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384 lines
23 KiB
C++
384 lines
23 KiB
C++
/*
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Author: Aaron Clark - EpochMod.com
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Contributors: Andrew Gregory
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Description:
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Main Client side configs for the Epoch gamemode
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgEpochClient.hpp
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*/
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/*[[[cog from arma_config_tools import *; json_to_arma()]]]*/
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class CfgEpochClient
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{
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epochVersion = "1.3.1";
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ArmAVersion = 176;
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debug = "true"; // true = enable extra rpt debug lines, false to disable
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UseOldRevive = "false"; // Revive / Heal Player has been changed to use "HandleDamage" Eventhandler. If scripts are breaking it for you, set it to true (not recommended!)
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antagonistRngChance = 100; // increase number to reduce chances and reduce to increase. Default 100
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NuisanceMulti = 0.5; // Multi for Nuisance increase on shooting - higher Nuisance effect at least antagonist spawn change. (0-1, default 0.5)
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outOfBoundsRadiation = 10; // how much rads per tick (10sec), when outside play area.
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radioactiveLocations[] = {"NameCityCapital", "NameCity", "Airport"}; // used for random radioactive locations and to suppress animal spawns within cities.
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radiatedObjMaxFalloutDist = 125; // max distance radiated object can affect player (number in meters)
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geigerCounterEnergyUsage = 10; // default loss of 10 energy every 10sec of use
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radiationEffectsThreshold = 10; // default level for screen effects to indicate a player's rad dosage (0-100)
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baseRadiationLoss = -1; //default radiation loss every 1 minute, calculated from total immunity. No immunity no reduction.
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baseRadiationLossImmunityPenalty = -1; //immunity is reduced as a penalty for radiation loss effect
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baseHungerLoss = 2; // increase number to speed up rate of Hunger loss
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baseThirstLoss = 2; // increase number to speed up rate of Thirst loss
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accelerateHTALoss = "true"; // use server's time acceleration to increase the rate of Hunger, Thirst and Alcohol loss
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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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buildingNearbyMilitaryClasses[] = {"Cargo_Tower_base_F","Cargo_HQ_base_F","Cargo_Patrol_base_F","Cargo_House_base_F"};
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restrictedLocations[] = {"NameCityCapital"};
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restrictedLocationsRange = 300;
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buildingRequireJammer = 1; //1 = require jammer to build
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buildingJammerRange = 125; // Unused by Epoch, but leave it to prevent issues with custom scripts (should be set to the max possible JammerRange from cfgJammers)
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jammerPerGroup = 1; // allowed number of jammers per group.
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jammerGLOnly = 1; // allow only group leader to place Jammer
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minJammerDistance = 650; // min distance to next Jammer
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maxBuildingHeight = 100; // Max Height, building is allowed.
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splitCountLimits = 0; //1 = distinguish buildingCountLimit from storageCountLimit (ex.: buildingCountLimit=100, storageCountLimit=100 >> you can build 100 baseparts AND additional 100 storage objects like safes, lockboxes...)
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MaxBuildingTilt = 180; // Max degrees players can tilt building elements
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class CfgJammers {
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class PlotPole_EPOCH // Jammer Classname
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{
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buildingJammerRange = 75; // jammer range in meters
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buildingCountLimit = 200; // Max Building Elements per Base
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storageCountLimit = 100; // Max Storage Elements per Base
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buildingCountPerMember = 5; // Additional Building elements per Member
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storageCountPerMember = 5; // Additional Storage elements per Member
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maxdoors = 10; // Max Doors per Base
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maxgates = 5; // Max Gates per Base
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maxCams = 2; // Max Cams per Base
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};
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class PlotPole_M_EPOCH : PlotPole_EPOCH // inherits from "PlotPole_EPOCH" (not defined values will be taken from PlotPole_EPOCH)
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{
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buildingJammerRange = 100; // jammer range in meters
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buildingCountLimit = 215; // Max Building Elements per Base
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storageCountLimit = 115; // Max Storage Elements per Base
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};
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class PlotPole_L_EPOCH : PlotPole_M_EPOCH
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{
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buildingJammerRange = 125; // jammer range in meters
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buildingCountLimit = 230; // Max Building Elements per Base
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storageCountLimit = 130; // Max Storage Elements per Base
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};
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class PlotPole_XL_EPOCH : PlotPole_L_EPOCH
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{
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buildingJammerRange = 150; // jammer range in meters
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buildingCountLimit = 245; // Max Building Elements per Base
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storageCountLimit = 145; // Max Storage Elements per Base
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};
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class PlotPole_XXL_EPOCH : PlotPole_XL_EPOCH
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{
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buildingJammerRange = 175; // jammer range in meters
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buildingCountLimit = 260; // Max Building Elements per Base
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storageCountLimit = 160; // Max Storage Elements per Base
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};
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};
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StorageClasses[] = {"Buildable_Storage","Buildable_Storage_SIM","Buildable_Storage_Ghost","Constructions_lockedstatic_F","Secure_Storage_Temp"};
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BuildingClasses[] = {"Constructions_static_F","Constructions_foundation_F","Const_Ghost_EPOCH"};
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DoorClasses[] = {"WoodLargeWallDoorL_EPOCH","WoodWall4_EPOCH","CinderWallDoorwHatch_EPOCH","WoodStairs3_EPOCH","JailWallDoor_EPOCH"};
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GateClasses[] = {"CinderWallGarage_EPOCH","WoodWallGarage_EPOCH","MetalWallGarage_EPOCH"};
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AtmBlockedAtPlot = "true"; // Block ATM's in Plotpole-Range
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disableRemoteSensors = "true"; // disableRemoteSensors true/false
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ActionFireOnLighter = "true"; // Lighter is needed to inflame fires
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ActionBurnBarrelOffExtinguisher = "true"; // FireExtinguisher is needed to put off Burn Barrels
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ActionHookRope = "true"; // Rope is needed to hook vehicles (get back on release)
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DefuseBombChance = 0.6; // Chance for successfully defuse a bomb -> If fail, the bomb will explode
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DisableDoorInteractForACE = "true"; // If true, Door-Interactions from ACE-Mod will be blocked (no effect, if ACE is not running)
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epochMessageBackgroundCol[] = {0,0,0,0.2}; //Epoch_message background color (format: {R,G,B,A})
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epochMessageTextCol[] = {1,1,1,0.95}; //Epoch_message text color (format: {R,G,B,A})
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//to use different colored messages in scripts, just call it this way: ["the message", 6, [[0,0,0,0.2],[1,1,1,0.95]]] call Epoch_message;
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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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deathMorphClass[] = {"Epoch_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F"}; //Random selection of these classes when player morphs after death. Currently available: Epoch_Cloak_F, Epoch_SapperB_F, Epoch_Sapper_F, I_UAV_01_F
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niteLight[] = {1,1.88,22}; // 0 = disabled or 1 = enabled, Set ambient lighting at night: {Brightness of light,Height of light}. Default (Low Ambient): {1.88,22} | Twilight: {7.2,88} | Distant: {12.8,142}
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ryanZombiesEnabled = "true";
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antagonistChances[] = {
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// {"type", chance}
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"Epoch_Cloak_F",0.06,
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"GreatWhite_F",0,
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"Epoch_Sapper_F",0.12,
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"Epoch_SapperG_F",0.06,
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"Epoch_SapperB_F",0.03,
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"I_UAV_01_F",0.12,
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"PHANTOM",0.03,
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"B_Heli_Transport_01_F",0,
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"EPOCH_RyanZombie_1",0.12,
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"I_Soldier_EPOCH",0
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};
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antagonistSpawnIndex[] = {
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// {"type", limit}
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{"Epoch_Cloak_F",1},
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{"GreatWhite_F",2},
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{"Epoch_Sapper_F",2},
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{"Epoch_SapperG_F",1},
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{"Epoch_SapperB_F",1},
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{"I_UAV_01_F",2},
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{"PHANTOM",1},
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{"B_Heli_Transport_01_F",1},
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{"EPOCH_RyanZombie_1",12},
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{"I_Soldier_EPOCH",1}
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};
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customVarsDefaults[] = {
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// EPOCH_player + varName, default value, {max,min,high-warn,high-critical,low-warn,low-critical}
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{"Temp",98.6,{106.7,95,102,105,96,95}},
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{"Hunger",1500,{5000,0,5001,5001,1250,0}},
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{"Thirst",750,{2500,0,2501,2501,625,0}},
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{"AliveTime",0,{-2,0}}, // local
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{"Energy",0,{2500,0}},
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{"Wet",0,{100,0,35,55,-1,-1}},
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{"Soiled",0,{100,0,35,55,-1,-1}},
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{"Immunity",0,{100,0}},
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{"Toxicity",0,{100,0,35,55,-1,-1}},
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{"Stamina",100,{"EPOCH_playerStaminaMax",0}},
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{"Crypto",0,{250000,0}},
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{"HitPoints",{0,0,0,0},{1,0,0.5,1,-1,-1}}, // limits here only used for HUD.
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{"BloodP",100,{190,0,120,140,70,50}},
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{"SpawnArray",{},{}},
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{"NotUsed",0,{50000,-50000}}, // TODO remove or replace
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{"Alcohol",0,{100,0,35,55,-1,-1}},
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{"Radiation",0,{100,0,35,55,-1,-1}}, // local
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{"Nuisance",0,{100,0}},
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{"MissionArray",{},{}}
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};
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// Vars and the value that gets set if godmode is enabled
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gmVars[] = {
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{"Temp",98.6},
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{"Hunger",2500},
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{"Thirst",1500},
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{"Energy",2500},
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{"Toxicity",0},
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{"Stamina",100},
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{"BloodP",100},
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{"Alcohol",0},
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{"Radiation",0}
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};
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hudConfigs[] = {
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{{"BloodP","","",{"getPlayerDamage",">=",0.7}},"topRight","x\addons\a3_epoch_code\Data\UI\bleeding_ca.paa",{"forceUpdate"}},
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{{"Oxygen","getPlayerOxygenRemaining","",{},{1,0,2,2,1,0.55}},"topRight","x\addons\a3_epoch_code\Data\UI\oxygen_ca.paa"},
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{"Hunger","topRight","x\addons\a3_epoch_code\Data\UI\hunger_ca.paa",{"forceBloodRise"}},
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{"Thirst","topRight","x\addons\a3_epoch_code\Data\UI\thirst_ca.paa",{"forceBloodRise"}},
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{"Temp","topRight",{"x\addons\a3_epoch_code\Data\UI\hot_ca.paa","x\addons\a3_epoch_code\Data\UI\cold_ca.paa"},{{"forceFatigue","forceBloodRise"},{"forceFatigue","forceBloodDrop"}}},
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{"Toxicity","topRight","x\addons\a3_epoch_code\Data\UI\hazzard_ca.paa",{"forceBloodRise"}},
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{"Alcohol","topRight","x\addons\a3_epoch_code\Data\UI\drunk_ca.paa"},
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{"Soiled","topRight","x\addons\a3_epoch_code\Data\UI\soiled_ca.paa"},
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{"Radiation","topRight","x\addons\a3_epoch_code\Data\UI\rads_ca.paa",{"forceBloodRise"}},
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{{"HitPoints","getPlayerHitPointDamage","HitLegs"},"topRight","x\addons\a3_epoch_code\Data\UI\broken_ca.paa"}
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};
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defineCommunityStats[] = {
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// EPOCH_total + varName, starting value, {min,max or custom values}
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{"Karma",1500,{-50000,50000,{-5000,-15000,-30000},{5000,15000,30000}}}, // min, max, {Work In Progress levels}
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{"Murders",0,{}},
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{"Deaths",0,{}},
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{"Suicides",0,{0,99999,500}}, // min, max, "Suicide King" status
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{"Revives",0,{0,99999,500}}, // min, max, "Medic" status
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{"TraderMissions",0,{}},
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{"AIKills",0,{}},
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{"AntagonistKills",0,{}},
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{"ZombieKills",0,{}}
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};
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group_upgrade_lvl[] = {4,"1000",6,"1500",8,"2000",10,"2500",12,"3000",14,"3500",16,"4000",32,"8000",64,"16000"}; // controls max group limit and cost
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// Event handler code
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displayAddEventHandler[] = {"keyDown","keyUp"};
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keyDown = "(_this call EPOCH_KeyDown)";
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keyUp = "(_this call EPOCH_KeyUp)";
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addEventHandler[] = {"Respawn","Put","Take","InventoryClosed","InventoryOpened","FiredMan","Killed","HandleRating","HandleScore","HandleDamage","GetInMan","GetOutMan","Hit","SeatSwitchedMan","FiredNear"};
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Respawn = "(_this select 0) call EPOCH_clientRespawn";
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Put = "(_this select 1) call EPOCH_interact;_this call EPOCH_PutHandler;_this call Epoch_custom_EH_Put";
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Take = "(_this select 1) call EPOCH_interact;_this call EPOCH_UnisexCheck;_this call Epoch_custom_EH_Take";
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FiredMan = "_this call EPOCH_fnc_playerFired;_this call Epoch_custom_EH_FiredMan";
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InventoryClosed = "_this call EPOCH_InventoryClosed;_this call EPOCH_custom_EH_InventoryClosed";
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InventoryOpened = "_this call EPOCH_InventoryOpened||_this call EPOCH_custom_EH_InventoryOpened"; // the || here allows either function to block opening of inventory by returning true.
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Killed = "_this call EPOCH_fnc_playerDeath;_this call Epoch_custom_EH_Killed";
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HandleRating = "0";
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HandleScore = "";
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HandleDamage = "_this call EPOCH_HandleDamage;_this call EPOCH_custom_EH_HandleDamage";
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HandleHeal = "";
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Dammaged = "";
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Hit = "_this call EPOCH_custom_EH_Hit";
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HitPart = "";
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GetInMan = "_this call EPOCH_getInMan;_this call Epoch_custom_EH_GetInMan";
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GetOutMan = "_this call EPOCH_getOutMan;_this call Epoch_custom_EH_GetOutMan";
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SeatSwitchedMan = "_this call EPOCH_custom_EH_SeatSwitchedMan";
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FiredNear = "_this call EPOCH_custom_EH_FiredNear";
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// suppress these units from spawning near Jammer or Traders
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nonJammerAI[] = {"B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","EPOCH_RyanZombie_1"};
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nonTraderAI[] = {"B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F","GreatWhite_F","EPOCH_RyanZombie_1"};
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nonTraderAIRange = 50;
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fishLoots[] = {"ItemTuna","ItemSeaBass","ItemSeaBass","ItemSeaBass","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout","ItemTrout"}; // Fishing loots
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animalAiTables[] = {"Sheep_random_EPOCH","Sheep_random_EPOCH","Goat_random_EPOCH","Goat_random_EPOCH","Goat_random_EPOCH",{"Cock_random_EPOCH","Hen_random_EPOCH"},{"Cock_random_EPOCH","Hen_random_EPOCH"},"Rabbit_EPOCH","Rabbit_EPOCH","Rabbit_EPOCH","Snake_random_EPOCH","Snake2_random_EPOCH",{"Fin_random_EPOCH","Alsatian_Random_EPOCH"}}; // Animal spawn table
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playerDeathScreen = "TapOut";
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playerKilledScreen = "TapOut2";
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playerDisableRevenge = 0;
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playerRevengeMinAliveTime = 900;
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playerLocationMarkerGPSOnly = 1; // Map marker toggle in map dyna menu with assigned GPS only
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playerDeathMarkerGPSOnly = 1; // Map marker toggle in map dyna menu on death with assigned GPS only
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mapOnZoomSetMarkerSize = 1; // When in map markers will change to larger size as player zooms in
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bankTransferTime[] = {0.0006,1.2,0.06};
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// Player (Building) Energy
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energyPowerSources[] = { // Add PowerCapacity and PowerType in CfgBaseBuilding, if you add something here!
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"Land_spp_Tower_F",
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"Land_wpp_Turbine_V2_F",
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"Land_wpp_Turbine_V1_F",
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"SolarGen_EPOCH",
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"Land_Wreck_Satellite_EPOCH"
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};
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energyRange = 75; // Range to check for energy sources
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energyRegenMax = 5; // Max energy increase value (every 10 seconds)
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energyCostNV = 3; // Energy loss value by using nightvision (every 10 seconds)
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energyRegenInVeh = 5; // Energy increase value in Vehicles with Engine On (every 10 seconds)
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// Favorite Bar
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Fav_enableFavoriteBar = "true"; // If disabled, players will not be able to use favorite bar
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Fav_DropIfOverflow = "false"; // If enabled and inventory full, equipped weapon will be dropped on ground in favor for the new selected weapon, otherwise action will fail with message and weapon will not be equipped
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Fav_FastWeaponSwitching = "false"; // If enabled, same slot weapons from favorites bar are equipped instantly, otherwise reload action is played (recommended for immersion)
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Fav_BannedItems[] = {"FAK"}; // Items that users are not allowed to pin
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EnableTempVehTrade = "false"; // Enable selling of temp Vehicles (not handled by Epoch). Temp Vehicles will not be stored in Traders, but can be sold
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BulletCalculateOnCraft = "true"; // Enable Bullet Calculation on Crafting - Example: If you craft a large EnergyPack with 3 half full EnergyPacks, you will only get a half filled large EnergyPack back
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// Vehicle Settings
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DisallowSellOnDamage = "false"; // Prevent from selling Vehicles with one or more fully damaged wheel or engine
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MaxVehTradeDist = 30; // Max distance where Players can sell Vehicles to Traders
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UseAdvancedVehicleRepair = "true"; // Switch On / Off Advanced Vehicle Repair (Does not effect SuppressedCraftingItems !)
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EnableRemoveParts = "true"; // Enable removing Tires / Engines from Vehicles
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SuppressedCraftingItems[] = { // These Items can not be crafted (but can be used in recipe)
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"VehicleRepairLg", // Supressed for Advanced Vehicle Repair (no longer needed)
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"KitMetalQuarterFloor", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitMetalHalfFloor", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitMetalFloor", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitMetalTower", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitCinderQuarterFloor", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitCinderHalfFloor", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitCinderFloor", // Item is Upgradeable, but you can remove it here to make it also Craftable
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"KitCinderTower" // Item is Upgradeable, but you can remove it here to make it also Craftable
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};
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VehicleRepairs[] = { // {Hitpoint, dmg to repair, dmg to replace, mat to repair, mat to replace}
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{"HitHull",0.33,0.66,"ItemScraps","ItemCorrugated"},
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{"HitBody",0.33,1,"ItemScraps","ItemCorrugated"},
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{"HitEngine",0.33,0.91,"EngineParts","EngineBlock"},
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{"glass",0.33,1,"ItemGlass","ItemGlass"},
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{"HitFuel",0.1,0.66,"ItemDuctTape","FuelTank"},
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{"HitHRotor",0.33,1,"ItemCorrugated","ItemRotor"},
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{"HitVRotor",0.33,1,"ItemCorrugated","ItemRotor"},
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{"HitWinch",0.33,0.91,"ItemCables","ItemCables"},
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{"HitAvionics",0.33,0.91,"CircuitParts","CircuitParts"},
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// Wheels - Do not change the order (front to back wheels) here!
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{"HitLFWheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitRFWheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitLF2Wheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitRF2Wheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitLMWheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitRMWheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitLBWheel",0.33,1,"VehicleRepair","SpareTire"},
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{"HitRBWheel",0.33,1,"VehicleRepair","SpareTire"},
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// Mountainbike wheels
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{"HitFWheel",0.33,0.91,"",""},
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{"HitBWheel",0.33,0.91,"",""}
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};
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// include configs
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#include "CfgEpochClient\Altis.hpp"
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#include "CfgEpochClient\australia.hpp"
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#include "CfgEpochClient\Bornholm.hpp"
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#include "CfgEpochClient\Chernarus_Summer.hpp"
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#include "CfgEpochClient\Chernarus.hpp"
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#include "CfgEpochClient\ChernarusRedux.hpp"
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#include "CfgEpochClient\Esseker.hpp"
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#include "CfgEpochClient\ProvingGrounds_PMC.hpp"
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#include "CfgEpochClient\Sara_dbe1.hpp"
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#include "CfgEpochClient\Sara.hpp"
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#include "CfgEpochClient\SaraLite.hpp"
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#include "CfgEpochClient\Stratis.hpp"
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#include "CfgEpochClient\takistan.hpp"
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#include "CfgEpochClient\utes.hpp"
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#include "CfgEpochClient\vr.hpp"
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#include "CfgEpochClient\Zargabad.hpp"
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#include "CfgEpochClient\Tanoa.hpp"
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#include "CfgEpochClient\Malden.hpp"
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#include "CfgEpochClient\WorldInteractions.hpp"
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};
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class CfgEpochSoldier
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{
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unitTypes[] = {"I_Soldier_EPOCH", "I_Soldier2_EPOCH", "I_Soldier3_EPOCH"};//Selects from randomly
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minAISkill = 0.2; //Minumum AI Skill. Skills are chosen randomly between this minimum overall AI skill value and the following max AI skill values, for each of the next skills:
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maxAimingAccuracy = 0.7;
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maxAimingShake = 0.9;
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maxAimingSpeed = 0.6;
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maxEndurance = 0.4;
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maxSpotDistance = 0.4;
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maxSpotTime = 0.3;
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maxCourage = 0.3;
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maxReloadSpeed = 0.5;
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maxCommanding = 0.4;
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maxGeneral = 0.4;
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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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reflexSpeed = 0.25; //Sapper brain will pause for this time when checking for new stimulus during each thought process. Lower number equals a more reactive sapper. (Guide Min 0.25 - Max 2.5).
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nestChance = 2; //Every time a sapper spawns apply this percentage chance that sapper will create a nest.
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hideLevel = 72; //(Emotion) Sapper fear increases by several factors, higher number of armed player(s) in area / being shot at. Set fear level (out of 100) at which he will go into a 'hide / evade mode'.. temporarily.
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chargeLevel = 52; //(Emotion) Sapper anger increases by smelling / sensing players, being shot at / hit, too many players on his turf. Set level (Out of 100) at which he is triggered to charge on the current target.
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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 CfgEpochUAVSupport
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{
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unitTypes[] = {"I_Soldier_EPOCH"}; //Selects from randomly (e.g. {"I_Soldier_EPOCH","Epoch_Sapper_F","Epoch_SapperB_F","Epoch_SapperG_F"};)
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minUnitNum = 2; //Maximum number of units spawned when UAV spots target.
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maxUnitNum = 4; //Maximum number of units spawned when UAV spots target.
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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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};
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class CfgEpochRyanZombie
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{
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zeds[] = {"EPOCH_RyanZombie_1","EPOCH_RyanZombie_2","EPOCH_RyanZombie_3","EPOCH_RyanZombie_4","EPOCH_RyanZombie_5"};
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attackDist = 1.6; //Attack Distance.
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range = 45; //Range at which to dispose old zombies and spawn new ones within.
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disposeRange = 800; // distance before zombie is disposed
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smell[] = {38,0.42}; //Distance in metres up to which the zombie can smell a target. | Skill (0 - 1). 0 - Disable
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sight[] = {28,0.72}; //Zombie sight distance | Skill (0 - 1).
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hearing[] = {108,0.68}; //Zombie hearing distance / Skill. Max FiredNear EH Limit ?
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memory[] = {480,0.8}; //Memory time. / Weighting. WIP - Not Used
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reflexSpeed = 0.25; //Zombie brain will pause for this time when checking for new stimulus during each thought process. Lower number equals a more reactive zombie. (Guide Min 0.25 - Max 2.5).
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moans[] = {"ryanzombiesmoan1","ryanzombiesmoan2","ryanzombiesmoan3","ryanzombiesmoan4"};
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screams[] = {"ryanzombiesscream1","ryanzombiesscream2","ryanzombiesscream3","ryanzombiesscream4","ryanzombiesscream5","ryanzombiesscream6","ryanzombiesscream7","ryanzombiesscream8","ryanzombiesscream9"};
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};
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/*[[[end]]]*/
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