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Oct 11th, 2014
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  1. class cse_sys_medical {
  2. openingOfWounds = true; // When set to true, bandaged wounds could on occasion re-open, resulting in new open wounds that need to be bandaged.
  3. medicSetting = true; // Medics only are able to view the detailed information.
  4. difficultySetting = 0.5; // The aggressiveness of the medical simulation. 0.5 = recruit, 1.5 = Expert.
  5. enableFor = 0; // Select what units CMS will be enabled for. 0 = Players only. 1 = Players and AI.
  6. enableAirway = 0; // 1 = CMS Airway enabled. 0 = disabled.
  7. aidKitRestrictions = 0; // Determines where the aid kit can be used. 0 = Medical facility. 1 = Med Facility & No Bleeding restriction. 2 = Anywhere. 3 = Anywhere & No Bleeding restriction.
  8. damageThresholdPlayer = 2; // How much damage does it take for a player to be killed? Default value is 1.
  9. damageThresholdAI = 1; // How much damage does it take for an AI to be killed? Default value is 1.
  10. };
  11.  
  12. class cse_sys_winddeflection {
  13. forAI = true; // Should wind deflection be enabled for AI? True = enabled. False = disabled.
  14. };
  15.  
  16. class cse_sys_backblast {
  17. inBuilding = true; // Should backblast be affected by structures
  18. forAI = false; // Should backblast be enabled for AI
  19. damageModifier = 0.5; // The aggressiveness of the backblast damage. 0.5 = Recruit, 1 = Regular (Default), 1.2 = Veteran, 1.4 = Expert.
  20. advanced = true; // Should enviroment and walls have an effect on backblast
  21. };
  22.  
  23. class cse_basic_revive {
  24. enableFor = 0; // Select what units Basic Revive will be enabled for. 0 = Players only. 1 = Players and AI. ONLY USE 1 IF A DAMAGE THRESHOLD MODULE IS ENABLED FOR AI (Either CMS or cse_damage_ai)
  25. timer = 900; // Time is seconds that a unit will spend in unconscious mode before dieing
  26. amountOf = -1; // Number of times a unit can be hit/killed before being force killed. -1 is disabled (Recommended).
  27. };
  28.  
  29. /**
  30. * This module does not have any available options at time of writing.
  31. */
  32. class cse_sys_weaponrest {};
  33.  
  34. /**
  35. * This module does not have any available options at time of writing.
  36. */
  37. class cse_sys_tags {};
  38.  
  39. class cse_sys_nightvision {
  40. adjustBrightness = true; // Allow adjustments of NVG brightness by players.
  41. };
  42.  
  43. class cse_adjust_stamina {
  44. adjustment = 1; // fast should the stamina be adjusted? Default = 1. Lower is slower, higher as 1 is faster as vanilla.
  45. };
  46.  
  47. class cse_damage_ai {
  48. damageThresholdAI = 1; // How much damage does it take for an AI to be killed. 1 = Default.
  49. };
  50.  
  51. /**
  52. * This module does not have any available options at time of writing.
  53. */
  54. class cse_sys_logistics {};
  55.  
  56. class cse_sys_groups {
  57. allowGroupSwitch = true; // Allow players to join and leave groups
  58. allowFormationSwitch = true; // Group leaders can order formation changes through the action menu
  59. };
  60.  
  61. class cse_sys_gestures {
  62. allowAIControl = false; // Allow Group leaders to issue basic orders through gestures
  63. };
  64.  
  65. /**
  66. * This module does not have any available options at time of writing.
  67. */
  68. class cse_sys_magazineRepack {};
  69.  
  70. /**
  71. * This module does not have any available options at time of writing.
  72. */
  73. class cse_sys_attachableItems {};
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