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New option and lootCrate changes
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@ -80,6 +80,7 @@ class CfgVemfReloaded
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aiSetup[] = {2,5}; // format: {amountOfGroups,unitsInEachGroup};
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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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/*
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NOTES:
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1) every territory flag can only be attacked once every restart
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@ -185,8 +186,8 @@ class CfgVemfReloaded
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class crateLoot
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{ // Loot crate configuration
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primarySlotsMax = 10; // Maximum primary weapons in each loot crate
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primarySlotsMin = 4; // Minimum primary weapons in each loot crate
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primarySlotsMax = 7; // Maximum primary weapons in each loot crate
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primarySlotsMin = 2; // Minimum primary weapons in each loot crate
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primaryWeaponLoot[] =
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{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
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{"srifle_DMR_01_F",2},{"srifle_EBR_F",3},{"srifle_GM6_F",1},{"LMG_Mk200_F",3},{"LMG_Zafir_F",3},{"arifle_Katiba_F",3},{"arifle_Katiba_GL_F",2},{"arifle_Mk20_F",2},
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@ -198,15 +199,15 @@ class CfgVemfReloaded
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{"MMG_02_black_F",2},{"MMG_02_sand_F",2}
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};
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secondarySlotsMax = 4; // Maximum number of secondary weapons to be in each loot crate
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secondarySlotsMin = 2; // Minimum number of secondary weapons to be in each loot crate
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secondarySlotsMax = 3; // Maximum number of secondary weapons to be in each loot crate
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secondarySlotsMin = 1; // Minimum number of secondary weapons to be in each loot crate
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secondaryWeaponLoot[] =
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{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
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{"hgun_ACPC2_F",3},{"hgun_P07_F",3},{"hgun_Pistol_heavy_01_F",3},{"hgun_Pistol_heavy_02_F",3},{"hgun_Rook40_F",3}
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};
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magSlotsMax = 6; // Maximum number of magazine slots in each loot crate
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magSlotsMin = 4; // Minimum number of magazine slots in each loot crate
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magSlotsMax = 8; // Maximum number of magazine slots in each loot crate
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magSlotsMin = 6; // Minimum number of magazine slots in each loot crate
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magLoot[] =
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{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
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{"30Rnd_556x45_Stanag",20},{"30Rnd_556x45_Stanag_Tracer_Red",20},{"30Rnd_556x45_Stanag_Tracer_Green",20},
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@ -239,8 +240,8 @@ class CfgVemfReloaded
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{"Exile_Item_Flag",3},{"Exile_Item_FuelCanisterFull",2},{"Exile_Item_FuelCanisterEmpty",1},{"Exile_Item_InstaDoc",4},{"Exile_Item_Matches",3},{"Exile_Item_PlasticBottleFreshWater",5}
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};
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vestSlotsMax = 4; // Maximum number of vest slots in each loot crate
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vestSlotsMin = 2; // Minimum number of vest slots in each loot crate
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vestSlotsMax = 3; // Maximum number of vest slots in each loot crate
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vestSlotsMin = 1; // Minimum number of vest slots in each loot crate
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vestLoot[] = // NOTE ABOUT VESTS: it is recommended to keep amount for each vest at 1 because vests do not stack unlike weapons, items and magazines
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{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
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{"V_PlateCarrier1_rgr",1},{"V_PlateCarrier2_rgr",1},{"V_PlateCarrier3_rgr",1},{"V_PlateCarrierGL_rgr",1},{"V_PlateCarrier1_blk",1},
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@ -251,8 +252,8 @@ class CfgVemfReloaded
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{"V_PlateCarrier_Kerry",1},{"V_PlateCarrierL_CTRG",1},{"V_PlateCarrierH_CTRG",1},{"V_I_G_resistanceLeader_F",1},{"V_Press_F",1}
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};
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headGearSlotsMax = 4; // Maximum number of headGear slots in each loot crate
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headGearSlotsMin = 2; // Minimum number of headGear slots in each loot crate
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headGearSlotsMax = 3; // Maximum number of headGear slots in each loot crate
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headGearSlotsMin = 1; // Minimum number of headGear slots in each loot crate
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headGearLoot[] = // NOTE ABOUT HEADGEAR: it is recommended to keep amount for each headGear item at 1 because headGear items do not stack unlike weapons, items and magazines
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{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
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{"H_HelmetB",1},{"H_HelmetB_camo",1},{"H_HelmetB_paint",1},{"H_HelmetB_light",1},{"H_Booniehat_khk",1},{"H_Booniehat_oli",1},{"H_Booniehat_indp",1},
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@ -273,8 +274,8 @@ class CfgVemfReloaded
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{"H_TurbanO_blk",1},{"H_Cap_marshal",1}
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};
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bagSlotsMax = 4;
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bagSlotsMin = 2;
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bagSlotsMax = 2;
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bagSlotsMin = 1;
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backpackLoot[] = // NOTE ABOUT BACKPACKS: it is recommended to keep amount for each bag at 1 because bags do not stack unlike weapons, items and magazines
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{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
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{"B_AssaultPack_khk",1},{"B_AssaultPack_dgtl",1},{"B_AssaultPack_rgr",1},{"B_AssaultPack_sgg",1},{"B_AssaultPack_cbr",1},
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