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https://github.com/IT07/a3_vemf_reloaded.git
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yes/no instead of 1/0
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@ -10,24 +10,20 @@
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this remade version of VEMF had its name changed into a3_vemf_reloaded.
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*/
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///////////////
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/// 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
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///////////////
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class CfgVemfReloaded
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{
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/////// Debugging/learning/logging ///////
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debugMode = 3; // 0 = no debugging | 1 = ERRORS only | 2 = INFO only | 3 = ERRORS & INFO
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overridesToRPT = 1; // Enable/disable logging of override settings to .RPT
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overridesToRPT = yes; // Enable/disable logging of override settings to .RPT
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///////////////////////////////////////
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// Global settings
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addons[] = {}; // Not used for now
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allowTWS = 0; // Enable/disable the usage of TWS scopes by AI
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headLessClientSupport = 0;
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allowTWS = no; // Enable/disable the usage of TWS scopes by AI
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headLessClientSupport = no;
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headLessClientNames[] = {"HC1"};
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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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logCowardKills = yes; // 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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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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@ -36,13 +32,13 @@ class CfgVemfReloaded
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missionDistance = 2000; // Enable/disable minimum distance between missions
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missionList[] = {"DynamicLocationInvasion","BaseAttack"}; // Each entry should represent an .sqf file in the missions folder
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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
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nonPopulated = 1; // Enable/disable allowance of missions at locations WITHOUT (enterable) buildings
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punishRoadKills = 1; // Enable/disable respect deduction if player roadkills AI
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removeAllAssignedItems = 0; // Enable/disable removal of Map, Compass, Watch and Radio from all AI
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sayKilled = 1; // Enable/disable AI kill messages
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sayKilledName = 0; // Enable/disable the usage of AI's names instead of just "AI"
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nonPopulated = yes; // Enable/disable allowance of missions at locations WITHOUT (enterable) buildings
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punishRoadKills = yes; // Enable/disable respect deduction if player roadkills AI
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removeAllAssignedItems = no; // Enable/disable removal of Map, Compass, Watch and Radio from all AI
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sayKilled = yes; // Enable/disable AI kill messages
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sayKilledName = no; // Enable/disable the usage of AI's names instead of just "AI"
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timeOutTime = 25; // Enable/disable mission timeOutTime (in minutes)
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validateLoot = 1; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile
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validateLoot = yes; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile
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class blacklists
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{
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@ -73,6 +69,8 @@ class CfgVemfReloaded
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class Exile // Exile specific settings
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{
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aiMode = 1; // 0 = Guerilla | 1 = Regular Police | 2 = Police SF (Special Forces) | 3 = Gendarmerie (needs Apex DLC) | 4 = Apex Bandits (needs Apex DLC)
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aiMoney = 10; // (max) amount of money that AI will have on them
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crateMoney = 200; // (max) amount of money in the loot crate
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respectReward = 5; // 0 = no respect for killing AI | respectReward > 0 = amount of minimum respect reward for player
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respectRoadKillDeduct = 20; // 0 = no deduction for roadkilling AI | respectRoadKillDeduct > 0 = amount of respect to take from player;
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// AI Unit settings
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@ -83,7 +81,7 @@ class CfgVemfReloaded
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class Epoch // Epoch specific settings
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{
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aiMode = 0; // 0 = Guerilla | 1 = Regular Police | 2 = Police SF (Special Forces) | 3 = Gendarmerie (needs Apex DLC) | 4 = Apex Bandits (needs Apex DLC)
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cryptoReward = 5; // Minimal crypto gain. VEMFr dynamically adds more depending on shooting skills
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cryptoReward = 5; // Minimal crypto gain for killing AI. VEMFr dynamically adds more depending on shooting skills
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cryptoRoadKillPunish = 20; // 0 = no punishment for road-killing AI | energyRoadKillPunish > 0 = amount of energy to take from player
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unitClass = "I_G_Soldier_lite_F"; // Default: "I_G_Soldier_lite_F"
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// NOTE: VEMFr will automatically adjust to the AI's side that belongs to the unit of given unitClass
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@ -94,11 +92,11 @@ class CfgVemfReloaded
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class BaseAttack // BaseAttack (mission) settings
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{
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aiSetup[] = {2,5}; // format: {amountOfGroups,unitsInEachGroup};
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allowLaunchers = 1; // Allow/disallow AI to have rocket launchers
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allowLaunchers = yes; // Allow/disallow AI to have rocket launchers
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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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randomModes = 0; // Enable/disable the randomization of the AI mode for this mission-type
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randomModes = no; // Enable/disable the randomization of the AI mode for this mission-type
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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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@ -110,15 +108,15 @@ class CfgVemfReloaded
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class DynamicLocationInvasion // DynamicLocationInvasion (mission) settings
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{
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allowCrateLift = 0; // Allow/disallow the loot crate to be lifted with helicopter
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allowLaunchers = 1; // Allow/disallow AI to have rocket launchers
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allowRepeat = 0; // Allow/disallow re-invading of a previously invaded city/town/location
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announce = 1; // Enable/disable mission notificatons
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allowLaunchers = yes; // Allow/disallow AI to have rocket launchers
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allowRepeat = no; // Allow/disallow re-invading of a previously invaded city/town/location
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announce = yes; // Enable/disable mission notificatons
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cal50s = 3; // Max amount of .50 caliber machineguns at mission | Needs to be lower than total unit count per mission
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cal50sDelete = 1; // Enable/disable the removal of .50cal | 2 = destroy (not remove)
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cal50sDelete = yes; // Enable/disable the removal of .50cal | optional: destroy
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class crateSettings
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{
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allowThermalHelmets = 0; // Allow/disallow special (Apex) thermal-vision helmets in loot crate
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allowThermalHelmets = no; // Allow/disallow special (Apex) thermal-vision helmets in loot crate
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rifleSlotsMax = 7; // Maximum primary weapons in each loot crate
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rifleSlotsMin = 2; // Minimum primary weapons in each loot crate
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@ -290,7 +288,7 @@ class CfgVemfReloaded
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class crateParachute
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{
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enabled = 0; // Enable/disable parachute of the loot crate
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enabled = no; // Enable/disable parachute of the loot crate
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altitude = 250; // loot crate spawn-altitude in meters
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};
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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"};
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@ -301,39 +299,39 @@ class CfgVemfReloaded
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class heliPatrol
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{
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enabled = 1;
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enabled = yes;
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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)
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classesHeliDLC[] = {};
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classesApex[] = {"B_CTRG_Heli_Transport_01_sand_F","B_CTRG_Heli_Transport_01_tropic_F"};
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locked = 0; // Enable/disable heli lock to prevent/allow players from flying it
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locked = no; // Enable/disable heli lock to prevent/allow players from flying it
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};
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useMarker = 1; // Enable/disable mission markers
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markCrateOnMap = 1; // Enable/disable loot crate marker on map called "Loot"
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markCrateVisual = 1; // Enable/disable loot crate VISUAL marker (smoke and/or chem)
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useMarker = yes; // Enable/disable mission markers
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markCrateOnMap = yes; // Enable/disable loot crate marker on map called "Loot"
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markCrateVisual = yes; // Enable/disable loot crate VISUAL marker (smoke and/or chem)
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/* maxDistance NOTE: make sure to keep this number very high. 15000 is for Altis */
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maxDistancePrefered = 7000; // Prefered maximum mission distance from player
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maxInvasions = 7; // Max amount of active uncompleted invasions allowed at the same time
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mines = 0; // Enable/disable mines at mission | 1 = anti-Armor mines | 2 = anti-Personell mines | 3 = both anti-Armor and anti-Personell mines
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mines = no; // Enable/disable mines at mission | AT = anti-Tank mines | AP = anti-Personell mines | ATAP = both anti-Armor and anti-Personell mines
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minesAmount = 20; // Ignore if mines = 0;
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minesCleanup = 1; // Enable/disable the removal of mines once mission has been completed | 2 = explode mines
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nonPopulated = -1; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting
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randomModes = 1; // Enable/disable randomization of AI types (linked to aiMode setting)
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minesCleanup = yes; // Enable/disable the removal of mines once mission has been completed | optional: explode
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nonPopulated = ignore; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting
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randomModes = yes; // Enable/disable randomization of AI types (linked to aiMode setting)
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skipDistance = 800; // No missions at locations which have players within this range (in meters)
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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)
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smokeTypes[] = {"SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellRed","SmokeShellYellow"};
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spawnCrateFirst = 0; // Enable/disable the spawning of loot crate before mission has been completed
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streetLights = 0; // Enable/disable street lights at mission location
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streetLightsRestore = 1; // Enable/disable restoration of street lights after mission completion
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spawnCrateFirst = no; // Enable/disable the spawning of loot crate before mission has been completed
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streetLightsEnabled = no; // Enable/disable street lights at mission location
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streetLightsRestore = yes; // Enable/disable restoration of street lights after mission completion
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streetLightsRange = 500; // Affects streetlights within this distance from mission's center
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};
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};
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class aiCleanUp // Contains settings for removal of items from each AI that gets eliminated
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{
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aiDeathRemovalEffect = 0; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated
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removeHeadGear = 0; // Enable/disable removal of headgear after AI has been eliminated, obviously
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removeLaunchers = 0; // Enable/disable removal of rocket launchers from AI after they are eliminated
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aiDeathRemovalEffect = no; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated
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removeHeadGear = no; // Enable/disable removal of headgear after AI has been eliminated, obviously
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removeLaunchers = no; // Enable/disable removal of rocket launchers from AI after they are eliminated
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};
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class aiInventory
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@ -468,9 +466,9 @@ class CfgVemfReloaded
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class aiStatic // Simply spawns units at desired positions
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{
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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....
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enabled = 0; // Enable/disable static AI spawning
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enabled = no; // Enable/disable static AI spawning
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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!
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random = 1; // Enable/disable randomization of AI units amount
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random = yes; // Enable/disable randomization of AI units amount
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};
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};
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