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IT07 2016-04-16 23:21:01 +02:00
parent 829a52af03
commit 93acd42737

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@ -27,6 +27,7 @@ class CfgVemfReloaded
headLessClientNames[] = {"HC1"};
housesBlackList[] = {"Land_Pier_F"};
killPercentage = 100; // How much of total AI has to be killed for mission completion (in percentage)
logCowardKills = 1; // Enable/disable logging of who killed AI whilst it was parachuting down
maxGlobalMissions = 10; // Enable/disable global mission amount limit
maxNew = 2; // Enable/disable MAXIMUM time (in minutes) before new mission can run
minNew = 1; // Enable/disable MINIMUM time (in minutes) before new mission can run
@ -73,7 +74,15 @@ class CfgVemfReloaded
class BaseAttack // WORK IN PROGRESS!!
{ // BaseAttack (mission) settings
heliTypes[] = {"B_Heli_Transport_03_F","I_Heli_light_03_unarmed_F","I_Heli_Transport_02_F"};
aiMode = 1; // 0 = "military" | 1 = Police | 2 = S.W.A.T.
aiSetup[] = {2,5}; // format: {amountOfGroups,unitsInEachGroup};
maxAttacks = 5; // Maximum amount of active attacks at the same time | can not be turned off
/*
NOTES:
1) every territory flag can only be attacked once every restart
2) only players within a certain range of the attacked territory can see the mission announcement
3) as a "punishment" for killing AI, players do NOT get any respect increase/decrease for killing AI
*/
};
class DynamicLocationInvasion