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revert to working example
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@ -48,7 +48,7 @@ class Missions
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{
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class Epoch {
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template = epoch.Altis; // DO NOT CHANGE THIS, IT WILL BREAK YOUR SERVER
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difficulty = "veteran"; // difficulty settings: Recruit, Regular Veteran, Custom
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difficulty = "custom"; // difficulty settings: Recruit, Regular Veteran, Custom
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};
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};
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@ -1,190 +1,42 @@
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version=1;
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blood=1;
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volumeCD=5;
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volumeFX=5;
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volumeSpeech=5;
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singleVoice=0;
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gamma=1;
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brightness=1;
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class CfgDifficultyPresets
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difficulty = "Custom";
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class DifficultyPresets
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{
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defaultPreset = Regular;
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class CustomDifficulty
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{
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class Options
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{
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groupIndicators=2;
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friendlyTags=0;
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enemyTags=0;
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detectedMines=0;
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commands=1;
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waypoints=1;
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weaponInfo=0;
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stanceIndicator=1;
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reducedDamage=0;
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staminaBar=0;
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weaponCrosshair=1;
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visionAid=0;
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thirdPersonView=1;
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cameraShake=1;
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scoreTable=1;
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deathMessages=1;
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vonID=1;
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mapContent=0;
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autoReport=0;
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multipleSaves=0;
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// Parameters that affect difficulty and which are shared among presets
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myArmorCoef = 1.5;
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groupArmorCoef = 1.5;
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//Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.
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//They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.
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fadeDistanceStart = 40.0;
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fadeDistanceSpan = 10.0;
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recoilCoef = 1;
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visionAidCoef = 0.8;
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divingLimitMultiplier = 1.0; //Multiplier to limit capacity of lungs for soldiers.
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animSpeedCoef = 0;
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cancelThreshold = 0; //Threshold used for interrupting action.
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showCadetHints = true;
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showCadetWP = true;
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class Recruit
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{
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displayName = $STR_Difficulty0; //Name of the difficulty preset.
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class Options
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{
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// Simulation
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reducedDamage = true; // Reduced damage
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// Situational awareness
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groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
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friendlyTags = 2; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
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enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
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detectedMines = 2; // Detected mines (0 = never, 1 = limited distance, 2 = always)
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commands = 2; // Commands (0 = never, 1 = fade out, 2 = always)
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waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
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// Personal awareness
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weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
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stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
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staminaBar = true; // Stamina bar
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weaponCrosshair = true; // Weapon crosshair
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visionAid = true; // Vision aid
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// View
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thirdPersonView = true; // 3rd person view
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cameraShake = true; // Camera shake
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// Multiplayer
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scoreTable = true; // Score table
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deathMessages = true; // Killed by
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vonID = true; // VON ID
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// Misc
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mapContent = true; // Extended map content
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autoReport = true; // Automatic reporting
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multipleSaves = true; // Multiple saves
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};
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};
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class Regular
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{
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displayName = $STR_Difficulty1; //Name of the difficulty preset.
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class Options
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{
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// Simulation
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reducedDamage = false; // Reduced damage
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groupIndicators = 1; // Group indicators (0 = never, 1 = limited distance, 2 = always)
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friendlyTags = 1; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
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enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
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detectedMines = 1; // Detected mines (0 = never, 1 = limited distance, 2 = always)
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commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
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waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
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// Personal awareness
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weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
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stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
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staminaBar = true; // Stamina bar
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weaponCrosshair = true; // Weapon crosshair
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visionAid = false; // Vision aid
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// View
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thirdPersonView = true; // 3rd person view
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cameraShake = true; // Camera shake
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// Multiplayer
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scoreTable = true; // Score table
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deathMessages = true; // Killed by
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vonID = true; // VON ID
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// Misc
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mapContent = true; // Extended map content
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autoReport = true; // Automatic reporting
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multipleSaves = true; // Multiple saves
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};
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};
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class Veteran
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{
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displayName = $STR_Difficulty2; //Name of the difficulty preset.
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class Options
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{
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// Simulation
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reducedDamage = false; // Reduced damage
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// Situational awareness
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groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always)
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friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
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enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
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detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
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commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
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waypoints = 1; // Waypoints (0 = never, 1 = fade out, 2 = always)
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// Personal awareness
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weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always)
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stanceIndicator = 1; // Stance indicator (0 = never, 1 = fade out, 2 = always)
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staminaBar = false; // Stamina bar
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weaponCrosshair = false; // Weapon crosshair
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visionAid = false; // Vision aid
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// View
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thirdPersonView = true; // 3rd person view
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cameraShake = true; // Camera shake
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// Multiplayer
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scoreTable = true; // Score table
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deathMessages = true; // Killed by
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vonID = true; // VON ID
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// Misc
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mapContent = false; // Extended map content
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autoReport = false; // Automatic reporting
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multipleSaves = false; // Multiple saves
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};
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};
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class Custom
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{
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displayName = $STR_Difficulty_Custom; //Name of the difficulty preset.
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//All options of the Custom preset are set by the engine. The values in config
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class Options
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{
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// Simulation
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reducedDamage = false; // Reduced damage
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// Situational awareness
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groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always)
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friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
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enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
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detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
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commands = 0; // Commands (0 = never, 1 = fade out, 2 = always)
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waypoints = 0; // Waypoints (0 = never, 1 = fade out, 2 = always)
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// Personal awareness
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weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always)
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stanceIndicator = 0; // Stance indicator (0 = never, 1 = fade out, 2 = always)
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staminaBar = false; // Stamina bar
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weaponCrosshair = false; // Weapon crosshair
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visionAid = false; // Vision aid
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// View
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thirdPersonView = false; // 3rd person view
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cameraShake = false; // Camera shake
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// Multiplayer
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scoreTable = false; // Score table
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deathMessages = false; // Killed by
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vonID = false; // VON ID
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// Misc
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mapContent = false; // Extended map content
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autoReport = false; // Automatic reporting
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multipleSaves = false; // Multiple saves
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};
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};
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};
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aiLevelPreset=2;
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};
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class CustomAILevel
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{
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skillAI=1;
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precisionAI=0;
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};
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};
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