SC submit v2

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second_coming 2016-05-12 12:30:03 +01:00
parent 04d263fb8c
commit b7d039e5d5

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@ -21,7 +21,7 @@ DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific t
For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums. For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
*/ */
DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)
/* /*
I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO! I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
*/ */
@ -215,26 +215,26 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
]; ];
DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances. DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances.
//["saltflats",1], //<--Example (already imported by default on Altis in map configs) //["saltflats",1] //<--Example (already imported by default on Altis in map configs)
//["slums",1] //<--Example (already imported by default on Altis in map configs) //["slums",1] //<--Example (already imported by default on Altis in map configs)
//["occupation",1] //<--Example
//["sectorB",1] //<--Example for Taviana //["sectorB",1] //<--Example for Taviana
]; ];
DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here. DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here.
//"saltflatsbase", //<--Example (already imported by default on Altis) //"saltflatsbase", //<--Example (already imported by default on Altis)
//"slums_objects" //<--Example (already imported by default on Altis) //"slums_objects" //<--Example (already imported by default on Altis)
]; ];
DMS_BanditMissionsOnServerStart = [ DMS_BanditMissionsOnServerStart = [
//"construction" //<-- Example //"construction" //<-- Example
]; ];
DMS_StaticMissionsOnServerStart = [ // List of STATIC missions with spawn chances. DMS_StaticMissionsOnServerStart = [ // List of STATIC missions with spawn chances.
//"saltflats", //<--Example //"saltflats" //<--Example
//"slums //<--Example //"slums" //<--Example
//"occupation" //<--Example
//"sectorB" //<--Example for Taviana //"sectorB" //<--Example for Taviana
]; ];