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  1. //Descritpion.ext von [3.JgKp]KrisSnyder
  2. // Darf frei verwendet werden
  3.  
  4. //BASIC SETTINGS
  5.     class Header
  6.     {
  7.      gameType = "COOP";        
  8.      minPlayers = 1;        
  9.      maxPlayers = 95;        
  10.     };
  11.  
  12. //ADV SETTINGS
  13. cba_settings_hasSettingsFile = 1; //<- wichtig für CBA Settings
  14. disabledAI = true; //<- Deaktiviert AI Slots
  15. enableDebugConsole = 1;  //<- Debug Konsole für logged Admins
  16.  
  17. //LoadingScreen(CBA)
  18. class Extended_DisplayLoad_EventHandlers {
  19.     class RscDisplayLoading {
  20.         Mission_customLoadingScreen = "_this call compile preprocessFileLineNumbers 'initLoadingScreen.sqf'";
  21.     };
  22. };
  23.  
  24. //CfGFunctions
  25. class CfgFunctions
  26. {};
  27.  
  28. //ERSTELLER UND NAME
  29. author = "[3.JgKp]KrisSnyper"; //<- Author
  30. onLoadName = "Air Blast"; //<- Missionsname
  31. onLoadMission = ""; //<- Anzeige im Ladebild
  32. loadScreen = ""; //<- Ladebild
  33. briefingName = "KS_Air_Blast"; //<- Name in Missionsauswahl
  34. overviewText = ""; //<- Anzeige in Missionsauswahl
  35.  
  36. //Einstellungen der Module nicht ändern wenn Mission für den Taktik-Public gedacht ist!
  37. // Kartenoptionen
  38. ShowCompass=1;
  39. ShowMap=1;
  40. ShowNotePad=1;
  41. ShowWatch=1;
  42. ShowDebriefing=1;
  43. ShowGps=1;
  44.  
  45. //=== GARBAGECOLLECTOR ====== <- Wracks und Leichen löschen
  46. corpseManagerMode = 1;
  47.                              //0 = None - None of the units are managed by the manager
  48.                              //1 = All - All units are managed by the manager
  49.                              //2 = None_But_Respawned - Only units that can respawn are managed by the manager
  50.                              //3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)
  51.                    
  52. corpseLimit = 60;             //Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).
  53. corpseRemovalMinTime = 1200;  //seconds      Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.
  54. corpseRemovalMaxTime = 1600; //seconds       Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
  55.  
  56. wreckManagerMode = 1;
  57.                              //0 = None - None of the vehicles are managed by the manager
  58.                              //1 = All - All vehicles are managed by the manager
  59.                              //2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
  60.                              //3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)
  61. wreckLimit = 30;              //Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).          
  62. wreckRemovalMinTime = 3000;   //seconds   Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
  63. wreckRemovalMaxTime = 3600;   //seconds   Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
  64. //==============================================================================================================================================
  65.  
  66. //----------------Respawn--------------------------
  67. // Dieser Art Respawn muss in Kombination mit BIS_fnc_addRespawnPosition genutzt werden!!
  68. respawn = "BASE";   // Respawn type
  69. respawnDelay = 15;  // Delay in seconds
  70. respawnDialog = 0; // 0 to disable the score table (it can still be opened by pressing 'P').
  71. //Respawn Templates von CfgRespawnTemplates.
  72. respawnTemplates[] = {"MenuPosition"};
  73. respawnOnStart = 0; // 1 to execute respawn templates when a player joins the game.
  74.  
  75.  
  76. //Debriefing Screen
  77. class CfgDebriefing
  78. {  
  79.     class win1
  80.     {
  81.         title = "Operation erfolgreich";
  82.         subtitle = "";
  83.         description = "Der Tag geht zu ende.";
  84.         pictureBackground = "";
  85.         picture = "";
  86.     };
  87.    
  88.     class loser1
  89.     {
  90.         title = "Operation gescheitert";
  91.         subtitle = "";
  92.         description = "Der Tag ist unser Ende";
  93.         pictureBackground = "";
  94.         picture = "";
  95.     };
  96. };
  97. class CfgDebriefingSections {
  98.         class acex_killTracker {
  99.             title = "Bestätigte Abschüsse";
  100.             variable = "acex_killTracker_outputText";
  101.         };
  102. };
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