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 australia { blockedArea[] = { { { 16286.1, 33578.6, 0 }, 650 }, //Darwin { { 28467, 35190.1, 0 }, 150 }, //Weipa { { 32103.5, 29816.8, 0 }, 300 }, //Cairns { { 26754.5, 28028.5, 0 }, 120 }, //Mount Isa { { 22069.6, 25578.4, 0 }, 380 }, //Alice Springs { { 19741.6, 24224.8, 0 }, 420 }, //Pine Gap { { 5201.47, 18284, 0 }, 1100 }, //Perth { { 31122.2, 19938.1, 0 }, 280 }, //Toowoomba { { 38111.5, 19942.4, 0 }, 600 }, //North Brisbane { { 38621.4, 19226.6, 0 }, 410 }, //South Brisbane { { 27702.9, 16997.3, 0 }, 170 }, //Broken Hill { { 20723.4, 12752.9, 0 }, 160 }, //Port Lincoln { { 25072.6, 12705.2, 0 }, 350 }, //Adelaide { { 36505.9, 12877.1, 0 }, 540 }, //North Sydney { { 36469.4, 12133.5, 0 }, 420 }, //South Sydney { { 31070, 10856, 0 }, 750 }, //North Melbourne { { 31205.9, 9721.02, 0 }, 510 }, //South Melbourne { { 35364.5, 8453.59, 0 }, 200 } //Eden }; Rocks[] = { "r_rock_02_ep1.p3d", "brownrock2.p3d", "brownrock3.p3d", "sharpstone_03_lc.p3d", "desertrock.p3d", "desertrock2.p3d", "desertrock3.p3d", "r_stone_01_ep1.p3d", "brownrock.p3d", "rockn_02.p3d", "sharprock_wallh.p3d", "sharpstone_02.p3d", "sharprock_spike.p3d", "sharpstone_01.p3d", "sharprock_apart.p3d", "r_rock_03_ep1.p3d", "rocks_02.p3d", "sharprock_monolith.p3d", "skala3_5.p3d", "skala3_4.p3d", "skala1_4.p3d" }; ATM[] = { "phone_box_south.p3d" }; Water[] = { }; Trash[] = { "Land_GarbagePallet_F", "Land_GarbageBags_F", "podesta_s10.p3d", "kontejner_sklo.p3d", "popelnice.p3d", "paletyd.p3d", "paletyc.p3d", "garbage_misc.p3d", "popelnice_2.p3d", "garbage_plastic.p3d", "garbage_metal.p3d", "jeept_tanker.p3d", "kontejner_plasty.p3d", "odpadkovy_kos.p3d", "socha.p3d", "misc_greenhouse.p3d", "kontejner_papir.p3d", "cinderblocks_f.p3d", "misc_boogieman.p3d", "metalcrate.p3d", "hrob2.p3d", "barel5.p3d", "kontejner.p3d", "barel4.p3d", "tires_ep1.p3d", "barel2.p3d", "barels.p3d", "barel1.p3d", "barels2.p3d", "barels3.p3d" }; Trees[] = { "t_pinuss3s_ep1.p3d", "t_pinuse2s_ep1.p3d", "t_oleae2s_f.p3d", "t_populusf2s_ep1.p3d", "str_topol.p3d", "t_fraxinusav2s_f.p3d", "les_singlestrom_b.p3d", "t_fagus2f.p3d", "t_quercus3s.p3d", "t_salix2s.p3d", "banana_3.p3d", "jablon.p3d", "str_pinie.p3d", "t_sorbus2s.p3d", "t_ficusb2s_ep1.p3d", "palm_01.p3d", "vysilac_budova.p3d", "palm_10.p3d", "palm_03.p3d", "palm_04.p3d", "t_pistacial2s_ep1.p3d", "panelak.p3d", "str kastan.p3d", "a_hospital.p3d", "i_barracks_v1_f.p3d", "dum_istan3_hromada.p3d", "dum_istan3_hromada2.p3d", "dum_istan4_big_inverse.p3d", "panelak2.p3d", "podesta_1_mid.p3d", "podesta_1_cornl.p3d", "t_prunuss2s_ep1.p3d", "dum_istan2_02.p3d", "dum_istan4_inverse.p3d", "podesta_1_stairs2.p3d", "podesta_1_mid_cornl.p3d", "hrusen2.p3d", "zed_kamenna.p3d", "t_pinuss2s_b_f.p3d", "str dub.p3d", "str dub jiny.p3d", "t_pinuss1s_f.p3d", "smrk_siroky.p3d", "smrk_maly.p3d", "les_singlestrom.p3d", "t_pinuss2s_f.p3d", "palm_02.p3d", "brg_banana_3.p3d", "banana_2.p3d", "oliva.p3d", "brg_umbrella_acacia02b.p3d", "brg_umbrella_acacia01b.p3d", "brg_umbrella_acacia04b.p3d", "brg_umbrella_acacia03b.p3d", "str buk.p3d", "les_dub.p3d", "t_ficusb2s_f.p3d", "b_pinusm1s_ep1.p3d", "krovi_long.p3d", "str lipa.p3d", "str javor.p3d", "str trnka.p3d", "t_pyrus2s.p3d", "t_picea3f.p3d", "t_pinusn1s.p3d", "t_ficusb1s_f.p3d", "t_poplar2f_dead_pmc.p3d", "t_oleae1s_f.p3d", "t_quercusir2s_f.p3d", "dd_bush01.p3d", "t_fagus2f_summer.p3d", "akat02s.p3d", "t_amygdalusc2s_ep1.p3d", "str osika.p3d", "palm_09.p3d", "dd_borovice.p3d", "dd_borovice02.p3d", "t_poplar2f_dead_f.p3d", "fuelstation_build_f.p3d", "str_topol2.p3d", "brg_umbrella_acacia_shrub02.p3d", "t_betula2s.p3d", "t_populusb2s_ep1.p3d", "les_dub_jiny.p3d", "les_buk.p3d", "str_fikovnik.p3d", "str_briza_rovna.p3d", "str jerabina.p3d", "str habr.p3d", "les_fikovnik2.p3d" }; Bushes[] = { "b_pmugo.p3d", "b_ficusc2s_f.p3d", "b_neriumo2d_f.p3d", "krovi_bigest.p3d", "b_ficusc1s_f.p3d", "b_arundod3s_f.p3d", "krovi4.p3d", "krovi.p3d", "ker s bobulema.p3d", "ker pichlavej.p3d", "pinus_mugo_lowpoly.p3d", "b_amygdalusn1s_ep1.p3d", "banana_4.p3d", "banana_1.p3d", "palm_08small.p3d", "ker deravej.p3d", "brg_umbrella_acacia_shrub2.p3d", "b_salix2s.p3d", "krovi2.p3d", "b_ficusc2d_f.p3d", "brg_banana_4.p3d" }; Wrecks[] = { "plot_vlnplech1.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) };