yes/no instead of 1/0

This commit is contained in:
IT07 2016-07-31 21:52:37 +02:00
parent 0c3fecc2e4
commit a0c50b385b

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@ -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
};
};