revert to working example

This commit is contained in:
vbawol 2016-04-22 19:20:23 -05:00
parent f397fbc150
commit 29624d80bb
2 changed files with 35 additions and 183 deletions

View File

@ -48,7 +48,7 @@ class Missions
{
class Epoch {
template = epoch.Altis; // DO NOT CHANGE THIS, IT WILL BREAK YOUR SERVER
difficulty = "veteran"; // difficulty settings: Recruit, Regular Veteran, Custom
difficulty = "custom"; // difficulty settings: Recruit, Regular Veteran, Custom
};
};

View File

@ -1,190 +1,42 @@
version=1;
blood=1;
volumeCD=5;
volumeFX=5;
volumeSpeech=5;
singleVoice=0;
gamma=1;
brightness=1;
class CfgDifficultyPresets
difficulty = "Custom";
class DifficultyPresets
{
defaultPreset = Regular;
class CustomDifficulty
{
class Options
{
groupIndicators=2;
friendlyTags=0;
enemyTags=0;
detectedMines=0;
commands=1;
waypoints=1;
weaponInfo=0;
stanceIndicator=1;
reducedDamage=0;
staminaBar=0;
weaponCrosshair=1;
visionAid=0;
thirdPersonView=1;
cameraShake=1;
scoreTable=1;
deathMessages=1;
vonID=1;
mapContent=0;
autoReport=0;
multipleSaves=0;
// Parameters that affect difficulty and which are shared among presets
myArmorCoef = 1.5;
groupArmorCoef = 1.5;
//Parameters that affect the Limited distance choice for Group Indicators, Friendly Name Tags, Enemy Name Tags and Detected Mines.
//They determine on which distance the indicators are fully visible and how many more meters it takes until the indicator fades-out completely.
fadeDistanceStart = 40.0;
fadeDistanceSpan = 10.0;
recoilCoef = 1;
visionAidCoef = 0.8;
divingLimitMultiplier = 1.0; //Multiplier to limit capacity of lungs for soldiers.
animSpeedCoef = 0;
cancelThreshold = 0; //Threshold used for interrupting action.
showCadetHints = true;
showCadetWP = true;
class Recruit
{
displayName = $STR_Difficulty0; //Name of the difficulty preset.
class Options
{
// Simulation
reducedDamage = true; // Reduced damage
// Situational awareness
groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 2; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 2; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 2; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = true; // Stamina bar
weaponCrosshair = true; // Weapon crosshair
visionAid = true; // Vision aid
// View
thirdPersonView = true; // 3rd person view
cameraShake = true; // Camera shake
// Multiplayer
scoreTable = true; // Score table
deathMessages = true; // Killed by
vonID = true; // VON ID
// Misc
mapContent = true; // Extended map content
autoReport = true; // Automatic reporting
multipleSaves = true; // Multiple saves
};
};
class Regular
{
displayName = $STR_Difficulty1; //Name of the difficulty preset.
class Options
{
// Simulation
reducedDamage = false; // Reduced damage
groupIndicators = 1; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 1; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 1; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 2; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = true; // Stamina bar
weaponCrosshair = true; // Weapon crosshair
visionAid = false; // Vision aid
// View
thirdPersonView = true; // 3rd person view
cameraShake = true; // Camera shake
// Multiplayer
scoreTable = true; // Score table
deathMessages = true; // Killed by
vonID = true; // VON ID
// Misc
mapContent = true; // Extended map content
autoReport = true; // Automatic reporting
multipleSaves = true; // Multiple saves
};
};
class Veteran
{
displayName = $STR_Difficulty2; //Name of the difficulty preset.
class Options
{
// Simulation
reducedDamage = false; // Reduced damage
// Situational awareness
groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 1; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 1; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = false; // Stamina bar
weaponCrosshair = false; // Weapon crosshair
visionAid = false; // Vision aid
// View
thirdPersonView = true; // 3rd person view
cameraShake = true; // Camera shake
// Multiplayer
scoreTable = true; // Score table
deathMessages = true; // Killed by
vonID = true; // VON ID
// Misc
mapContent = false; // Extended map content
autoReport = false; // Automatic reporting
multipleSaves = false; // Multiple saves
};
};
class Custom
{
displayName = $STR_Difficulty_Custom; //Name of the difficulty preset.
//All options of the Custom preset are set by the engine. The values in config
class Options
{
// Simulation
reducedDamage = false; // Reduced damage
// Situational awareness
groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 0; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 0; // Waypoints (0 = never, 1 = fade out, 2 = always)
// Personal awareness
weaponInfo = 1; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 0; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = false; // Stamina bar
weaponCrosshair = false; // Weapon crosshair
visionAid = false; // Vision aid
// View
thirdPersonView = false; // 3rd person view
cameraShake = false; // Camera shake
// Multiplayer
scoreTable = false; // Score table
deathMessages = false; // Killed by
vonID = false; // VON ID
// Misc
mapContent = false; // Extended map content
autoReport = false; // Automatic reporting
multipleSaves = false; // Multiple saves
};
};
};
aiLevelPreset=2;
};
class CustomAILevel
{
skillAI=1;
precisionAI=0;
};
};