-
Notifications
You must be signed in to change notification settings - Fork 3
/
Copy pathdescription.ext (introCredits-only example).ext
117 lines (105 loc) · 3.93 KB
/
description.ext (introCredits-only example).ext
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
author = "Epoch Mod Team";
class Header
{
gameType = Sandbox;
minPlayers = 1;
maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;
onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
enableDebugConsole = 1;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 1;
corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;
wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;
class CfgRemoteExecCommands {};
class cfgFunctions
{
/////// scarCODE functions ///////
class scarCODE
{
tag = "SC";
class introCredits // Server Intro Credits
{
file = "scarCODE\introCredits";
class initCredits { postInit = 1; };
};
};
};
class CfgEpochClient
{
buildingNearbyMilitary = 0; //1 to allow building nearby
buildingNearbyMilitaryRange = 300; //Define radius of blocked area
buildingRequireJammer = 0; // 1 = to allow building without a jammer
buildingCountLimit = 200; // how many objects can be built within range of a jammer
buildingJammerRange = 75; // jammer range in meters
EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."};
class Altis
{
blockedArea[] = { //[POS],radius
{ { 16085, 16997, 0 }, 250 }, //South Telos
{ { 12844, 16714, 0 }, 120 }, //Soldner Base
{ { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
{ { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
{ { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
{ { 20084, 6728, 0 }, 55 }, //West of Selakano
{ { 25303, 21807, 0 }, 100 } //Sofia
};
};
class Chernarus
{
blockedArea[] = {
{ { 10203, 1886, 0 }, 430 }, //South Electro
{ { 6822, 2498, 0 }, 600 }, //Cherno
{ { 4612, 9670, 0 }, 140 }, //NWAF south barack
{ { 4907, 10117, 0 }, 250 }, //NWAF NE hangas
{ { 4707, 10384, 0 }, 200 }, //NWAF north barack
{ { 4069, 10778, 0 }, 75 }, //NWAF west hangas
{ { 4553, 10722, 0 }, 150 }, //NWAF NW hangas
{ { 12279, 9505, 0 }, 350 }, //Berenzino Mid
{ { 12816, 9816, 0 }, 400 }, //Berenzino SE
{ { 12991, 10147, 0 }, 375 }, //Berenzino Docs
{ { 2693, 5138, 0 }, 200 }, //Zeleno
{ { 11467, 7508, 0 }, 150 }, //Polana Factory
{ { 13092, 7096, 0 }, 140 } //Solnichniy Factory
};
};
};
class CfgEpochSapper
{
detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
groanTrig = 16; //Percentage chance of a groan. Min value = 4
sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
};
class CfgEpochUAV
{
UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};
class CfgEpochAirDrop
{
AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
};