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Changed order of a few classes
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@ -71,6 +71,11 @@ class CfgVemfReloaded
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};
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};
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class BaseAttack // WORK IN PROGRESS!!
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{ // BaseAttack (mission) settings
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heliTypes[] = {"B_Heli_Transport_03_F","I_Heli_light_03_unarmed_F","I_Heli_Transport_02_F"};
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};
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class DynamicLocationInvasion
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{ // DynamicLocationInvasion (mission) settings
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allowCrateLift = 0; // Allow/disallow the loot crate to be lifted with helicopter
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@ -104,13 +109,6 @@ class CfgVemfReloaded
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streetLightsRange = 500; // Affects streetlights within this distance from mission's center
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};
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class aiCleanUp
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{ // Contains settings for removal of items from each AI that gets eliminated
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aiDeathRemovalEffect = 0; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated
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removeHeadGear = 0; // Enable/disable removal of headgear after AI has been eliminated, obviously
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removeLaunchers = 0; // Enable/disable removal of rocket launchers from AI after they are eliminated
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};
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class aiStatic
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{ // Simply spawns units at desired positions
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amount[] = {10,20,12,11,40,21,19}; // How much AI units on each seperate position. Example: 1st location, 10. 2nd location, 20. 3rd location, 12. And so on....
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@ -119,6 +117,14 @@ class CfgVemfReloaded
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random = 1; // Enable/disable randomization of AI units amount
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};
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class aiCleanUp
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{ // Contains settings for removal of items from each AI that gets eliminated
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aiDeathRemovalEffect = 0; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated
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removeHeadGear = 0; // Enable/disable removal of headgear after AI has been eliminated, obviously
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removeLaunchers = 0; // Enable/disable removal of rocket launchers from AI after they are eliminated
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};
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class aiSkill // Minimum: 0 | Maximum: 1
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{ // Global AI skill settings. They affect each VEMF unit for any default VEMF mission
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difficulty = "Veteran"; // Options: "Easy" "Normal" "Veteran" "Hardcore" | Default: Veteran
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