minJammerDistance=650;// min distance to next Jammer
maxBuildingHeight=33;// Max Height, building is allowed.
buildingCountLimit=200;//overall building limit in range of jammer (overridden if "useGroupCountLimits=1")
storageCountLimit=100;//overall storage limit in range of jammer (triggers only if "splitCountLimits=1" & "useGroupCountLimits=0")
splitCountLimits=0;//1 = distinguish buildingCountLimit from storageCountLimit (ex.: buildingCountLimit=100, storageCountLimit=100 >> you can build 100 baseparts AND additional 100 storage objects like safes, lockboxes...)
useGroupCountLimits=1;//1 = enable leader and member counts (doesn´t affect "splitCountLimits")
buildingCountLeader=125;//ignore if "useGroupCountLimits=0"
buildingCountPerMember=5;//ignore if "useGroupCountLimits=0"
storageCountLeader=10;//ignore if "splitCountLimits=0" & "useGroupCountLimits=0"
storageCountPerMember=5;//ignore if "splitCountLimits=0" & "useGroupCountLimits=0"
deathMorphClass[]={"Epoch_Sapper_F","Epoch_SapperG_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
InventoryOpened="_this call EPOCH_InventoryOpened||_this call EPOCH_custom_EH_InventoryOpened";// the || here allows either function to block opening of inventory by returning true.
Fav_enableFavoriteBar="true";// If disabled, players will not be able to use favorite bar
Fav_DropIfOverflow="false";// If enabled and inventory full, equipped weapon will be dropped on ground in favor for the new selected weapon, otherwise action will fail with message and weapon will not be equipped
Fav_FastWeaponSwitching="false";// If enabled, same slot weapons from favorites bar are equipped instantly, otherwise reload action is played (recommended for immersion)
Fav_BannedItems[]={"FAK"};// Items that users are not allowed to pin
unitTypes[]={"I_Soldier_EPOCH","I_Soldier2_EPOCH","I_Soldier3_EPOCH"};//Selects from randomly
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:
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.
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 !
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)
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).