player2_dz

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Aug 3rd, 2014
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  1. respawn = "BASE";
  2. respawndelay = 5;
  3. onLoadMission= "DayZ Epoch Chernarus";
  4. OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
  5. OnLoadIntroTime = False;
  6. OnLoadMissionTime = False;
  7. disabledAI = true;
  8. disableChannels[]={0,2,6};
  9. enableItemsDropping = 0;
  10.  
  11. briefing = 0;
  12. debriefing = 0;
  13.  
  14. onPauseScript = "";
  15. loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";
  16.  
  17. class Header
  18. {
  19. gameType = COOP; //DM, Team, Coop, ...
  20. minPlayers = 1; //min # of players the mission supports
  21. maxPlayers = 100; //Max # of players the mission supports
  22. };
  23.  
  24. aiKills = 1;
  25. diagRadio = 1;
  26. diagHit = 1;
  27.  
  28. class RscText
  29. {
  30. type = 0;
  31. idc = -1;
  32. x = 0;
  33. y = 0;
  34. h = 0.037;
  35. w = 0.3;
  36. style = 0x100;
  37. font = Zeppelin32;
  38. SizeEx = 0.03921;
  39. colorText[] = {1,1,1,1};
  40. colorBackground[] = {0, 0, 0, 0};
  41. linespacing = 1;
  42. };
  43. class RscPicture
  44. {
  45. access=0;
  46. type=0;
  47. idc=-1;
  48. style=48;
  49. colorBackground[]={0,0,0,0};
  50. colorText[]={1,1,1,1};
  51. font="TahomaB";
  52. sizeEx=0;
  53. lineSpacing=0;
  54. text="";
  55. };
  56. class RscLoadingText : RscText
  57. {
  58. style = 2;
  59. x = 0.323532;
  60. y = 0.666672;
  61. w = 0.352944;
  62. h = 0.039216;
  63. sizeEx = 0.03921;
  64. colorText[] = {0.543,0.5742,0.4102,1.0};
  65. };
  66. class RscProgress
  67. {
  68. x = 0.344;
  69. y = 0.619;
  70. w = 0.313726;
  71. h = 0.0261438;
  72. texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
  73. colorFrame[] = {0,0,0,0};
  74. colorBar[] = {1,1,1,1};
  75. };
  76. class RscProgressNotFreeze
  77. {
  78. idc = -1;
  79. type = 45;
  80. style = 0;
  81. x = 0.022059;
  82. y = 0.911772;
  83. w = 0.029412;
  84. h = 0.039216;
  85. texture = "#(argb,8,8,3)color(0,0,0,0)";
  86. };
  87. //
  88. // the loading screen itself
  89. //
  90. class DayZ_loadingScreen
  91. {
  92. idd = -1;
  93. duration = 10e10;
  94. fadein = 0;
  95. fadeout = 0;
  96. name = "loading screen";
  97. class controlsBackground
  98. {
  99. class blackBG : RscText
  100. {
  101. x = safezoneX;
  102. y = safezoneY;
  103. w = safezoneW;
  104. h = safezoneH;
  105. text = "";
  106. colorText[] = {0,0,0,0};
  107. colorBackground[] = {0,0,0,1};
  108. };
  109. /*
  110. class nicePic : RscPicture
  111. {
  112. style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
  113. x = safezoneX + safezoneW/2 - 0.25;
  114. y = safezoneY + safezoneH/2 - 0.2;
  115. w = 0.5;
  116. h = 0.4;
  117. text = "img\nicePic.paa";
  118. };
  119. */
  120. };
  121. class controls
  122. {
  123. class Title1 : RscLoadingText
  124. {
  125. text = "$STR_LOADING"; // "Loading" text in the middle of the screen
  126. };
  127. class CA_Progress : RscProgress // progress bar, has to have idc 104
  128. {
  129. idc = 104;
  130. type = 8; // CT_PROGRESS
  131. style = 0; // ST_SINGLE
  132. texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
  133. };
  134. class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
  135. {
  136. idc = 103;
  137. };
  138. class Name2: RscText // the text on the top-left
  139. {
  140. idc = 101;
  141. x = 0.05;
  142. y = 0.029412;
  143. w = 0.9;
  144. h = 0.04902;
  145. text = "";
  146. sizeEx = 0.05;
  147. colorText[] = {0.543,0.5742,0.4102,1.0};
  148. };
  149. };
  150. };
  151. //altimeter functions
  152. class CfgFunctions
  153. {
  154. class ALTIMETER
  155. {
  156. tag="ALTIMETER";
  157. class ALTIMETER
  158. {
  159. file="compile";
  160. class Init
  161. {
  162. postInit=1;
  163. };
  164. class KeyPressed
  165. {
  166. };
  167. class AltimData
  168. {
  169. };
  170. class AltimGetData
  171. {
  172. };
  173. class HideCtrl
  174. {
  175. };
  176. };
  177. };
  178. class A3
  179. {
  180. class ArmaServerMonitor
  181. {
  182. file="ASM";
  183. class ASM
  184. {
  185. ext=".fsm";
  186. preInit=1;
  187. };
  188. };
  189. };
  190. };
  191. //custom sounds
  192. class CfgSounds
  193. {
  194. sounds[] =
  195. {
  196. introSong,
  197. administer_iv_02,
  198. morphine_01,
  199. painkiller_01,
  200. fracture_1
  201. };
  202. //spawn music
  203. class introSong
  204. {
  205. name="introSong";
  206. sound[]={introSong.ogg,0.5,1};
  207. titles[] = {};
  208. };
  209. class administer_iv_02
  210. {
  211. name="administer_iv_02";
  212. sound[]={administer_iv_02.ogg,1,1};
  213. titles[]={};
  214. };
  215. class morphine_01
  216. {
  217. name="morphine_01";
  218. sound[]={morphine_01.ogg,1,1};
  219. titles[]={};
  220. };
  221. class painkiller_01
  222. {
  223. name="painkiller_01";
  224. sound[]={painkiller_01.ogg,1,1};
  225. titles[]={};
  226. };
  227. class fracture_1
  228. {
  229. name="fracture_1";
  230. sound[]={fracture_1.wss,1,1};
  231. titles[]={};
  232. };
  233. };
  234.  
  235. //##Snap Build Pro##
  236. #include "compile\snappoints.hpp"
  237. //## p2 Extra Right Clickables ##
  238. #include "configs\rc.hpp"
  239.  
  240. class RscTitles
  241. {
  242. //hintui
  243. #include "configs\zombz_hint.h"
  244. //altimeter
  245. #include "configs\altimeter.h"
  246. };
  247.  
  248. //inspect vehicle
  249. #include "configs\inspectvehicles.hpp"
  250.  
  251. //#include halo dialogs
  252. #include "configs\halodefines.hpp"
  253. #include "configs\halo.hpp"
  254.  
  255. //default loadout
  256. class CfgNewSpawn
  257. {
  258. class Inventory
  259. {
  260. class Default
  261. {
  262. magazines[]=
  263. {
  264. "ItemBandage",
  265. "ItemBandage",
  266. "ItemPainkiller",
  267. "15Rnd_W1866_Slug",
  268. "ItemSodaRabbit",
  269. "DDOPP_1Rnd_X26",
  270. "DDOPP_1Rnd_X26"
  271. };
  272. weapons[]=
  273. {
  274. "DDOPP_X26_b",
  275. "Winchester1866",
  276. "ItemMap",
  277. "ItemCompass"
  278. };
  279. backpackItemsAndWeps="";
  280. backpack="DZ_Patrol_Pack_EP1";
  281. };
  282. };
  283. };
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