mirror of
https://github.com/EpochModTeam/Epoch.git
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220 lines
6.9 KiB
Plaintext
220 lines
6.9 KiB
Plaintext
author = "Epoch Mod Team";
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class Header
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{
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gameType = Sandbox;
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minPlayers = 1;
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maxPlayers = 100;
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};
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respawn = "BASE";
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respawnDelay = 600;
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respawnDialog = 0;
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onLoadMission= "Epoch";
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OnLoadIntro = "Welcome to Epoch Mod";
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loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";
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OnLoadIntroTime = False;
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OnLoadMissionTime = False;
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onLoadName = "Epoch Mod";
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disabledAI = true;
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scriptedPlayer = 1;
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disableChannels[]={0,1,2,6};
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enableItemsDropping = 0;
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briefing = 0;
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debriefing = 0;
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enableDebugConsole = 0;
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joinUnassigned = 0;
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respawnOnStart = 0;
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forceRotorLibSimulation = 1;
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corpseManagerMode = 1;
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corpseLimit = 10;
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corpseRemovalMinTime = 1200;
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corpseRemovalMaxTime = 3600;
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wreckManagerMode = 1;
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wreckLimit = 2;
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wreckRemovalMinTime = 60;
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wreckRemovalMaxTime = 360;
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class CfgRemoteExecCommands {};
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class CfgEpochClient
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{
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epochVersion = "0.3.0.4";
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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
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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
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buildingNearbyMilitary = 0; //1 to allow building nearby
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buildingNearbyMilitaryRange = 300; //Define radius of blocked area
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buildingRequireJammer = 0; // 1 = to allow building without a jammer
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buildingCountLimit = 200; // how many objects can be built within range of a jammer
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buildingJammerRange = 75; // jammer range in meters
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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.."};
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class Chernarus_Summer {
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blockedArea[] = {
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{ { 10203, 1886, 0 }, 430 }, //South Electro
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{ { 6822, 2498, 0 }, 600 }, //Cherno
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{ { 4612, 9670, 0 }, 140 }, //NWAF south barack
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{ { 4907, 10117, 0 }, 250 }, //NWAF NE hangas
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{ { 4707, 10384, 0 }, 200 }, //NWAF north barack
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{ { 4069, 10778, 0 }, 75 }, //NWAF west hangas
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{ { 4553, 10722, 0 }, 150 }, //NWAF NW hangas
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{ { 12279, 9505, 0 }, 350 }, //Berenzino Mid
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{ { 12816, 9816, 0 }, 400 }, //Berenzino SE
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{ { 12991, 10147, 0 }, 375 }, //Berenzino Docs
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{ { 2693, 5138, 0 }, 200 }, //Zeleno
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{ { 11467, 7508, 0 }, 150 }, //Polana Factory
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{ { 13092, 7096, 0 }, 140 } //Solnichniy Factory
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};
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Rocks[] = {
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"r2_boulder1.p3d",
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"r2_boulder2.p3d",
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"r2_rock1.p3d",
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"r2_rocktower.p3d",
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"r2_rockwall.p3d"
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};
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ATM[] = {
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"nastenka.p3d",
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"nastenka2.p3d",
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"nastenka3.p3d"
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};
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Water[] = {
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"misc_well.p3d",
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"misc_wellpump.p3d"
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};
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Trash[] = {
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"p_pumpkin_summer.p3d",
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"pumpkin.p3d",
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"misc_postbox.p3d",
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"popelnice.p3d",
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"garbage_misc.p3d",
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"paletyc.p3d",
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"junkpile.p3d",
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"kontejner.p3d",
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"misc_chickencoop.p3d",
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"misc_boogieman.p3d",
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"misc_hutch.p3d",
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"garbage_paleta.p3d",
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"misc_cargo1a.p3d",
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"misc_cargo2a.p3d",
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"misc_greenhouse.p3d",
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"zastavka_stojan.p3d"
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};
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Trees[] = {
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"t_populus3s.p3d",
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"t_fagus2w.p3d",
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"t_betula2s.p3d",
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"t_fagus2s.p3d",
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"t_fagus2f.p3d",
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"t_sorbus2s.p3d",
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"t_fraxinus2w.p3d",
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"t_salix2s.p3d",
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"t_malus1s.p3d",
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"t_betula1f.p3d",
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"t_pinusn2s.p3d",
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"t_picea2s.p3d",
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"t_larix3s.p3d",
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"t_picea3f.p3d",
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"t_picea1s.p3d",
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"misc_fallentree2.p3d",
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"misc_stub2.p3d",
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"t_fraxinus2s.p3d",
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"t_quercus2f.p3d",
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"misc_trunk_water.p3d",
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"misc_trunk_torzo.p3d",
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"t_alnus2s.p3d",
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"misc_fallentree1.p3d",
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"t_betula2f.p3d",
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"t_pinusn1s.p3d",
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"t_pinuss2f.p3d",
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"t_quercus3s.p3d",
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"t_carpinus2s.p3d",
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"misc_fallenspruce.p3d",
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"t_stub_picea.p3d",
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"misc_stub1.p3d",
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"t_acer2s.p3d",
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"t_betula2w.p3d",
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"t_fagus2s_summer.p3d",
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"t_fagus2f_summer.p3d",
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"t_betula2s_summer.p3d"
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};
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Bushes[] = {
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"b_craet1.p3d",
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"b_craet2.p3d",
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"b_corylus.p3d",
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"b_corylus2s.p3d",
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"b_betulahumilis.p3d",
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"b_sambucus.p3d",
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"b_salix2s.p3d",
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"b_canina2s.p3d",
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"b_pmugo.p3d",
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"b_prunus.p3d",
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"b_corylus2s_summer.p3d",
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"b_craet1_summer.p3d",
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"b_betula2w_summer.p3d",
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"b_canina2s_summer.p3d"
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};
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Wrecks[] = {
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"wall_fen1_5_pole.p3d",
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"wall_fen1_5_2.p3d",
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"wall_tin_4_2.p3d",
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"wall_fen1_5.p3d",
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"wall_indfnc_3.p3d",
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"wall_indfnc_9.p3d",
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"wall_indfnc_corner.p3d",
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"misc_concrete_high.p3d",
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"plot_vlnplech2.p3d",
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"misc_g_pipes.p3d",
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"wall_tincom_9.p3d",
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"wall_tin_4.p3d",
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"plot_vlnplech1.p3d",
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"wall_tincom_9_2.p3d",
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"wall_tincom_3.p3d",
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"wall_tincom_pole.p3d",
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"datsun01t.p3d",
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"datsun02t.p3d",
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"skodovka_wrecked.p3d",
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"lada_wrecked.p3d",
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"hiluxt.p3d",
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"uaz_wrecked.p3d",
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"ural_wrecked.p3d"
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};
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};
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};
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class CfgEpochSapper
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{
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detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
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groanTrig = 16; //Percentage chance of a groan. Min value = 4
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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.
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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.
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};
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class CfgEpochUAV
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{
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UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
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UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
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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 !
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};
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class CfgEpochAirDrop
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{
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AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
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AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
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};
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class CfgEpochCloak
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{
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cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
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cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
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attackFrequency = 120; //One attack only per this period. (Min: 120)
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attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
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targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
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teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
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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)
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}; |