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
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
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 !
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:
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.
};
classCfgEpochCloak
{
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)