Epoch/Sources/epoch_config/Configs/CfgEpochClient.hpp

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/*
Author: Aaron Clark - EpochMod.com
Contributors:
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:
https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_config/Configs/CfgEpochClient.hpp
*/
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class CfgEpochClient
{
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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epochVersion = "0.3.8.0";
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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
buildingNearbyMilitary = 0; //1 to allow building nearby
buildingNearbyMilitaryRange = 300; //Define radius of blocked area
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
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.."};
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}
};
customVarsDefaults[] = {
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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// EPOCH_player + varName, default value, {max,min}
{"Temp",98.6,{106.7,95}},
{"Hunger",5000,{5000,0}},
{"Thirst",2500,{2500,0}},
{"AliveTime",0,{-2,0}},
{"Energy",0,{2500,0}},
{"Wet",0,{100,0}},
{"Soiled",0,{100,0}},
{"Immunity",0,{100,0}},
{"Toxicity",0,{100,0}},
{"Stamina",100,{"EPOCH_playerStaminaMax",0}},
{"Crypto",0,{250000,0}},
{"HitPoints",{0,0,0,0},{1,1,1,1}},
{"BloodP",100,{190,0}},
{"SpawnArray",{},{}},
{"Karma",0,{50000,-50000}},
{"Alcohol",0,{100,0}},
{"Radiation",0,{100,0}}
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};
// controls max group limit and cost
group_upgrade_lvl[] = {4,"100",6,"300",8,"500",10,"1000",12,"1500",13,"1750",14,"2000",15,"3000",16,"5000"};
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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// Event handler code
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displayAddEventHandler[] = {"keyDown","keyUp"};
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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keyDown = "(_this call EPOCH_KeyDown)";
keyUp = "(_this call EPOCH_KeyUp)";
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;";
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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InventoryClosed = "if !(EPOCH_arr_interactedObjs isEqualTo[]) then {[EPOCH_arr_interactedObjs] remoteExec['EPOCH_server_save_vehicles', 2]; EPOCH_arr_interactedObjs = [];};";
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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;};};";
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
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HandleRating = "EPOCH_playerKarma = EPOCH_playerKarma + (_this select 1);0";
HandleDamage = "";
HandleHeal = "";
Dammaged = "";
Hit = "";
HitPart = "";
GetInMan = "";
GetOutMan = "_this call EPOCH_antiWall;";
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_Cloak_F"};
nonTraderAI[] = {"B_Heli_Transport_01_F","PHANTOM","Epoch_Cloak_F","GreatWhite_F"};
nonTraderAIRange = 150;
// Fishing loots
fishLoots[] = {"ItemTuna","ItemSeaBass","ItemSeaBass","ItemSeaBass","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout"};
// 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\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.
};
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 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)
};