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  1. // if you want to have apex items in the loot, remove the ( // ) before the #define
  2. //#define apex_enabled 1
  3.  
  4. // If you have Exile enabled remove the 2 ( // ) before #define
  5. //#define exile_enabled 1
  6.  
  7. // If you have Epoch enabled remove the 2 ( // ) before #define
  8. #define epoch_enabled 1
  9.  
  10. class CfgSettings
  11. {
  12. // How long to wait after the server has booted ( IN SECONDS ).
  13. startMissionDelay = 300;
  14.  
  15. // minimum count of how many players have to be on the server for missions to spawn
  16. minPlayerCount = 1;
  17.  
  18. // 0 = Must kill all, 1 = 1 ai can be left for mission to be completed.
  19. minAiToCompleteMission = 1;
  20.  
  21. // minimum server FPS to keep spawning missions.
  22. minServerFPS = 8;
  23.  
  24. // minimum delay between missions
  25. // Maximum delay between missions
  26. minDelayBetweenMissions = 300;
  27. maxDelayBetweenMissions = 400;
  28.  
  29. // every 50~ seconds the failed mission will be cleand up.
  30. missionFailedCleanup = 50;
  31.  
  32. // every 5~ minutes the completed mission will be cleaned up.
  33. completeMissionCleanup = 300;
  34.  
  35. // Notification colors
  36. notificationColor = "#FF0000";
  37. notificationColorText = "#FFFFFF";
  38.  
  39. // Success notification colors
  40. notificationSuccessColor = "#FF0000";
  41. notificationSuccessColorText = "#FFFFFF";
  42.  
  43. // failed notification colors.
  44. failedNotificationColor = "#FF0000";
  45. failedNotificationColorText = "#FFFFFF";
  46.  
  47. // maximum missions to have aroudn the map
  48. maxMissions = 3;
  49.  
  50. // AI Side
  51. side = "‎east";
  52.  
  53. // Locality distance
  54. // Missions will not fail if the locality is transfered!!
  55. distance = 1000;
  56.  
  57. missions[] =
  58. {
  59. {"Bandit", 50},
  60. {"Mercenary", 30},
  61. {"NavySeals", 20},
  62. {"Ikea",50}
  63. };
  64. };
  65.  
  66. class CfgMissionTypes
  67. {
  68. /*
  69. PUTTING DEFAULT IN THE CLASS WILL MAKE IT BE IGNORED:
  70. class defaultZombieMission // will be ignored!
  71. class ZombieMission // will not be ignored!
  72. */
  73. class DefaultNoAI
  74. {
  75. maxAICount = 0;
  76. minAiCount = 0;
  77. maxVehicleCount = 0;
  78. difficultys[] = {};
  79.  
  80. markerText = "";
  81. markerColor = "";
  82. markerType = "";
  83. markerCircleColor = "";
  84. markerFinishedText = "";
  85. markerFinishedColor = "";
  86. markerFinishedType = "";
  87. markerFailedColor = "";
  88. markerFailedText = "";
  89. markedFailedType = "";
  90.  
  91. markerEnabled = true;
  92. markerCircleEnabled = true;
  93. markerFinishedEnabled = true;
  94. markerFailedEnabled = true;
  95.  
  96. // default 5 minutes!
  97. missionTimeout = 300;
  98.  
  99. notification = "";
  100. successNotification = "";
  101. failedNotification = "";
  102.  
  103. // How much the money increases based on how many players are on the server
  104. playerMultiplier = 1.2;
  105.  
  106. // Give AI money
  107. giveMoney = true;
  108.  
  109. // Maximum money to give AI units.
  110. maxMoney = 100;
  111.  
  112. // GIVE RESPECT YO
  113. giveRespect = true;
  114.  
  115. // respect yo!
  116. maxRespect = 100;
  117.  
  118. // Ya know!
  119. cratesCount = 2;
  120. crates[] =
  121. {
  122. {"Ikea", 50},
  123. {"Supplys", 50},
  124. {"Medical", 50}
  125. };
  126.  
  127. // CLASS, % CHANCE
  128. AITypes[] = {};
  129.  
  130. // CLASSNAME OF ARMED VEHICLES
  131. // VEHICLE, % CHANCE
  132. armedVehicles[] = {};
  133.  
  134. objectsEnabled = false;
  135. objects[] = {};
  136. };
  137. class DefaultAI
  138. {
  139. maxAICount = 10;
  140. minAiCount = 3;
  141. maxVehicleCount = 2;
  142. minVehicleCount = 1;
  143. difficultys[] =
  144. {
  145. {"easy", 85},
  146. {"moderate", 65},
  147. {"difficult", 45},
  148. {"hardcore", 25}
  149. };
  150.  
  151. markerText = "";
  152. markerColor = "";
  153. markerType = "";
  154. markerCircleColor = "";
  155. markerFinishedText = "";
  156. markerFinishedColor = "";
  157. markerFinishedType = "";
  158. markerFailedColor = "";
  159. markerFailedText = "";
  160. markedFailedType = "";
  161.  
  162. markerEnabled = true;
  163. markerCircleEnabled = true;
  164. markerFinishedEnabled = true;
  165. markerFailedEnabled = true;
  166.  
  167. // default 5 minutes!
  168. missionTimeout = 300;
  169.  
  170. notification = "";
  171. successNotification = "";
  172. failedNotification = "";
  173.  
  174. // How much the money increases based on how many players are on the server
  175. playerMultiplier = 1.2;
  176.  
  177. // Give AI money
  178. giveMoney = true;
  179.  
  180. // Maximum money to give AI units.
  181. maxMoney = 100;
  182.  
  183. // GIVE RESPECT YO
  184. giveRespect = true;
  185.  
  186. // respect yo!
  187. maxRespect = 100;
  188.  
  189. // Ya know!
  190. cratesCount = 2;
  191. crates[] =
  192. {
  193. {"Ikea", 50},
  194. {"Supplys", 50},
  195. {"Medical", 50}
  196. };
  197.  
  198. // CLASS, % CHANCE
  199. AITypes[] =
  200. {
  201. {"ASSAULT", 70},
  202. {"MG", 20},
  203. {"SNIPER", 10}
  204. };
  205.  
  206. // CLASSNAME OF ARMED VEHICLES
  207. // VEHICLE, % CHANCE
  208. armedVehicles[] =
  209. {
  210. #ifdef apex_enabled
  211. {"C_Offroad_02_unarmed_F", 22}
  212. #endif
  213. };
  214.  
  215. objectsEnabled = true;
  216.  
  217. // THE POSITION CREATED ARE FROM USING M3EDITOR - EDEN
  218. // EXPORT RELATIVE
  219. // JUST REMOVE THE LAST BIT OF THE ARRAY {TRUE,FALSE} (NOT REQUIRED)
  220. objects[] =
  221. {
  222. #ifdef exile_enabled
  223. {
  224. {"Land_PillboxWall_01_6m_F",{16.8787,-18.3145,0},0},
  225. {"Land_PillboxWall_01_6m_F",{23.6465,-12.8896,0},270.179},
  226. {"Land_PillboxWall_01_3m_F",{5.8736,-18.1228,0},0},
  227. {"Land_PillboxBunker_01_hex_F",{22.5803,-16.3333,0},88.9615},
  228. {"Land_PillboxBunker_01_big_F",{-1.57092,-17.1602,0},0},
  229. {"Land_PillboxBunker_01_rectangle_F",{22.9058,-10.2236,0},268.717},
  230. {"Land_PillboxWall_01_3m_F",{12.5076,-18.3142,0},0},
  231. {"Land_PillboxWall_01_6m_F",{23.606,7.13574,0},269.888},
  232. {"Land_PillboxWall_01_6m_F",{18.168,13.8928,0},180.067},
  233. {"Land_PillboxBunker_01_hex_F",{21.6136,12.8335,0},358.85},
  234. {"Land_PillboxWall_01_3m_F",{6.81537,13.9011,0},179.212},
  235. {"Land_PillboxWall_01_3m_round_F",{23.6047,2.85327,0},270.589},
  236. {"Land_PillboxWall_01_3m_F",{-6.65198,13.4824,0},179.652},
  237. {"Land_PillboxBunker_01_big_F",{0.798279,12.5649,0},179.652},
  238. {"Land_EmplacementGun_01_d_rusty_F",{-14.0422,-12.1255,0},128.833},
  239. {"Land_BagFence_01_round_green_F",{13.1609,6.36279,0},241.714},
  240. {"Land_PillboxWall_01_6m_F",{-20.4102,-11.46,0},90.1494},
  241. {"Land_PillboxWall_01_6m_F",{-15.0031,-18.2419,0},0.328095},
  242. {"Land_PillboxBunker_01_hex_F",{-18.4439,-17.1667,0},179.111},
  243. {"Land_BagFence_01_round_green_F",{17.8203,4.27661,0},160.498},
  244. {"Land_PillboxWall_01_3m_round_F",{-20.4091,-7.1189,0},89.9158},
  245. {"Land_PillboxWall_01_3m_F",{-10.6176,-18.2605,0},0},
  246. {"Land_PillboxWall_01_3m_F",{-7.70856,-18.2615,0},0},
  247. {"Land_PillboxWall_01_6m_F",{-20.4945,7.95117,0},89.667},
  248. {"Land_PillboxBunker_01_hex_F",{-19.4593,11.4041,0},268.45},
  249. {"Land_PillboxWall_01_3m_F",{-15.1809,13.3975,0},179.488},
  250. {"Land_PillboxWall_01_3m_F",{-12.2553,13.4207,0},179.406},
  251. {"Land_PillboxBunker_01_rectangle_F",{-20.8242,5.12573,0},89.9457},
  252. {"Land_PillboxWall_01_6m_F",{12.2829,13.9053,0},180.067},
  253. {"Land_PillboxWall_01_3m_F",{8.53882,13.9175,0},180.002},
  254. {"Land_EmplacementGun_01_d_mossy_F",{16.3094,7.31714,0},300.174},
  255. {"Land_EmplacementGun_01_d_mossy_F",{-15.1003,9.20459,0},215.076},
  256. {"Land_BagFence_01_long_green_F",{15.201,4.81445,0},206.023},
  257. {"CamoNet_ghex_open_F",{-0.0020752,5.39209,0},180.569},
  258. {"Land_BagFence_01_round_green_F",{15.4243,-10.3145,0},339.955},
  259. {"Land_BagFence_01_round_green_F",{12.6918,-14.627,0},258.74},
  260. {"Land_EmplacementGun_01_d_mossy_F",{15.9175,-13.5674,0},38.4153},
  261. {"Land_BagFence_01_long_green_F",{13.5995,-12.1116,0},304.264},
  262. {"Land_BagFence_01_round_green_F",{-14.7651,6.08765,0},159.316},
  263. {"Land_BagFence_01_round_green_F",{-12.0808,10.4304,0},78.1006},
  264. {"Land_BagFence_01_long_green_F",{-12.9604,7.90503,0},123.625},
  265. {"Land_BagFence_01_round_green_F",{-10.9072,-11.7112,0},71.6674},
  266. {"Land_BagFence_01_round_green_F",{-15.136,-8.85107,-0.163227},350.452},
  267. {"Land_BagFence_01_long_green_F",{-12.6489,-9.8335,0},35.9767},
  268. {"Land_Map_unfolded_F",{0.127014,4.19092,-0.855717},0},
  269. {"Land_WoodenCrate_01_stack_x5_F",{6.31696,11.7534,0},95.9258},
  270. {"Land_WoodenCrate_01_stack_x3_F",{8.24408,12.6384,0},0},
  271. {"Land_WoodenCrate_01_F",{6.41211,13.0256,0},93.4089},
  272. {"Land_File_research_F",{-0.624146,4.31226,-0.855254},0},
  273. {"Land_File1_F",{-0.924866,4.32056,-0.855738},0},
  274. {"Land_Tablet_02_F",{-0.0281982,4.40796,-0.864592},0},
  275. {"Land_PortableGenerator_01_F",{-2.49579,10.2446,0},269.593},
  276. {"Land_WoodenTable_large_F",{-0.128113,4.45874,0},268.824},
  277. {"MapBoard_seismic_F",{2.79712,6.08423,0},192.732},
  278. {"Land_MapBoard_F",{-2.34949,6.25415,0},166.054},
  279. {"Land_Cargo20_military_green_F",{-5.68671,-10.5515,0},331.775},
  280. {"Land_Cargo10_military_green_F",{-8.89496,-5.23584,0},34.8408},
  281. {"Land_PaperBox_open_full_F",{1.03033,8.74878,0},0},
  282. {"Land_Pallet_MilBoxes_F",{-0.964294,7.45679,0},148.104},
  283. {"Exile_Plant_GreenBush6",{22.3961,3.95508,-1.73688},0},
  284. {"Exile_Plant_GreenBush6",{-21.7437,-8.84912,-1.73688},0},
  285. {"Exile_Plant_GreenBush6",{-10.7629,13.0349,-1.73688},0},
  286. {"Exile_Plant_GreenBush6",{-12.7172,14.1235,-1.73688},103.782},
  287. {"Exile_Plant_GreenBush6",{-21.2699,7.80737,-1.73679},197.087},
  288. {"Exile_Plant_GreenBush6",{-10.2474,-15.5178,-1.73688},143.587},
  289. {"Exile_Plant_GreenBush6",{-3.65265,-14.1228,-1.73688},212.314},
  290. {"Exile_Plant_GreenBush6",{20.6201,-5.50806,-1.73687},184.04},
  291. {"Exile_Plant_GreenBush6",{12.4092,0.221436,-1.73688},306.451},
  292. {"Exile_Plant_GreenBush6",{11.7739,-4.31226,-1.52937},183.122},
  293. {"Exile_Plant_GreenBush6",{3.25647,-8.19995,-1.7367},130.318},
  294. {"Exile_Plant_GreenBush6",{7.02832,-6.8457,-1.51282},236.097},
  295. {"Exile_Plant_GreenBush6",{-19.9947,-13.7451,-1.73688},0},
  296. {"Exile_Plant_GreenBush6",{-4.46881,21.3018,-1.20788},0},
  297. {"Exile_Plant_GreenBush6",{-13.5168,-1.02832,-1.73691},0},
  298. {"Exile_Plant_GreenBush6",{-16.8061,0.141113,-1.73688},91.7455},
  299. {"Flag_White_F",{-0.633667,-1.20532,-4.3869e-005},0},
  300. {"Exile_Plant_GreenBush6",{11.997,14.4126,-1.65253},0}
  301. },
  302. #endif
  303. {
  304. {"Land_HBarrierTower_F",{-9.12122,9.17334,0},180.049},
  305. {"Land_HBarrierTower_F",{5.15552,-9.92236,0},270.462},
  306. {"Land_HBarrierTower_F",{-9.02209,-29.1157,0},0},
  307. {"Land_HBarrierTower_F",{-23.2937,-10.021,0},90.6414},
  308. {"Land_HBarrierWall_corridor_F",{-24.0222,-15.5698,0},0},
  309. {"Land_CncWall4_F",{-15.0026,-27.3579,0},0},
  310. {"Land_CncWall4_F",{-19.0652,-25.082,0},53.1818},
  311. {"Land_CncWall4_F",{-21.0901,-20.4282,0},82.6364},
  312. {"Land_CncWall4_F",{-2.98938,-27.3594,0},0},
  313. {"Land_CncWall4_F",{1.07483,-25.02,0},302.318},
  314. {"Land_CncWall4_F",{2.92139,-20.2295,0},280.636},
  315. {"Land_HBarrierWall_corridor_F",{5.90735,-15.3979,0},0},
  316. {"Land_CncWall4_F",{3.50403,-3.87158,0},262.221},
  317. {"Land_CncWall4_F",{2.09851,1.11768,0},249.539},
  318. {"Land_CncWall4_F",{-1.08093,5.08643,0},215.994},
  319. {"Land_CncWall1_F",{-3.72351,6.81592,0},201.682},
  320. {"Land_HBarrier_1_F",{-4.89832,7.65137,0},290.455},
  321. {"Land_HBarrier_1_F",{-4.89832,7.65137,1.3},290.455},
  322. {"Land_HBarrier_Big_F",{-15.7292,4.59131,0},309.682},
  323. {"Land_HBarrier_Big_F",{-20.431,-2.63086,0},298.636}
  324. },
  325. {
  326. {"Land_Cargo_House_V2_F",{0,15,0},0},
  327. {"Land_Cargo_House_V2_F",{6.2,15,0},0},
  328. {"Land_Cargo_House_V2_F",{-6.2,15,0},0},
  329. {"Land_Cargo_House_V2_F",{15,0,0},90},
  330. {"Land_Cargo_House_V2_F",{15,6.2,0},90},
  331. {"Land_Cargo_House_V2_F",{15,-6.2,0},90},
  332. {"Land_Cargo_House_V2_F",{0,-15,0},180},
  333. {"Land_Cargo_House_V2_F",{-6.2,-15,0},180},
  334. {"Land_Cargo_House_V2_F",{6.2,-15,0},180},
  335. {"Land_Cargo_House_V2_F",{-15,0,0},270},
  336. {"Land_Cargo_House_V2_F",{-15,-6.2,0},270},
  337. {"Land_Cargo_House_V2_F",{-15,6.2,0},270}
  338. },
  339. {
  340. {"Land_Cargo_House_V3_F",{0,15,0},0},
  341. {"Land_Cargo_House_V3_F",{6.2,15,0},0},
  342. {"Land_Cargo_House_V3_F",{-6.2,15,0},0},
  343. {"Land_Cargo_House_V3_F",{15,0,0},90},
  344. {"Land_Cargo_House_V3_F",{15,6.2,0},90},
  345. {"Land_Cargo_House_V3_F",{15,-6.2,0},90},
  346. {"Land_Cargo_House_V3_F",{0,-15,0},180},
  347. {"Land_Cargo_House_V3_F",{-6.2,-15,0},180},
  348. {"Land_Cargo_House_V3_F",{6.2,-15,0},180},
  349. {"Land_Cargo_House_V3_F",{-15,0,0},270},
  350. {"Land_Cargo_House_V3_F",{-15,-6.2,0},270},
  351. {"Land_Cargo_House_V3_F",{-15,6.2,0},270}
  352. },
  353. {
  354. {"Land_Medevac_house_V1_F",{0,15,0},0},
  355. {"Land_Medevac_house_V1_F",{6.2,15,0},0},
  356. {"Land_Medevac_house_V1_F",{-6.2,15,0},0},
  357. {"Land_Medevac_house_V1_F",{15,0,0},90},
  358. {"Land_Medevac_house_V1_F",{15,6.2,0},90},
  359. {"Land_Medevac_house_V1_F",{15,-6.2,0},90},
  360. {"Land_Medevac_house_V1_F",{0,-15,0},180},
  361. {"Land_Medevac_house_V1_F",{-6.2,-15,0},180},
  362. {"Land_Medevac_house_V1_F",{6.2,-15,0},180},
  363. {"Land_Medevac_house_V1_F",{-15,0,0},270},
  364. {"Land_Medevac_house_V1_F",{-15,-6.2,0},270},
  365. {"Land_Medevac_house_V1_F",{-15,6.2,0},270}
  366. },
  367. {
  368. {"Land_Research_HQ_F",{10,0,0},0},
  369. {"Land_CncBarrierMedium4_F",{1,7,0},0},
  370. {"Land_CncBarrierMedium4_F",{1,-7,0},0},
  371. {"Land_CncBarrierMedium4_F",{-3,-4,0},90},
  372. {"Land_CncBarrierMedium4_F",{-3,3.5,0},90}
  373. },
  374. {
  375. {"Land_PartyTent_01_F",{0,0,0},0},
  376. {"Land_TentA_F",{0,-10,0},0},
  377. {"Land_TentA_F",{-2.7,-10,0},0},
  378. {"Land_TentA_F",{2.7,-10,0},0},
  379. {"Land_TentA_F",{0,10,0},180},
  380. {"Land_TentA_F",{2.7,10,0},180},
  381. {"Land_TentA_F",{-2.7,10,0},180},
  382. {"MapBoard_stratis_F",{-2,0,0},0},
  383. {"MapBoard_altis_F",{2,0,0},0},
  384. {"Land_RattanChair_01_F",{-4,-3,0},0}
  385. }
  386. };
  387. };
  388.  
  389. class Bandit: DefaultAI
  390. {
  391. notification = "BANDITS ARE OVERRUNING THE ISLAND, CHECK YOUR MAP FOR DETAILS!";
  392. successNotification = "THE BANDITS HAVE BEEN DEFEATED, CHECK YOUR MAP FOR DETAILS!";
  393. failedNotification = "THE BANDITS HAVE RUN OFF | MISSION FAILED";
  394. difficultys[] =
  395. {
  396. {"easy", 85},
  397. {"moderate", 65}
  398. };
  399. };
  400. class Mercenary: DefaultAI
  401. {
  402. notification = "MERCENARIES ARE OVERRUNING THE ISLAND, CHECK YOUR MAP FOR DETAILS!";
  403. successNotification = "THE MERCENARIES HAVE BEEN DEFEATED, CHECK YOUR MAP FOR DETAILS!";
  404. failedNotification = "THE MERCENARIES HAVE RAN OFF | MISSION FAILED";
  405. difficultys[] =
  406. {
  407. {"moderate", 65},
  408. {"difficult", 45}
  409. };
  410. };
  411. class NavySeals: DefaultAI
  412. {
  413. notification = "NAVYSEALS ARE OVERRUNING THE ISLAND, CHECK YOUR MAP FOR DETAILS!";
  414. successNotification = "THE NAVYSEALS HAVE BEEN DEFEATED, CHECK YOUR MAP FOR DETAILS!";
  415. failedNotification = "THE NAVYSEALS HAVE RAN OFF | MISSION FAILED";
  416. difficultys[] =
  417. {
  418. {"difficult", 45},
  419. {"hardcore", 25}
  420. };
  421. };
  422. class Ikea: DefaultNoAI
  423. {
  424. successNotification = "AN IKEA TRUCK HAS CRASHED, CHECK YOUR MAP FOR DETAILS!";
  425. maxCrateCount = 2;
  426. // base parts basically.
  427. crates[] =
  428. {
  429. {"Ikea", 90},
  430. {"Supplys", 40}
  431. };
  432. };
  433. };
  434.  
  435. class CfgLoot
  436. {
  437. class AI
  438. {
  439. // Items that AI always spawn with.
  440. default[] =
  441. {
  442. "ItemWatch",
  443. "ItemMap",
  444. "ItemCompass",
  445. "ItemRadio"
  446. };
  447. class ASSAULT
  448. {
  449. // CLASSNAME, % CHANCE
  450. classNames[] =
  451. {
  452. {"O_recon_F", 5}
  453. };
  454.  
  455. weapons[] =
  456. {
  457. #ifdef apex_enabled
  458. {"arifle_AK12_F", 15},
  459. {"arifle_ARX_ghex_F", 20},
  460. {"arifle_CTAR_blk_F", 25},
  461. {"arifle_SPAR_01_khk_F", 30},
  462. {"arifle_SPAR_03_khk_F",35},
  463. #endif
  464. #ifdef exile_enabled
  465. {"Exile_Weapon_AK107", 50},
  466. {"Exile_Weapon_AK107_GL", 50},
  467. {"Exile_Weapon_AK74_GL", 50},
  468. {"Exile_Weapon_AK47", 50},
  469. {"Exile_Weapon_AKS_Gold", 50},
  470. #endif
  471. {"arifle_Katiba_GL_F", 50},
  472. {"arifle_MX_GL_Black_F", 50},
  473. {"arifle_Mk20_GL_F", 50},
  474. {"arifle_TRG21_GL_F", 50},
  475. {"arifle_Katiba_F", 50},
  476. {"arifle_MX_Black_F", 50},
  477. {"arifle_TRG21_F", 50},
  478. {"arifle_TRG20_F", 50},
  479. {"arifle_Mk20_plain_F", 50},
  480. {"arifle_Mk20_F", 50}
  481. };
  482.  
  483. // A chance of having a suppressor at all.
  484. weaponSuppressorsChance = 10;
  485.  
  486. weaponBipodsChance = 20;
  487. weaponBipods[] =
  488. {
  489. {"bipod_01_F_blk", 5},
  490. {"bipod_01_F_mtp", 5},
  491. {"bipod_01_F_snd", 5},
  492. {"bipod_02_F_blk", 5},
  493. {"bipod_02_F_hex", 5},
  494. {"bipod_02_F_tan", 5},
  495. {"bipod_03_F_blk", 5},
  496. {"bipod_03_F_oli", 5}
  497. };
  498.  
  499. weaponOpticsChance = 30;
  500. weaponOptics[] =
  501. {
  502. #ifdef apex_enabled
  503. {"optic_ERCO_khk_F", 5},
  504. {"optic_Holosight_blk_F", 5},
  505. #endif
  506. {"optic_Arco", 10},
  507. {"optic_Hamr", 10},
  508. {"optic_Aco", 10},
  509. {"optic_Holosight", 10},
  510. {"optic_MRCO", 10},
  511. {"optic_DMS", 10}
  512. };
  513.  
  514. sideArms[] =
  515. {
  516. #ifdef exile_enabled
  517. {"Exile_Weapon_Colt1911", 10},
  518. {"Exile_Weapon_Makarov", 10},
  519. {"Exile_Weapon_Taurus", 10},
  520. {"Exile_Weapon_TaurusGold", 10},
  521. #endif
  522. #ifdef exile_enabled
  523. {"ruger_pistol_epoch", 10},
  524. {"1911_pistol_epoch", 10},
  525. {"hgun_Pistol_Signal_F", 10},
  526. {"hgun_P07_khk_F", 10},
  527. {"hgun_Pistol_01_F", 10},
  528. #endif
  529. {"hgun_ACPC2_F", 10},
  530. {"hgun_Rook40_F", 10},
  531. {"hgun_P07_F", 10},
  532. {"hgun_Pistol_heavy_01_F", 10},
  533. {"hgun_Pistol_heavy_02_F", 10}
  534. };
  535.  
  536. // A chance of having a suppressor at all.
  537. sideArmSuppressorsChance = 10;
  538.  
  539. // Is there a need for bipods, etc.. for sidearm?
  540. sideArmOpticsChance = 30;
  541. sideArmOptics[] =
  542. {
  543.  
  544. };
  545.  
  546. // How many magazines to give.
  547. // Will select from the list below!
  548. magazinesCount = 3;
  549. // CLASS NAME, % CHANCE, MAX AMOUNT
  550. magazines[] =
  551. {
  552. #ifdef exile_enabled
  553. {"Exile_Item_InstaDoc", 60, 8},
  554. {"Exile_Item_BBQSandwich", 50, 2},
  555. {"Exile_Item_Energydrink", 30, 3},
  556. {"Exile_Item_Catfood_Cooked", 30, 3},
  557. {"Exile_Item_Surstromming_Cooked", 30, 3},
  558. {"Exile_Item_PowerDrink", 30, 3},
  559. {"Exile_Item_Vishpirin", 30, 3},
  560. {"Exile_Item_Bandage", 30, 3}
  561. #endif
  562. };
  563.  
  564. backpacks[] =
  565. {
  566. #ifdef apex_enabled
  567. {"B_Bergen_tna_F", 5},
  568. {"B_FieldPack_ghex_F", 5},
  569. {"B_ViperLightHarness_khk_F", 5},
  570. #endif
  571. {"B_Bergen_rgr", 20},
  572. {"B_Carryall_oli", 20},
  573. {"B_Kitbag_mcamo", 20},
  574. {"B_Carryall_cbr", 20},
  575. {"B_FieldPack_oucamo", 20},
  576. {"B_FieldPack_cbr", 20},
  577. {"B_Bergen_blk", 20}
  578. };
  579.  
  580. headGears[] =
  581. {
  582. #ifdef apex_enabled
  583. {"H_HelmetB_TI_tna_F", 10},
  584. {"H_HelmetB_Enh_tna_F", 10},
  585. {"H_HelmetSpecO_ghex_F", 10},
  586. {"H_HelmetCrew_O_ghex_F", 10},
  587. #endif
  588. {"H_HelmetSpecB_paint1", 20},
  589. {"H_HelmetIA_camo", 20},
  590. {"H_HelmetLeaderO_ocamo", 20},
  591. {"H_HelmetLeaderO_oucamo", 20}
  592. };
  593.  
  594. uniforms[] =
  595. {
  596. #ifdef apex_enabled
  597. {"U_B_T_Soldier_F", 5},
  598. {"U_B_T_Soldier_SL_F", 5},
  599. {"U_B_CTRG_Soldier_F", 5},
  600. {"U_O_V_Soldier_Viper_F", 5},
  601. {"U_I_C_Soldier_Bandit_2_F", 5},
  602. {"U_I_C_Soldier_Camo_F", 5},
  603. {"U_B_CTRG_Soldier_urb_1_F", 5},
  604. #endif
  605. {"U_O_CombatUniform_ocamo", 20},
  606. {"U_O_PilotCoveralls", 20},
  607. {"U_BG_Guerilla3_1", 20},
  608. {"U_BG_Guerilla2_3", 20},
  609. {"U_BG_Guerilla2_2", 20},
  610. {"U_BG_Guerilla1_1", 20},
  611. {"U_BG_Guerrilla_6_1", 20},
  612. {"U_IG_Guerilla3_2", 20},
  613. {"U_B_SpecopsUniform_sgg", 20},
  614. {"U_I_OfficerUniform", 20},
  615. {"U_B_CTRG_3", 20},
  616. {"U_I_G_resistanceLeader_F", 20}
  617. };
  618.  
  619. vests[] =
  620. {
  621. #ifdef apex_enabled
  622. {"V_TacChestrig_grn_F", 5},
  623. {"V_PlateCarrier2_tna_F", 5},
  624. {"V_PlateCarrierSpec_tna_F", 5},
  625. {"V_PlateCarrierGL_tna_F", 5},
  626. {"V_TacVest_gen_F", 5},
  627. {"V_PlateCarrier1_rgr_noflag_F", 5},
  628. #endif
  629. {"V_PlateCarrierH_CTRG", 20},
  630. {"V_PlateCarrierSpec_rgr", 20},
  631. {"V_PlateCarrierGL_blk", 20},
  632. {"V_PlateCarrierGL_mtp", 20},
  633. {"V_PlateCarrierGL_rgr", 20},
  634. {"V_PlateCarrierSpec_blk", 20},
  635. {"V_PlateCarrierSpec_mtp", 20},
  636. {"V_PlateCarrierL_CTRG", 20},
  637. {"V_TacVest_blk_POLICE", 20},
  638. {"V_PlateCarrierIA2_dgtl", 20}
  639. };
  640.  
  641. // Honestly not really used at all... just there just incase!
  642. itemsCount = 3;
  643. items[] =
  644. {
  645.  
  646. };
  647. };
  648. class MG
  649. {
  650. // CLASSNAME, % CHANCE
  651. classNames[] =
  652. {
  653. {"O_recon_F", 5}
  654. };
  655.  
  656. weapons[] =
  657. {
  658. #ifdef apex_enabled
  659. {"arifle_AK12_F", 15},
  660. {"arifle_ARX_ghex_F", 20},
  661. {"arifle_CTAR_blk_F", 25},
  662. {"arifle_SPAR_01_khk_F", 30},
  663. {"arifle_SPAR_03_khk_F",35},
  664. #endif
  665. #ifdef exile_enabled
  666. {"Exile_Weapon_AK107", 50},
  667. {"Exile_Weapon_AK107_GL", 50},
  668. {"Exile_Weapon_AK74_GL", 50},
  669. {"Exile_Weapon_AK47", 50},
  670. {"Exile_Weapon_AKS_Gold", 50},
  671. #endif
  672. {"arifle_Katiba_GL_F", 50},
  673. {"arifle_MX_GL_Black_F", 50},
  674. {"arifle_Mk20_GL_F", 50},
  675. {"arifle_TRG21_GL_F", 50},
  676. {"arifle_Katiba_F", 50},
  677. {"arifle_MX_Black_F", 50},
  678. {"arifle_TRG21_F", 50},
  679. {"arifle_TRG20_F", 50},
  680. {"arifle_Mk20_plain_F", 50},
  681. {"arifle_Mk20_F", 50}
  682. };
  683.  
  684. // A chance of having a suppressor at all.
  685. weaponSuppressorsChance = 10;
  686.  
  687. weaponBipodsChance = 20;
  688. weaponBipods[] =
  689. {
  690. {"bipod_01_F_blk", 5},
  691. {"bipod_01_F_mtp", 5},
  692. {"bipod_01_F_snd", 5},
  693. {"bipod_02_F_blk", 5},
  694. {"bipod_02_F_hex", 5},
  695. {"bipod_02_F_tan", 5},
  696. {"bipod_03_F_blk", 5},
  697. {"bipod_03_F_oli", 5}
  698. };
  699.  
  700. weaponOpticsChance = 30;
  701. weaponOptics[] =
  702. {
  703. #ifdef apex_enabled
  704. {"optic_ERCO_khk_F", 5},
  705. {"optic_Holosight_blk_F", 5},
  706. #endif
  707. {"optic_Arco", 10},
  708. {"optic_Hamr", 10},
  709. {"optic_Aco", 10},
  710. {"optic_Holosight", 10},
  711. {"optic_MRCO", 10},
  712. {"optic_DMS", 10}
  713. };
  714.  
  715. sideArms[] =
  716. {
  717. #ifdef exile_enabled
  718. {"Exile_Weapon_Colt1911", 10},
  719. {"Exile_Weapon_Makarov", 10},
  720. {"Exile_Weapon_Taurus", 10},
  721. {"Exile_Weapon_TaurusGold", 10},
  722. #endif
  723. {"hgun_ACPC2_F", 10},
  724. {"hgun_Rook40_F", 10},
  725. {"hgun_P07_F", 10},
  726. {"hgun_Pistol_heavy_01_F", 10},
  727. {"hgun_Pistol_heavy_02_F", 10}
  728. };
  729.  
  730. // A chance of having a suppressor at all.
  731. sideArmSuppressorsChance = 10;
  732.  
  733. // Is there a need for bipods, etc.. for sidearm?
  734. sideArmOpticsChance = 30;
  735. sideArmOptics[] =
  736. {
  737.  
  738. };
  739.  
  740. // How many magazines to give.
  741. // Will select from the list below!
  742. magazinesCount = 3;
  743. // CLASS NAME, % CHANCE, MAX AMOUNT
  744. magazines[] =
  745. {
  746. #ifdef exile_enabled
  747. {"Exile_Item_InstaDoc", 60, 8},
  748. {"Exile_Item_BBQSandwich", 50, 2},
  749. {"Exile_Item_Energydrink", 30, 3},
  750. {"Exile_Item_Catfood_Cooked", 30, 3},
  751. {"Exile_Item_Surstromming_Cooked", 30, 3},
  752. {"Exile_Item_PowerDrink", 30, 3},
  753. {"Exile_Item_Vishpirin", 30, 3},
  754. {"Exile_Item_Bandage", 30, 3}
  755. #endif
  756. };
  757.  
  758. backpacks[] =
  759. {
  760. #ifdef apex_enabled
  761. {"B_Bergen_tna_F", 5},
  762. {"B_FieldPack_ghex_F", 5},
  763. {"B_ViperLightHarness_khk_F", 5},
  764. #endif
  765. {"B_Bergen_rgr", 20},
  766. {"B_Carryall_oli", 20},
  767. {"B_Kitbag_mcamo", 20},
  768. {"B_Carryall_cbr", 20},
  769. {"B_FieldPack_oucamo", 20},
  770. {"B_FieldPack_cbr", 20},
  771. {"B_Bergen_blk", 20}
  772. };
  773.  
  774. headGears[] =
  775. {
  776. #ifdef apex_enabled
  777. {"H_HelmetB_TI_tna_F", 10},
  778. {"H_HelmetB_Enh_tna_F", 10},
  779. {"H_HelmetSpecO_ghex_F", 10},
  780. {"H_HelmetCrew_O_ghex_F", 10},
  781. #endif
  782. {"H_HelmetSpecB_paint1", 20},
  783. {"H_HelmetIA_camo", 20},
  784. {"H_HelmetLeaderO_ocamo", 20},
  785. {"H_HelmetLeaderO_oucamo", 20}
  786. };
  787.  
  788. uniforms[] =
  789. {
  790. #ifdef apex_enabled
  791. {"U_B_T_Soldier_F", 5},
  792. {"U_B_T_Soldier_SL_F", 5},
  793. {"U_B_CTRG_Soldier_F", 5},
  794. {"U_O_V_Soldier_Viper_F", 5},
  795. {"U_I_C_Soldier_Bandit_2_F", 5},
  796. {"U_I_C_Soldier_Camo_F", 5},
  797. {"U_B_CTRG_Soldier_urb_1_F", 5},
  798. #endif
  799. {"U_O_CombatUniform_ocamo", 20},
  800. {"U_O_PilotCoveralls", 20},
  801. {"U_BG_Guerilla3_1", 20},
  802. {"U_BG_Guerilla2_3", 20},
  803. {"U_BG_Guerilla2_2", 20},
  804. {"U_BG_Guerilla1_1", 20},
  805. {"U_BG_Guerrilla_6_1", 20},
  806. {"U_IG_Guerilla3_2", 20},
  807. {"U_B_SpecopsUniform_sgg", 20},
  808. {"U_I_OfficerUniform", 20},
  809. {"U_B_CTRG_3", 20},
  810. {"U_I_G_resistanceLeader_F", 20}
  811. };
  812.  
  813. vests[] =
  814. {
  815. #ifdef apex_enabled
  816. {"V_TacChestrig_grn_F", 5},
  817. {"V_PlateCarrier2_tna_F", 5},
  818. {"V_PlateCarrierSpec_tna_F", 5},
  819. {"V_PlateCarrierGL_tna_F", 5},
  820. {"V_TacVest_gen_F", 5},
  821. {"V_PlateCarrier1_rgr_noflag_F", 5},
  822. #endif
  823. {"V_PlateCarrierH_CTRG", 20},
  824. {"V_PlateCarrierSpec_rgr", 20},
  825. {"V_PlateCarrierGL_blk", 20},
  826. {"V_PlateCarrierGL_mtp", 20},
  827. {"V_PlateCarrierGL_rgr", 20},
  828. {"V_PlateCarrierSpec_blk", 20},
  829. {"V_PlateCarrierSpec_mtp", 20},
  830. {"V_PlateCarrierL_CTRG", 20},
  831. {"V_TacVest_blk_POLICE", 20},
  832. {"V_PlateCarrierIA2_dgtl", 20}
  833. };
  834.  
  835. // Honestly not really used at all... just there just incase!
  836. itemsCount = 3;
  837. items[] =
  838. {
  839.  
  840. };
  841. };
  842. class SNIPER
  843. {
  844. // CLASSNAME, % CHANCE
  845. classNames[] =
  846. {
  847. {"O_recon_F", 5}
  848. };
  849.  
  850. weapons[] =
  851. {
  852. #ifdef apex_enabled
  853. {"arifle_AK12_F", 15},
  854. {"arifle_ARX_ghex_F", 20},
  855. {"arifle_CTAR_blk_F", 25},
  856. {"arifle_SPAR_01_khk_F", 30},
  857. {"arifle_SPAR_03_khk_F",35},
  858. #endif
  859. #ifdef exile_enabled
  860. {"Exile_Weapon_AK107", 50},
  861. {"Exile_Weapon_AK107_GL", 50},
  862. {"Exile_Weapon_AK74_GL", 50},
  863. {"Exile_Weapon_AK47", 50},
  864. {"Exile_Weapon_AKS_Gold", 50},
  865. #endif
  866. {"arifle_Katiba_GL_F", 50},
  867. {"arifle_MX_GL_Black_F", 50},
  868. {"arifle_Mk20_GL_F", 50},
  869. {"arifle_TRG21_GL_F", 50},
  870. {"arifle_Katiba_F", 50},
  871. {"arifle_MX_Black_F", 50},
  872. {"arifle_TRG21_F", 50},
  873. {"arifle_TRG20_F", 50},
  874. {"arifle_Mk20_plain_F", 50},
  875. {"arifle_Mk20_F", 50}
  876. };
  877.  
  878. // A chance of having a suppressor at all.
  879. weaponSuppressorsChance = 10;
  880.  
  881. weaponBipodsChance = 20;
  882. weaponBipods[] =
  883. {
  884. {"bipod_01_F_blk", 5},
  885. {"bipod_01_F_mtp", 5},
  886. {"bipod_01_F_snd", 5},
  887. {"bipod_02_F_blk", 5},
  888. {"bipod_02_F_hex", 5},
  889. {"bipod_02_F_tan", 5},
  890. {"bipod_03_F_blk", 5},
  891. {"bipod_03_F_oli", 5}
  892. };
  893.  
  894. weaponOpticsChance = 30;
  895. weaponOptics[] =
  896. {
  897. #ifdef apex_enabled
  898. {"optic_ERCO_khk_F", 5},
  899. {"optic_Holosight_blk_F", 5},
  900. #endif
  901. {"optic_Arco", 10},
  902. {"optic_Hamr", 10},
  903. {"optic_Aco", 10},
  904. {"optic_Holosight", 10},
  905. {"optic_MRCO", 10},
  906. {"optic_DMS", 10}
  907. };
  908.  
  909. sideArms[] =
  910. {
  911. #ifdef exile_enabled
  912. {"Exile_Weapon_Colt1911", 10},
  913. {"Exile_Weapon_Makarov", 10},
  914. {"Exile_Weapon_Taurus", 10},
  915. {"Exile_Weapon_TaurusGold", 10}
  916. #endif
  917. {"hgun_ACPC2_F", 10},
  918. {"hgun_Rook40_F", 10},
  919. {"hgun_P07_F", 10},
  920. {"hgun_Pistol_heavy_01_F", 10},
  921. {"hgun_Pistol_heavy_02_F", 10}
  922. };
  923.  
  924. // A chance of having a suppressor at all.
  925. sideArmSuppressorsChance = 10;
  926.  
  927. // Is there a need for bipods, etc.. for sidearm?
  928. sideArmOpticsChance = 30;
  929. sideArmOptics[] =
  930. {
  931.  
  932. };
  933.  
  934. // How many magazines to give.
  935. // Will select from the list below!
  936. magazinesCount = 3;
  937. // CLASS NAME, % CHANCE, MAX AMOUNT
  938. magazines[] =
  939. {
  940. #ifdef exile_enabled
  941. {"Exile_Item_InstaDoc", 60, 8},
  942. {"Exile_Item_BBQSandwich", 50, 2},
  943. {"Exile_Item_Energydrink", 30, 3},
  944. {"Exile_Item_Catfood_Cooked", 30, 3},
  945. {"Exile_Item_Surstromming_Cooked", 30, 3},
  946. {"Exile_Item_PowerDrink", 30, 3},
  947. {"Exile_Item_Vishpirin", 30, 3},
  948. {"Exile_Item_Bandage", 30, 3}
  949. #endif
  950. };
  951.  
  952. backpacks[] =
  953. {
  954. #ifdef apex_enabled
  955. {"B_Bergen_tna_F", 5},
  956. {"B_FieldPack_ghex_F", 5},
  957. {"B_ViperLightHarness_khk_F", 5},
  958. #endif
  959. {"B_Bergen_rgr", 20},
  960. {"B_Carryall_oli", 20},
  961. {"B_Kitbag_mcamo", 20},
  962. {"B_Carryall_cbr", 20},
  963. {"B_FieldPack_oucamo", 20},
  964. {"B_FieldPack_cbr", 20},
  965. {"B_Bergen_blk", 20}
  966. };
  967.  
  968. headGears[] =
  969. {
  970. #ifdef apex_enabled
  971. {"H_HelmetB_TI_tna_F", 10},
  972. {"H_HelmetB_Enh_tna_F", 10},
  973. {"H_HelmetSpecO_ghex_F", 10},
  974. {"H_HelmetCrew_O_ghex_F", 10},
  975. #endif
  976. {"H_HelmetSpecB_paint1", 20},
  977. {"H_HelmetIA_camo", 20},
  978. {"H_HelmetLeaderO_ocamo", 20},
  979. {"H_HelmetLeaderO_oucamo", 20}
  980. };
  981.  
  982. uniforms[] =
  983. {
  984. #ifdef apex_enabled
  985. {"U_B_T_Soldier_F", 5},
  986. {"U_B_T_Soldier_SL_F", 5},
  987. {"U_B_CTRG_Soldier_F", 5},
  988. {"U_O_V_Soldier_Viper_F", 5},
  989. {"U_I_C_Soldier_Bandit_2_F", 5},
  990. {"U_I_C_Soldier_Camo_F", 5},
  991. {"U_B_CTRG_Soldier_urb_1_F", 5},
  992. #endif
  993. {"U_O_CombatUniform_ocamo", 20},
  994. {"U_O_PilotCoveralls", 20},
  995. {"U_BG_Guerilla3_1", 20},
  996. {"U_BG_Guerilla2_3", 20},
  997. {"U_BG_Guerilla2_2", 20},
  998. {"U_BG_Guerilla1_1", 20},
  999. {"U_BG_Guerrilla_6_1", 20},
  1000. {"U_IG_Guerilla3_2", 20},
  1001. {"U_B_SpecopsUniform_sgg", 20},
  1002. {"U_I_OfficerUniform", 20},
  1003. {"U_B_CTRG_3", 20},
  1004. {"U_I_G_resistanceLeader_F", 20}
  1005. };
  1006.  
  1007. vests[] =
  1008. {
  1009. #ifdef apex_enabled
  1010. {"V_TacChestrig_grn_F", 5},
  1011. {"V_PlateCarrier2_tna_F", 5},
  1012. {"V_PlateCarrierSpec_tna_F", 5},
  1013. {"V_PlateCarrierGL_tna_F", 5},
  1014. {"V_TacVest_gen_F", 5},
  1015. {"V_PlateCarrier1_rgr_noflag_F", 5},
  1016. #endif
  1017. {"V_PlateCarrierH_CTRG", 20},
  1018. {"V_PlateCarrierSpec_rgr", 20},
  1019. {"V_PlateCarrierGL_blk", 20},
  1020. {"V_PlateCarrierGL_mtp", 20},
  1021. {"V_PlateCarrierGL_rgr", 20},
  1022. {"V_PlateCarrierSpec_blk", 20},
  1023. {"V_PlateCarrierSpec_mtp", 20},
  1024. {"V_PlateCarrierL_CTRG", 20},
  1025. {"V_TacVest_blk_POLICE", 20},
  1026. {"V_PlateCarrierIA2_dgtl", 20}
  1027. };
  1028.  
  1029. // Honestly not really used at all... just there just incase!
  1030. itemsCount = 3;
  1031. items[] =
  1032. {
  1033.  
  1034. };
  1035. };
  1036. };
  1037. class Crates
  1038. {
  1039. // CLASSNAME, AMMOUNT OF THAT ITEM
  1040. class Ikea
  1041. {
  1042. className = "Box_NATO_Wps_F";
  1043. maxMoney = 5000;
  1044. minMoney = 1000;
  1045. weapons[] =
  1046. {
  1047. #ifdef exile_enabled
  1048. {"Exile_Weapon_AK107", 2},
  1049. {"Exile_Weapon_AK107_GL", 1},
  1050. {"Exile_Weapon_AK74_GL", 1},
  1051. {"Exile_Weapon_AK47", 2},
  1052. {"Exile_Weapon_AKS_Gold", 2},
  1053. #endif
  1054. {"arifle_Katiba_GL_F", 1},
  1055. {"arifle_MX_GL_Black_F", 1},
  1056. {"arifle_Mk20_GL_F", 1},
  1057. {"arifle_TRG21_GL_F", 1},
  1058. {"arifle_Katiba_F", 2},
  1059. {"arifle_MX_Black_F", 3},
  1060. {"arifle_TRG21_F", 3},
  1061. {"arifle_TRG20_F", 3},
  1062. {"arifle_Mk20_plain_F", 3},
  1063. {"arifle_Mk20_F", 3}
  1064. };
  1065. magazines[] =
  1066. {
  1067. #ifdef exile_enabled
  1068. {"Exile_Item_InstaDoc", 3},
  1069. {"Exile_Item_BBQSandwich", 5},
  1070. {"Exile_Item_Energydrink", 3},
  1071. {"Exile_Item_Catfood_Cooked", 3},
  1072. {"Exile_Item_Surstromming_Cooked", 3},
  1073. {"Exile_Item_PowerDrink", 3},
  1074. {"Exile_Item_Vishpirin", 5},
  1075. {"Exile_Item_Bandage", 5},
  1076. #endif
  1077. {"30Rnd_556x45_Stanag", 5}
  1078. };
  1079. backpacks[] =
  1080. {
  1081. {"B_Bergen_rgr", 2},
  1082. {"B_Carryall_oli", 2},
  1083. {"B_Kitbag_mcamo", 2},
  1084. {"B_Carryall_cbr", 2},
  1085. {"B_FieldPack_oucamo", 2},
  1086. {"B_FieldPack_cbr", 2},
  1087. {"B_Bergen_blk", 2}
  1088. };
  1089. items[] =
  1090. {
  1091.  
  1092. };
  1093. headGear[] =
  1094. {
  1095. {"H_HelmetSpecB_paint1", 2},
  1096. {"H_HelmetIA_camo", 1},
  1097. {"H_HelmetLeaderO_ocamo", 1},
  1098. {"H_HelmetLeaderO_oucamo", 1}
  1099. };
  1100. vests[] =
  1101. {
  1102. {"V_PlateCarrierH_CTRG", 2},
  1103. {"V_PlateCarrierSpec_rgr", 2},
  1104. {"V_PlateCarrierGL_blk", 2},
  1105. {"V_PlateCarrierGL_mtp", 2},
  1106. {"V_PlateCarrierGL_rgr", 2},
  1107. {"V_PlateCarrierSpec_blk", 2},
  1108. {"V_PlateCarrierSpec_mtp", 2},
  1109. {"V_PlateCarrierL_CTRG", 2},
  1110. {"V_TacVest_blk_POLICE", 2},
  1111. {"V_PlateCarrierIA2_dgtl", 2}
  1112. };
  1113. uniforms[] =
  1114. {
  1115. {"U_O_CombatUniform_ocamo", 2},
  1116. {"U_O_PilotCoveralls", 2},
  1117. {"U_BG_Guerilla3_1", 2},
  1118. {"U_BG_Guerilla2_3", 2},
  1119. {"U_BG_Guerilla2_2", 2},
  1120. {"U_BG_Guerilla1_1", 2},
  1121. {"U_BG_Guerrilla_6_1", 2},
  1122. {"U_IG_Guerilla3_2", 2},
  1123. {"U_B_SpecopsUniform_sgg", 2},
  1124. {"U_I_OfficerUniform", 2},
  1125. {"U_B_CTRG_3", 2},
  1126. {"U_I_G_resistanceLeader_F", 2},
  1127. {"U_B_FullGhillie_ard", 2}
  1128. };
  1129. };
  1130. class Supplys
  1131. {
  1132. className = "Box_NATO_Wps_F";
  1133. maxMoney = 500;
  1134. minMoney = 300;
  1135. weapons[] =
  1136. {
  1137.  
  1138. };
  1139. magazines[] =
  1140. {
  1141.  
  1142. };
  1143. backpacks[] =
  1144. {
  1145. {"B_Bergen_rgr", 3},
  1146. {"B_Carryall_oli", 3},
  1147. {"B_Kitbag_mcamo", 3},
  1148. {"B_Carryall_cbr", 3},
  1149. {"B_FieldPack_oucamo", 3},
  1150. {"B_FieldPack_cbr", 3},
  1151. {"B_Bergen_blk", 3}
  1152. };
  1153. items[] =
  1154. {
  1155.  
  1156. };
  1157. headGear[] =
  1158. {
  1159. {"H_HelmetSpecB_paint1", 2},
  1160. {"H_HelmetIA_camo", 1},
  1161. {"H_HelmetLeaderO_ocamo", 1},
  1162. {"H_HelmetLeaderO_oucamo", 1}
  1163. };
  1164. vests[] =
  1165. {
  1166. {"V_PlateCarrierH_CTRG", 2},
  1167. {"V_PlateCarrierSpec_rgr", 2},
  1168. {"V_PlateCarrierGL_blk", 2},
  1169. {"V_PlateCarrierGL_mtp", 2},
  1170. {"V_PlateCarrierGL_rgr", 2},
  1171. {"V_PlateCarrierSpec_blk", 2},
  1172. {"V_PlateCarrierSpec_mtp", 2},
  1173. {"V_PlateCarrierL_CTRG", 2},
  1174. {"V_TacVest_blk_POLICE", 2},
  1175. {"V_PlateCarrierIA2_dgtl", 2}
  1176. };
  1177. uniforms[] =
  1178. {
  1179. {"U_O_CombatUniform_ocamo", 4},
  1180. {"U_O_PilotCoveralls", 4},
  1181. {"U_BG_Guerilla3_1", 4},
  1182. {"U_BG_Guerilla2_3", 4},
  1183. {"U_BG_Guerilla2_2", 4},
  1184. {"U_BG_Guerilla1_1", 4},
  1185. {"U_BG_Guerrilla_6_1", 4},
  1186. {"U_IG_Guerilla3_2", 4},
  1187. {"U_B_SpecopsUniform_sgg", 4},
  1188. {"U_I_OfficerUniform", 4},
  1189. {"U_B_CTRG_3", 4},
  1190. {"U_I_G_resistanceLeader_F", 4},
  1191. {"U_B_FullGhillie_ard", 4}
  1192. };
  1193. };
  1194. class Medical
  1195. {
  1196. className = "Box_NATO_Wps_F";
  1197. maxMoney = 300;
  1198. minMoney = 100;
  1199. weapons[] =
  1200. {
  1201.  
  1202. };
  1203. magazines[] =
  1204. {
  1205. #ifdef exile_enabled
  1206. {"Exile_Item_InstaDoc", 10},
  1207. {"Exile_Item_Vishpirin", 10},
  1208. {"Exile_Item_Bandage", 25}
  1209. #endif
  1210. };
  1211. backpacks[] =
  1212. {
  1213.  
  1214. };
  1215. items[] =
  1216. {
  1217.  
  1218. };
  1219. headGear[] =
  1220. {
  1221.  
  1222. };
  1223. vests[] =
  1224. {
  1225.  
  1226. };
  1227. uniforms[] =
  1228. {
  1229. {"U_O_CombatUniform_ocamo", 1},
  1230. {"U_O_PilotCoveralls", 1},
  1231. {"U_BG_Guerilla3_1", 1},
  1232. {"U_BG_Guerilla2_3", 1},
  1233. {"U_BG_Guerilla2_2", 1},
  1234. {"U_BG_Guerilla1_1", 1},
  1235. {"U_BG_Guerrilla_6_1", 1},
  1236. {"U_IG_Guerilla3_2", 1},
  1237. {"U_B_SpecopsUniform_sgg", 1},
  1238. {"U_I_OfficerUniform", 1},
  1239. {"U_B_CTRG_3", 1},
  1240. {"U_I_G_resistanceLeader_F", 1},
  1241. {"U_B_FullGhillie_ard", 1}
  1242. };
  1243. };
  1244. };
  1245. };
  1246.  
  1247. class CfgDifficultys
  1248. {
  1249. class easy
  1250. {
  1251. aimCoef = 0.9;
  1252. enableStamina = true;
  1253. skills[] =
  1254. {
  1255. {"aimingAccuracy",0.10},
  1256. {"aimingShake",0.10},
  1257. {"aimingSpeed",0.10},
  1258. {"spotDistance",0.10},
  1259. {"spotTime",0.10},
  1260. {"courage",0.10},
  1261. {"reloadSpeed",0.10},
  1262. {"commanding",0.10},
  1263. {"general",0.10}
  1264. };
  1265. };
  1266. class moderate
  1267. {
  1268. aimCoef = 0.65;
  1269. enableStamina = true;
  1270. skills[] =
  1271. {
  1272. {"aimingAccuracy",0.10},
  1273. {"aimingShake",0.10},
  1274. {"aimingSpeed",0.10},
  1275. {"spotDistance",0.10},
  1276. {"spotTime",0.10},
  1277. {"courage",0.10},
  1278. {"reloadSpeed",0.10},
  1279. {"commanding",0.10},
  1280. {"general",0.10}
  1281. };
  1282. };
  1283. class difficult
  1284. {
  1285. aimCoef = 0.4;
  1286. enableStamina = false;
  1287. skills[] =
  1288. {
  1289. {"aimingAccuracy",0.25},
  1290. {"aimingShake",0.10},
  1291. {"aimingSpeed",0.10},
  1292. {"spotDistance",0.10},
  1293. {"spotTime",0.10},
  1294. {"courage",0.10},
  1295. {"reloadSpeed",0.10},
  1296. {"commanding",0.10},
  1297. {"general",0.10}
  1298. };
  1299. };
  1300. class hardCore
  1301. {
  1302. aimCoef = 0.05;
  1303. enableStamina = false;
  1304. skills[] =
  1305. {
  1306. {"aimingAccuracy",0.40},
  1307. {"aimingShake",0.30},
  1308. {"aimingSpeed",0.20},
  1309. {"spotDistance",0.15},
  1310. {"spotTime",0.10},
  1311. {"courage",0.10},
  1312. {"reloadSpeed",0.10},
  1313. {"commanding",0.10},
  1314. {"general",0.20}
  1315. };
  1316. };
  1317. };
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