Epoch/Sources/mpmissions/epoch.Bornholm/description.ext

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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 = "0.3.1.0";
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)
};