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