author = "Epoch Mod Team"; class Header { gameType = Sandbox; minPlayers = 1; maxPlayers = 100; }; respawn = "BASE"; respawnDelay = 600; respawnDialog = 0; onLoadMission= "Epoch"; OnLoadIntro = "Welcome to Epoch Mod"; loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; OnLoadIntroTime = False; OnLoadMissionTime = False; onLoadName = "Epoch Mod"; disabledAI = true; scriptedPlayer = 1; disableChannels[]={0,1,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; enableDebugConsole = 0; joinUnassigned = 0; respawnOnStart = 0; forceRotorLibSimulation = 1; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgEpochClient { epochVersion = "0.3.0.4"; 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 Stratis { blockedArea[] = {}; Rocks[] = { "sharpstone_03_lc.p3d", "sharpstone_02_lc.p3d", "sharpstone_01_lc.p3d", "sharpstone_02.p3d", "sharpstone_03.p3d", "sharprock_monolith.p3d", "sharprock_apart.p3d", "sharpstones_erosion.p3d", "bluntstone_01_lc.p3d", "bluntstone_02_lc.p3d", "bluntstone_03_lc.p3d", "bluntstones_erosion.p3d", "bluntstone_01.p3d", "bluntstone_03.p3d", "sharprock_spike.p3d", "sharprock_wallh.p3d", "w_sharpstone_03.p3d", "w_sharpstone_02.p3d", "w_sharpstone_01.p3d", "bluntrock_apart.p3d", "bluntstone_02.p3d", "bluntrock_monolith.p3d", "bluntrock_wallh.p3d", "sharprock_wallv.p3d", "stonesharp_medium.p3d", "stone_medium_f.p3d", "stonesharp_big.p3d", "stonesharp_small.p3d", "small_stone_02_f.p3d", "stone_small_f.p3d", "stone_big_f.p3d", "bluntrock_spike.p3d" }; ATM[] = { "atm_01_f.p3d", "phonebooth_01_f.p3d", "atm_02_f.p3d", "phonebooth_02_f.p3d" }; Water[] = { "barrelwater_f.p3d", "water_source_f.p3d", "waterbarrel_f.p3d", "canisterplastic_f.p3d", "watertank_f.p3d" }; Trash[] = { "sack_f.p3d", "garbagebags_f.p3d", "pallets_f.p3d", "junkpile_f.p3d", "garbagepallet_f.p3d", "garbagewashingmachine_f.p3d", "basket_f.p3d", "sacks_goods_f.p3d", "crateswooden_f.p3d", "cratesplastic_f.p3d", "garbagebin_01_f.p3d", "barrelsand_f.p3d", "garbagecontainer_closed_f.p3d", "cratesshabby_f.p3d", "bucket_f.p3d", "garbagebarrel_01_f.p3d", "tyres_f.p3d", "cargobox_v1_f.p3d", "metalbarrel_f.p3d", "sacks_heap_f.p3d", "woodenbox_f.p3d", "grave_v1_f.p3d", "grave_v2_f.p3d", "calvary_02_v2_f.p3d", "fishinggear_02_f.p3d", "fishinggear_01_f.p3d", "humanskull_f.p3d", "calvary_02_v1_f.p3d", "rack_f.p3d", "wreck_uaz_f.p3d", "humanskeleton_f.p3d", "shelvesmetal_f.p3d", "kiosk_blueking_ruins_f.p3d", "cargo20_white_f.p3d", "cargo20_yellow_f.p3d", "cargo20_military_green_f.p3d", "cargo40_blue_f.p3d", "cargo40_grey_f.p3d", "cargo40_light_green_f.p3d", "cargo40_light_blue_f.p3d", "cargo40_orange_f.p3d", "cargo20_orange_f.p3d", "cargo20_brick_red_f.p3d" }; Trees[] = { "t_ficusb1s_f.p3d", "t_oleae1s_f.p3d", "t_ficusb2s_f.p3d", "t_broussonetiap1s_f.p3d", "t_pinuss2s_f.p3d", "t_pinuss2s_b_f.p3d", "t_pinuss1s_f.p3d", "t_oleae2s_f.p3d", "i_house_big_01_v2_f.p3d", "i_house_big_02_v1_f.p3d", "i_addon_02_v1_f.p3d", "t_fraxinusav2s_f.p3d", "t_pinusp3s_f.p3d", "t_poplar2f_dead_f.p3d", "t_populusn3s_f.p3d", "t_phoenixc1s_f.p3d" }; Bushes[] = { "b_ficusc2d_f.p3d", "b_ficusc1s_f.p3d", "b_neriumo2d_f.p3d", "b_arundod2s_f.p3d", "b_arundod3s_f.p3d", "b_ficusc2s_f.p3d" }; Wrecks[] = { "wall_tin_4_2.p3d", "mil_wiredfence_f.p3d", "cages_f.p3d", "wreck_car_f.p3d", "pipes_small_f.p3d", "pipe_fence_4m_f.p3d", "spp_tower_f.p3d", "wreck_ural_f.p3d", "wreck_car3_f.p3d", "ironpipes_f.p3d", "pipes_large_f.p3d", "coil_f.p3d", "cinderblocks_f.p3d", "wreck_offroad_f.p3d", "wreck_offroad2_f.p3d", "crabcages_f.p3d", "metalbarrel_empty_f.p3d", "net_fenced_8m_f.p3d", "net_fence_8m_f.p3d", "wavepowerplantbroken_f.p3d", "wreck_truck_dropside_f.p3d", "wavepowerplant_f.p3d", "wreck_traw_f.p3d", "wreck_slammer_f.p3d", "maroula_f.p3d", "indfnc_9_f.p3d", "indfnc_3_f.p3d", "indfnc_3_d_f.p3d", "wreck_car2_f.p3d", "net_fence_4m_f.p3d", "wreck_truck_f.p3d", "wreck_hunter_f.p3d", "wreck_slammer_hull_f.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) };