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311 lines (259 loc) · 10.6 KB
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//------------------------- On Load
author = BACONMOP edt NAK; // Visible when loading mission
onLoadName = "Invade & Annex NAK Altis"; // Visible when loading mission
OnLoadMission = "Welcome back to <t color='#ff9900'>NAK</t> , join us at <t color='#ff9900'>WWW.NAKSQUAD.NET</t> and <t color='#ff9900'>TS3.NAKSQUAD.NET</t>";
loadScreen = "Media\images\loading.jpg"; // Visible when loading mission
overviewPicture = "Media\images\loading.jpg"; // Visible when selecting mission
onLoadIntro = ""; // Displays a message while the intro is loading.
onLoadIntroTime = 0; // Time and date displayed while the intro loads. 1 visible, 0 hidden.
onLoadMissionTime = 0; // Time and date displayed while the mission loads. 1 visible, 0 hidden.
class Header
{
gameType = COOP; // Unknown, COOP, DM, TDM, CTF, SC, CTI, RPG, Sandbox, Seize, Defend.
minPlayers = 1; // Min # of players the MISSION supports
maxPlayers = 70; // Max # of players the MISSION supports, not server slots. Make sure # is greater than server slots.
};
//------------------------- Admin
enableDebugConsole = 0; // 0 = disabled. 1 = admins, 2 = everybody. 0 is recommended in MP.
allowFunctionsLog = 0; // Log functions to .rpt. disabled with 0
allowFunctionsRecompile = 0;
onPauseScript = "scripts\onPause.sqf";
//------------------------- Misc
disableChannels[] = {{0,false,true},{1,false,true},{2,false,true},{6,true,true}}; // 0 = Global, 1 = Side, 2 = Command, 3 = Group, 4 = Vehicle, 5 = Direct, 6 = System. Admin/server/BattlEye can still use Global.
disabledAI = 1; // No AI in playable units
aiKills = 0; // disable scorelist for AI players
enableItemsDropping = 0; // disabled with 0
joinUnassigned = 1; // 0 = players forced into role on join
showUAVFeed = 1; // Enables/Disables the UAV Feed. Zeus-related.
rtdOn = difficultyEnabledRTD;
//--- Respawn
respawn = 3; // 0 = NONE. 1 = BIRD. 2 = INSTANT. 3 = BASE. 4 = GROUP. 5 = SIDE.
respawnDelay = 15;
RespawnDialog = 1; // default = 1. show respawn timer and scoreboard when killed.
respawnTemplates[] = {"MenuInventory", "MenuPosition"}; // "Seagull", "f_spectator", "f_JIP", "MenuInventory", "MenuPosition", "Tickets", "EndMission", "Counter", "Wave"
respawnButton = 1;
respawnOnStart = -1;
//--- Revive
ReviveMode = 1; //0: disabled, 1: enabled, 2: controlled by player attributes
ReviveUnconsciousStateMode = 0; //0: basic, 1: advanced, 2: realistic
ReviveRequiredTrait = 0; //0: none, 1: medic trait is required
ReviveRequiredItems = 0; //0: none, 1: medkit, 2: medkit or first aid kit
ReviveRequiredItemsFakConsumed = 0; //0: first aid kit is not consumed upon revive, 1: first aid kit is consumed
ReviveDelay = 6; //time needed to revive someone (in secs)
ReviveMedicSpeedMultiplier = 2; //speed multiplier for revive performed by medic
ReviveForceRespawnDelay = 3; //time needed to perform force respawn (in secs)
ReviveBleedOutDelay = 180; //unconscious state duration (in secs
//------------------------- Garbage collector
corpseManagerMode = 1; //Type of removed bodies: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable
corpseLimit = 5; //Max number of bodies which can be available at the same time. When exceeded, start deleting immediately.
corpseRemovalMinTime = 10; //Minimal time in seconds a body stays in the scene (can't be removed sooner).
corpseRemovalMaxTime = 60; //Maximal time in seconds after which a dead body is removed (can't stay longer)
wreckManagerMode = 1; //Type of removed wrecks: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable
wreckLimit = 2; //Max number of wrecks which can be available at the same time. When exceeded, start deleting immediately.
wreckRemovalMinTime = 10; //Minimal time in seconds a wreck stays in the scene (can't be removed sooner).
wreckRemovalMaxTime = 60; //Maximal time in seconds after which a wreck is removed (can't stay longer)
//------------------------- Includes
#include "R3F_LOG\desc_include.h"
#include "functions\CHVD\dialog.hpp" // CHVD View Distance script
#include "ATM_airdrop\dialog.hpp"
class unitList
{
#include "defines\units.hpp"
};
class CfgFunctions
{
#include "functions\cfgfunctions.hpp" // Integrated I&A functions
//#include "\nasty\cfgfunctions.hpp"
};
class CfgNotifications
{
#include "defines\Notifications.hpp"
};
class CfgTaskTypes
{
#include "defines\Tasks.hpp"
};
class CfgSounds
{
sounds[] = {Vent,Vent2,Para};
class Vent {name="Vent";sound[]={ATM_airdrop\data\Vent.ogg,db-11,1.0};titles[] = {};};
class Vent2 {name="Vent2";sound[]={ATM_airdrop\data\Vent2.ogg,db-11,1.0};titles[] = {};};
class Para {name="Para";sound[]={ATM_airdrop\data\parachute.ogg,db-11,1.0};titles[] = {};};
};
//------------------------- Parameters
class Params
{
class EmtpyLine1 {
//--- paramsArray[0]
title = "********** Revive Settings **********";
values[]={0,0};
texts[]={ "",""};
default = 0;
};
class title1
{
title = "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Misc Settings ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~";
values[] = {0};
texts[] = {""};
default = 0;
};
class MainEnemyFaction {
title = "Main Enemy Faction (Not Working Yet)";
values[] = {1,2,3,4,5,6,7};
texts[] = {"CSAT","CSAT Tropic","AAF","ParaMillitary","Bandits","FIA Independent","FIA Opfor"};
default = 1;
};
class SecondaryEnemyFaction {
title = "Secondary Enemy Faction (Not Working Yet)";
values[] = {1,2,3,4,5,6,7};
texts[] = {"CSAT","CSAT Tropic","AAF","ParaMillitary","Bandits","FIA Independent","FIA Opfor"};
default = 3;
};
class VehicleRespawnDistance {
title = "Distance from players that vehicles won't respawn";
values[] = {10,50,100,200,300,400,500,1000,2000,5000,10000};
texts[] = {"10m","50m","100m","200m","300m","400m","500m","1km","2km","5km","10km"};
default = 500;
};
class ArtilleryTargetTickTimeMin {
title = "MINIMUM Time between Priority Target actions";
values[] = {30,60,120,180,240,300,600,900};
texts[] = {"30 seconds","1 minute","2 minutes","3 minutes","4 minutes","5 minutes","10 minutes","15 minutes"};
default = 180; // 120 default
};
class ArtilleryTargetTickTimeMax {
title = "MAXIMUM Time between Priority Target actions";
values[] = {30,60,120,180,240,300,600,900};
texts[] = {"30 seconds","1 minute","2 minutes","3 minutes","4 minutes","5 minutes","10 minutes","15 minutes"};
default = 600; // 300 default
};
class ArsenalFilter {
title = "Filter mode of the arsenal";
texts[] = {"Arsenal disabled", "Arsenal enabled but filtered", "Arsenal enabled"};
values[] = {0, 1, 2};
default = 0;
};
class Fatigue {
title = "Enable Fatigue";
texts[] = {"Yes","No"};
values[] = {0, 1};
default = 1;
};
class title2
{
title = "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AO's ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~";
values[] = {0};
texts[] = {""};
default = 0;
};
class EnemyLeftThreshhold {
title = "Enemy Left Threshold";
values[] = {1,2,3,4,5,6,7,8,9,10,11,12,13};
texts[] = {"1","2","3","4","5","6","7","8","9","10","11","12","13"};
default = 9;
};
class AOSize {
title = "Main AO Diameter";
values[] = {200,300,400,500,600,700,800,900,1000};
texts[] = {"200m","300m","400m","500m","600m","700m","800m","900m","1,000m"};
default = 1000;
};
class AntiAirAmount {
title = "Amount of AA vehicles on the main AO";
values[] = {1, 2, 3, 4, 5, 6};
texts[] = {"1", "2", "3", "4", "5", "6"};
default = 3;
};
class MRAPAmount {
title = "Amount of MRAPs on the main AO";
values[] = {1, 2, 3, 4, 5, 6};
texts[] = {"1", "2", "3", "4", "5", "6"};
default = 3;
};
class RandomVehcsAmount {
title = "Amount of random vehicles on the main AO";
values[] = {1, 2, 3, 4, 5, 6};
texts[] = {"1", "2", "3", "4", "5", "6"};
default = 2;
};
class InfantryGroupsAmount {
title = "Amount of infantry groups on the main AO";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "10"};
default = 8;
};
class AAGroupsAmount {
title = "Amount of AA groups on the main AO";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "10"};
default = 3;
};
class ATGroupsAmount {
title = "Amount of AT groups on the main AO";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "10"};
default = 3;
};
class title3
{
title = "~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AI Skill ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~";
values[] = {0};
texts[] = {""};
default = 0;
};
class AIAimingAccuracy {
title = "AI aiming accuracy";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 8;
};
class AIAimingShake {
title = "AI aiming shake";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 3;
};
class AIAimingSpeed {
title = "AI aiming speed";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 8;
};
class AISpotingDistance {
title = "AI spotting distance";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 10;
};
class AISpottingSpeed {
title = "AI spotting speed";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 10;
};
class AICourage {
title = "AI courage";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 10;
};
class AIReloadSpeed {
title = "AI reload speed";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 10;
};
class AICommandingSkill {
title = "AI commanding skill";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 10;
};
class AIGeneralSkill {
title = "AI general skill";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"0.1", "0.2", "0.3", "0.4", "0.5", "0.6", "0.7", "0.8", "0.9", "1"};
default = 10;
};
#include "\a3\Functions_F\Params\paramRevive.hpp"
};