used
reflexSpeed = 0.25; //Zombie brain will pause for this time when checking for new stimulus during each thought process. Lower number equals a more reactive zombie. (Guide Min 0.25 - Max 2.5).
moans[] = {"ryanzombiesmoan1","ryanzombiesmoan2","ryanzombiesmoan3","ryanzombiesmoan4"};
screams[] = {"ryanzombiesscream1", "ryanzombiesscream2", "ryanzombiesscream3", "ryanzombiesscream4", "ryanzombiesscream5", "ryanzombiesscream6", "ryanzombiesscream7", "ryanzombiesscream8", "ryanzombiesscream9"};
};