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 = 0; corpseManagerMode = 1; corpseLimit = 10; corpseRemovalMinTime = 1200; corpseRemovalMaxTime = 3600; wreckManagerMode = 1; wreckLimit = 2; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 360; class CfgRemoteExecCommands {}; class CfgEpochClient { epochVersion = "0.3.1.0"; 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 Esseker { blockedArea[] = { { { 208.778,353.779,0 }, 300 }, //Cave { { 1997.77,4177.22,0 }, 200 }, //Krupa { { 2710.82,4577.82,0 }, 300 }, //Kupress { { 6698.04,3901.16,0 }, 220 }, //Plava Vrana Military { { 9441.22,4768.86,0 }, 500 }, //Adela AF West { { 10336,4809.92,0 }, 280 }, //Adela AF East { { 6453.85,5454.12,0 }, 200 }, //Neptune resort { { 5237.39,4756.58,0 }, 200 }, //Power station { { 5034.75,5126.94,0 }, 300 }, //Kula { { 6317.04,6194.92,0 }, 200 }, //Gulash { { 3023.79,6078.66,0 }, 400 }, //Danilov Grad { { 8665.26,5643.09,0 }, 600 }, //Old Esseker (West) { { 9676.37,5592.46,0 }, 600 }, //Esseker (Central) { { 10547.4,5465.63,0 }, 600 }, //Lower Esseker (East) { { 11896.2,7941.4,0 }, 200 }, //Novi Grad { { 10136.3,7917,0 }, 60 }, //Chardak Resort { { 9054.67,7902.84,0 }, 150 }, //Pilana Sawmill { { 7780.88,6914.07,0 }, 200 }, //Posestra { { 6199.98,6919.69,0 }, 150 }, //Lug { { 3503.95,6888.93,0 }, 170 }, //Melina { { 1953.28,7815.1,0 }, 210 }, //Rama { { 4791.52,8074.88,0 }, 200 }, //Chokory { { 3967.84,9242.61,0 }, 120 }, //ES Petrol { { 1171.25,10280.1,0 }, 150 }, //Camp Spencer { { 7169.08,9298.94,0 }, 150 }, //Tuk { { 7676.77,10152.7,0 }, 100 }, //Igman Military Base { { 10060.6,9901.3,0 }, 200 } //Borosh }; Rocks[] = { "sharpstones_erosion.p3d", "sharprock_spike.p3d", "sharprock_wallh.p3d", "w_sharpstones_erosion.p3d", "bluntstone_02.p3d", "bluntstone_03.p3d", "sharpstone_02.p3d", "decal_rock_dark.p3d" }; ATM[] = { "atm_02_f.p3d", "atm_01_f.p3d", "phonebooth_01_f.p3d", "phonebooth_02_f.p3d" }; Water[] = { "rasman_pond.p3d", "misc_well.p3d", "misc_wellpump.p3d", "water_source_f.p3d", "kasna_new.p3d" }; Trash[] = { "tyres_f.p3d", "junkpile_f.p3d", "garbagewashingmachine_f.p3d", "garbagebags_f.p3d", "kontejner.p3d", "garbagepallet_f.p3d", "popelnice.p3d" }; Trees[] = { "str osika.p3d", "cwr2_a2_t_sorbus2s.p3d", "ind_pec_03.p3d", "t_populusb2s_ep1.p3d", "t_populusf2s_ep1.p3d", "str lipa.p3d", "t_picea2s.p3d", "hrusen2.p3d", "cwr2_a2_t_fagus2w.p3d", "cwr2_a2_t_alnus2s.p3d", "dd_borovice02.p3d", "t_picea3f.p3d", "t_pinuss2f.p3d", "t_pinuss1s_f.p3d", "t_carpinus2s.p3d", "t_quercusir2s_f.p3d", "jablon.p3d", "mb_t_ulmus_large.p3d", "cwr_aleppopine.p3d", "t_fagus2f_summer.p3d", "t_fagus2f.p3d", "t_populus3s.p3d", "t_pinusn2s.p3d", "t_picea1s.p3d", "cwr2_a2_t_quercus3s.p3d", "str kastan.p3d", "t_populusn3s_f.p3d", "cwr2_a2_t_fraxinus2s.p3d", "t_poplar2f_dead_f.p3d", "misc_fallentree2.p3d", "t_oleae1s_f.p3d", "t_fraxinusav2s_f.p3d", "t_oleae2s_f.p3d", "t_prunuss2s_ep1.p3d" }; Bushes[] = { "krovi_long.p3d", "cwr2_a2_b_canina2s.p3d", "b_salix2s.p3d", "cwr2_a2_b_craet1.p3d", "str krovisko vysoke.p3d", "krovi2.p3d", "ker s bobulema.p3d", "t_malus1s.p3d", "cwr2_a2_b_prunus.p3d", "b_ficusc1s_f.p3d", "hospital_side1_f.p3d", "b_craet1_summer.p3d", "b_neriumo2s_f.p3d", "b_neriumo2s_white_f.p3d", "cwr2_a2_b_sambucus.p3d" }; Wrecks[] = { "wreck_ural_f.p3d", "rubble_metal_plates_04.p3d", "rubble_metal_plates_02.p3d", "wreck_car2_f.p3d", "rubble_metal_plates_01.p3d", "wreck_truck_dropside_f.p3d", "wreck_brdm2_f.p3d", "wreck_bmp2_f.p3d", "wreck_heli_attack_01_f.p3d", "bmp_break.p3d", "wreck_t72_hull_f.p3d", "wreck_t72_turret_f.p3d", "wreck_uaz_f.p3d", "wreck_hmmwv_f.p3d", "kamaz_bort.p3d", "wreck_van_f.p3d", "kamaz_awtobas.p3d", "wreck_offroad_f.p3d", "wreck_car3_f.p3d", "maz.p3d", "wreck_offroad2_f.p3d", "wreck_car_f.p3d", "wreck_skodovka_f.p3d", "wreck_cardismantled_f.p3d", "wreck_truck_f.p3d", "kamaz_pozarka.p3d", "zaporosez.p3d", "kamaz_tent.p3d", "uaz_wrecked.p3d", "ural_wrecked.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) };