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  1. /**
  2. * config
  3. *
  4. * Exile Mod
  5. * www.exilemod.com
  6. * © 2015 Exile Mod Team
  7. *
  8. * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  9. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
  10. */
  11.  
  12. class CfgPatches
  13. {
  14. class exile_server_config
  15. {
  16. requiredVersion = 0.1;
  17. requiredAddons[] = {};
  18. units[] = {};
  19. weapons[] = {};
  20. magazines[] = {};
  21. ammo[] = {};
  22. };
  23. };
  24.  
  25. class CfgBuildings {
  26. #include "chernoCfgBuildings.hpp"
  27. };
  28.  
  29. class CfgLootTables {
  30. #include "chernoCfgLootTables.hpp"
  31. };
  32.  
  33. class CfgSettings
  34. {
  35. ///////////////////////////////////////////////////////////////////////
  36. // GARBAGE COLLECTOR
  37. ///////////////////////////////////////////////////////////////////////
  38. class GarbageCollector
  39. {
  40. /*
  41. Remark:
  42. In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
  43. the deletion. This check has been removed to save server performance.
  44.  
  45. Do NOT touch these if you are not 10000% sure what you do!
  46. */
  47. class Ingame
  48. {
  49. // Dropped items without fissix
  50. class GroundWeaponHolder
  51. {
  52. lifeTime = 10;
  53. interval = 5;
  54. };
  55.  
  56. // Dropped items with fissix
  57. class WeaponHolderSimulated
  58. {
  59. lifeTime = 10;
  60. interval = 5;
  61. };
  62.  
  63. // Corpses and wrecks
  64. class AllDead
  65. {
  66. lifeTime = 15;
  67. interval = 5;
  68. };
  69.  
  70. // Loot spawned inside a building
  71. class Loot
  72. {
  73. lifeTime = 1;
  74. interval = 1;
  75. };
  76.  
  77. // Never touch this or you will break your sever!
  78. class Groups
  79. {
  80. interval = 0.5;
  81. };
  82. };
  83.  
  84. class Database
  85. {
  86. // Remove all territories (and contructions + containers in it) that were not paid after X days
  87. territoryLifeTime = 7;
  88.  
  89. // Remove all containers outside of territories that have not been used for X days
  90. // Example: Tents
  91. containerLifeTime = 10;
  92.  
  93. // Remove all constructions outside of territories that are older than X days or not moved for X days
  94. // Example: Work Benches
  95. constructionLifeTime = 2;
  96.  
  97. // Remove all vehicles that were not moved/used for X days
  98. vehicleLifeTime = 3;
  99.  
  100. // Set safe as abandoned
  101. abandonedTime = 7;
  102.  
  103. };
  104. };
  105.  
  106. ///////////////////////////////////////////////////////////////////////
  107. // RESPECT, YO
  108. ///////////////////////////////////////////////////////////////////////
  109. class Respect
  110. {
  111. /**
  112. * Defines the factor of respect you gain for every pop tab in revenue
  113. *
  114. * Default: Get 1 respect for every 10 pop tabs
  115. */
  116. tradingRespectFactor = 0.1;
  117.  
  118. /**
  119. * Defines the amount of respect earned/lost for certain types of frags
  120. */
  121. class Frags
  122. {
  123. bambi = -500; // Bambi slayers
  124. friendlyFire = -1000; // For party members
  125. standard = 100; // Normal kill
  126. domination = 80; // Keeps killing the same guy
  127. letItRain = 150; // MG, also vehicle MGs
  128. humiliation = 300; // Axe
  129. passenger = 400; // Out of car/chopper/boat
  130. roadKill = 200; // :)
  131. bigBird = 600; // Roadkill, but with chopper/plane
  132. chuteGreaterChopper = 1000; // Someone flies into chute and chopper/plane explodes
  133. };
  134.  
  135. class Handcuffs
  136. {
  137. trapping = -50; // A handcuffs B
  138. breakingFree = 100; // B broke free
  139. releasedByHero = 100; // C releases B
  140. releasedByHostageTaker = 50; // A releases B
  141. };
  142.  
  143. class Bonus
  144. {
  145. // Bonus per full 100m
  146. per100mDistance = 10;
  147.  
  148. // First blood after server restart
  149. firstBlood = 100;
  150.  
  151. // If you kill someone while you are in your own territory
  152. homie = 20;
  153.  
  154. // If you kill someone who is in his own territory
  155. raid = 20;
  156.  
  157. /*
  158. Example with killstreak = 50
  159.  
  160. Frag Factor Bonus
  161. 2 * 50 +100
  162. 3 * 50 +150
  163. 4 * 50 +200
  164. 5 * 50 +250
  165. */
  166. killStreak = 50;
  167.  
  168. // Kills within this amount of seconds stack (default: 2 minutes)
  169. killStreakTimeout = 120;
  170. };
  171. };
  172.  
  173. ///////////////////////////////////////////////////////////////////////
  174. // KILLFEED MAN!
  175. ///////////////////////////////////////////////////////////////////////
  176.  
  177. class KillFeed
  178. {
  179. // Shows a kill feed for well kills
  180. showKillFeed = 1;
  181. };
  182.  
  183. ///////////////////////////////////////////////////////////////////////
  184. // PLAYER SPAWN CONFIGURATION
  185. ///////////////////////////////////////////////////////////////////////
  186. class BambiSettings
  187. {
  188. /**
  189. * Loadout of new bambi players
  190. *
  191. * (They will always spawn with a bambi overall - you cannot
  192. * change the loadout uniform)
  193. */
  194. loadOut[] =
  195. {
  196. "ItemCompass",
  197. "Exile_Item_XM8",
  198. "ItemRadio",
  199. "ItemMap",
  200. "Exile_Item_PlasticBottleFreshWater"
  201. };
  202.  
  203. /**
  204. * Enables or disables parachute spawning.
  205. *
  206. * 1 = On
  207. * 0 = Off
  208. */
  209. parachuteSpawning = 1;
  210.  
  211. /**
  212. * Enables or disables halo jumping. Only applies
  213. * if parachute spawning is enabled.
  214. *
  215. * Remember that if you enable halo jump, it is adviced
  216. * to adjust the parachuteDropHeight to something around
  217. * 1km or so.
  218. *
  219. * 1 = On
  220. * 0 = Off
  221. */
  222. haloJump = 1;
  223.  
  224. /**
  225. * Parachute drop height in meters.
  226. */
  227. parachuteDropHeight = 1000;
  228.  
  229. /**
  230. * Number of minutes where a fresh spawned player remains in the
  231. * bambi state. It will end the bambi state after this timeout
  232. * expired or when they pick up their first weapon. Whatever
  233. * happens first.
  234. */
  235. protectionDuration = 5;
  236.  
  237. /**
  238. * Radius of spawn zones around the center of spawn zone markers.
  239. */
  240. spawnZoneRadius = 500;
  241.  
  242. /**
  243. * These vehicles spawn on server restart close to spawn zones.
  244. * They are non-persistent and will despawn on server restart.
  245. * Basically they are just used to get away from the spawn zone
  246. * faster.
  247. *
  248. * {Number of vehicles *per* spawn zone, vehicle class name}
  249. */
  250. spawnZoneVehicles[] =
  251. {
  252. {5, "Exile_Bike_OldBike"},
  253. {5, "Exile_Bike_MountainBike"}
  254. };
  255. };
  256.  
  257. ///////////////////////////////////////////////////////////////////////
  258. // VEHICLE SPAWN CONFIGURATION
  259. ///////////////////////////////////////////////////////////////////////
  260.  
  261. class VehicleSpawn
  262. {
  263. /**
  264. * Grid Size for vehicle spawning,
  265. * smaller the number more vehicles,
  266. * you get the point
  267. */
  268. vehiclesGridSize = 2200;
  269.  
  270. /**
  271. * Vehicle ammount per grid
  272. * kinda self explanitory
  273. */
  274. vehiclesGridAmount = 2;
  275.  
  276. /**
  277. * Creates global markers for vehicle spawn tweeking,
  278. * after you are satisfied with vehicle ammount and spread set this to 0.
  279. */
  280. vehiclesDebugMarkers = 0;
  281.  
  282. /**
  283. * The server will apply random damage up to this value when spawning a vehicle.
  284. */
  285. damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
  286. maximumDamage = 0.9;
  287.  
  288. // Stuff to spawn on water
  289. water[] =
  290. {
  291. "Exile_Boat_MotorBoat_Police",
  292. "Exile_Boat_MotorBoat_Orange",
  293. "Exile_Boat_MotorBoat_White",
  294. "Exile_Boat_RubberDuck_CSAT",
  295. "Exile_Boat_RubberDuck_Digital",
  296. "Exile_Boat_RubberDuck_Orange",
  297. "Exile_Boat_RubberDuck_Blue",
  298. "Exile_Boat_RubberDuck_Black",
  299. "Exile_Boat_SDV_CSAT",
  300. "Exile_Boat_SDV_Digital",
  301. "Exile_Boat_SDV_Grey"
  302. };
  303.  
  304. // Stuff to spawn on roads
  305. ground[] =
  306. {
  307. "Exile_Bike_QuadBike_Black",
  308. "Exile_Bike_QuadBike_Blue",
  309. "Exile_Bike_QuadBike_Red",
  310. "Exile_Bike_QuadBike_White",
  311. "Exile_Bike_QuadBike_Nato",
  312. "Exile_Bike_QuadBike_Csat",
  313. "Exile_Bike_QuadBike_Fia",
  314. "Exile_Bike_QuadBike_Guerilla01",
  315. "Exile_Bike_QuadBike_Guerilla02",
  316. "Exile_Car_Volha_Blue",
  317. "Exile_Car_Volha_White",
  318. "Exile_Car_Lada_Green",
  319. "Exile_Car_Lada_Taxi",
  320. "Exile_Car_TowTractor_White",
  321. "Exile_Car_UAZ_Open_Green",
  322. "Exile_Car_UAZ_Green",
  323. "Exile_Car_LandRover_Ambulance_Desert",
  324. "Exile_Car_Tractor_Red",
  325. "Exile_Car_OldTractor_Red",
  326. "Exile_Car_Octavius_White"
  327. };
  328.  
  329. /**
  330. * Enables or disables nightvision optics on ALL vehicles
  331. *
  332. * 0 = off
  333. * 1 = on
  334. */
  335. nightVision = 1;
  336.  
  337. /**
  338. * Enables or disables thermal optics on ALL vehicles
  339. *
  340. * 0 = off
  341. * 1 = on
  342. */
  343. thermalVision = 0;
  344.  
  345. /**
  346. * Set this to 1 to unlock vehicles on server boot if they are in safe zones
  347. *
  348. * 0 = off
  349. * 1 = on
  350. */
  351. unlockInSafeZonesAfterRestart = 1;
  352. };
  353.  
  354. class Weather
  355. {
  356. /*
  357. You can define multiple "keyframes" for the weather to change. The server will pick
  358. a keyframe randomly to simulate the weather. It will change the weather-keyframes
  359. based on the following interval
  360. */
  361. interval = 30;
  362.  
  363. /*
  364. Add the keyframes here. The server will pick one random, so if you want one
  365. weather type of be more dominant compared to others, add it multiple times
  366. */
  367. keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
  368.  
  369. /*
  370. This is a keyframe. Look up the BIKI to get more details about the parameters
  371.  
  372. Be sure to design the fog settings at a view distance of 1,600m as this is the
  373. limit in multiplayer by default
  374.  
  375. https://community.bistudio.com/wiki/fogParams
  376. https://community.bistudio.com/wiki/overcast
  377. https://community.bistudio.com/wiki/setWaves
  378. https://community.bistudio.com/wiki/setWindStr
  379. https://community.bistudio.com/wiki/setGusts
  380. https://community.bistudio.com/wiki/setRain
  381. https://community.bistudio.com/wiki/setLightnings
  382. https://community.bistudio.com/wiki/setRainbow
  383. */
  384. class Sunny
  385. {
  386. fogValue = 0.1;
  387. fogDecay = 0.2;
  388. fogBase = 5;
  389. overcast = 0.2;
  390. waves = 0.2;
  391. wind = 0.25;
  392. gusts = 0.1;
  393. rain = 0;
  394. lightnings = 0;
  395. rainbows = 0;
  396. };
  397.  
  398. class Cloudy
  399. {
  400. fogValue = 0.2;
  401. fogDecay = 0.1;
  402. fogBase = 5;
  403. overcast = 0.4;
  404. waves = 0.4;
  405. wind = 0.25;
  406. gusts = 0.5;
  407. rain = 0.1;
  408. lightnings = 0.1;
  409. rainbows = 1;
  410. };
  411.  
  412. class Thunderstorm
  413. {
  414. fogValue = 0.7;
  415. fogDecay = 0.2;
  416. fogBase = 5;
  417. overcast = 1;
  418. waves = 1;
  419. wind = 0.25;
  420. gusts = 0.5;
  421. rain = 1;
  422. lightnings = 1;
  423. rainbows = 0.5;
  424. };
  425. };
  426.  
  427. class Time
  428. {
  429. // Uses Dedicated Server time as ingame Time
  430. useRealTime = 0;
  431.  
  432. // Will overide RealTime
  433. useStaticTime = 1;
  434.  
  435. // time in ARMA FORMAT << CONFIG
  436. // https://community.bistudio.com/wiki/setDate
  437.  
  438. staticTime[] = {2039,10,24,15,30};
  439. };
  440.  
  441.  
  442. class RCON
  443. {
  444. /*
  445. Note that for this to work you need to have serverCommandPassowrd defined in config.cfg and BE enabled
  446. */
  447.  
  448. // This needs to match config.cfg serverCommandPassword
  449. serverPassword = "";
  450.  
  451. // Autolocks server until its ready to accept players
  452. useAutoLock = 0;
  453.  
  454. // Server will autoLock at that time before restart (minutes)
  455. restartAutoLock = 3;
  456.  
  457. /*
  458. Number of hours and minutes of your restart period.
  459.  
  460. Examples:
  461.  
  462. {4, 0} = Every 4 hours
  463. {1, 30} = Every one and a half hour (who the hell would do this?)
  464. */
  465. restartTimer[] = {3, 0};
  466.  
  467. /*
  468. Kicks players before restart to prevent gear loss.
  469. We strongely recommend to use this!
  470.  
  471. 0 = off
  472. 1 = on
  473. */
  474. useAutoKick = 0;
  475.  
  476. /*
  477. Number of minutes before the server kicks players that did
  478. not disconnect before the restart. Should at least be two
  479. minutes!
  480. */
  481. kickTime = 2;
  482.  
  483. /*
  484. Self-explanatory
  485.  
  486. 0 = off
  487. 1 = on
  488. */
  489. useRestartMessages = 0;
  490.  
  491. /*
  492. Number of minutes before the restart to inform your players.
  493.  
  494. Only use full minutes here. Value like 5.5 have not been tested.
  495. */
  496. restartWarningTime[] = {15, 10, 5, 3};
  497.  
  498. /*
  499. If set to 1 server will execute '#shutdown',
  500. to try to shutdown the server
  501. */
  502.  
  503. useShutdown = 0;
  504. };
  505.  
  506. class ServerSettings
  507. {
  508. /*
  509. Support for custom server FSM if wanted
  510. */
  511. serverFSM = "exile_server\fsm\main.fsm";
  512.  
  513. /*
  514. If this is enabled, Exile developers will spawn with a ton of pop tabs.
  515. We will have a hard time debugging things if you disable this.
  516. */
  517. devFriendyMode = 1;
  518.  
  519. devs[] =
  520. {
  521. "76561197985241690", // Eichi
  522. "76561198022879703", // Grim
  523. "76561197968999666", // Mr.White^ex
  524. "76561198075905447" // Vishpala
  525. };
  526. };
  527.  
  528. class Events
  529. {
  530. /*
  531. A list of events that are active
  532. */
  533. enabledEvents[] = {"SupplyBox","AbandonedSafe"};
  534.  
  535. class SupplyBox // DONT USE IT: WIP BROKEN
  536. {
  537. /*
  538. Drops a supply box on a parachute next to a random airport on the map.
  539. The box may contain items. The box can be transported to a territory
  540. and installed to become a normal storage container.
  541. */
  542. type = "spawn";
  543. function = "ExileServer_system_event_supplyBox_start";
  544. minTime = 15; // minutes
  545. maxTime = 30; // minutes
  546. minimumPlayersOnline = 0;
  547. dropRadius = 500; // 500m around an airport (including the main airport on Altis!)
  548. dropAltitude = 100; // altitude of the drop
  549. markerTime = 10; // minutes
  550.  
  551. /*
  552. These are different types of boxes can be dropped.
  553. You can specify the cargo a box should contain.
  554. The type of box is chosen randomly from the following list.
  555. Add a type multiple times to increase the chance of being used.
  556. */
  557. types[] = {"Beer", "Beer", "Tools", "Food", "Food", "RepairParts", "Nades"};
  558.  
  559. class BoxTypes
  560. {
  561. class Beer
  562. {
  563. items[] =
  564. {
  565. {"Exile_Item_Beer", 24}
  566. };
  567. };
  568.  
  569. class Nades
  570. {
  571. items[] =
  572. {
  573. {"Exile_Item_Beer", 10}
  574. };
  575. };
  576.  
  577. class Food
  578. {
  579. items[] =
  580. {
  581. {"Exile_Item_BBQSandwich", 5},
  582. {"Exile_Item_Catfood", 5},
  583. {"Exile_Item_ChristmasTinner", 5},
  584. {"Exile_Item_GloriousKnakworst", 5},
  585. {"Exile_Item_SausageGravy", 5},
  586. {"Exile_Item_Surstromming", 5},
  587. {"Exile_Item_CanOpener", 1},
  588. {"Exile_Item_CookingPot", 1},
  589. {"Exile_Item_Matches", 1}
  590. };
  591. };
  592.  
  593. class Tools
  594. {
  595. items[] =
  596. {
  597. {"Exile_Item_Wrench", 1},
  598. {"Exile_Item_Shovel", 1},
  599. {"Exile_Item_Screwdriver", 1},
  600. {"Exile_Item_Pliers", 1},
  601. {"Exile_Item_Handsaw", 1},
  602. {"Exile_Item_FireExtinguisher", 1},
  603. {"Exile_Item_DuctTape", 1}
  604. };
  605. };
  606.  
  607. class RepairParts
  608. {
  609. items[] =
  610. {
  611. {"Exile_Item_CarWheel", 8},
  612. {"Exile_Item_FuelCanisterFull", 4},
  613. {"Exile_Item_OilCanister", 1},
  614. {"Exile_Item_Grinder", 1},
  615. {"Exile_Item_CordlessScrewdriver", 1}
  616. };
  617. };
  618. };
  619. };
  620. class AbandonedSafe
  621. {
  622.  
  623. type = "spawn";
  624. function = "ExileServer_system_event_abandonedSafe_start";
  625. minTime = 60; // minutes
  626. maxTime = 120; // minutes
  627. minimumPlayersOnline = 0;
  628. markerTime = 15; // minutes
  629. };
  630. };
  631. };
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