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Mar 4th, 2016
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  1. // https://community.bistudio.com/wiki/Description.ext#forceRotorLibSimulation
  2. forceRotorLibSimulation = 2;
  3.  
  4. // https://community.bistudio.com/wiki/Description.ext#disableChannels
  5. disableChannels[] = {0, 2};
  6.  
  7. author = "AltF4 Team";
  8. loadScreen = "addons\loading.paa";
  9. onLoadMission= "| altf4gaming.com | ts3.altf4gaming.com |";
  10. OnLoadIntro = "";
  11. OnLoadIntroTime = false;
  12. OnLoadMissionTime = false;
  13. onLoadName = "Exile Mod";
  14.  
  15. class Header
  16. {
  17. gameType = Sandbox;
  18. minPlayers = 1;
  19. maxPlayers = 100;
  20. };
  21.  
  22. // DO NOT CHANGE THIS! +
  23. showHUD[] =
  24. {
  25. true, // Scripted HUD (same as showHUD command)
  26. true, // Vehicle + soldier info
  27. true, // Vehicle radar
  28. true, // Vehicle compass
  29. true, // Tank direction indicator
  30. true, // Commanding menu
  31. false, // Group Bar
  32. true // HUD Weapon Cursors
  33. };
  34.  
  35. respawn = "BASE";
  36. respawnDelay = 120;
  37. respawnDialog = 0;
  38. respawnOnStart = 0;
  39. respawnButton = 1;
  40. respawnTemplates[] = {"Exile"};
  41.  
  42. // These are broken as fuck, do not use them!
  43. corpseManagerMode = 0;
  44. corpseLimit = 20;
  45. corpseRemovalMinTime = 1800;
  46. corpseRemovalMaxTime = 3600;
  47. wreckManagerMode = 0;
  48. wreckLimit = 2;
  49. wreckRemovalMinTime = 60;
  50. wreckRemovalMaxTime = 360;
  51. // DO NOT CHANGE THIS! -
  52.  
  53. // When scripted player is enabled, game no longer shows "No player select" error message upon mission start when no player unit is present.
  54. scriptedPlayer = 1;
  55.  
  56. // Automatically take a free slot in lobby
  57. joinUnassigned = 0;
  58.  
  59. // Removes all playable units which do not have a human player.
  60. disabledAI = true;
  61.  
  62. // Disable dropping items while swimming
  63. enableItemsDropping = 0;
  64.  
  65. // Briefing will still be displayed until all clients are connected and done loading :(
  66. briefing = 0;
  67.  
  68. // Defines if the debriefing is shown or not at the end of the mission.
  69. debriefing = 0;
  70.  
  71. // Allow RPT loging
  72. allowFunctionsLog = 1;
  73.  
  74. // Allows access to the Debug Console outside of the editor during normal gameplay.
  75. // 0 = Default behavior, available only in editor
  76. // 1 = Available in SP and for hosts / logged in admins
  77. // 2 = Available for everyone
  78. enableDebugConsole = 0; // 2 = dangerous in MP
  79.  
  80. // NO NO NO
  81. allowFunctionsRecompile = 0;
  82.  
  83. #include "config.cpp"
  84.  
  85. class CfgFunctions
  86. {
  87. class VEMF_Reloaded
  88. {
  89. tag = "VEMFr";
  90. class clientFunctions
  91. {
  92. file = "VEMFr_client\functions";
  93. class handleMessage {};
  94. class clientInit { postInit = 1; };
  95. };
  96. };
  97. };
  98.  
  99. class RscTitles
  100. {
  101. #include "VEMFr_client\gui\hpp_mainVEMFrClient.hpp"
  102. #include "addons\statusBar\statusBar.hpp"
  103. };
  104.  
  105. #include "infiSTAR_Exile_AdminMenu.hpp"
  106. #include "CfgRemoteExec.hpp"
  107. #include "R3F_LOG\desc_include.h"
  108. #include"xm8Apps\defines.hpp"
  109. #include"xm8Apps\Resources\Xm8ViewRules.hpp"
  110. #include"xm8Apps\Resources\Xm8ViewDistance.hpp"
  111. //Slot Machine
  112. #include"xm8Apps\Custom_Apps\slotmachine\slots.hpp"
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