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Nov 25th, 2017
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  1. class DifficultyPresets
  2. {
  3. class CustomDifficulty
  4. {
  5. class Options
  6. {
  7. /* Simulation */
  8.  
  9. reducedDamage = 0; // Reduced damage
  10.  
  11. /* Situational awareness */
  12.  
  13. groupIndicators = 0; // Group indicators (0 = never, 1 = limited distance, 2 = always)
  14. friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
  15. enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
  16. detectedMines = 0; // Detected mines (0 = never, 1 = limited distance, 2 = always)
  17. commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
  18. waypoints = 1; // Waypoints (0 = never, 1 = fade out, 2 = always)
  19. tacticalPing = 0; // Tactical ping (0 = disable, 1 = enable)
  20.  
  21. /* Personal awareness */
  22.  
  23. weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
  24. stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
  25. staminaBar = 0; // Stamina bar
  26. weaponCrosshair = 0; // Weapon crosshair
  27. visionAid = 0; // Vision aid
  28.  
  29. /* View */
  30.  
  31. thirdPersonView = 1; // 3rd person view
  32. cameraShake = 1; // Camera shake
  33.  
  34. /* Multiplayer */
  35.  
  36. scoreTable = 1; // Score table
  37. deathMessages = 1; // Killed by
  38. vonID = 1; // VoN ID
  39.  
  40. /* Misc */
  41.  
  42. mapContent = 0; // Extended map content
  43. autoReport = 0; // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.
  44. multipleSaves = 0; // Multiple saves
  45. };
  46.  
  47. // aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
  48. // when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
  49. aiLevelPreset = 3;
  50. };
  51.  
  52. class CustomAILevel
  53. {
  54. skillAI = 0.5;
  55. precisionAI = 0.5;
  56. };
  57. };
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