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Apr 5th, 2024
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  1. // Field of War mission parameters
  2.  
  3. class Params
  4. {
  5.  
  6. AdminStart = 1;  // Enable admin startup menu (Logged in as admin required). No = 0, Yes = 1
  7. 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
  8. FullMap = 1;  // Use the whole map. No = 0, Yes = 1
  9. SidesSetting = 0;  // How many sides to play with. Two main sides and resistance = 0, Two main sides = 1, Three main sides = 2
  10. StartingPositions = 0;  // Army starting positions. Predefined = 0, Random = 1
  11. MaxStartupFobs = 2;  // Maximum number of starting FOBs per side. 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, Max = 10000
  12. 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
  13. OnlyStartupTownsSide = -1;  // Only one side has startup towns. Disabled = -1, East = 0, West = 1, Resistance = 2
  14. StartWithAirfield = 0;  // Start with airfield. No airfield = 0, Start with airfield and FOB = 2, Start with airfield only = 1
  15. HasAircraftCarrier = 1;  // Is aircraft carrier available. No = 0, Yes = 1
  16. HasDestroyerShip = 1;  // Place destroyer. No = 0, Yes = 1
  17. AirMode = 0;  // Air mode (Air available and cheap from beginning). No = 0, Yes = 1
  18. AircraftSpawn = 0;  // Do aircraft trigger unit spawning. No = 0, Yes = 1
  19. AIComTypeWest = 0;  // AI commander type west. Balanced = 0, Turtle = 1, Rusher = 2, Random = 1000
  20. AIComTypeEast = 0;  // AI commander type east. Balanced = 0, Turtle = 1, Rusher = 2, Random = 1000
  21. AIComTypeRes = 0;  // AI commander type resistance (Only in three main sides mode). Balanced = 0, Turtle = 1, Rusher = 2, Random = 1000
  22. ContinueGame = 0;  // Load previous game from save (Only if load game is not set from admin menu). No = 0, Yes = 1
  23. 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)
  24. 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)
  25. UseRevive = 1;  // Enable AI medic revive. No = 0, Yes = 1
  26. AiMayGetUp = 1;  // Wounded AI get's up again to fight. No = 0, Yes = 1
  27. AiSurrender = 1;  // AI may surrender if it cannot flee. No = 0, Yes = 1
  28. CivilianDeathCondDecrease = 1;  // Civilian deaths decrease town income. No = 0, Yes = 1
  29. LockedHouses = 75;  // How high is the change of town house being locked %. 0, 25, 50, 75, 100
  30. AllGearAvailable = 0;  // Is all gear available from start. No = 0, Yes = 1
  31. AllVehiclesAvailable = 0;  // Is all vehicles available from start. No = 0, Yes = 1
  32. GearCostMul = 100;  // Price multiplier for the gear %. Free = 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  33. VehicleCostMul = 100;  // Price multiplier for the land vehicles %. Free = 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  34. AircraftCostMul = 100;  // Price multiplier for the aircraft %. Free = 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  35. TownIncome = 3000;  // Average income from a town. 100, 250, 500, 1000, 2000, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000
  36. AIComFollowResearch = 1;  // AI commander follows vehicle research restrictions. No = 0, Yes = 1
  37. EnablePlayerFatigue = 1;  // Enable player fatigue. No = 0, Yes = 1
  38. AiIntelligenceMarkers = 1;  // AI places intelligence markers on the map. No = 0, Yes = 1
  39. FOBFeatureComCenter = 1;  // FOB commander must be alive for player vehicle buying. No = 0, Yes = 1
  40. FOBFeatureRadar = 1;  // FOBs require functional radar for aircraft spotting. No = 0, Yes = 1
  41. FOBsHaveWalls = 1;  // FOBs have walls (Slow). No = 0, Yes = 1
  42. FOBsPlayAlarm = 1;  // FOBs play alarm sound when enemies near. No = 0, Yes = 1
  43. AllowBuildDefenses = 1;  // Allow player to build defenses using repair truck. Disabled = 0, Rank corporal required = 1, Always allow = 2
  44. ObjectsCanFall = 1;  // Base objects fall to ground. No = 0, Yes = 1
  45. ShorterAACoverage = 1;  // Reduced attack distance of AA on aircrafts. No = 0, Yes = 1
  46. PlrCtrlSideKick = 1;  // Kick player for side change. No = 0, Yes = 1
  47. PlrCtrlTKKick = 1;  // Kick player for team killings. No = 0, Yes = 1
  48. PlrCtrlIdleKick = 1;  // Kick player for idling. No = 0, Yes = 1
  49. PlrMoneyIncMul = 100;  // Player money income multiplier %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  50. EatAndDrink = 1;  // Require eating and drinking to survive. No = 0, Yes = 1
  51. AllowRemoteBuy = 0;  // Units can be remotely bought from bases. No = 0, Yes = 1
  52. InfantryBuyableEverywhere = 0;  // Infantry is buyable in any place. No = 0, Yes = 1
  53. RequireRadio = 1;  // Is radio required for remote actions. No = 0, Yes = 1
  54. TeamMateKillsCount = 1;  // Teammate kills count for some money & XP. No = 0, Yes = 1
  55. MinFobDefenses = 4;  // Minimum FOB Defenses. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
  56. MinTownDefenses = 4;  // Minimum Town Defenses (Plus road defenses). 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
  57. ResistanceTownStrength = 100;  // Resistance town strength. Meager = 10, Very weak = 25, Weak = 50, Average = 100, Strong = 150, Very Strong = 200
  58. RandomResTownStrength = 0;  // Random resistance town strength (1 - max). No = 0, Yes = 1
  59. MaxPatrolsRes = 1;  // Maximum resistance town patrols at one location. Disabled = 0, 1, 2, 3, 4
  60. RandomPatrolsRes = 0;  // Random resistance town patrol count (0 - max). No = 0, Yes = 1
  61. AISkillMul = 100;  // AI group skill multiplier %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  62. UseMaximumArmySize = 1;  // Use calculated army maximum size. No = 0, Yes = 1
  63. 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
  64. MaxSideMissions = 2;  // Maximum side missions running at a time for each side. Disabled = 0, 1, 2, 3, 4
  65. MaxUnitCommand = 20;  // Max units player can command at the highest rank. 0, 2, 5, 7, 10, 15, 20, 25, 30, 35, 40, 50
  66. TownsHaveMines = 1;  // Towns have mines on roads. No = 0, Yes = 1
  67. MaxTownCivilians = 5;  // Max number of town civilians. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10
  68. SupplyTrucksTravel = 1;  // Supply trucks drive between towns increasing condition. No = 0, Yes = 1
  69. AirSupplyTravel = 1;  // Air supply helicopter flies from base to base increasing money. No = 0, Yes = 1
  70. MaxAttackersMul = 100;  // Multiplier for the maximum battle groups at a time %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  71. MaxSupportGroups = 100;  // Multiplier for the maximum support groups at a time %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  72. MaxDefendersMul = 100;  // Multiplier for the maximum defenders at a time %. 0, 10, 25, 50, 75, 100, 125, 150, 175, 200
  73. MaxPlacesAttackedNum = 1;  // Maximum number of locations attacked at a time. Disabled = 0, 1, 2, 3, 4
  74. MaxPatrols = 1;  // Maximum town patrols at one location. Disabled = 0, 1, 2, 3, 4
  75. ScriptSleepTimeMultiplier = 100;  // Script execution time. Set to slower if you are experiencing performance problems. Slowest = 200, Slower = 150, Average = 100, Faster = 75, Fastest = 50
  76.  
  77.  
  78. };
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