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Julian2990

Description

Apr 18th, 2016
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  1. // https://community.bistudio.com/wiki/Description.ext#forceRotorLibSimulation
  2. forceRotorLibSimulation = 2;
  3.  
  4. // https://community.bistudio.com/wiki/Description.ext#disableChannels
  5. disableChannels[] = {0,1,2,6};
  6.  
  7. author = "Julian";
  8. loadScreen = "screen\agartha.paa";
  9. onLoadMission= "Facebook: Agartha Survival";
  10. OnLoadIntro = "";
  11. OnLoadIntroTime = false;
  12. OnLoadMissionTime = false;
  13. onLoadName = "Agartha Survival";
  14.  
  15. class Header
  16. {
  17. gameType = Sandbox;
  18. minPlayers = 1;
  19. maxPlayers = 100;
  20. };
  21.  
  22. // DO NOT CHANGE THIS! +
  23. showHUD[] =
  24. {
  25. true, // Scripted HUD (same as showHUD command)
  26. true, // Vehicle + soldier info
  27. true, // Vehicle radar
  28. true, // Vehicle compass
  29. true, // Tank direction indicator
  30. true, // Commanding menu
  31. false, // Group Bar
  32. true // HUD Weapon Cursors
  33. };
  34.  
  35. respawn = "BASE";
  36. respawnDelay = 600;
  37. respawnDialog = 0;
  38. respawnOnStart = 0;
  39. respawnButton = 1;
  40. respawnTemplates[] = {"Exile"};
  41.  
  42. // These are broken as fuck, do not use them!
  43. corpseManagerMode = 0;
  44. corpseLimit = 20;
  45. corpseRemovalMinTime = 1800;
  46. corpseRemovalMaxTime = 3600;
  47. wreckManagerMode = 0;
  48. wreckLimit = 2;
  49. wreckRemovalMinTime = 60;
  50. wreckRemovalMaxTime = 360;
  51. // DO NOT CHANGE THIS! -
  52.  
  53. // When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
  54. scriptedPlayer = 1;
  55.  
  56. // Automatically take a free slot in lobby
  57. joinUnassigned = 0;
  58.  
  59. // Removes all playable units which do not have a human player.
  60. disabledAI = true;
  61.  
  62. // Disable dropping items while swimming
  63. enableItemsDropping = 0;
  64.  
  65. // Briefing will still be displayed until all clients are connected and done loading :(
  66. briefing = 0;
  67.  
  68. // Defines if the debriefing is shown or not at the end of the mission.
  69. debriefing = 0;
  70.  
  71. // Allow RPT loging
  72. allowFunctionsLog = 1;
  73.  
  74. // Allows access to the Debug Console outside of the editor during normal gameplay.
  75. // 0 = Default behavior, available only in editor
  76. // 1 = Available in SP and for hosts / logged in admins
  77. // 2 = Available for everyone
  78. enableDebugConsole = 0; // 2 = dangerous in MP
  79.  
  80. // NO NO NO
  81. allowFunctionsRecompile = 0;
  82.  
  83. class RscTextNS
  84. {
  85. idc = -1;
  86. type = 0;
  87. style = 2;
  88. LineSpacing = 1.0;
  89. h = 0.04;
  90. ColorBackground[] = {1,1,1,0.2};
  91. ColorText[] = {0.1,0.1,0.1,1};
  92. font = "BitStream";
  93. SizeEx = 0.025;
  94.  
  95. };
  96.  
  97. class RscTitles
  98. {
  99. class RscAPSI_h1
  100. {
  101. idd = -1;
  102. duration = 4;
  103. fadein = 0;
  104. movingEnable = 0;
  105. enableSimulation = 0;
  106. enableDisplay = 0;
  107. class controls
  108. {
  109. class APSILog: RscTextNS
  110. {
  111. x = 0.5;
  112. y = 0.99;
  113. w = 0.5;
  114. h = 0.03;
  115. text = "APSI: Stronger activity of floax field has been detected.."; //APSI: dected stronge energy source
  116. colorBackground[] = {0.5,0.5,0.5,0.4};
  117. ColorText[] = {1.0,0.2,0.1,1};
  118. };
  119. };
  120. };
  121. class RscAPSI_h2: RscAPSI_h1
  122. {
  123. class controls
  124. {
  125. class APSILog: RscTextNS
  126. {
  127. x = 0.5;
  128. y = 0.99;
  129. w = 0.4;
  130. h = 0.03;
  131. text = "APSI: EVR sequence detected..";//APSI:EVR comming
  132. colorBackground[] = {0.5,0.5,0.5,0.4};
  133. ColorText[] = {1.0,0.0,0.2,1};
  134. };
  135. };
  136. };
  137. class RscAPSI_h3: RscAPSI_h1
  138. {
  139. class controls
  140. {
  141. class APSILog: RscTextNS
  142. {
  143. x = 0.5;
  144. y = 0.99;
  145. w = 0.4;
  146. h = 0.03;
  147. text = "APSI: EM and PSI protection enabled..";//APSI:Anti EVR system actived
  148. colorBackground[] = {0.5,0.5,0.5,0.4};
  149. ColorText[] = {0.0,1.0,0.2,1};
  150. };
  151. };
  152. };
  153. class RscAPSI_h4: RscAPSI_h1
  154. {
  155. class controls
  156. {
  157. class APSILog: RscTextNS
  158. {
  159. x = 0.5;
  160. y = 0.99;
  161. w = 0.4;
  162. h = 0.03;
  163. text = "APSI: Ready..";//APSI:Anti system ready
  164. colorBackground[] = {0.5,0.5,0.5,0.4};
  165. ColorText[] = {0.0,1.0,0.2,1};
  166. };
  167. };
  168. };
  169. class RscAPSI_h5: RscAPSI_h1
  170. {
  171. class controls
  172. {
  173. class APSILog: RscTextNS
  174. {
  175. x = 0.5;
  176. y = 0.99;
  177. w = 0.4;
  178. h = 0.03;
  179. text = "APSI: EVR sequence start..";//APSI:EVR BLOWOUT
  180. colorBackground[] = {0.5,0.5,0.5,0.4};
  181. ColorText[] = {1.0,0.0,0.2,1};
  182. };
  183. };
  184. };
  185. class RscAPSI_h6: RscAPSI_h1
  186. {
  187. class controls
  188. {
  189. class APSILog: RscTextNS
  190. {
  191. x = 0.5;
  192. y = 0.99;
  193. w = 0.4;
  194. h = 0.03;
  195. text = "APSI: End of EVR..";//APSI: Energy source disapper
  196. colorBackground[] = {0.5,0.5,0.5,0.4};
  197. ColorText[] = {0.0,1.0,0.2,1};
  198. };
  199. };
  200. };
  201. class RscAPSI_ha: RscAPSI_h1
  202. {
  203. class controls
  204. {
  205. class APSILog: RscTextNS
  206. {
  207. x = 0.5;
  208. y = 0.99;
  209. w = 0.4;
  210. h = 0.03;
  211. text = "EXILE Blowout, v2.0, by Fallingsheep.";//EXILE Blowout system modfiy Fallingsheep orignal by CNSU
  212. colorBackground[] = {0.5,0.5,0.5,0.4};
  213. ColorText[] = {0.0,1.0,0.2,1};
  214. };
  215. };
  216. };
  217.  
  218. // Status Bar new
  219. #include "Addons\StatusBar\statusBar.hpp"
  220.  
  221. // Vemf reloaded
  222. #include "VEMFr_client\gui\RscDisplayVEMFrClient.hpp"
  223.  
  224. };
  225.  
  226. class CfgSounds
  227. {
  228. class bl_begin
  229. {
  230. name = "NS blowout_begin";
  231. sound[] = {"addons\blowout\sounds\blowout_begin.ogg",3.162278,1.0};
  232. titles[] = {};
  233. };
  234. class bl_hit1
  235. {
  236. name = "NS blowout_begin";
  237. sound[] = {"addons\blowout\sounds\blowout_hit_1.ogg",1.584893,1.0};
  238. titles[] = {};
  239. };
  240. class bl_hit2
  241. {
  242. name = "NS blowout_begin";
  243. sound[] = {"addons\blowout\sounds\blowout_hit_2.ogg",1.584893,1.0};
  244. titles[] = {};
  245. };
  246. class bl_hit3
  247. {
  248. name = "NS blowout_begin";
  249. sound[] = {"addons\blowout\sounds\blowout_hit_3.ogg",1.584893,1.0};
  250. titles[] = {};
  251. };
  252. class bl_wave1
  253. {
  254. name = "NS blowout_begin";
  255. sound[] = {"addons\blowout\sounds\blowout_wave_1.ogg",1.584893,1.0};
  256. titles[] = {};
  257. };
  258. class bl_wave2
  259. {
  260. name = "NS blowout_begin";
  261. sound[] = {"addons\blowout\sounds\blowout_wave_2.ogg",1.584893,1.0};
  262. titles[] = {};
  263. };
  264. class bl_wave3
  265. {
  266. name = "NS blowout_begin";
  267. sound[] = {"addons\blowout\sounds\blowout_wave_3.ogg",1.584893,1.0};
  268. titles[] = {};
  269. };
  270. class bl_psi
  271. {
  272. name = "NS blowout_psi";
  273. sound[] = {"addons\blowout\sounds\blowout_psy_voices.ogg",1.778279,1.0};
  274. titles[] = {};
  275. };
  276. class bl_full
  277. {
  278. name = "NS blowout_full";
  279. sound[] = {"addons\blowout\sounds\blowout_full_wave.ogg",1.778279,1.0};
  280. titles[] = {};
  281. };
  282. class bl_detect
  283. {
  284. name = "NS blowout_detect";
  285. sound[] = {"addons\blowout\sounds\blowout_detect.ogg",1.778279,1.0};
  286. titles[] = {};
  287. };
  288. class apsi_on
  289. {
  290. name = "NS apsi_on";
  291. sound[] = {"addons\blowout\sounds\apsi_start.ogg",1.778279,1.0};
  292. titles[] = {};
  293. };
  294. class apsi_off
  295. {
  296. name = "NS apsi_off";
  297. sound[] = {"addons\blowout\sounds\apsi_off.ogg",1.778279,1.0};
  298. titles[] = {};
  299. };
  300. class ns_fx_misc4
  301. {
  302. name = "Misc strange wind";
  303. sound[] = {"addons\blowout\sounds\fx_misc4.ogg",1.0,1.0};
  304. titles[] = {};
  305. };
  306. class ns_fx_drone1
  307. {
  308. name = "Drone 1";
  309. sound[] = {"addons\blowout\sounds\fx_drone1.ogg",1.0,1.0};
  310. titles[] = {};
  311. };
  312. class ns_fx_drone2
  313. {
  314. name = "Drone 2";
  315. sound[] = {"addons\blowout\sounds\fx_drone2.ogg",1.0,1.0};
  316. titles[] = {};
  317. };
  318. };
  319.  
  320. // Admin Tool
  321. #include "config.cpp"
  322. #include "CfgRemoteExec.hpp"
  323. #include "infiSTAR_Exile_AdminMenu.hpp"
  324.  
  325. // Exile_R3F_LOG
  326. #include "R3F_LOG\desc_include.h"
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