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  1.  
  2. class CfgPatches
  3. {
  4. class exile_server_config
  5. {
  6. requiredVersion = 0.1;
  7. requiredAddons[] = {};
  8. units[] = {};
  9. weapons[] = {};
  10. magazines[] = {};
  11. ammo[] = {};
  12. };
  13. };
  14.  
  15. class CfgBuildings
  16. {
  17. #include "CfgBuildings_Chernarus.h"
  18. };
  19. class CfgLootTables
  20. {
  21. #include "CfgLootTables.hpp"
  22. };
  23. class CfgSettings
  24. {
  25. ///////////////////////////////////////////////////////////////////////
  26. // GARBAGE COLLECTOR
  27. ///////////////////////////////////////////////////////////////////////
  28. class GarbageCollector
  29. {
  30. /*
  31. Remark:
  32. In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
  33. the deletion. This check has been removed to save server performance.
  34.  
  35. Do NOT touch these if you are not 10000% sure what you do!
  36. */
  37. class Ingame
  38. {
  39. // Dropped items without fissix
  40. class GroundWeaponHolder
  41. {
  42. lifeTime = 10;
  43. interval = 5;
  44. };
  45.  
  46. // Dropped items with fissix
  47. class WeaponHolderSimulated
  48. {
  49. lifeTime = 10;
  50. interval = 5;
  51. };
  52.  
  53. // Corpses and wrecks
  54. class AllDead
  55. {
  56. lifeTime = 15;
  57. interval = 5;
  58. };
  59.  
  60. // Loot spawned inside a building
  61. class Loot
  62. {
  63. lifeTime = 15;
  64. interval = 5;
  65. };
  66.  
  67. // Never touch this or you will break your sever!
  68. class Groups
  69. {
  70. interval = 0.5;
  71. };
  72. };
  73.  
  74. class Database
  75. {
  76. // Remove all territories (and contructions + containers in it) that were not paid after X days
  77. territoryLifeTime = 7;
  78.  
  79. // Remove all containers outside of territories that have not been used for X days
  80. // Example: Tents
  81. containerLifeTime = 14;
  82.  
  83. // Remove all constructions outside of territories that are older than X days or not moved for X days
  84. // Example: Work Benches
  85. constructionLifeTime = 7;
  86.  
  87. // Remove all vehicles that were not moved/used for X days
  88. vehicleLifeTime = 7;
  89. };
  90. };
  91.  
  92. ///////////////////////////////////////////////////////////////////////
  93. // RESPECT, YO
  94. ///////////////////////////////////////////////////////////////////////
  95. class Respect
  96. {
  97. /**
  98. * Defines the factor of respect you gain for every pop tab in revenue
  99. *
  100. * Default: Get 1 respect for every 10 pop tabs
  101. */
  102. tradingRespectFactor = 0.1;
  103.  
  104. /**
  105. * Defines the amount of respect earned/lost for certain types of frags
  106. */
  107. class Frags
  108. {
  109. bambi = -500; // Bambi slayers
  110. friendlyFire = -1000; // For party members
  111. standard = 100; // Normal kill
  112. domination = 80; // Keeps killing the same guy
  113. letItRain = 150; // MG, also vehicle MGs
  114. humiliation = 300; // Axe
  115. passenger = 400; // Out of car/chopper/boat
  116. roadKill = 200; // :)
  117. bigBird = 600; // Roadkill, but with chopper/plane
  118. chuteGreaterChopper = 1000; // Someone flies into chute and chopper/plane explodes
  119. };
  120.  
  121. class Handcuffs
  122. {
  123. trapping = -50; // A handcuffs B
  124. breakingFree = 100; // B broke free
  125. releasedByHero = 100; // C releases B
  126. releasedByHostageTaker = 50; // A releases B
  127. };
  128.  
  129. class Bonus
  130. {
  131. // Bonus per full 100m
  132. per100mDistance = 10;
  133.  
  134. // First blood after server restart
  135. firstBlood = 100;
  136.  
  137. // If you kill someone while you are in your own territory
  138. homie = 20;
  139.  
  140. // If you kill someone who is in his own territory
  141. raid = 20;
  142.  
  143. /*
  144. Example with killstreak = 50
  145.  
  146. Frag Factor Bonus
  147. 2 * 50 +100
  148. 3 * 50 +150
  149. 4 * 50 +200
  150. 5 * 50 +250
  151. */
  152. killStreak = 50;
  153.  
  154. // Kills within this amount of seconds stack (default: 2 minutes)
  155. killStreakTimeout = 120;
  156. };
  157. };
  158.  
  159. ///////////////////////////////////////////////////////////////////////
  160. // KILLFEED MAN!
  161. ///////////////////////////////////////////////////////////////////////
  162.  
  163. class KillFeed
  164. {
  165. // Shows a kill feed for well kills
  166. showKillFeed = 1;
  167. };
  168.  
  169. ///////////////////////////////////////////////////////////////////////
  170. // PLAYER SPAWN CONFIGURATION
  171. ///////////////////////////////////////////////////////////////////////
  172. class BambiSettings
  173. {
  174. /**
  175. * Loadout of new bambi players
  176. *
  177. * (They will always spawn with a bambi overall - you cannot
  178. * change the loadout uniform)
  179. */
  180. loadOut[] =
  181. {
  182. "ItemCompass",
  183. "ItemMap",
  184. "Exile_Item_XM8",
  185. "ItemRadio",
  186. "Exile_Item_PlasticBottleFreshWater"
  187. };
  188.  
  189. /**
  190. * Enables or disables parachute spawning.
  191. *
  192. * 1 = On
  193. * 0 = Off
  194. */
  195. parachuteSpawning = 1;
  196.  
  197. /**
  198. * Enables or disables halo jumping. Only applies
  199. * if parachute spawning is enabled.
  200. *
  201. * Remember that if you enable halo jump, it is adviced
  202. * to adjust the parachuteDropHeight to something around
  203. * 1km or so.
  204. *
  205. * 1 = On
  206. * 0 = Off
  207. */
  208. haloJump = 1;
  209.  
  210. /**
  211. * Parachute drop height in meters.
  212. */
  213. parachuteDropHeight = 1000;
  214.  
  215. /**
  216. * Number of minutes where a fresh spawned player remains in the
  217. * bambi state. It will end the bambi state after this timeout
  218. * expired or when they pick up their first weapon. Whatever
  219. * happens first.
  220. */
  221. protectionDuration = 15;
  222.  
  223. /**
  224. * Radius of spawn zones around the center of spawn zone markers.
  225. */
  226. spawnZoneRadius = 500;
  227.  
  228. /**
  229. * These vehicles spawn on server restart close to spawn zones.
  230. * They are non-persistent and will despawn on server restart.
  231. * Basically they are just used to get away from the spawn zone
  232. * faster.
  233. *
  234. * {Number of vehicles *per* spawn zone, vehicle class name}
  235. */
  236. spawnZoneVehicles[] =
  237. {
  238. {2, "Exile_Bike_OldBike"},
  239. {5, "Exile_Bike_MountainBike"},
  240. {1, "Exile_Car_Offroad_Rusty3"},
  241. {2, "Exile_Bike_QuadBike_Black"}
  242. };
  243. };
  244.  
  245. ///////////////////////////////////////////////////////////////////////
  246. // LOOT CONFIGURATION
  247. ///////////////////////////////////////////////////////////////////////
  248. class LootSettings
  249. {
  250. /**
  251. * Chance in % to spawn loot in a building
  252. */
  253. spawnChancePerBuilding = 100;
  254.  
  255. /**
  256. * Chance in % to spawn loot per loot spot per building.
  257. *
  258. * 100% = Super high loot
  259. * 50% = Normal loot spawn rates
  260. * 20% = You get the point
  261. */
  262. spawnChancePerPosition = 75;
  263.  
  264. /**
  265. * Should be self-explanatory :)
  266. */
  267. maximumNumberOfLootSpotsPerBuilding = 4;
  268.  
  269. /**
  270. * Exile spawns a random number of items per loot spot. This
  271. * is the upper cap for that. So 3 means it could spawn 1, 2
  272. * or 3.
  273. */
  274. maximumNumberOfItemsPerLootSpot = 3;
  275.  
  276. /**
  277. * Radius in meter to spawn loot AROUND each player.
  278. * Do NOT touch this value if you dont know what you do.
  279. * The higher the number, the higher the drop rates, the
  280. * easier your server will lag.
  281. *
  282. * 50m = Minimum
  283. * 200m = Maximum
  284. */
  285. spawnRadius = 60;
  286.  
  287. /**
  288. * Notify players that loot spawned for them
  289. *
  290. * 1 = Yes
  291. * 0 = No
  292. */
  293. notifyPlayer = 1;
  294.  
  295. /**
  296. * Defines the radius around trader cities where the system should
  297. * not spawn loot. Set this to 0 if you want to have loot spawning
  298. * in trader citites, ugh.
  299. */
  300. minimumDistanceToTraderZones = 500;
  301.  
  302. /**
  303. * Defines the radius around territories where no loot spawns.
  304. * This does not regard the actual size of a territory. So do not
  305. * set this to a lower value than the maximum radius of a territory,
  306. * which is 150m by default.
  307. */
  308. minimumDistanceToTerritories = 150;
  309. };
  310.  
  311. ///////////////////////////////////////////////////////////////////////
  312. // VEHICLE SPAWN CONFIGURATION
  313. ///////////////////////////////////////////////////////////////////////
  314.  
  315. class VehicleSpawn
  316. {
  317. /**
  318. * Grid Size for vehicle spawning,
  319. * smaller the number more vehicles,
  320. * you get the point
  321. */
  322. vehiclesGridSize = 2200;
  323.  
  324. /**
  325. * Vehicle ammount per grid
  326. * kinda self explanitory
  327. */
  328. vehiclesGridAmount = 2;
  329.  
  330. /**
  331. * Creates global markers for vehicle spawn tweeking,
  332. * after you are satisfied with vehicle ammount and spread set this to 0.
  333. */
  334. vehiclesDebugMarkers = 0;
  335.  
  336. /**
  337. * The server will apply random damage up to this value when spawning a vehicle.
  338. */
  339. damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
  340. maximumDamage = 0.9;
  341.  
  342. // Stuff to spawn on water
  343. water[] =
  344. {
  345. "Exile_Boat_MotorBoat_Police",
  346. "Exile_Boat_MotorBoat_Orange",
  347. "Exile_Boat_MotorBoat_White",
  348. "Exile_Boat_RubberDuck_CSAT",
  349. "Exile_Boat_RubberDuck_Digital",
  350. "Exile_Boat_RubberDuck_Orange",
  351. "Exile_Boat_RubberDuck_Blue",
  352. "Exile_Boat_RubberDuck_Black",
  353. "Exile_Boat_SDV_CSAT",
  354. "Exile_Boat_SDV_Digital",
  355. "Exile_Boat_SDV_Grey"
  356. };
  357.  
  358. // Stuff to spawn on roads
  359. ground[] =
  360. {
  361. "Exile_Bike_QuadBike_Black",
  362. "Exile_Bike_QuadBike_Blue",
  363. "Exile_Bike_QuadBike_Red",
  364. "Exile_Bike_QuadBike_White",
  365. "Exile_Bike_QuadBike_Nato",
  366. "Exile_Bike_QuadBike_Csat",
  367. "Exile_Bike_QuadBike_Fia",
  368. "Exile_Bike_QuadBike_Guerilla01",
  369. "Exile_Bike_QuadBike_Guerilla02",
  370. "Exile_Car_Volha_Blue",
  371. "Exile_Car_Volha_White",
  372. "Exile_Car_Lada_Green",
  373. "Exile_Car_Lada_Taxi"
  374. };
  375.  
  376. /**
  377. * Enables or disables nightvision optics on ALL vehicles
  378. *
  379. * 0 = off
  380. * 1 = on
  381. */
  382. nightVision = 1;
  383.  
  384. /**
  385. * Enables or disables thermal optics on ALL vehicles
  386. *
  387. * 0 = off
  388. * 1 = on
  389. */
  390. thermalVision = 0;
  391.  
  392. /**
  393. * Set this to 1 to unlock vehicles on server boot if they are in safe zones
  394. *
  395. * 0 = off
  396. * 1 = on
  397. */
  398. unlockInSafeZonesAfterRestart = 1;
  399. };
  400.  
  401. class Weather
  402. {
  403. /*
  404. You can define multiple "keyframes" for the weather to change. The server will pick
  405. a keyframe randomly to simulate the weather. It will change the weather-keyframes
  406. based on the following interval
  407. */
  408. interval = 30;
  409.  
  410. /*
  411. Add the keyframes here. The server will pick one random, so if you want one
  412. weather type of be more dominant compared to others, add it multiple times
  413. */
  414. keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
  415.  
  416. /*
  417. This is a keyframe. Look up the BIKI to get more details about the parameters
  418.  
  419. Be sure to design the fog settings at a view distance of 1,600m as this is the
  420. limit in multiplayer by default
  421.  
  422. https://community.bistudio.com/wiki/fogParams
  423. https://community.bistudio.com/wiki/overcast
  424. https://community.bistudio.com/wiki/setWaves
  425. https://community.bistudio.com/wiki/setWindStr
  426. https://community.bistudio.com/wiki/setGusts
  427. https://community.bistudio.com/wiki/setRain
  428. https://community.bistudio.com/wiki/setLightnings
  429. https://community.bistudio.com/wiki/setRainbow
  430. */
  431. class Sunny
  432. {
  433. fogValue = 0.1;
  434. fogDecay = 0.2;
  435. fogBase = 5;
  436. overcast = 0.2;
  437. waves = 0.2;
  438. wind = 0.25;
  439. gusts = 0.1;
  440. rain = 0;
  441. lightnings = 0;
  442. rainbows = 0;
  443. };
  444.  
  445. class Cloudy
  446. {
  447. fogValue = 0.2;
  448. fogDecay = 0.1;
  449. fogBase = 5;
  450. overcast = 0.4;
  451. waves = 0.4;
  452. wind = 0.25;
  453. gusts = 0.5;
  454. rain = 0.1;
  455. lightnings = 0.1;
  456. rainbows = 1;
  457. };
  458.  
  459. class Thunderstorm
  460. {
  461. fogValue = 0.7;
  462. fogDecay = 0.2;
  463. fogBase = 5;
  464. overcast = 1;
  465. waves = 1;
  466. wind = 0.25;
  467. gusts = 0.5;
  468. rain = 1;
  469. lightnings = 1;
  470. rainbows = 0.5;
  471. };
  472. };
  473.  
  474. class Time
  475. {
  476. // Uses Dedicated Server time as ingame Time
  477. useRealTime = 0;
  478.  
  479. // Will overide RealTime
  480. useStaticTime = 1;
  481.  
  482. // time in ARMA FORMAT << CONFIG
  483. // https://community.bistudio.com/wiki/setDate
  484.  
  485. staticTime[] = {2039,10,24,15,30};
  486. };
  487.  
  488.  
  489. class RCON
  490. {
  491. /*
  492. Note that for this to work you need to have serverCommandPassowrd defined in config.cfg and BE enabled
  493. */
  494.  
  495. // This needs to match config.cfg serverCommandPassword
  496. serverPassword = "Sapper!";
  497.  
  498. // Autolocks server until its ready to accept players
  499. useAutoLock = 0;
  500.  
  501. // Server will autoLock at that time before restart (minutes)
  502. restartAutoLock = 3;
  503.  
  504. /*
  505. Number of hours and minutes of your restart period.
  506.  
  507. Examples:
  508.  
  509. {4, 0} = Every 4 hours
  510. {1, 30} = Every one and a half hour (who the hell would do this?)
  511. */
  512. restartTimer[] = {6, 0};
  513.  
  514. /*
  515. Kicks players before restart to prevent gear loss.
  516. We strongely recommend to use this!
  517.  
  518. 0 = off
  519. 1 = on
  520. */
  521. useAutoKick = 1;
  522.  
  523. /*
  524. Number of minutes before the server kicks players that did
  525. not disconnect before the restart. Should at least be two
  526. minutes!
  527. */
  528. kickTime = 2;
  529.  
  530. /*
  531. Self-explanatory
  532.  
  533. 0 = off
  534. 1 = on
  535. */
  536. useRestartMessages = 1;
  537.  
  538. /*
  539. Number of minutes before the restart to inform your players.
  540.  
  541. Only use full minutes here. Value like 5.5 have not been tested.
  542. */
  543. restartWarningTime[] = {30, 15, 10, 5, 3};
  544.  
  545. /*
  546. If set to 1 server will execute '#shutdown',
  547. to try to shutdown the server
  548. */
  549.  
  550. useShutdown = 1;
  551. };
  552.  
  553. class ServerSettings
  554. {
  555. /*
  556. Support for custom server FSM if wanted
  557. */
  558. serverFSM = "exile_server\fsm\main.fsm";
  559.  
  560. /*
  561. If this is enabled, Exile developers will spawn with a ton of pop tabs.
  562. We will have a hard time debugging things if you disable this.
  563. */
  564. devFriendyMode = 1;
  565.  
  566. devs[] =
  567. {
  568. "76561197985241690", // Eichi
  569. "76561198022879703", // Grim
  570. "76561197968999666", // Mr.White^ex
  571. "76561198075905447" // Vishpala
  572. };
  573. };
  574.  
  575. class Events
  576. {
  577. /*
  578. A list of events that are active
  579. */
  580. enabledEvents[] = {};
  581.  
  582. class SupplyBox // DONT USE IT: WIP BROKEN
  583. {
  584. /*
  585. Drops a supply box on a parachute next to a random airport on the map.
  586. The box may contain items. The box can be transported to a territory
  587. and installed to become a normal storage container.
  588. */
  589. type = "spawn";
  590. function = "ExileServer_system_event_supplyBox_start";
  591. interval = 1; // minutes
  592. minimumPlayersOnline = 0;
  593. dropRadius = 500; // 500m around an airport (including the main airport on Altis!)
  594. dropAltitude = 100; // altitude of the drop
  595.  
  596. /*
  597. These are different types of boxes can be dropped.
  598. You can specify the cargo a box should contain.
  599. The type of box is chosen randomly from the following list.
  600. Add a type multiple times to increase the chance of being used.
  601. */
  602. types[] = {"Beer", "Beer", "Tools", "Food", "Food", "RepairParts", "Nades"};
  603.  
  604. class BoxTypes
  605. {
  606. class Beer
  607. {
  608. items[] =
  609. {
  610. {"Exile_Item_Beer", 24}
  611. };
  612. };
  613.  
  614. class Nades
  615. {
  616. items[] =
  617. {
  618. {"Exile_Item_Beer", 10}
  619. };
  620. };
  621.  
  622. class Food
  623. {
  624. items[] =
  625. {
  626. {"Exile_Item_BBQSandwich", 5},
  627. {"Exile_Item_Catfood", 5},
  628. {"Exile_Item_ChristmasTinner", 5},
  629. {"Exile_Item_GloriousKnakworst", 5},
  630. {"Exile_Item_SausageGravy", 5},
  631. {"Exile_Item_Surstromming", 5},
  632. {"Exile_Item_CanOpener", 1},
  633. {"Exile_Item_CookingPot", 1},
  634. {"Exile_Item_Matches", 1}
  635. };
  636. };
  637.  
  638. class Tools
  639. {
  640. items[] =
  641. {
  642. {"Exile_Item_Wrench", 1},
  643. {"Exile_Item_Shovel", 1},
  644. {"Exile_Item_Screwdriver", 1},
  645. {"Exile_Item_Pliers", 1},
  646. {"Exile_Item_Handsaw", 1},
  647. {"Exile_Item_FireExtinguisher", 1},
  648. {"Exile_Item_DuctTape", 1}
  649. };
  650. };
  651.  
  652. class RepairParts
  653. {
  654. items[] =
  655. {
  656. {"Exile_Item_CarWheel", 8},
  657. {"Exile_Item_FuelCanisterFull", 4},
  658. {"Exile_Item_OilCanister", 1},
  659. {"Exile_Item_Grinder", 1},
  660. {"Exile_Item_CordlessScrewdriver", 1}
  661. };
  662. };
  663. };
  664. };
  665. };
  666. };
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