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- // CONFIGURATION VALUES FOR TPW MODS
- //><
- // STARTUP HINT
- tpw_hint_active = 1; // 0 = inactive
- //><
- // AIR
- tpw_air_active = 1; // 0 = inactive
- tpw_air_delay = 10; // delay before flybys start (sec)
- tpw_air_time = 300; // maximum time between flybys
- tpw_air_max = 2; // maximum aircraft at a given time
- tpw_air_heights[] = {50,250,500}; // randomly chosen aircraft flying heights
- tpw_air_exclude = 1; // exclusion. 0 = all aircraft, 1 = civilian aircraft excluded, 2 = military aircraft excluded
- //><
- // ANIMALS
- tpw_animal_active = 1; // 0 = inactive
- tpw_animal_delay = 10; // delay before animals start spawning (sec)
- tpw_animal_max = 15; // maximum animals near player. 0 = ambient animals disabled
- tpw_animal_maxradius = 200; // distance beyond which animals will be removed
- tpw_animal_minradius = 75; // minimum distance from player to spawn animals
- tpw_animal_noisetime = 60; // maximum time between dog/cat noises
- //><
- // BLEEDOUT
- tpw_bleedout_active = 1; // 0 = inactive
- tpw_bleedout_inc = 5; // unit damage will be increased by this % every 10 sec
- tpw_bleedout_cthresh = 0.5; // damage beyond which a unit will be forced into crouch
- tpw_bleedout_pthresh = 0.7; // damage beyond which a unit will be forced into prone
- tpw_bleedout_ithresh = 0.85; // damage beyond which a unit will writhe around incapacitated (1 = dead)
- //><
- // BOATS
- tpw_boat_active = 1; // 0 = inactive
- tpw_boat_delay = 10; // delay before boats start spawning (sec)
- tpw_boat_radius = 1000; // radius (m) around player to check for water spawn boats
- tpw_boat_waypoints = 5; // how many waypoints to give each boat
- tpw_boat_num = 3; // max number of boats to spawn around player. 0 = ambient boats disabled
- //><
- // CARS
- tpw_car_active = 1; // 0 = inactive
- tpw_car_delay = 10; // delay before cars start spawning (sec)
- tpw_car_waypoints = 15; // how many waypoints to give each car
- tpw_car_num = 3; // max number of cars to spawn around player. 0 = ambient cars disabled
- tpw_car_radius = 1000; // radius (m) around player to check for roads and spawn cars
- tpw_car_nocombatspawn = 1; // cars will not be spawned during combat. 0 = cars continue to spawn during combat
- //><
- // CIVS
- tpw_civ_active = 1; // 0 = inactive
- tpw_civ_delay = 5; // delay (sec) until civ spawning starts
- tpw_civ_radius = 150; // radius (m) around player to check for house and spawn civs
- tpw_civ_waypoints = 15; // how many waypoints to assign each civ
- tpw_civ_density = 5; // how many houses per civ. 0 = ambient civs disabled
- tpw_civ_maxsquadcas = 4; // maximum number of civilian casualties that can be inflicted by squad
- tpw_civ_maxallcas = 50; // maximum number of total civilian casualties
- tpw_civ_casdisplay = 0; // what to do if casualty threshold exceeded (0 -nothing, 1 - popup message, 2 - end mission)
- tpw_civ_maxciv = 20; // maximum number of civs to spawn regardless of tpw_civ_density
- tpw_civ_interact = 15; // civilian interaction radius. Civs closer than this to other civs will stop and talk (0 - no interaction).
- tpw_civ_nocombatspawn = 1; // civilians will not be spawned during combat. 0 = civilians continue to spawn during combat
- //><
- // EBS
- tpw_ebs_active = 1; // 0 = inactive
- tpw_ebs_thresh = 5; // unit is suppressed if this many bullets pass by in 5 secs
- tpw_ebs_delay = 1; // how long until suppression functions start (sec)
- tpw_ebs_debug = 0; // 1 = debugging will colour the suppressed unit's uniform (green = own side, yellow = enemy <5 bullets, red = enemy >5 bullets)
- tpw_ebs_radius = 500; // units must be closer to player than this (m) for suppression to work
- tpw_ebs_playersup = 1; // suppression effects applied to player. 0 = no player suppression
- tpw_ebs_aisup = 1; // suppression effects applied to AI. 0 = no AI suppression
- tpw_ebs_findcover = 1; // AI will seek cover when suppressed. 0 = will not seek cover
- tpw_ebs_suptype = 0; // Suppression type. 0 = bullet centric, 1 = suppression shell object
- //><
- // FALL
- tpw_fall_active = 1; // 0 = inactive
- tpw_fall_sensitivity = 100; // sensitivity of unit to falls (%). 50 = unit half as likely to fall over from a given height.
- tpw_fall_threshold = 300; // distance threshold (m). Unit must be closer than this to player to realistically react to falls.
- tpw_fall_delay = 10; // delay until fall functions start
- tpw_fall_ragdoll = 1; // use ragdoll animations when unit is hit. 0 = no ragdoll.
- tpw_fall_falltime = 15; // Time on ground (sec) after falling from bullet hit. Animated fall: 0 to tpw_fall_falltime. Ragdoll fall: tpw_fall_falltime to 2x tpw_fall_falltime.
- tpw_fall_player = 1; // Player can fall from bullet hits and large drops. 0 = player will not fall.
- tpw_fall_bullet = 1; // Units will react to bullet hits. 0 = units will only react to falls from height
- //><
- // FOG
- tpw_fog_active = 1; // 0 = inactive
- tpw_fog_radius = 250; // units must be closer than this to show foggy breath (m). 0 = foggy breath disabled
- tpw_fog_delay = 5; // delay before fog functions start (sec)
- tpw_fog_breath = 1; // foggy breath enabled. 0 = disabled
- tpw_fog_groundfog = 1; // ground fog enabled. 0 = disabled
- tpw_fog_rainfog = 1; // rain fog enabled. 0 = disabled
- tpw_fog_heathaze = 1; // heat haze enabled. 0 = disabled
- tpw_fog_cansnow = 1; // snow enabled. 0 = disabled
- //><
- // HOUSELIGHTS
- tpw_houselights_active = 1; // 0 = inactive
- tpw_houselights_delay = 10; // delay (sec) until houselights functions start
- //><
- // HUD
- tpw_hud_active = 1; // 0 = inactive
- tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
- tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
- tpw_hud_colour[] = {1,1,1}; // HUD colour
- tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
- tpw_hud_civcolour[] = {1,1,1}; // civ colour
- tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
- tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour
- tpw_hud_alpha = 0.6; // initial transparency of HUD. 0 = invisible, 1 = opaque
- tpw_hud_asl[] = {1,0.6,0.45,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
- tpw_hud_azt[] = {1,0.5,0.45,1}; // AZT = azimuth (direction of gaze).
- tpw_hud_grd[] = {1,0.4,0.45,1}; // GRD = GPS grid coordinates.
- tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
- tpw_hud_tmp[] = {1,0.6,0.5,1}; // TMP = temperature (from TPW FOG) .
- tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
- tpw_hud_rng[] = {1,0.5,0.55,1}; // RNG = range to centre of player's gaze.
- tpw_hud_vel[] = {1,0.6,0.55,1}; // VEL = speed of player (or player's vehicle).
- tpw_hud_prx[] = {1,0.5,0.5,1}; // PRX = display numbers of nearby units.
- tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 1 = active ( 0 = inactive), 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
- tpw_hud_offset[] = {0.35,0.28}; //HUD offset. [x,y] -0.5 to 0.5
- tpw_hud_scale = 0.8; // HUD scale. > 1 = larger
- tpw_hud_textscale = 1; // HUD text scale. > 1 = larger
- tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
- tpw_hud_thirdperson = 0; // no HUD in 3rd person. 1 = HUD in 3rd person
- tpw_hud_addtac = 1; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
- tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
- tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below
- /*ICONS
- {unit,hidden unit,vehicle, hidden vehicle, enemy unit, hidden enemy unit, enemy vehicle, hidden enemy vehicle,marker, predictor}
- 0: empty
- 1: 2px_cross
- 2: 2px_cross_open
- 3: 2px_cross_small
- 4: 2px_diamond
- 5: 2px_diamond_half
- 6: 2px_diamond_open
- 7: 2px_dot
- 8: 2px_line
- 9: 2px_line_open
- 10: 2px_square
- 11: 2px_square_half
- 12: 2px_square_open
- 13: 2px_x
- 14: 2px_x_open
- 15: 2px_x_small
- 16: 3px_circle
- 17: 3px_circle_half
- 18: 3px_circle_open
- 19: 3px_cross
- 20: 3px_cross_open
- 21: 3px_cross_small
- 22: 3px_diamond
- 23: 3px_diamond_half
- 24: 3px_diamond_open
- 25: 3px_dot
- 26: 3px_line
- 27: 3px_line_open
- 28: 3px_square
- 29: 3px_square_half
- 30: 3px_square_open
- 31: 3px_x
- 32: 3px_x_open
- 33: 3px_x_small
- */
- // HUD LAYOUT - ONLY EDIT THESE IF YOU KNOW WHAT YOU'RE DOING WITH STRUCTURED TEXT
- tpw_hud_asl_txt = "%1<t size='0.5'><br />ASL</t>"; // ASL
- tpw_hud_azt_txt = "%1<t size='0.5'><br />AZT %2</t>"; // AZT
- tpw_hud_grd_txt = "%1<t size='0.5'><br />GRD</t>"; // GRD
- tpw_hud_lmt_txt = "%1%2<t size='0.5'><br />LMT</t>"; // LMT
- tpw_hud_tmp_txt = "%1<t size='0.5'><br />TMP</t>"; // TMP
- tpw_hud_hlt_txt = "%1<t size='0.5'><br />HLT %2</t>"; // HLT
- tpw_hud_rng_txt = "%1<t size='0.5'><br />RNG</t>"; // RNG
- tpw_hud_vel_txt = "%1<t size='0.5'><br />VEL</t>"; // VEL
- tpw_hud_airvel_txt = "%1<t size='0.5'><br />VEL KTS</t>"; // VEL IN AIRCRAFT
- tpw_hud_prx_txt = "<t color='%5'>%1</t> <t color='%6'>%2</t> <t color='%7'>%3</t> <t color='%8'>%4</t><t size='0.5'><br />PRX</t>"; // PRX
- //><
- // LOS
- tpw_los_active = 0; // 0 = inactive
- tpw_los_debug = 0; // 1 = blue balls will appear above units with line of sight to a visible enemy
- tpw_los_maxdist = 100; // maximum distance (m). LOS stuff only works for units closer than this.
- tpw_los_mindist = 25; // minimum distance (m). Enemies are considered "visible" no matter what, if less than this distance.
- tpw_los_delay = 10; // delay until los functions start (sec)
- //><
- //PARK
- tpw_park_active = 1; // 0 = inactive
- tpw_park_perc = 25; // percentage of houses with parked cars. 0 = no cars
- tpw_park_createdist = 300; // cars created within this distance, completely removed past it.
- tpw_park_hidedist = 150; // cars closer than this are shown, further than this are hidden
- tpw_park_simdist = 20; // cars closer than this have simulation enabled
- tpw_park_max = 15; // maximum cars to spawn regardless (not irregardless).
- //><
- // RADIO
- tpw_radio_active = 1; // 0 = inactive
- tpw_radio_house = 1; // Radio in houses. 0 = no radio in houses
- tpw_radio_car = 1; // Radio in vehicles. 0 = no radio in houses
- tpw_radio_time = 60; // maximum time between messages (sec)
- //><
- // RAIN FX
- tpw_rain_active = 1; // 0 = inactive
- //><
- // SKIRMISH
- tpw_skirmish_active = 1; // 0 = inactive
- tpw_skirmish_enemysquad_max = 5; // Maximum number of enemy squads around player
- tpw_skirmish_enemyvehicles_max = 2; // Maximum number of enemy vehicles around player
- tpw_skirmish_friendlysquad_max = 5; // Maximum number of friendly squads around player
- tpw_skirmish_friendlyvehicles_max = 2; // Maximum number of friendly vehicles around player
- tpw_skirmish_minspawnradius = 500; // Minimum distance from player to spawn units/vehicles
- tpw_skirmish_maxspawnradius = 2000; // Maximum distance from player to spawn units/vehicles. Units/vehicles deleted beyond this distance
- tpw_skirmish_support = 1; // NATO units can call support
- tpw_skirmish_friendlytype = 1; // 0 = user defined, 1 = NATO, 2 = FIA, 3 = AAF,
- tpw_skirmish_enemytype = 1; // 0 = user defined, 1 = CAF Aggressors (CAF_AG), 2 = CSAT, 3 = AAF, 4 = CSAT modification project (CMP) arid, 5 = CMP semiarid, 6 = CMP urban, 7 = ISIS (mixed CAF_AG with shemags), 8 = ISIS 2035 (CSAT + CAF_AG clothing + shemags)
- tpw_skirmish_spawntime = 10; // Time (sec) between spawning each enemy/friendly squad/vehicle
- tpw_skirmish_friendlyunitstring = ""; // Custom string to select friendly units from config
- tpw_skirmish_friendlyvehiclestring = ""; // Custom string to select friendly vehicles from config
- tpw_skirmish_enemyunitstring = ""; // Custom string to select enemy units from config
- tpw_skirmish_enemyvehiclestring = ""; // Custom string to select enemy vehicles from config
- //><
- // STREETLIGHTS
- tpw_streetlights_active = 1; // 0 = inactive
- tpw_streetlights_factor = 10; // brightness factor. 3-15 should be ok for most maps
- tpw_streetlights_range = 1000; // radius (m) around player to scan for streetlights
- tpw_streetlights_colour = 0; // light colour. 0 = warm white incandescent, 1 = yellow sodium, 2 = blue/white fluorescent
- tpw_streetlights_moths = 1; // 0 = no moths around lights
- //><
- //animationsActivePlaceholder = 1;
- #define run_rifle 0.6 //default 0.685
- #define tactical_rifleup 0.7 //default 0.786
- #define tactical_jog 1.35 //default 1.55
- #define unarmed_walkspeed 0.27 //default 0.35
- #define rifledown_walkspeed 0.22 //default 0.3
- #define rifleup_walkspeed 0.81 //default 0.85
- #define roll_left 0.7 //default 1.1
- #define roll_right 0.8 //default 1.2
- //><
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