Sarge-AI/Sarge AI Files/examples/description.ext

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// https://community.bistudio.com/wiki/Description.ext#forceRotorLibSimulation
forceRotorLibSimulation = 2;
// https://community.bistudio.com/wiki/Description.ext#disableChannels
disableChannels[] = {0, 2};
author = "Exile Mod Team";
loadScreen = "exile_assets\texture\mod\logo.paa";
onLoadMission= "www.exilemod.com";
OnLoadIntro = "";
OnLoadIntroTime = false;
OnLoadMissionTime = false;
onLoadName = "Exile Mod";
class Header
{
gameType = Sandbox;
minPlayers = 1;
maxPlayers = 100;
};
// DO NOT CHANGE THIS! +
showHUD[] =
{
true, // Scripted HUD (same as showHUD command)
true, // Vehicle + soldier info
true, // Vehicle radar
true, // Vehicle compass
true, // Tank direction indicator
true, // Commanding menu
false, // Group Bar
true // HUD Weapon Cursors
};
respawn = "BASE";
respawnDelay = 120;
respawnDialog = 0;
respawnOnStart = 0;
respawnButton = 1;
respawnTemplates[] = {"Exile"};
// These are broken as fuck, do not use them!
corpseManagerMode = 0;
corpseLimit = 20;
corpseRemovalMinTime = 1800;
corpseRemovalMaxTime = 3600;
wreckManagerMode = 0;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;
// DO NOT CHANGE THIS! -
// When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
scriptedPlayer = 1;
// Automatically take a free slot in lobby
joinUnassigned = 0;
// Removes all playable units which do not have a human player.
disabledAI = true;
// Disable dropping items while swimming
enableItemsDropping = 0;
// Briefing will still be displayed until all clients are connected and done loading :(
briefing = 0;
// Defines if the debriefing is shown or not at the end of the mission.
debriefing = 0;
// Allow RPT loging
allowFunctionsLog = 1;
// Allows access to the Debug Console outside of the editor during normal gameplay.
// 0 = Default behavior, available only in editor
// 1 = Available in SP and for hosts / logged in admins
// 2 = Available for everyone
enableDebugConsole = 0; // 2 = dangerous in MP
// NO NO NO
allowFunctionsRecompile = 0;
#include "sarge\SAR_define.hpp"
#include "config.cpp"
#include "CfgRemoteExec.hpp"
#include "infiSTAR_Exile_AdminMenu.hpp"
class CfgSounds
{
sounds[] = {bark, growl, whistleFollow, whistleStay, whistleFind, whistleNon};
class bark
{
name="bark";
sound[]={addin\fx\bark.ogg,0.1,1};
titles[] = {};
};
class growl
{
name="growl";
sound[]={addin\fx\growl.ogg,0.1,1};
titles[] = {};
};
class whistleFollow
{
name="whistleFollow";
sound[]={addin\fx\whistleFollow.ogg,0.8,1};
titles[] = {};
};
class whistleStay
{
name="whistleStay";
sound[]={addin\fx\whistleStay.ogg,0.8,1};
titles[] = {};
};
class WhistleFind
{
name="WhistleFind";
sound[]={addin\fx\whistleFind.ogg,0.8,1};
titles[] = {};
};
class whistleNon
{
name="whistleNon";
sound[]={addin\fx\whistleNon.ogg,0.9,1};
titles[] = {};
};
};