diff --git a/a3_vemf_reloaded/config.cpp b/a3_vemf_reloaded/config.cpp index 8ac55c1..1a5ba5b 100644 --- a/a3_vemf_reloaded/config.cpp +++ b/a3_vemf_reloaded/config.cpp @@ -10,24 +10,20 @@ this remade version of VEMF had its name changed into a3_vemf_reloaded. */ -/////////////// -/// NOTE: settings that are set to 0 means they are DISABLED | settings set to 1 (or higher) are either enabled or have a specific function -/////////////// - class CfgVemfReloaded { /////// Debugging/learning/logging /////// debugMode = 3; // 0 = no debugging | 1 = ERRORS only | 2 = INFO only | 3 = ERRORS & INFO - overridesToRPT = 1; // Enable/disable logging of override settings to .RPT + overridesToRPT = yes; // Enable/disable logging of override settings to .RPT /////////////////////////////////////// // Global settings addons[] = {}; // Not used for now - allowTWS = 0; // Enable/disable the usage of TWS scopes by AI - headLessClientSupport = 0; + allowTWS = no; // Enable/disable the usage of TWS scopes by AI + headLessClientSupport = no; headLessClientNames[] = {"HC1"}; 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 + logCowardKills = yes; // 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 @@ -36,13 +32,13 @@ class CfgVemfReloaded missionDistance = 2000; // Enable/disable minimum distance between missions missionList[] = {"DynamicLocationInvasion","BaseAttack"}; // Each entry should represent an .sqf file in the missions folder noMissionPos[] = {{{2998.62,18175.4,0.00143886},500},{{14601.3,16799.3,0.00143814},800},{{23334.8,24189.5,0.00132132},600}}; // Format: {{position},radius} | Default: Exile Altis safezones - nonPopulated = 1; // Enable/disable allowance of missions at locations WITHOUT (enterable) buildings - punishRoadKills = 1; // Enable/disable respect deduction if player roadkills AI - removeAllAssignedItems = 0; // Enable/disable removal of Map, Compass, Watch and Radio from all AI - sayKilled = 1; // Enable/disable AI kill messages - sayKilledName = 0; // Enable/disable the usage of AI's names instead of just "AI" + nonPopulated = yes; // Enable/disable allowance of missions at locations WITHOUT (enterable) buildings + punishRoadKills = yes; // Enable/disable respect deduction if player roadkills AI + removeAllAssignedItems = no; // Enable/disable removal of Map, Compass, Watch and Radio from all AI + sayKilled = yes; // Enable/disable AI kill messages + sayKilledName = no; // Enable/disable the usage of AI's names instead of just "AI" timeOutTime = 25; // Enable/disable mission timeOutTime (in minutes) - validateLoot = 1; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile + validateLoot = yes; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile class blacklists { @@ -73,6 +69,8 @@ class CfgVemfReloaded class Exile // Exile specific settings { aiMode = 1; // 0 = Guerilla | 1 = Regular Police | 2 = Police SF (Special Forces) | 3 = Gendarmerie (needs Apex DLC) | 4 = Apex Bandits (needs Apex DLC) + aiMoney = 10; // (max) amount of money that AI will have on them + crateMoney = 200; // (max) amount of money in the loot crate respectReward = 5; // 0 = no respect for killing AI | respectReward > 0 = amount of minimum respect reward for player respectRoadKillDeduct = 20; // 0 = no deduction for roadkilling AI | respectRoadKillDeduct > 0 = amount of respect to take from player; // AI Unit settings @@ -83,7 +81,7 @@ class CfgVemfReloaded class Epoch // Epoch specific settings { aiMode = 0; // 0 = Guerilla | 1 = Regular Police | 2 = Police SF (Special Forces) | 3 = Gendarmerie (needs Apex DLC) | 4 = Apex Bandits (needs Apex DLC) - cryptoReward = 5; // Minimal crypto gain. VEMFr dynamically adds more depending on shooting skills + cryptoReward = 5; // Minimal crypto gain for killing AI. VEMFr dynamically adds more depending on shooting skills cryptoRoadKillPunish = 20; // 0 = no punishment for road-killing AI | energyRoadKillPunish > 0 = amount of energy to take from player unitClass = "I_G_Soldier_lite_F"; // Default: "I_G_Soldier_lite_F" // NOTE: VEMFr will automatically adjust to the AI's side that belongs to the unit of given unitClass @@ -94,11 +92,11 @@ class CfgVemfReloaded class BaseAttack // BaseAttack (mission) settings { aiSetup[] = {2,5}; // format: {amountOfGroups,unitsInEachGroup}; - allowLaunchers = 1; // Allow/disallow AI to have rocket launchers + allowLaunchers = yes; // Allow/disallow AI to have rocket launchers hasLauncherChance = 25; // In percentage. How big the chance that each AI gets a launcher maxAttacks = 5; // Maximum amount of active attacks at the same time | can not be turned off minimumLevel = 2; // Minimum required level of base before it can get attacked - randomModes = 0; // Enable/disable the randomization of the AI mode for this mission-type + randomModes = no; // Enable/disable the randomization of the AI mode for this mission-type /* NOTES: 1) every territory flag can only be attacked once every restart @@ -110,15 +108,15 @@ class CfgVemfReloaded class DynamicLocationInvasion // DynamicLocationInvasion (mission) settings { allowCrateLift = 0; // Allow/disallow the loot crate to be lifted with helicopter - allowLaunchers = 1; // Allow/disallow AI to have rocket launchers - allowRepeat = 0; // Allow/disallow re-invading of a previously invaded city/town/location - announce = 1; // Enable/disable mission notificatons + allowLaunchers = yes; // Allow/disallow AI to have rocket launchers + allowRepeat = no; // Allow/disallow re-invading of a previously invaded city/town/location + announce = yes; // Enable/disable mission notificatons cal50s = 3; // Max amount of .50 caliber machineguns at mission | Needs to be lower than total unit count per mission - cal50sDelete = 1; // Enable/disable the removal of .50cal | 2 = destroy (not remove) + cal50sDelete = yes; // Enable/disable the removal of .50cal | optional: destroy class crateSettings { - allowThermalHelmets = 0; // Allow/disallow special (Apex) thermal-vision helmets in loot crate + allowThermalHelmets = no; // Allow/disallow special (Apex) thermal-vision helmets in loot crate rifleSlotsMax = 7; // Maximum primary weapons in each loot crate rifleSlotsMin = 2; // Minimum primary weapons in each loot crate @@ -290,7 +288,7 @@ class CfgVemfReloaded class crateParachute { - enabled = 0; // Enable/disable parachute of the loot crate + enabled = no; // Enable/disable parachute of the loot crate altitude = 250; // loot crate spawn-altitude in meters }; crateTypes[] = {"Box_FIA_Ammo_F","Box_FIA_Support_F","Box_FIA_Wps_F","I_SupplyCrate_F","Box_IND_AmmoVeh_F","Box_NATO_AmmoVeh_F","Box_East_AmmoVeh_F"}; @@ -301,39 +299,39 @@ class CfgVemfReloaded class heliPatrol { - enabled = 1; + enabled = yes; classesVanilla[] = {"B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F","O_Heli_Light_02_F","O_Heli_Light_02_v2_F","I_Heli_light_03_F"}; // the types of heli(s) classesHeliDLC[] = {}; classesApex[] = {"B_CTRG_Heli_Transport_01_sand_F","B_CTRG_Heli_Transport_01_tropic_F"}; - locked = 0; // Enable/disable heli lock to prevent/allow players from flying it + locked = no; // Enable/disable heli lock to prevent/allow players from flying it }; - useMarker = 1; // Enable/disable mission markers - markCrateOnMap = 1; // Enable/disable loot crate marker on map called "Loot" - markCrateVisual = 1; // Enable/disable loot crate VISUAL marker (smoke and/or chem) + useMarker = yes; // Enable/disable mission markers + markCrateOnMap = yes; // Enable/disable loot crate marker on map called "Loot" + markCrateVisual = yes; // Enable/disable loot crate VISUAL marker (smoke and/or chem) /* maxDistance NOTE: make sure to keep this number very high. 15000 is for Altis */ maxDistancePrefered = 7000; // Prefered maximum mission distance from player maxInvasions = 7; // Max amount of active uncompleted invasions allowed at the same time - mines = 0; // Enable/disable mines at mission | 1 = anti-Armor mines | 2 = anti-Personell mines | 3 = both anti-Armor and anti-Personell mines + mines = no; // Enable/disable mines at mission | AT = anti-Tank mines | AP = anti-Personell mines | ATAP = both anti-Armor and anti-Personell mines minesAmount = 20; // Ignore if mines = 0; - minesCleanup = 1; // Enable/disable the removal of mines once mission has been completed | 2 = explode mines - nonPopulated = -1; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting - randomModes = 1; // Enable/disable randomization of AI types (linked to aiMode setting) + minesCleanup = yes; // Enable/disable the removal of mines once mission has been completed | optional: explode + nonPopulated = ignore; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting + randomModes = yes; // Enable/disable randomization of AI types (linked to aiMode setting) skipDistance = 800; // No missions at locations which have players within this range (in meters) skipDistanceReversed = 0; // If set higher than 0, missions will only spawn if player is at least given amount (in meters) away from a location whilst at the same time not be further away than twice the given number (in meters) smokeTypes[] = {"SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellRed","SmokeShellYellow"}; - spawnCrateFirst = 0; // Enable/disable the spawning of loot crate before mission has been completed - streetLights = 0; // Enable/disable street lights at mission location - streetLightsRestore = 1; // Enable/disable restoration of street lights after mission completion + spawnCrateFirst = no; // Enable/disable the spawning of loot crate before mission has been completed + streetLightsEnabled = no; // Enable/disable street lights at mission location + streetLightsRestore = yes; // Enable/disable restoration of street lights after mission completion streetLightsRange = 500; // Affects streetlights within this distance from mission's center }; }; class aiCleanUp // Contains settings for removal of items from each AI that gets eliminated { - aiDeathRemovalEffect = 0; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated - removeHeadGear = 0; // Enable/disable removal of headgear after AI has been eliminated, obviously - removeLaunchers = 0; // Enable/disable removal of rocket launchers from AI after they are eliminated + aiDeathRemovalEffect = no; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated + removeHeadGear = no; // Enable/disable removal of headgear after AI has been eliminated, obviously + removeLaunchers = no; // Enable/disable removal of rocket launchers from AI after they are eliminated }; class aiInventory @@ -468,9 +466,9 @@ class CfgVemfReloaded class aiStatic // Simply spawns units at desired positions { 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.... - enabled = 0; // Enable/disable static AI spawning + enabled = no; // Enable/disable static AI spawning positions[] = {}; // Add positions here. Each position must have {} around it and must be seperated with a comma if multiple positions present. Last position in list should NOT have a comma behind it! - random = 1; // Enable/disable randomization of AI units amount + random = yes; // Enable/disable randomization of AI units amount }; };