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 = "0.3.1.0"; 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 Bornholm { blockedArea[] = { { { 1433, 8071, 0 }, 250 }, //Roenne NorthEast { { 1939, 7788, 0 }, 250 }, //Roenne East { { 1553, 7103, 0 }, 400 }, //Roenne South { { 3052, 5412, 0 }, 400 }, //Main Airport { { 3676, 5148, 0 }, 300 }, //Airport addons { { 9547, 5541, 0 }, 600 }, //Aakirkeby { { 17433, 5106, 0 }, 600 }, //Nexoe { { 17989, 9844, 0 }, 600 }, //Svaneke { { 11600, 14723, 0 }, 500 }, //Gudhjem { { 5010, 19132, 0 }, 250 }, //Allinge { { 5291, 12450, 0 }, 450 }, //Klemensker { { 3386, 10088, 0 }, 350 }, //Nyker { { 14560, 5130, 0 }, 300 }, //South Airport { { 148786, 5024, 0 }, 300 }, //South Airport Base { { 12993, 10197, 0 }, 250 }, //Oestermarie { { 13867, 10672, 0 }, 300 }, //East Airport { { 8564, 15015, 0 }, 350 }, //Roe { { 6554, 5866, 0 }, 400 }, //Lobbaek { { 5350, 5724, 0 }, 300 }, //Nylars { { 12438, 2980, 0 }, 400 }, //Pedersker { { 14121, 11331, 0 }, 200 }, //Central Spawn { { 1322, 8733, 0 }, 200 }, //West Spawn { { 15639, 191, 0 }, 200 } //East Spawn }; Rocks[] = { "bo_r2_boulder1.p3d", "bo_r2_boulder2.p3d", "bo_r2_rock1.p3d", "bo_r2_rocktower.p3d",w "bo_r2_rockwall.p3d" }; ATM[] = { "nastenka.p3d", "nastenka2.p3d", "nastenka3.p3d" }; Water[] = { "misc_well.p3d", "misc_wellpump.p3d", "kasna_new.p3d" }; Trash[] = { "p_pumpkin_summer.p3d", "pumpkin.p3d", "misc_postbox.p3d", "popelnice.p3d", "garbage_misc.p3d", "paletyc.p3d", "junkpile.p3d", "kontejner.p3d", "misc_chickencoop.p3d", "misc_boogieman.p3d", "misc_hutch.p3d", "garbage_paleta.p3d", "misc_cargo1a.p3d", "misc_cargo2a.p3d", "misc_greenhouse.p3d", "zastavka_stojan.p3d", "p_helianthus.p3d", "junkpile_f.p3d", "bricks_v2_f.p3d", "woodenbox_f.p3d" }; Trees[] = { "bo_t_populus3s.p3d", "bo_t_fagus2w.p3d", "bo_t_betula2s.p3d", "bo_t_fagus2s.p3d", "bo_t_fagus2f.p3d", "bo_t_sorbus2s.p3d", "bo_t_fraxinus2w.p3d", "bo_t_salix2s.p3d", "bo_t_malus1s.p3d", "bo_t_betula1f.p3d", "bo_t_pinusn2s.p3d", "bo_t_picea2s.p3d", "bo_t_larix3s.p3d", "bo_t_picea3f.p3d", "bo_t_picea1s.p3d", "bo_misc_fallentree2.p3d", "bo_misc_stub2.p3d", "bo_t_fraxinus2s.p3d", "bo_t_quercus2f.p3d", "bo_misc_trunk_water.p3d", "bo_misc_trunk_torzo.p3d", "bo_t_alnus2s.p3d", "bo_misc_fallentree1.p3d", "bo_t_betula2f.p3d", "bo_t_pinusn1s.p3d", "bo_t_pinuss2f.p3d", "bo_t_quercus3s.p3d", "bo_t_carpinus2s.p3d", "misc_fallenspruce.p3d", "bo_t_stub_picea.p3d", "misc_stub1.p3d", "bo_t_acer2s.p3d", "bo_t_betula2w.p3d", "bo_t_pyrus2s.p3d", "bo_b_corylus.p3d" }; Bushes[] = { "bo_b_craet1.p3d", "bo_b_craet2.p3d", "bo_b_corylus.p3d", "bo_b_corylus2s.p3d", "bo_b_betulahumilis.p3d", "bo_b_sambucus.p3d", "salix2s.p3d", "bo_b_canina2s.p3d", "bo_b_pmugo.p3d", "bo_b_prunus.p3d" }; Wrecks[] = { "wall_fen1_5_pole.p3d", "wall_fen1_5_2.p3d", "wall_tin_4_2.p3d", "wall_fen1_5.p3d", "wall_indfnc_3.p3d", "wall_indfnc_9.p3d", "wall_indfnc_corner.p3d", "misc_concrete_high.p3d", "plot_vlnplech2.p3d", "misc_g_pipes.p3d", "wall_tincom_9.p3d", "wall_tin_4.p3d", "plot_vlnplech1.p3d", "wall_tincom_9_2.p3d", "wall_tincom_3.p3d", "wall_tincom_pole.p3d", "datsun01t.p3d", "datsun02t.p3d", "skodovka_wrecked.p3d", "lada_wrecked.p3d", "hiluxt.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) };