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  1. /*
  2. © 2015 Zenix Gaming Ops
  3. Developed by Rod-Serling and Vishpala
  4.  
  5. All rights reserved.
  6.  
  7. Function:
  8. AVS_configuration - Defines the configuration for AVS.
  9. */
  10.  
  11. AVS_Debug = false;
  12.  
  13. // This array contains world center and radius for maps supported.
  14. AVS_WorldInfo =
  15. [
  16. ["Altis", [15360, 15360, 0], 15360],
  17. ];
  18.  
  19. //**************************************************************
  20.  
  21. // Setting this to true will disable thermal for all vehicles.
  22. AVS_DisableVehicleThermalGlobal = false;
  23.  
  24. // If the above is not set to true, then this will disable thermal for specific classes of vehicles.
  25. AVS_DisableVehicleThermal =
  26. [
  27. // "VehicleClassName"
  28. ];
  29.  
  30. // Setting this to true will disable NVGs for all vehicles.
  31. AVS_DisableVehicleNVGsGlobal = false;
  32.  
  33. // If the above is not set to true, then this will disable thermal for specific classes of vehicles.
  34. AVS_DisableVehicleNVG =
  35. [
  36. // "VehicleClassName"
  37. ];
  38.  
  39. // Any weapon classes listed here will be sanitized from all vehicles.
  40. AVS_GlobalWeaponBlacklist =
  41. [
  42. // "WeaponClassName"
  43. "missiles_DAR", // Removes DAR missiles from all vehicles
  44. "missiles_DAGR"
  45. ];
  46.  
  47. // Any ammo classes listed here will be sanitized from all vehicles.
  48. AVS_GlobalAmmoBlacklist =
  49. [
  50. // "AmmoClassName"
  51. "24Rnd_missiles",
  52. "12Rnd_missiles",
  53. "12Rnd_PG_missiles",
  54. "24Rnd_PG_missiles"
  55. ];
  56.  
  57. // You may remove specific weapon classes from specific vehicle classes here.
  58. AVS_VehicleWeaponBlacklist =
  59. [
  60. // ["VehicleClassName", ["WeaponClassName1", "WeaponClassName2", ...]]
  61. ];
  62.  
  63. // You may remove specific ammo classes from specific vehicle classes here.
  64. AVS_VehicleAmmoBlacklist =
  65. [
  66. // ["VehicleClassName", ["AmmoClassName1", "AmmoClassName2", ...]]
  67. ];
  68.  
  69. //**************************************************************
  70.  
  71. // Set to false to disable the entire rearm system.
  72. AVS_RearmSystemActive = true;
  73.  
  74. // Distance away from an object to get the rearm option.
  75. AVS_RearmDistance = 10;
  76.  
  77. // Number of seconds it takes to rearm. (NOT YET IMPLEMENTED)
  78. AVS_RearmTime = 15;
  79.  
  80. // Disabled rearming at ammo trucks.
  81. AVS_DisableStockRearm = true;
  82.  
  83. // Objects of this type will give the "rearm" action.
  84. AVS_RearmObjects =
  85. [
  86. // "ClassName"
  87. "Land_fs_feed_F", // Gas station pump.
  88. "Land_Hangar_F",
  89. "Land_TentHangar_V1_F"
  90. ];
  91.  
  92. // Default cost of a magazine if not found in AVS_RearmCosts
  93. AVS_RearmCostDefault = 99999999;
  94.  
  95. // Costs of individual magazines.
  96. AVS_RearmCosts =
  97. [
  98. // ["MagazineClassName", cost]
  99. ["Laserbatteries", 0], // Laser Designator Batteries
  100. ["SmokeLauncherMag", 20], // Smoke CM magazine
  101. ["200Rnd_127x99_mag_Tracer_Yellow", 400], // Strider HMG gun
  102. ["200Rnd_127x99_mag_Tracer_Red", 400], // Hunter HMG gun
  103. ["168Rnd_CMFlare_Chaff_Magazine", 20], // Helicopter/Y-32 flares
  104. ["2000Rnd_65x39_Belt_Tracer_Red", 4000], // Ghosthawk & Huron guns
  105. ["100Rnd_127x99_mag_Tracer_Yellow", 200], // Armed Offroad magazine.
  106. ["5000Rnd_762x51_Belt", 6000], // Pawnee belt
  107. ["5000Rnd_762x51_Yellow_Belt", 6000], // Hellcat belt
  108. ["2000Rnd_65x39_Belt_Tracer_Green_Splash", 4000], // Orca belt
  109. ["200Rnd_762x51_Belt_Green", 500], // BRDM2_HQ
  110. ["50Rnd_127x107_DSHKM_M", 350], // BTR40_MG
  111. ["2000Rnd_762x51_Belt", 2400], // HMMWV_M134
  112. ["500Rnd_65x39_Belt_Tracer_Green_Splash", 1000], // Qilin belt
  113. ["100Rnd_127x99_mag_Tracer_Red", 200], // Prowler HMG mag
  114. ["130Rnd_338_Mag", 260], // Prowler MMG mag
  115. ["240Rnd_CMFlare_Chaff_Magazine", 29], // Blackfish flares
  116. //["240Rnd_40mm_GPR_Tracer_Red_shells", 430], // Blackfish autocannon
  117. //["160Rnd_40mm_APFSDS_Tracer_Red_shells", 290], // Blackfish autocannon
  118. //["100Rnd_105mm_HEAT_MP", 480], // Blackfish cannon 105mm
  119. ["4000Rnd_20mm_Tracer_Red_shells", 4800], // Blackfish gatling 20mm
  120. ["250Rnd_30mm_HE_shells_Tracer_Green", 860] // Y-32 gatling 30mm
  121. ];
  122.  
  123. //**************************************************************
  124.  
  125. // Disabled stock refueling at fuel trucks / gas pumps.
  126. AVS_DisableStockRefuel = false;
  127.  
  128. // Use AVS Refuel System
  129. AVS_RefuelSystemActive = true;
  130.  
  131. // Use AVS to fill Fuel-Canister with AVS Refuel Objects (Gas Station Pump). It's active only if AVS Refuel System is active too.
  132. AVS_FillCanisterActive = true; // Remember to disable "Exile fill canister empty", to do this see Installation.txt
  133.  
  134. AVS_RefuelDistance = 10; // maximum distance to refuel. It doesn't affect the choppers that refuel on roof.
  135. AVS_RefuelObjects =
  136. [
  137. "Land_fs_feed_F", // Gas Station Pump (Altis)
  138. "Land_FuelStation_Feed_F", // Stratis/Esseker
  139. "Land_A_FuelStation_Shed", // Esseker/Chernarus
  140. "Land_A_FuelStation_Feed", // Chernarus
  141. "Land_FuelStation_01_pump_F", // Tanoa
  142. "Land_FuelStation_02_pump_F"
  143. ];
  144.  
  145. AVS_FuelCost = 5; // 5 poptabs/liter
  146. AVS_RefuelSpeed = 3; // 3 liters/second (for ground vehicles, small tank)
  147. AVS_RefuelSpeedAirVehicle = 20; // 20 liters/second (for air vehicles, big tank so need to be faster)
  148.  
  149. //**************************************************************
  150.  
  151. AVS_DebugMarkers = false;
  152. AVS_PersistentVehiclesPinCode = "0000";
  153. AVS_PersistentVehiclesAmmoPercent = 0; // 100 = full ammo, 50 = half ammo, 0 = no ammo
  154. AVS_PersistentVehiclesFuelPercent = 25; // 100 = full, 50 = half, 0 = empty
  155.  
  156. //**************************************************************
  157.  
  158. AVS_useSpawnedPersistentVehiclesLocation = false; // Spawns persistent vehicles at specified locations
  159. AVS_LocationSearchRadius = 50; // Set to 0 for exact positioning.
  160. AVS_spawnedPersistentVehiclesLocation =
  161. [
  162. //["ID Tag", ["ClassName", "ClassName", ...], [DamageMin, DamageMax], NumberToPersist, [[Location1], [Location2], ...]]
  163. // NOTE: ID Tag is how AVS tracks how many to persist. If there's 5 vehicles with the ID tag "RandomVehicles" then no more will spawn here.
  164. ["RandomVehicles", ["I_MRAP_03_hmg_F", "B_Heli_Light_01_armed_F"], [0.1, 0.75], 5, [[14909.1,16462.8,0.00143814], [15086.6,16636.2,0.00144386]]],
  165. // OR
  166. //["ID Tag", ["ClassName", "ClassName", ...], Damage, NumberToPersist, [[Location1], [Location2], ...]]
  167. ["RandomHeli", ["B_Heli_Light_01_armed_F"], 0.25, 2, [[15186.8,16741.9,0.00143814]]]
  168. ];
  169.  
  170. //**************************************************************
  171.  
  172. AVS_useSpawnedPersistentVehiclesRoadside = false; // Spawns persistent vehicles near roads.
  173. AVS_RoadSearchRadius = 200; // Max distance to the road
  174. AVS_spawnedPersistentVehiclesRoadside =
  175. [
  176. //["ID Tag", ["Class1", "Class2"], [DamageMin, DamageMax], NumberToPersist],
  177. // OR
  178. //["ID Tag", ["Class1", "Class2"], Damage, NumberToPersist]
  179. ];
  180.  
  181. //**************************************************************
  182.  
  183. AVS_useSpawnedPersistentVehiclesRandom = false; // Spawns persistent vehicles completely randomly.
  184. AVS_spawnedPersistentVehiclesRandom =
  185. [
  186. //["ID Tag", ["Class1", "Class2"], [DamageMin, DamageMax], NumberToPersist],
  187. // OR
  188. //["ID Tag", ["Class1", "Class2"], Damage, NumberToPersist]
  189. ];
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