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  1.  
  2. // zMap 1.24.0.16b ( Last config update: Revision 0.12 ), Warcraft III 1.26
  3.  
  4. // When reading 'quotes' surrounding text. They're only used to outline keywords.
  5. // This config parser does not understand quotes, so dont use them outside of comments.
  6. // -ZoiD
  7.  
  8. CWar3Lib
  9. {
  10.  
  11. CLobby
  12. {
  13. CCustom
  14. {
  15. // Maps you dont want showing up on the custom game join list.
  16. // example: change "ExampleMap" to "dota"
  17. // you can exclude more maps by adding quoted map-names within the braces.
  18. // example: ExcludeMaps[] { "dota", "footman", "line towers", "aom", "etc" };
  19. ExcludeMaps[] { "ExampleMap",
  20. };
  21. };
  22. };
  23.  
  24. CAction
  25. {
  26.  
  27. CHotKeys
  28. {
  29. // Can combine up to three keys per feature using '+' to separate them.
  30. // KEY1+KEY2+KEY3
  31. //
  32.  
  33. Pickit = "Ctrl+Z"; // Hero auto item pickup.
  34.  
  35. SkipDelayLoad = "Esc"; // Skips long loading.
  36.  
  37. Automate = "Ctrl"; // Mass-move,auto-cast,etc
  38. AutoMicro = "F4"; // Opening/Closing auto-micro menu.
  39. AutoFeed = "F9"; // Toggling between players to automatically share resources with.
  40.  
  41. AutoMPercentUp = "UpArrow"; // AutoMicro percentage up. (in menu).
  42. AutoMPercentDwn = "DownArrow"; // AutoMicro percentage down. (in menu).
  43. AutoMCancel = "Esc"; // AutoMicro remove from unit-type (in menu).
  44.  
  45. AutoTower = "Ctrl+X"; // Automatically make towers with selected workers for closest base.
  46.  
  47. ShroudToggle = "F5"; // Switches between you and opponents shroud view.
  48.  
  49. PauseHack = "Pause"; // Cause game to lag-out (still can issue unit cmds).
  50.  
  51. MultiBoardNext = "Alt+Shift"; // Switches to next game board (top right of screen).
  52.  
  53. };
  54.  
  55. CStartup
  56. {
  57. // Change this to 'TRUE' to automatically move workers
  58. // onto gold mine at start of game.
  59. AutoMine = TRUE;
  60.  
  61. // If this is 'TRUE' you'll automatically share your units with allies at start of game.
  62. AutoShare = FALSE;
  63.  
  64. // How many of your starter workers should stay idle at beginning of game,
  65. // that shouldn't automatically start on goldmine.
  66. IdleMiner[] { 0, // HUMAN
  67. 0, // ORC
  68. 0, // UNDEAD
  69. 0, // ELF
  70. };
  71.  
  72. // How many workers do you want to auto-queue?
  73. // Changing the number will effect how many workers get queued.
  74. // note: Obviously you cannot buy more workers then the gold you start with.
  75. AutoQueueWorkers[] { 1, // HUMAN
  76. 1, // ORC
  77. 1, // UNDEAD
  78. 1, // ELF
  79. };
  80.  
  81. AutoStartDelay = 300; // When first automated action will be executed. ( 500ms = half second from start )
  82. AutoActionDelay = 100; // Delay between automated actions in milliseconds (1000ms = 1second).
  83.  
  84. };
  85.  
  86. CAutomate
  87. {
  88. // Note: the below only take effect by using the automate button feature.
  89. // --------
  90. // Pickit : Select hero , makes hero automatically pickup closest item.
  91. // --------
  92. // AutoMove : Ordering unit , makes all units of the same type follow suite.
  93. // --------
  94. // AutoCast : Targetting spell , casts current spell on all the closest target type units.
  95. // --------
  96.  
  97. MassAutoMove = TRUE; // Auto moves all units of the current selected type.
  98. MassAutoCast = TRUE; // Auto casts current spell on target selected type.
  99.  
  100. ButtonClick = FALSE; // Enable this for button click helper.
  101.  
  102.  
  103. Pickit = TRUE; // Auto pickup item closest to selected hero.
  104.  
  105. // This changes how much priority you wish to give to each kind of item
  106. // A higher priority puts weight on how the picker decides to collect the item.
  107. // 1:1 means they're treated equally, and collected in order of spawn.
  108. // 2:1 means normal items are prioritized of two items are at equal distance.
  109. // 1:2 means tome items are prioritized of two items are at equal distance.
  110. // 4:1 means normal items are prioritized of items at in the surrounding area.
  111. // note: the numbers you specify are passed to an algorithm, any higher then 8
  112. // will diminish weight between the types.
  113. PickitPriority[] { 1, // normal items
  114. 1, // tomes
  115. };
  116.  
  117. PickitDistance = 400; // Maximum distance to try pickup item. (200 = inside screen)
  118.  
  119. AutoRetireInc = 10; // By how much the percentage will adjust plus/minus when using hotkeys.
  120.  
  121. };
  122.  
  123. };
  124.  
  125. CWar3MapClass
  126. {
  127. CPanel
  128. {
  129. CDurationTimer
  130. {
  131. // Display time top left of screen.
  132. Visible = TRUE;
  133.  
  134. // Color of the time top left of screen.
  135. Color = 0xFFFFFF00;
  136. };
  137.  
  138. CResourceBoard
  139. {
  140. // Displays the player resource board.
  141. Visible = TRUE;
  142. };
  143.  
  144.  
  145. EnemyIcons = TRUE; // Turn on off display of enemy spells/cooldowns.
  146. };
  147.  
  148. CBigMap
  149. {
  150. // FogOfWar is the blackness covering the map, another name for it is shroud.
  151. CFogOfWar
  152. {
  153. Simple = TRUE; // Simple mode (don't switch between individual players)
  154. Units = FALSE; // FogOfWar over units?
  155. DefaultMode = 1; // Default Modes are:
  156. // 1 = Show your own vision.
  157. // 2 = Show everyones vision.
  158. // 3 = Show everything (classic view, no fog at all)
  159. };
  160.  
  161. CCameraZoom
  162. {
  163. Freeze = FALSE; // Freezes the camera at default view.
  164.  
  165. Enabled = TRUE; // Setting to FALSE disables the following options.
  166. StartDistance = 2300; // start distance after default zoom levels?
  167. MaxDistance = 2900; // the maximum distance extended zoom will go out.
  168. Increment = 50; // how far should the camera zoom in/out at extended levels.
  169. };
  170.  
  171. // Pings when you ALT+click.
  172. AltPing = TRUE;
  173.  
  174. // Always Show HP bar above visible units/buildings.
  175. AlwaysShowHPAllies = TRUE;
  176. AlwaysShowHPEnemies = TRUE;
  177.  
  178. // Don't need ALT held to see HP bars behind fog/shroud?
  179. AlwaysShowHPFog = TRUE;
  180.  
  181. CSelection
  182. {
  183. // Displays what other players have selected.
  184. ShowAll = TRUE;
  185.  
  186. // Lets you know of the identity of the clicker by displaying their game color on
  187. // selection, instead of using the generic colors (generic colors: red/green/orange)
  188. TrueColor = TRUE;
  189.  
  190. // Makes unused buttons inside of buildings look disabled(grayed over) if TRUE,
  191. // FALSE Makes them look normal.
  192. DisableUnusedButton = TRUE;
  193. };
  194. };
  195.  
  196. CMiniMap
  197. {
  198. // Change this to 'TRUE' to enable hero blob hide scripts
  199. // This feature runs proper map authored scripts over units that behave like hero units
  200. // This is used rarely, some custom game maps treat heroes as basic units.
  201. // It can make the entire map look like one big hero glowing blob if we bypass it.
  202. // Or can confuse people trying to locate individual heros vs fake hero units.
  203. // Really comes down to personal preference how you wish to view enemy units
  204. // Which is why this is now a config option rather than built in hard coded to each hero blob.
  205. HeroScript = FALSE;
  206.  
  207. // Change this to 'FALSE' to disable hero way point lines
  208. HeroLines = TRUE;
  209.  
  210. // Change this to 'FALSE' to disable hero lines for YOUR HEROES only.
  211. OurHeroLines = TRUE;
  212.  
  213. // Change this to 'FALSE' to disable hero lines for your ALLIES only.
  214. AllyHeroLines = TRUE;
  215.  
  216. // Hide creep buildings on minimap.
  217. HideCreepHuts = TRUE;
  218.  
  219. // See enemy pings.
  220. EnemyPing = TRUE;
  221.  
  222. // Color(ARGB): is in the hexidecimal format.
  223. // All hexidecimal values are prefixed with '0x'.
  224.  
  225. // ARGB are hexadecimal values for alpha, red, green, and blue.
  226. // They are each represented individually by two digits,
  227. // which makes up a combined total of 8 digits.
  228.  
  229. ItemColor = 0xFFFFFF00;
  230. CreepColorMode1 = 0xFF222222; // Mode1 = Show unique colors. 0xFF3FA79C
  231. CreepColorMode2 = 0xFFFF00FF; // Mode2 = Enemy Red, Allies teal.
  232. };
  233. };
  234. //////////////////////////////////////////
  235. // Don't edit anything beyond this point.
  236. //////////////////////////////////////////
  237. ConfigVersion = 0x124E12;
  238. };
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