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May 29th, 2015
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  1. #include "infiSTAR_AdminMenu.hpp"
  2. #include "addons\halv_spawn\spawndialog.hpp"
  3. #include "traders\CfgPricing.hpp"
  4. //#include "trader\tradedialog.hpp"
  5. //#include "trader\CfgPricing.hpp"
  6. author = "I probably don't like you.";
  7. class Header
  8. {
  9. gameType = Sandbox;
  10. minPlayers = 1;
  11. maxPlayers = 100;
  12. };
  13. respawn = "BASE";
  14. respawnDelay = 300;
  15. respawnDialog = 0;
  16.  
  17. onLoadMission= "Epoch";
  18. OnLoadIntro = "Don't piss me off.";
  19. loadScreen = "images\loadscreen1.jpg";
  20. OnLoadIntroTime = False;
  21. OnLoadMissionTime = False;
  22. onLoadName = "Epoch Mod";
  23. disabledAI = true;
  24. scriptedPlayer = 1;
  25. disableChannels[]={0,2,6};
  26. enableItemsDropping = 0;
  27. briefing = 0;
  28. debriefing = 0;
  29. enableDebugConsole = 0;
  30. joinUnassigned = 0;
  31. respawnOnStart = 0;
  32. forceRotorLibSimulation = 0;
  33.  
  34. corpseManagerMode = 1;
  35. corpseLimit = 10;
  36. corpseRemovalMinTime = 1200;
  37. corpseRemovalMaxTime = 3600;
  38.  
  39. wreckManagerMode = 1;
  40. wreckLimit = 2;
  41. wreckRemovalMinTime = 60;
  42. wreckRemovalMaxTime = 360;
  43.  
  44. class CfgRemoteExecCommands {};
  45.  
  46. class CfgEpochClient
  47. {
  48. buildingNearbyMilitary = 1; //1 to allow building nearby
  49. buildingNearbyMilitaryRange = 300; //Define radius of blocked area
  50.  
  51. buildingRequireJammer = 0; // 1 = to allow building without a jammer
  52. buildingCountLimit = 500; // how many objects can be built within range of a jammer
  53. buildingJammerRange = 275; // jammer range in meters
  54.  
  55. 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.."};
  56.  
  57. class Altis
  58. {
  59. blockedArea[] = { //[POS],radius
  60. { { 16085, 16997, 0 }, 250 }, //South Telos
  61. { { 12844, 16714, 0 }, 120 }, //Soldner Base
  62. { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
  63. { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
  64. { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
  65. { { 20084, 6728, 0 }, 55 }, //West of Selakano
  66. { { 25303, 21807, 0 }, 100 } //Sofia
  67. };
  68. };
  69. class Chernarus
  70. {
  71. blockedArea[] = {
  72. { { 10203, 1886, 0 }, 430 }, //South Electro
  73. { { 8202, 2198, 0 }, 1 }, //Cherno
  74. { { 4612, 9670, 0 }, 140 }, //NWAF south barack
  75. { { 4907, 10117, 0 }, 250 }, //NWAF NE hangas
  76. { { 4707, 10384, 0 }, 200 }, //NWAF north barack
  77. { { 4069, 10778, 0 }, 75 }, //NWAF west hangas
  78. { { 4553, 10722, 0 }, 150 }, //NWAF NW hangas
  79. { { 12279, 9505, 0 }, 350 }, //Berenzino Mid
  80. { { 12816, 9816, 0 }, 400 }, //Berenzino SE
  81. { { 12991, 10147, 0 }, 375 }, //Berenzino Docs
  82. { { 2693, 5138, 0 }, 200 }, //Zeleno
  83. { { 11467, 7508, 0 }, 150 }, //Polana Factory
  84. { { 13092, 7096, 0 }, 140 } //Solnichniy Factory
  85. };
  86. };
  87. };
  88.  
  89. class CfgEpochSapper
  90. {
  91. detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
  92. groanTrig = 96; //Percentage chance of a groan. Min value = 4
  93. 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.
  94. 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.
  95. };
  96.  
  97. class CfgEpochUAV
  98. {
  99. UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
  100. UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
  101. 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 !
  102. };
  103.  
  104. class CfgEpochAirDrop
  105. {
  106. AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
  107. AirDropChance = 46; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
  108. };
  109. class RscTitles
  110. {
  111. #include "addons\Status_Bar\statusBar.hpp"
  112. };
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