Epoch/Sources/mpmissions/epoch.Stratis/description.ext
2015-07-16 10:36:48 -05:00

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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)
};