/* for DBD Clan By Ghostrider-DBD- Copyright 2016 Last Modified 3-14-17 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ #include "\q\addons\custom_server\Configs\blck_defines.hpp"; diag_log "[blckeagls] Loading Configuration Overides"; private["_startTime"]; _startTime = diag_tickTime; _world = toLower format ["%1", worldName]; private["_nightAccel","_dayAccel","_duskAccel"]; switch (_world) do { case "altis":{_nightAccel = 3;_dayAccel=0.5; _duskAccel = 3;}; case "napf":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;}; case "namalsk":{_nightAccel = 12; _dayAccel = 2;_duskAccel = 6;}; case "tanoa":{_nightAccel = 12; _dayAccel = 3.2;_duskAccel = 6;}; }; switch (toLower (worldName)) do { case "altis": { blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 1.5; // Daytime time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation blck_timeAccelerationNight = 8; // Nighttim time acceleration }; case"tanoa": { blck_maxCrashSites = 2; blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 1.4; // Daytime time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation blck_timeAccelerationNight = 8; // Nighttim time acceleration }; case"namalsk": { blck_enableOrangeMissions = 1; blck_enableGreenMissions = -1; blck_enableRedMissions = 1; blck_enableBlueMissions = -1; blck_enableHunterMissions = 1; blck_enableScoutsMissions = -1; blck_maxCrashSites = -1; // recommended settings: 3 for Altis, 2 for Tanoa, 1 for smaller maps. Set to -1 to disable blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 2; // Daytime time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation blck_timeAccelerationNight = 8; // Nighttim time acceleration }; case "esseker": { blck_enableOrangeMissions = 1; blck_enableGreenMissions = -1; blck_enableRedMissions = 1; blck_enableBlueMissions = -1; blck_enableHunterMissions = 1; blck_enableScoutsMissions = -1; blck_maxCrashSites = 1; blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 1; // Daytime time accelearation blck_timeAccelerationDusk = 3; // Dawn/dusk time accelearation blck_timeAccelerationNight = 6; // Nighttim time acceleration }; case "panthera3": { blck_maxCrashSites = 2; blck_timeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 1.4; // Daytime time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation blck_timeAccelerationNight = 8; // Nighttim time acceleration }; }; if (blck_debugON || (blck_debugLevel isEqualTo 3)) then { // Used primarily for debugging. diag_log "[blckeagls] Debug seting is ON, Custom configurations used"; blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 12; // Daytime time accelearation blck_timeAccelerationDusk = 18; // Dawn/dusk time accelearation blck_timeAccelerationNight = 24; // Nighttim time acceleration blck_mainThreadUpdateInterval = 10; blck_enableOrangeMissions = 1; blck_enableGreenMissions = 1; blck_enableRedMissions = 1; blck_enableBlueMissions = 1; blck_enableHunterMissions = -1; blck_enableScoutsMissions = -1; blck_maxCrashSites = 1; blck_enabeUnderwaterMissions = -1; blck_cleanupCompositionTimer = 10; // Time after mission completion at which items in the composition are deleted. blck_AliveAICleanUpTimer = 10; // Time after mission completion at which any remaining live AI are deleted. blck_bodyCleanUpTimer = 10; blck_chanceHeliPatrolBlue = 1; blck_SpawnEmplaced_Orange = 4; // Number of static weapons at Orange Missions blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions blck_SpawnEmplaced_Red = 2; blck_SpawnVeh_Orange = 4; // Number of static weapons at Orange Missions blck_SpawnVeh_Green = 3; // Number of static weapons at Green Missions blck_SpawnVeh_Blue = 1; // Number of static weapons at Blue Missions blck_SpawnVeh_Red = 2; blck_TMin_Blue = 7; blck_TMin_Red = 10; blck_TMin_Green = 13; blck_TMin_Orange = 16; blck_TMin_Hunter = 20; blck_TMin_Scouts = 20; blck_TMin_Crashes = 5; //Maximum Spawn time between missions in seconds blck_TMax_Blue = 12; blck_TMax_Red = 15; blck_TMax_Green = 17; blck_TMax_Orange = 21; blck_TMax_Hunter = 22; blck_TMax_Scouts = 22; blck_TMax_Crashes = 15; //blck_MissionTimout = 360; // 40 min blck_MinAI_Blue = 1; blck_MaxAI_Blue = 2; blck_AIGrps_Blue = 1; blck_SkillsBlue = [ ["aimingAccuracy",0.01], ["aimingShake",0.01], ["aimingSpeed",0.01], ["endurance",0.01], ["spotDistance",0.01], ["spotTime",0.01], ["courage",0.01], ["reloadSpeed",0.80], ["commanding",0.8], ["general",1.00] ]; };