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New settings and tweaks
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@ -41,6 +41,7 @@ class CfgVemfReloaded
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punishRoadKills = 1; // Enable/disable respect deduction if player roadkills AI
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removeAllAssignedItems = 0; // Enable/disable removal of Map, Compass, Watch and Radio from all AI
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sayKilled = 1; // Enable/disable AI kill messages
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sayKilledName = 0; // Enable/disable the usage of AI's names instead of just "AI"
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timeOutTime = 25; // Enable/disable mission timeOutTime (in minutes)
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validateLoot = 1; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile
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@ -75,9 +76,9 @@ class CfgVemfReloaded
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class BaseAttack // WORK IN PROGRESS!!
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{ // BaseAttack (mission) settings
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aiLaunchers = 1; // Allow/disallow AI to have rocket launchers
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aiMode = 1; // 0 = "military" | 1 = Police | 2 = S.W.A.T.
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aiSetup[] = {2,5}; // format: {amountOfGroups,unitsInEachGroup};
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allowLaunchers = 1; // Allow/disallow AI to have rocket launchers
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hasLauncherChance = 25; // In percentage. How big the chance that each AI gets a launcher
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maxAttacks = 5; // Maximum amount of active attacks at the same time | can not be turned off
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minimumLevel = 2; // Minimum required level of base before it can get attacked
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@ -92,28 +93,37 @@ class CfgVemfReloaded
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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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aiLaunchers = 1; // Allow/disallow AI to have rocket launchers
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allowLaunchers = 1; // Allow/disallow AI to have rocket launchers
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allowRepeat = 0; // Allow/disallow re-invading of a previously invaded city/town/location
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announce = 1; // Enable/disable mission notificatons
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cal50s = 3; // Max amount of .50 caliber machineguns at mission | Needs to be lower than total unit count per mission
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cal50sDelete = 1; // Enable/disable the removal of .50cal | 2 = destroy (not remove)
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class crateParachute
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{
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enabled = 0; // Enable/disable parachute of the loot crate
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altitude = 250; // loot crate spawn-altitude in meters
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};
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crateTypes[] = {"I_CargoNet_01_ammo_F","O_CargoNet_01_ammo_F","B_CargoNet_01_ammo_F","I_supplyCrate_F","Box_East_AmmoVeh_F","Box_NATO_AmmoVeh_F"};
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flairTypes[] = {"Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue"};
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groupCount[] = {2,4}; // In format: {minimum, maximum}; VEMF will pick a random number between min and max. If you want the same amount always, use same numbers for minimum and maximum.
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groupUnits[] = {4,6}; // How much units in each group. Works the same like groupCount
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hasLauncherChance = 25; // In percentage. How big the chance that each AI gets a launcher
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heliPatrol[] = {1, {"B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_03_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"}}; // Enable/disable heli patrol at mission location and set the types of heli(s)
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heliLocked = 0; // Enable/disable heli lock to prevent/allow players from flying it
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marker = 1; // Enable/disable mission markers
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class heliPatrol
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{
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enabled = 1;
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classes[] = {"B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_03_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"}; // the types of heli(s)
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locked = 0; // Enable/disable heli lock to prevent/allow players from flying it
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};
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useMarker = 1; // Enable/disable mission markers
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markCrateOnMap = 1; // Enable/disable loot crate marker on map called "Loot"
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markCrateVisual = 1; // Enable/disable loot crate VISUAL marker (smoke and/or chem)
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/* maxDistance NOTE: make sure to keep this number very high. 15000 is for Altis */
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maxDistancePrefered = 7000; // Prefered maximum mission distance from player
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maxInvasions = 7; // Max amount of active uncompleted invasions allowed at the same time
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mines = 0; // Enable/disable mines at mission | 1 = anti-Armor mines | 2 = anti-Personell mines | 3 = both anti-Armor and anti-Personell mines
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minesAmount = 20; // Ignore if placeMines = 0;
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minesAmount = 20; // Ignore if mines = 0;
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minesCleanup = 1; // Enable/disable the removal of mines once mission has been completed | 2 = explode mines
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nonPopulated = -1; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting
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parachuteCrate[] = {0, 250}; // default: {disabled, 250 meters} | use 1 as first number to enable crate parachute spawn
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randomModes = 1; // Enable/disable randomization of AI types (linked to aiMode setting)
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skipDistance = 800; // No missions at locations which have players within this range (in meters)
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smokeTypes[] = {"SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellRed","SmokeShellYellow"};
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