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remove duplicate entries, indent fix, comment clarity
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@ -64,13 +64,16 @@ class CfgEpoch
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// Radiation System
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// Radiation System
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radioactiveLocations[] = {"NameCityCapital", "NameCity", "Airport"};
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radioactiveLocations[] = {"NameCityCapital", "NameCity", "Airport"};
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radioactiveLocationsCount = 3;
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radioactiveLocationsCount = 3;
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// Block radioactive locations spawn
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// BlackList radioactive locations spawn by object and distance
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radioactiveLocBLObjects[] = {"PlotPole_EPOCH"};
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radioactiveLocBLObjects[] = {"PlotPole_EPOCH"};
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radioactiveLocBLDistance = 500;
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radioactiveLocBLDistance = 500;
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customRadioactiveLocations[] = { // position , intensity , object to spawn radiated
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// Custom Locations for Radiation
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customRadioactiveLocations[] = {
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// {{position , intensity , object},
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// {{11650,11900,0}, 500, "Land_Device_assembled_F"},
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// {{11650,11900,0}, 500, "Land_Device_assembled_F"},
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// {{0,0,0}, 0, ""} //any of these will throw an error in the rpt
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// {{0,0,0}, 0, ""} //any of these will throw an error in the rpt
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// leave this empty to spawn 0 custom locations
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};
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};
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// Traders
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// Traders
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@ -151,7 +154,7 @@ class CfgEpoch
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satelliteCompromisedColor = "ColorRed";
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satelliteCompromisedColor = "ColorRed";
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availableSatellites[] = {"Land_Wreck_Satellite_EPOCH"};
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availableSatellites[] = {"Land_Wreck_Satellite_EPOCH"};
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propsPos[] = {
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propsPos[] = {
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// Will accept several variations of this entry to place objects on the map
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// Will accept several variations of this entry to place objects on the map
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// _className - STRING - Class name of the object to spawn
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// _className - STRING - Class name of the object to spawn
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// _position - ARRAY - posATL of the object placement
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// _position - ARRAY - posATL of the object placement
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@ -168,8 +171,6 @@ class CfgEpoch
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// 3 {"Land_MarketShelter_F", { 13315.3, 14512.4, 0.0361125 }, {{0,0,0},{0,0,1}}, true, true, false, 0},
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// 3 {"Land_MarketShelter_F", { 13315.3, 14512.4, 0.0361125 }, {{0,0,0},{0,0,1}}, true, true, false, 0},
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};
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};
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staticNpcPos[] = {};
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staticNpcPos[] = {};
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forcedVehicleSpawnTable = "";
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forcedLootSpawnTable = "";
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allowedVehiclesList[] = {
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allowedVehiclesList[] = {
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{"C_Offroad_01_EPOCH",8},
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{"C_Offroad_01_EPOCH",8},
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{"C_Quadbike_01_EPOCH",8},
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{"C_Quadbike_01_EPOCH",8},
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