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- // Field of War mission parameters
- class Params
- {
- AdminStart = 1; // Enable admin startup menu (Logged in as admin required). No = 0, Yes = 1
- ModToUse = 1; // Mod used in this mission. Apex = 1, Apex 3 Sides = 2, IFA3 = 3, Unsung = 4, CUP - Middle east = 5, RHS = 6, Custom = 7
- FullMap = 1; // Use the whole map. No = 0, Yes = 1
- SidesSetting = 0; // How many sides to play with. Two main sides and resistance = 0, Two main sides = 1, Three main sides = 2
- StartingPositions = 0; // Army starting positions. Predefined = 0, Random = 1
- MaxStartupFobs = 2; // Maximum number of starting FOBs per side. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, Max = 10000
- NumStartupTowns = 1; // Number of starting towns (Only in two main sides and resistance mode). None = 0, 1, 2, 3, 5, 10, 15, 20, Max = 100000
- OnlyStartupTownsSide = -1; // Only one side has startup towns. Disabled = -1, East = 0, West = 1, Resistance = 2
- StartWithAirfield = 0; // Start with airfield. No airfield = 0, Start with airfield and FOB = 2, Start with airfield only = 1
- HasAircraftCarrier = 1; // Is aircraft carrier available. No = 0, Yes = 1
- HasDestroyerShip = 1; // Place destroyer. No = 0, Yes = 1
- AirMode = 0; // Air mode (Air available and cheap from beginning). No = 0, Yes = 1
- AircraftSpawn = 0; // Do aircraft trigger unit spawning. No = 0, Yes = 1
- AIComTypeWest = 0; // AI commander type west. Balanced = 0, Turtle = 1, Rusher = 2, Random = 1000
- AIComTypeEast = 0; // AI commander type east. Balanced = 0, Turtle = 1, Rusher = 2, Random = 1000
- AIComTypeRes = 0; // AI commander type resistance (Only in three main sides mode). Balanced = 0, Turtle = 1, Rusher = 2, Random = 1000
- ContinueGame = 0; // Load previous game from save (Only if load game is not set from admin menu). No = 0, Yes = 1
- DayLength = 780; // Day Length. 15 min = 15, 30 min = 30, 1 hour = 60, 2 hour = 60*2, 3 hour = 60*3, 5 hour = 60*5, 7 hour = 60*7, 11 hour (Normal night) = 60*11, 13 hour (Normal day) = 60*(24 - 11)
- NightLength = 660; // Night Length. 15 min = 15, 30 min = 30, 1 hour = 60, 2 hour = 60*2, 3 hour = 60*3, 5 hour = 60*5, 7 hour = 60*7, 11 hour (Normal night) = 60*11, 13 hour (Normal day) = 60*(24 - 11)
- UseRevive = 1; // Enable AI medic revive. No = 0, Yes = 1
- AiMayGetUp = 1; // Wounded AI get's up again to fight. No = 0, Yes = 1
- AiSurrender = 1; // AI may surrender if it cannot flee. No = 0, Yes = 1
- CivilianDeathCondDecrease = 1; // Civilian deaths decrease town income. No = 0, Yes = 1
- LockedHouses = 75; // How high is the change of town house being locked %. 0, 25, 50, 75, 100
- AllGearAvailable = 0; // Is all gear available from start. No = 0, Yes = 1
- AllVehiclesAvailable = 0; // Is all vehicles available from start. No = 0, Yes = 1
- GearCostMul = 100; // Price multiplier for the gear %. Free = 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- VehicleCostMul = 100; // Price multiplier for the land vehicles %. Free = 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- AircraftCostMul = 100; // Price multiplier for the aircraft %. Free = 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- TownIncome = 3000; // Average income from a town. 100, 250, 500, 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000
- AIComFollowResearch = 1; // AI commander follows vehicle research restrictions. No = 0, Yes = 1
- EnablePlayerFatigue = 1; // Enable player fatigue. No = 0, Yes = 1
- AiIntelligenceMarkers = 1; // AI places intelligence markers on the map. No = 0, Yes = 1
- FOBFeatureComCenter = 1; // FOB commander must be alive for player vehicle buying. No = 0, Yes = 1
- FOBFeatureRadar = 1; // FOBs require functional radar for aircraft spotting. No = 0, Yes = 1
- FOBsHaveWalls = 1; // FOBs have walls (Slow). No = 0, Yes = 1
- FOBsPlayAlarm = 1; // FOBs play alarm sound when enemies near. No = 0, Yes = 1
- AllowBuildDefenses = 1; // Allow player to build defenses using repair truck. Disabled = 0, Rank corporal required = 1, Always allow = 2
- ObjectsCanFall = 1; // Base objects fall to ground. No = 0, Yes = 1
- ShorterAACoverage = 1; // Reduced attack distance of AA on aircrafts. No = 0, Yes = 1
- PlrCtrlSideKick = 1; // Kick player for side change. No = 0, Yes = 1
- PlrCtrlTKKick = 1; // Kick player for team killings. No = 0, Yes = 1
- PlrCtrlIdleKick = 1; // Kick player for idling. No = 0, Yes = 1
- PlrMoneyIncMul = 100; // Player money income multiplier %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- EatAndDrink = 1; // Require eating and drinking to survive. No = 0, Yes = 1
- AllowRemoteBuy = 0; // Units can be remotely bought from bases. No = 0, Yes = 1
- InfantryBuyableEverywhere = 0; // Infantry is buyable in any place. No = 0, Yes = 1
- RequireRadio = 1; // Is radio required for remote actions. No = 0, Yes = 1
- TeamMateKillsCount = 1; // Teammate kills count for some money & XP. No = 0, Yes = 1
- MinFobDefenses = 4; // Minimum FOB Defenses. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
- MinTownDefenses = 4; // Minimum Town Defenses (Plus road defenses). 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
- ResistanceTownStrength = 100; // Resistance town strength. Meager = 10, Very weak = 25, Weak = 50, Average = 100, Strong = 150, Very Strong = 200
- RandomResTownStrength = 0; // Random resistance town strength (1 - max). No = 0, Yes = 1
- MaxPatrolsRes = 1; // Maximum resistance town patrols at one location. Disabled = 0, 1, 2, 3, 4
- RandomPatrolsRes = 0; // Random resistance town patrol count (0 - max). No = 0, Yes = 1
- AISkillMul = 100; // AI group skill multiplier %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- UseMaximumArmySize = 1; // Use calculated army maximum size. No = 0, Yes = 1
- UnitSpawnDistance = 600; // At which range from the enemy are the group's units spawned. 300, 400, 500, 600, 700, 800, 900, 1000, 1200, 1400, 1600, 1800, 2000
- MaxSideMissions = 2; // Maximum side missions running at a time for each side. Disabled = 0, 1, 2, 3, 4
- MaxUnitCommand = 20; // Max units player can command at the highest rank. 0, 2, 5, 7, 10, 15, 20, 25, 30, 35, 40, 50
- TownsHaveMines = 1; // Towns have mines on roads. No = 0, Yes = 1
- MaxTownCivilians = 5; // Max number of town civilians. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
- SupplyTrucksTravel = 1; // Supply trucks drive between towns increasing condition. No = 0, Yes = 1
- AirSupplyTravel = 1; // Air supply helicopter flies from base to base increasing money. No = 0, Yes = 1
- MaxAttackersMul = 100; // Multiplier for the maximum battle groups at a time %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- MaxSupportGroups = 100; // Multiplier for the maximum support groups at a time %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- MaxDefendersMul = 100; // Multiplier for the maximum defenders at a time %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
- MaxPlacesAttackedNum = 1; // Maximum number of locations attacked at a time. Disabled = 0, 1, 2, 3, 4
- MaxPatrols = 1; // Maximum town patrols at one location. Disabled = 0, 1, 2, 3, 4
- ScriptSleepTimeMultiplier = 100; // Script execution time. Set to slower if you are experiencing performance problems. Slowest = 200, Slower = 150, Average = 100, Faster = 75, Fastest = 50
- };
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