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readd missing comments to epoch config
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@ -1,9 +1,9 @@
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/*
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Author: Aaron Clark - EpochMod.com
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Author: Aaron Clark - EpochMod.com
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Contributors: Andrew Gregory
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Description:
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Main Client side configs for the Epoch gamemode
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Description:
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Main Client side configs for the Epoch gamemode
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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@ -15,37 +15,38 @@
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class CfgEpochClient
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{
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epochVersion = "0.5.0.0";
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sapperRngChance = 100;
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droneRngChance = 100;
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buildingNearbyMilitary = 0;
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buildingNearbyMilitaryRange = 300;
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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
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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
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buildingNearbyMilitary = 0; //1 to allow building nearby
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buildingNearbyMilitaryRange = 300; //Define radius of blocked area
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buildingNearbyMilitaryClasses[] = {"Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"};
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restrictedLocations[] = {"NameCityCapital"};
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restrictedLocationsRange = 300;
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buildingRequireJammer = 1; //1 = require jammer to build
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buildingJammerRange = 75;
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jammerPerGroup = 1;
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minJammerDistance = 650;
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maxBuildingHeight = 33;
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buildingCountLimit = 200; //overall building limit in range of jammer (overridden if "useGroupCountLimits=1")
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storageCountLimit = 100; //overall storage limit in range of jammer (triggers only if "splitCountLimits=1" & "useGroupCountLimits=0")
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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...)
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useGroupCountLimits = 1; //1 = enable leader and member counts (doesn´t affect "splitCountLimits")
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buildingCountLeader = 125; //ignore if "useGroupCountLimits=0"
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buildingCountPerMember = 5; //ignore if "useGroupCountLimits=0"
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storageCountLeader = 10; //ignore if "splitCountLimits=0" & "useGroupCountLimits=0"
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storageCountPerMember = 5; //ignore if "splitCountLimits=0" & "useGroupCountLimits=0"
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maxdoors = 8;
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maxgates = 5;
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disableRemoteSensors = "true";
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buildingJammerRange = 75; // jammer range in meters
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jammerPerGroup = 1; // allowed number of jammers per group.
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minJammerDistance = 650; // min distance to next Jammer
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maxBuildingHeight = 33; // Max Height, building is allowed.
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buildingCountLimit = 200; //overall building limit in range of jammer (overridden if "useGroupCountLimits=1")
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storageCountLimit = 100; //overall storage limit in range of jammer (triggers only if "splitCountLimits=1" & "useGroupCountLimits=0")
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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...)
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useGroupCountLimits = 1; //1 = enable leader and member counts (doesn´t affect "splitCountLimits")
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buildingCountLeader = 125; //ignore if "useGroupCountLimits=0"
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buildingCountPerMember = 5; //ignore if "useGroupCountLimits=0"
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storageCountLeader = 10; //ignore if "splitCountLimits=0" & "useGroupCountLimits=0"
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storageCountPerMember = 5; //ignore if "splitCountLimits=0" & "useGroupCountLimits=0"
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maxdoors = 8; // Max allowed doors per Group
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maxgates = 5; // Max allowed Gates per Group
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disableRemoteSensors = "true"; // disableRemoteSensors true/false
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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.."};
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deathMorphClass[] = {"Epoch_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F"};
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niteLight[] = {1,1.88,22};
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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
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niteLight[] = {1,1.88,22}; //Set ambient lighting at night: {Brightness of light,Height of light}. Default (Low Ambient): {1.88,22} | Twilight: {7.2,88} | Distant: {12.8,142}
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ryanZombiesEnabled = "true";
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antagonistSpawnIndex[] = {{"Epoch_Cloak_F",1},{"GreatWhite_F",2},{"Epoch_Sapper_F",2},{"Epoch_SapperB_F",1},{"I_UAV_01_F",2},{"PHANTOM",1},{"B_Heli_Transport_01_F",1},{"EPOCH_RyanZombie_1",12}};
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customVarsDefaults[] = {{"Temp",98.6,{106.7,95,102,105,96,95}},{"Hunger",1500,{5000,0,5001,5001,1250,0}},{"Thirst",750,{2500,0,2501,2501,625,0}},{"AliveTime",0,{-2,0}},{"Energy",0,{2500,0}},{"Wet",0,{100,0,35,55,-1,-1}},{"Soiled",0,{100,0,35,55,-1,-1}},{"Immunity",0,{100,0}},{"Toxicity",0,{100,0,35,55,-1,-1}},{"Stamina",100,{"EPOCH_playerStaminaMax",0}},{"Crypto",0,{250000,0}},{"HitPoints",{0,0,0,0},{1,0,0.5,1,-1,-1}},{"BloodP",100,{190,0,120,140,70,50}},{"SpawnArray",{},{}},{"Karma",0,{50000,-50000}},{"Alcohol",0,{100,0,35,55,-1,-1}},{"Radiation",0,{100,0,35,55,-1,-1}},{"Nuisance",0,{100,0}},{"MissionArray",{},{}}};
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antagonistSpawnIndex[] = {{"Epoch_Cloak_F",1},{"GreatWhite_F",2},{"Epoch_Sapper_F",2},{"Epoch_SapperB_F",1},{"I_UAV_01_F",2},{"PHANTOM",1},{"B_Heli_Transport_01_F",1},{"EPOCH_RyanZombie_1",12}}; // {"type", limit}
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customVarsDefaults[] = {{"Temp",98.6,{106.7,95,102,105,96,95}},{"Hunger",1500,{5000,0,5001,5001,1250,0}},{"Thirst",750,{2500,0,2501,2501,625,0}},{"AliveTime",0,{-2,0}},{"Energy",0,{2500,0}},{"Wet",0,{100,0,35,55,-1,-1}},{"Soiled",0,{100,0,35,55,-1,-1}},{"Immunity",0,{100,0}},{"Toxicity",0,{100,0,35,55,-1,-1}},{"Stamina",100,{"EPOCH_playerStaminaMax",0}},{"Crypto",0,{250000,0}},{"HitPoints",{0,0,0,0},{1,0,0.5,1,-1,-1}},{"BloodP",100,{190,0,120,140,70,50}},{"SpawnArray",{},{}},{"Karma",0,{50000,-50000}},{"Alcohol",0,{100,0,35,55,-1,-1}},{"Radiation",0,{100,0,35,55,-1,-1}},{"Nuisance",0,{100,0}},{"MissionArray",{},{}}}; // EPOCH_player + varName, default value, {max,min,high-warn,high-critical,low-warn,low-critical}
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hudConfigs[] = {{{"BloodP","","",{"getPlayerDamage",">=",0.7}},"topRight","x\addons\a3_epoch_code\Data\UI\bleeding_ca.paa",{"forceUpdate"}},{{"Oxygen","getPlayerOxygenRemaining","",{},{1,0,2,2,1,0.55}},"topRight","x\addons\a3_epoch_code\Data\UI\oxygen_ca.paa"},{"Hunger","topRight","x\addons\a3_epoch_code\Data\UI\hunger_ca.paa",{"forceBloodRise"}},{"Thirst","topRight","x\addons\a3_epoch_code\Data\UI\thirst_ca.paa",{"forceBloodRise"}},{"Temp","topRight",{"x\addons\a3_epoch_code\Data\UI\hot_ca.paa","x\addons\a3_epoch_code\Data\UI\cold_ca.paa"},{"forceFatigue"}},{"Toxicity","topRight","x\addons\a3_epoch_code\Data\UI\hazzard_ca.paa"},{"Alcohol","topRight","x\addons\a3_epoch_code\Data\UI\drunk_ca.paa"},{"Soiled","topRight","x\addons\a3_epoch_code\Data\UI\soiled_ca.paa"},{"Radiation","topRight","x\addons\a3_epoch_code\Data\UI\rads_ca.paa"},{{"HitPoints","getPlayerHitPointDamage","HitLegs"},"topRight","x\addons\a3_epoch_code\Data\UI\broken_ca.paa"}};
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group_upgrade_lvl[] = {4,"1000",6,"1500",8,"2000",10,"2500",12,"3000",14,"3500",16,"4000",32,"8000",64,"16000"};
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group_upgrade_lvl[] = {4,"1000",6,"1500",8,"2000",10,"2500",12,"3000",14,"3500",16,"4000",32,"8000",64,"16000"}; // controls max group limit and cost
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// Event handler code
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displayAddEventHandler[] = {"keyDown","keyUp"};
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keyDown = "(_this call EPOCH_KeyDown)";
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keyUp = "(_this call EPOCH_KeyUp)";
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@ -65,16 +66,18 @@ class CfgEpochClient
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HitPart = "";
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GetInMan = "_this call EPOCH_getInMan";
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GetOutMan = "_this call EPOCH_getOutMan;";
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// suppress these units from spawning near Jammer or Traders
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nonJammerAI[] = {"B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","EPOCH_RyanZombie_1"};
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nonTraderAI[] = {"B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F","GreatWhite_F","EPOCH_RyanZombie_1"};
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nonTraderAIRange = 50;
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fishLoots[] = {"ItemTuna","ItemSeaBass","ItemSeaBass","ItemSeaBass","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout"};
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animalAiTables[] = {"Sheep_random_EPOCH","Sheep_random_EPOCH","Goat_random_EPOCH","Goat_random_EPOCH","Goat_random_EPOCH",{"Cock_random_EPOCH","Hen_random_EPOCH"},{"Cock_random_EPOCH","Hen_random_EPOCH"},"Rabbit_EPOCH","Rabbit_EPOCH","Rabbit_EPOCH","Snake_random_EPOCH","Snake2_random_EPOCH",{"Fin_random_EPOCH","Alsatian_Random_EPOCH"}};
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fishLoots[] = {"ItemTuna","ItemSeaBass","ItemSeaBass","ItemSeaBass","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout"}; // Fishing loots
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animalAiTables[] = {"Sheep_random_EPOCH","Sheep_random_EPOCH","Goat_random_EPOCH","Goat_random_EPOCH","Goat_random_EPOCH",{"Cock_random_EPOCH","Hen_random_EPOCH"},{"Cock_random_EPOCH","Hen_random_EPOCH"},"Rabbit_EPOCH","Rabbit_EPOCH","Rabbit_EPOCH","Snake_random_EPOCH","Snake2_random_EPOCH",{"Fin_random_EPOCH","Alsatian_Random_EPOCH"}}; // Animal spawn table
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playerDeathScreen = "TapOut";
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playerKilledScreen = "TapOut2";
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playerDisableRevenge = 0;
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playerRevengeMinAliveTime = 900;
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bankTransferTime[] = {0.0006,1.2,0.06};
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// include configs
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#include "CfgEpochClient\Altis.hpp"
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#include "CfgEpochClient\australia.hpp"
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#include "CfgEpochClient\Bornholm.hpp"
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@ -95,26 +98,26 @@ class CfgEpochClient
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};
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class CfgEpochSapper
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{
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detonateDistMax = 8;
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groanTrig = 16;
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sRange = 300;
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smellDist = 24;
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reflexSpeed = 0.25;
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nestChance = 2;
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hideLevel = 72;
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chargeLevel = 62;
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detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
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groanTrig = 16; //Percentage chance of a groan. Min value = 4
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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.
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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.
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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).
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nestChance = 2; //Every time a sapper spawns apply this percentage chance that sapper will create a nest.
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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.
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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.
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};
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class CfgEpochUAV
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{
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UAVMinDist = 48;
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UAVMaxDist = 180;
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UAVHeight = 100;
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UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
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UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
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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 !
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};
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class CfgEpochUAVSupport
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{
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unitTypes[] = {"I_Soldier_EPOCH","I_Soldier2_EPOCH","I_Soldier3_EPOCH"};
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maxUnitNum = 2;
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minAISkill = 0.2;
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unitTypes[] = {"I_Soldier_EPOCH", "I_Soldier2_EPOCH", "I_Soldier3_EPOCH"};//Selects from randomly
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maxUnitNum = 2; //Maximum number of units spawned when UAV spots target.
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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:
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maxAimingAccuracy = 0.7;
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maxAimingShake = 0.9;
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maxAimingSpeed = 0.6;
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@ -128,32 +131,31 @@ class CfgEpochUAVSupport
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};
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class CfgEpochAirDrop
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{
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AirDropFreq = 1200;
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AirDropChance = 6;
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AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
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AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
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};
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class CfgEpochCloak
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{
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cRange = 300;
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cAggression = 75;
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attackFrequency = 120;
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attackDistance = 38;
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targetChangeFrequency = 42;
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teleportChance = 66;
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hoverFrequency = 1280;
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cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
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cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
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attackFrequency = 120; //One attack only per this period. (Min: 120)
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attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
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targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
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teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
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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)
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};
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class CfgEpochRyanZombie
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{
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zeds[] = {"EPOCH_RyanZombie_1","EPOCH_RyanZombie_2","EPOCH_RyanZombie_3","EPOCH_RyanZombie_4","EPOCH_RyanZombie_5"};
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attackDist = 1.6;
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range = 45;
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disposeRange = 800;
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smell[] = {38,0.42};
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sight[] = {28,0.72};
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hearing[] = {108,0.68};
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memory[] = {480,0.8};
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reflexSpeed = 0.25;
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attackDist = 1.6; //Attack Distance.
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range = 45; //Range at which to dispose old zombies and spawn new ones within.
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disposeRange = 800; // distance before zombie is disposed
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smell[] = {38,0.42}; //Distance in metres up to which the zombie can smell a target. | Skill (0 - 1). 0 - Disable
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sight[] = {28,0.72}; //Zombie sight distance | Skill (0 - 1).
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hearing[] = {108,0.68}; //Zombie hearing distance / Skill. Max FiredNear EH Limit ?
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memory[] = {480,0.8}; //Memory time. / Weighting. WIP - Not Used
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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).
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moans[] = {"ryanzombiesmoan1","ryanzombiesmoan2","ryanzombiesmoan3","ryanzombiesmoan4"};
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screams[] = {"ryanzombiesscream1","ryanzombiesscream2","ryanzombiesscream3","ryanzombiesscream4","ryanzombiesscream5","ryanzombiesscream6","ryanzombiesscream7","ryanzombiesscream8","ryanzombiesscream9"};
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};
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/*[[[end]]]*/
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