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  1. /**
  2. * config
  3. *
  4. * Exile Mod
  5. * www.exilemod.com
  6. * © 2015 Exile Mod Team
  7. *
  8. * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  9. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
  10. */
  11.  
  12. class CfgPatches
  13. {
  14. class exile_server_config
  15. {
  16. requiredVersion = 0.1;
  17. requiredAddons[] = {};
  18. units[] = {};
  19. weapons[] = {};
  20. magazines[] = {};
  21. ammo[] = {};
  22. };
  23. };
  24.  
  25.  
  26. class CfgBuildings {
  27. #include "chernaruslootbuildings.hpp"
  28. };
  29. class CfgLootTables {
  30. #include "chernarusloottables.hpp"
  31. };
  32.  
  33.  
  34.  
  35. class CfgSettings
  36. {
  37. ///////////////////////////////////////////////////////////////////////
  38. // GARBAGE COLLECTOR
  39. ///////////////////////////////////////////////////////////////////////
  40. class GarbageCollector
  41. {
  42. /*
  43. Remark:
  44. In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
  45. the deletion. This check has been removed to save server performance.
  46.  
  47. Do NOT touch these if you are not 10000% sure what you do!
  48. */
  49. class Ingame
  50. {
  51. // Dropped items without fissix
  52. class GroundWeaponHolder
  53. {
  54. lifeTime = 10;
  55. interval = 5;
  56. };
  57.  
  58. // Dropped items with fissix
  59. class WeaponHolderSimulated
  60. {
  61. lifeTime = 10;
  62. interval = 5;
  63. };
  64.  
  65. // Corpses and wrecks
  66. class AllDead
  67. {
  68. lifeTime = 15;
  69. interval = 5;
  70. };
  71.  
  72. // Loot spawned inside a building
  73. class Loot
  74. {
  75. lifeTime = 8;
  76. interval = 1;
  77. };
  78.  
  79. // Never touch this or you will break your sever!
  80. class Groups
  81. {
  82. interval = 0.5;
  83. };
  84. };
  85.  
  86. class Database
  87. {
  88. // Remove all territories (and contructions + containers in it) that were not paid after X days
  89. territoryLifeTime = 7;
  90.  
  91. // Remove all containers outside of territories that have not been used for X days
  92. // Example: Tents
  93. containerLifeTime = 10;
  94.  
  95. // Remove all constructions outside of territories that are older than X days or not moved for X days
  96. // Example: Work Benches
  97. constructionLifeTime = 2;
  98.  
  99. // Remove all vehicles that were not moved/used for X days
  100. vehicleLifeTime = 3;
  101.  
  102. // Set safe as abandoned
  103. abandonedTime = 7;
  104.  
  105. };
  106. };
  107.  
  108. ///////////////////////////////////////////////////////////////////////
  109. // RESPECT, YO
  110. ///////////////////////////////////////////////////////////////////////
  111. class Respect
  112. {
  113. /**
  114. * Defines the factor of respect you gain for every pop tab in revenue
  115. *
  116. * Default: Get 1 respect for every 10 pop tabs
  117. */
  118. tradingRespectFactor = 0.1;
  119.  
  120. /**
  121. * Defines the amount of respect earned/lost for certain types of frags
  122. */
  123. class Frags
  124. {
  125. bambi = -500; // Bambi slayers
  126. friendlyFire = -1000; // For party members
  127. standard = 100; // Normal kill
  128. domination = 80; // Keeps killing the same guy
  129. letItRain = 150; // MG, also vehicle MGs
  130. humiliation = 300; // Axe
  131. passenger = 400; // Out of car/chopper/boat
  132. roadKill = 200; // :)
  133. bigBird = 600; // Roadkill, but with chopper/plane
  134. chuteGreaterChopper = 1000; // Someone flies into chute and chopper/plane explodes
  135. };
  136.  
  137. class Handcuffs
  138. {
  139. trapping = -50; // A handcuffs B
  140. breakingFree = 100; // B broke free
  141. releasedByHero = 100; // C releases B
  142. releasedByHostageTaker = 50; // A releases B
  143. };
  144.  
  145. class Bonus
  146. {
  147. // Bonus per full 100m
  148. per100mDistance = 10;
  149.  
  150. // First blood after server restart
  151. firstBlood = 100;
  152.  
  153. // If you kill someone while you are in your own territory
  154. homie = 20;
  155.  
  156. // If you kill someone who is in his own territory
  157. raid = 20;
  158.  
  159. /*
  160. Example with killstreak = 50
  161.  
  162. Frag Factor Bonus
  163. 2 * 50 +100
  164. 3 * 50 +150
  165. 4 * 50 +200
  166. 5 * 50 +250
  167. */
  168. killStreak = 50;
  169.  
  170. // Kills within this amount of seconds stack (default: 2 minutes)
  171. killStreakTimeout = 120;
  172. };
  173. };
  174.  
  175. ///////////////////////////////////////////////////////////////////////
  176. // KILLFEED MAN!
  177. ///////////////////////////////////////////////////////////////////////
  178.  
  179. class KillFeed
  180. {
  181. // Shows a kill feed for well kills
  182. showKillFeed = 1;
  183. };
  184.  
  185. ///////////////////////////////////////////////////////////////////////
  186. // PLAYER SPAWN CONFIGURATION
  187. ///////////////////////////////////////////////////////////////////////
  188. class BambiSettings
  189. {
  190. /**
  191. * Loadout of new bambi players
  192. *
  193. * (They will always spawn with a bambi overall - you cannot
  194. * change the loadout uniform)
  195. */
  196. loadOut[] =
  197. {
  198. "Exile_Item_XM8",
  199. "ItemRadio",
  200. "Exile_Item_PlasticBottleFreshWater",
  201. "Exile_Item_Bandage",
  202. };
  203.  
  204. /**
  205. * Enables or disables parachute spawning.
  206. *
  207. * 1 = On
  208. * 0 = Off
  209. */
  210. parachuteSpawning = 0;
  211.  
  212. /**
  213. * Enables or disables halo jumping. Only applies
  214. * if parachute spawning is enabled.
  215. *
  216. * Remember that if you enable halo jump, it is adviced
  217. * to adjust the parachuteDropHeight to something around
  218. * 1km or so.
  219. *
  220. * 1 = On
  221. * 0 = Off
  222. */
  223. haloJump = 0;
  224.  
  225. /**
  226. * Parachute drop height in meters.
  227. */
  228. parachuteDropHeight = 1000;
  229.  
  230. /**
  231. * Number of minutes where a fresh spawned player remains in the
  232. * bambi state. It will end the bambi state after this timeout
  233. * expired or when they pick up their first weapon. Whatever
  234. * happens first.
  235. */
  236. protectionDuration = 5;
  237.  
  238. /**
  239. * Radius of spawn zones around the center of spawn zone markers.
  240. */
  241. spawnZoneRadius = 1000;
  242.  
  243. /**
  244. * These vehicles spawn on server restart close to spawn zones.
  245. * They are non-persistent and will despawn on server restart.
  246. * Basically they are just used to get away from the spawn zone
  247. * faster.
  248. *
  249. * {Number of vehicles *per* spawn zone, vehicle class name}
  250. */
  251. spawnZoneVehicles[] =
  252. {
  253. {5, "Exile_Bike_OldBike"},
  254. {5, "Exile_Bike_MountainBike"}
  255. };
  256. };
  257.  
  258. ///////////////////////////////////////////////////////////////////////
  259. // VEHICLE SPAWN CONFIGURATION
  260. ///////////////////////////////////////////////////////////////////////
  261.  
  262. class VehicleSpawn
  263. {
  264. /**
  265. * Grid Size for vehicle spawning,
  266. * smaller the number more vehicles,
  267. * you get the point
  268. */
  269. vehiclesGridSize = 2200;
  270.  
  271. /**
  272. * Vehicle ammount per grid
  273. * kinda self explanitory
  274. */
  275. vehiclesGridAmount = 2;
  276.  
  277. /**
  278. * Creates global markers for vehicle spawn tweeking,
  279. * after you are satisfied with vehicle ammount and spread set this to 0.
  280. */
  281. vehiclesDebugMarkers = 0;
  282.  
  283. /**
  284. * The server will apply random damage up to this value when spawning a vehicle.
  285. */
  286. damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
  287. maximumDamage = 0.9;
  288.  
  289. // Stuff to spawn on water
  290. water[] =
  291. {
  292. "Exile_Boat_MotorBoat_Police",
  293. "Exile_Boat_MotorBoat_Orange",
  294. "Exile_Boat_MotorBoat_White",
  295. "Exile_Boat_RubberDuck_CSAT",
  296. "Exile_Boat_RubberDuck_Digital",
  297. "Exile_Boat_RubberDuck_Orange",
  298. "Exile_Boat_RubberDuck_Blue",
  299. "Exile_Boat_RubberDuck_Black",
  300. "Exile_Boat_SDV_CSAT",
  301. "Exile_Boat_SDV_Digital",
  302. "Exile_Boat_SDV_Grey"
  303. };
  304.  
  305. // Stuff to spawn on roads
  306. ground[] =
  307. {
  308. "Exile_Bike_QuadBike_Black",
  309. "Exile_Bike_QuadBike_Blue",
  310. "Exile_Bike_QuadBike_Red",
  311. "Exile_Bike_QuadBike_White",
  312. "Exile_Bike_QuadBike_Nato",
  313. "Exile_Bike_QuadBike_Csat",
  314. "Exile_Bike_QuadBike_Fia",
  315. "Exile_Bike_QuadBike_Guerilla01",
  316. "Exile_Bike_QuadBike_Guerilla02",
  317. "Exile_Car_Volha_Blue",
  318. "Exile_Car_Volha_White",
  319. "Exile_Car_Lada_Green",
  320. "Exile_Car_Lada_Taxi",
  321. "Exile_Car_TowTractor_White",
  322. "Exile_Car_UAZ_Open_Green",
  323. "Exile_Car_UAZ_Green",
  324. "Exile_Car_LandRover_Ambulance_Desert",
  325. "Exile_Car_Tractor_Red",
  326. "Exile_Car_OldTractor_Red",
  327. "Exile_Car_Octavius_White"
  328. };
  329.  
  330. /**
  331. * Enables or disables nightvision optics on ALL vehicles
  332. *
  333. * 0 = off
  334. * 1 = on
  335. */
  336. nightVision = 1;
  337.  
  338. /**
  339. * Enables or disables thermal optics on ALL vehicles
  340. *
  341. * 0 = off
  342. * 1 = on
  343. */
  344. thermalVision = 0;
  345.  
  346. /**
  347. * Set this to 1 to unlock vehicles on server boot if they are in safe zones
  348. *
  349. * 0 = off
  350. * 1 = on
  351. */
  352. unlockInSafeZonesAfterRestart = 1;
  353. };
  354.  
  355. class Weather
  356. {
  357. /*
  358. You can define multiple "keyframes" for the weather to change. The server will pick
  359. a keyframe randomly to simulate the weather. It will change the weather-keyframes
  360. based on the following interval
  361. */
  362. interval = 30;
  363.  
  364. /*
  365. Add the keyframes here. The server will pick one random, so if you want one
  366. weather type of be more dominant compared to others, add it multiple times
  367. */
  368. keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
  369.  
  370. /*
  371. This is a keyframe. Look up the BIKI to get more details about the parameters
  372.  
  373. Be sure to design the fog settings at a view distance of 1,600m as this is the
  374. limit in multiplayer by default
  375.  
  376. https://community.bistudio.com/wiki/fogParams
  377. https://community.bistudio.com/wiki/overcast
  378. https://community.bistudio.com/wiki/setWaves
  379. https://community.bistudio.com/wiki/setWindStr
  380. https://community.bistudio.com/wiki/setGusts
  381. https://community.bistudio.com/wiki/setRain
  382. https://community.bistudio.com/wiki/setLightnings
  383. https://community.bistudio.com/wiki/setRainbow
  384. */
  385. class Sunny
  386. {
  387. fogValue = 0.1;
  388. fogDecay = 0.2;
  389. fogBase = 5;
  390. overcast = 0.2;
  391. waves = 0.2;
  392. wind = 0.25;
  393. gusts = 0.1;
  394. rain = 0;
  395. lightnings = 0;
  396. rainbows = 0;
  397. };
  398.  
  399. class Cloudy
  400. {
  401. fogValue = 0.2;
  402. fogDecay = 0.1;
  403. fogBase = 5;
  404. overcast = 0.4;
  405. waves = 0.4;
  406. wind = 0.25;
  407. gusts = 0.5;
  408. rain = 0.1;
  409. lightnings = 0.1;
  410. rainbows = 1;
  411. };
  412.  
  413. class Thunderstorm
  414. {
  415. fogValue = 0.7;
  416. fogDecay = 0.2;
  417. fogBase = 5;
  418. overcast = 1;
  419. waves = 1;
  420. wind = 0.25;
  421. gusts = 0.5;
  422. rain = 1;
  423. lightnings = 1;
  424. rainbows = 0.5;
  425. };
  426. };
  427.  
  428. class Time
  429. {
  430. // Uses Dedicated Server time as ingame Time
  431. useRealTime = 0;
  432.  
  433. // Will overide RealTime
  434. useStaticTime = 1;
  435.  
  436. // time in ARMA FORMAT << CONFIG
  437. // https://community.bistudio.com/wiki/setDate
  438.  
  439. staticTime[] = {2039,10,24,12,0};
  440. };
  441.  
  442.  
  443. class RCON
  444. {
  445. /*
  446. Note that for this to work you need to have serverCommandPassowrd defined in config.cfg and BE enabled
  447. */
  448.  
  449. // This needs to match config.cfg serverCommandPassword
  450. serverPassword = "";
  451.  
  452. // Autolocks server until its ready to accept players
  453. useAutoLock = 0;
  454.  
  455. // Server will autoLock at that time before restart (minutes)
  456. restartAutoLock = 3;
  457.  
  458. /*
  459. Number of hours and minutes of your restart period.
  460.  
  461. Examples:
  462.  
  463. {4, 0} = Every 4 hours
  464. {1, 30} = Every one and a half hour (who the hell would do this?)
  465. */
  466. restartTimer[] = {4, 0};
  467.  
  468. /*
  469. Kicks players before restart to prevent gear loss.
  470. We strongely recommend to use this!
  471.  
  472. 0 = off
  473. 1 = on
  474. */
  475. useAutoKick = 1;
  476.  
  477. /*
  478. Number of minutes before the server kicks players that did
  479. not disconnect before the restart. Should at least be two
  480. minutes!
  481. */
  482. kickTime = 2;
  483.  
  484. /*
  485. Self-explanatory
  486.  
  487. 0 = off
  488. 1 = on
  489. */
  490. useRestartMessages = 1;
  491.  
  492. /*
  493. Number of minutes before the restart to inform your players.
  494.  
  495. Only use full minutes here. Value like 5.5 have not been tested.
  496. */
  497. restartWarningTime[] = {15, 10, 5, 3};
  498.  
  499. /*
  500. If set to 1 server will execute '#shutdown',
  501. to try to shutdown the server
  502. */
  503.  
  504. useShutdown = 0;
  505. };
  506.  
  507. class ServerSettings
  508. {
  509. /*
  510. Support for custom server FSM if wanted
  511. */
  512. serverFSM = "exile_server\fsm\main.fsm";
  513.  
  514. /*
  515. If this is enabled, Exile developers will spawn with a ton of pop tabs.
  516. We will have a hard time debugging things if you disable this.
  517. */
  518. devFriendyMode = 1;
  519.  
  520. devs[] =
  521. {
  522. "76561197985241690", // Eichi
  523. "76561198022879703", // Grim
  524. "76561197968999666", // Mr.White^ex
  525. "76561198075905447" // Vishpala
  526. };
  527. };
  528.  
  529. class Events
  530. {
  531. /*
  532. A list of events that are active
  533. */
  534. enabledEvents[] = {"SupplyBox","AbandonedSafe"};
  535.  
  536. class SupplyBox // DONT USE IT: WIP BROKEN
  537. {
  538. /*
  539. Drops a supply box on a parachute next to a random airport on the map.
  540. The box may contain items. The box can be transported to a territory
  541. and installed to become a normal storage container.
  542. */
  543. type = "spawn";
  544. function = "ExileServer_system_event_supplyBox_start";
  545. minTime = 15; // minutes
  546. maxTime = 30; // minutes
  547. minimumPlayersOnline = 0;
  548. dropRadius = 500; // 500m around an airport (including the main airport on Altis!)
  549. dropAltitude = 100; // altitude of the drop
  550. markerTime = 10; // minutes
  551.  
  552. /*
  553. These are different types of boxes can be dropped.
  554. You can specify the cargo a box should contain.
  555. The type of box is chosen randomly from the following list.
  556. Add a type multiple times to increase the chance of being used.
  557. */
  558. types[] = {"Beer", "Beer", "Tools", "Food", "Food", "RepairParts", "Nades"};
  559.  
  560. class BoxTypes
  561. {
  562. class Beer
  563. {
  564. items[] =
  565. {
  566. {"Exile_Item_Beer", 10}
  567. };
  568. };
  569.  
  570. class Nades
  571. {
  572. items[] =
  573. {
  574. {"Exile_Item_Beer", 10}
  575. };
  576. };
  577.  
  578. class Food
  579. {
  580. items[] =
  581. {
  582. {"Exile_Item_BBQSandwich", 5},
  583. {"Exile_Item_Catfood", 5},
  584. {"Exile_Item_ChristmasTinner", 5},
  585. {"Exile_Item_GloriousKnakworst", 5},
  586. {"Exile_Item_SausageGravy", 5},
  587. {"Exile_Item_Surstromming", 5},
  588. {"Exile_Item_CanOpener", 1},
  589. {"Exile_Item_CookingPot", 1},
  590. {"Exile_Item_Matches", 1}
  591. };
  592. };
  593.  
  594. class Tools
  595. {
  596. items[] =
  597. {
  598. {"Exile_Item_Wrench", 1},
  599. {"Exile_Item_Shovel", 1},
  600. {"Exile_Item_Screwdriver", 1},
  601. {"Exile_Item_Pliers", 1},
  602. {"Exile_Item_Handsaw", 1},
  603. {"Exile_Item_FireExtinguisher", 1},
  604. {"Exile_Item_DuctTape", 1}
  605. };
  606. };
  607.  
  608. class RepairParts
  609. {
  610. items[] =
  611. {
  612. {"Exile_Item_CarWheel", 8},
  613. {"Exile_Item_FuelCanisterFull", 4},
  614. {"Exile_Item_OilCanister", 1},
  615. {"Exile_Item_Grinder", 1},
  616. {"Exile_Item_CordlessScrewdriver", 1}
  617. };
  618. };
  619. };
  620. };
  621. class AbandonedSafe
  622. {
  623.  
  624. type = "spawn";
  625. function = "ExileServer_system_event_abandonedSafe_start";
  626. minTime = 60; // minutes
  627. maxTime = 120; // minutes
  628. minimumPlayersOnline = 0;
  629. markerTime = 15; // minutes
  630. };
  631. };
  632. };
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