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
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.."};
class Esseker {
blockedArea[] = {
{ { 208.778,353.779,0 }, 300 }, //Cave
{ { 1997.77,4177.22,0 }, 200 }, //Krupa
{ { 2710.82,4577.82,0 }, 300 }, //Kupress
{ { 6698.04,3901.16,0 }, 220 }, //Plava Vrana Military
{ { 7676.77,10152.7,0 }, 100 }, //Igman Military Base
{ { 10060.6,9901.3,0 }, 200 } //Borosh
};
Rocks[] = {
"sharpstones_erosion.p3d",
"sharprock_spike.p3d",
"sharprock_wallh.p3d",
"w_sharpstones_erosion.p3d",
"bluntstone_02.p3d",
"bluntstone_03.p3d",
"sharpstone_02.p3d",
"decal_rock_dark.p3d"
};
ATM[] = {
"atm_02_f.p3d",
"atm_01_f.p3d",
"phonebooth_01_f.p3d",
"phonebooth_02_f.p3d"
};
Water[] = {
"rasman_pond.p3d",
"misc_well.p3d",
"misc_wellpump.p3d",
"water_source_f.p3d",
"kasna_new.p3d"
};
Trash[] = {
"tyres_f.p3d",
"junkpile_f.p3d",
"garbagewashingmachine_f.p3d",
"garbagebags_f.p3d",
"kontejner.p3d",
"garbagepallet_f.p3d",
"popelnice.p3d"
};
Trees[] = {
"str osika.p3d",
"cwr2_a2_t_sorbus2s.p3d",
"ind_pec_03.p3d",
"t_populusb2s_ep1.p3d",
"t_populusf2s_ep1.p3d",
"str lipa.p3d",
"t_picea2s.p3d",
"hrusen2.p3d",
"cwr2_a2_t_fagus2w.p3d",
"cwr2_a2_t_alnus2s.p3d",
"dd_borovice02.p3d",
"t_picea3f.p3d",
"t_pinuss2f.p3d",
"t_pinuss1s_f.p3d",
"t_carpinus2s.p3d",
"t_quercusir2s_f.p3d",
"jablon.p3d",
"mb_t_ulmus_large.p3d",
"cwr_aleppopine.p3d",
"t_fagus2f_summer.p3d",
"t_fagus2f.p3d",
"t_populus3s.p3d",
"t_pinusn2s.p3d",
"t_picea1s.p3d",
"cwr2_a2_t_quercus3s.p3d",
"str kastan.p3d",
"t_populusn3s_f.p3d",
"cwr2_a2_t_fraxinus2s.p3d",
"t_poplar2f_dead_f.p3d",
"misc_fallentree2.p3d",
"t_oleae1s_f.p3d",
"t_fraxinusav2s_f.p3d",
"t_oleae2s_f.p3d",
"t_prunuss2s_ep1.p3d"
};
Bushes[] = {
"krovi_long.p3d",
"cwr2_a2_b_canina2s.p3d",
"b_salix2s.p3d",
"cwr2_a2_b_craet1.p3d",
"str krovisko vysoke.p3d",
"krovi2.p3d",
"ker s bobulema.p3d",
"t_malus1s.p3d",
"cwr2_a2_b_prunus.p3d",
"b_ficusc1s_f.p3d",
"hospital_side1_f.p3d",
"b_craet1_summer.p3d",
"b_neriumo2s_f.p3d",
"b_neriumo2s_white_f.p3d",
"cwr2_a2_b_sambucus.p3d"
};
Wrecks[] = {
"wreck_ural_f.p3d",
"rubble_metal_plates_04.p3d",
"rubble_metal_plates_02.p3d",
"wreck_car2_f.p3d",
"rubble_metal_plates_01.p3d",
"wreck_truck_dropside_f.p3d",
"wreck_brdm2_f.p3d",
"wreck_bmp2_f.p3d",
"wreck_heli_attack_01_f.p3d",
"bmp_break.p3d",
"wreck_t72_hull_f.p3d",
"wreck_t72_turret_f.p3d",
"wreck_uaz_f.p3d",
"wreck_hmmwv_f.p3d",
"kamaz_bort.p3d",
"wreck_van_f.p3d",
"kamaz_awtobas.p3d",
"wreck_offroad_f.p3d",
"wreck_car3_f.p3d",
"maz.p3d",
"wreck_offroad2_f.p3d",
"wreck_car_f.p3d",
"wreck_skodovka_f.p3d",
"wreck_cardismantled_f.p3d",
"wreck_truck_f.p3d",
"kamaz_pozarka.p3d",
"zaporosez.p3d",
"kamaz_tent.p3d",
"uaz_wrecked.p3d",
"ural_wrecked.p3d"
};
};
};
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)