// 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[] = {}; }; };