bustedparts

server Cfg.cpp

Aug 16th, 2016
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  1. /**
  2. * config
  3. *
  4. * Exile Mod
  5. * www.exilemod.com
  6. * © 2015 Exile Mod Team
  7. *
  8. * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
  9. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
  10. */
  11.  
  12. class CfgPatches
  13. {
  14. class exile_server_config
  15. {
  16. requiredVersion = 0.1;
  17. requiredAddons[] = {};
  18. units[] = {};
  19. weapons[] = {};
  20. magazines[] = {};
  21. ammo[] = {};
  22. };
  23. };
  24.  
  25.  
  26. class CfgBuildings
  27. {
  28. #include "CfgBuildings_Esseker.h"
  29.  
  30. };
  31. class CfgLootTables
  32. {
  33. #include "CfgLootTables.hpp"
  34. };
  35.  
  36. class CfgSettings
  37. {
  38. ///////////////////////////////////////////////////////////////////////
  39. // Community Base Addons
  40. ///////////////////////////////////////////////////////////////////////
  41. class CBA
  42. {
  43. // Set this to 1 if you want to have CBA support
  44. useStackedEH = 1;
  45.  
  46. // If you set this to 1 ...........................................
  47. iReallyWantToGetHackedAndImRetarded = 0;
  48. };
  49.  
  50. ///////////////////////////////////////////////////////////////////////
  51. // GARBAGE COLLECTOR
  52. ///////////////////////////////////////////////////////////////////////
  53. class GarbageCollector
  54. {
  55. /*
  56. Remark:
  57. In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
  58. the deletion. This check has been removed to save server performance.
  59.  
  60. Do NOT touch these if you are not 10000% sure what you do!
  61. */
  62. class Ingame
  63. {
  64. // Dropped items without fissix
  65. class GroundWeaponHolder
  66. {
  67. lifeTime = 10;
  68. interval = 5;
  69. };
  70.  
  71. // Dropped items with fissix
  72. class WeaponHolderSimulated
  73. {
  74. lifeTime = 10;
  75. interval = 5;
  76. };
  77.  
  78. // Corpses and wrecks
  79. class AllDead
  80. {
  81. lifeTime = 15;
  82. interval = 5;
  83. };
  84.  
  85. // Loot spawned inside a building
  86. class Loot
  87. {
  88. lifeTime = 8;
  89. interval = 1;
  90. };
  91.  
  92. // Never touch this or you will break your sever!
  93. class Groups
  94. {
  95. interval = 0.5;
  96. };
  97. };
  98.  
  99. class Database
  100. {
  101. // Remove all deleted items from the database after X days
  102. _permanentlyDeleteTime = 3;
  103.  
  104. // Remove all territories (and contructions + containers in it) that were not paid after X days
  105. territoryLifeTime = 7;
  106.  
  107. // Remove all containers outside of territories that have not been used for X days
  108. // Example: Tents
  109. containerLifeTime = 10;
  110.  
  111. // Remove all constructions outside of territories that are older than X days or not moved for X days
  112. // Example: Work Benches
  113. constructionLifeTime = 2;
  114.  
  115. // Remove all vehicles that were not moved/used for X days
  116. vehicleLifeTime = 7;
  117.  
  118. // Set safe as abandoned
  119. abandonedTime = 7;
  120.  
  121. // Deletes a base X days after the flag is stolen if the ransom money isn't paid
  122. stolenFlagLifeTime = 3;
  123.  
  124. // Sets door & safe pins to 0000 and marks safes to abandoned X days after the flag is stolen if the ransom money isn't paid
  125. unlockLifeTime = 2;
  126. };
  127. };
  128.  
  129. ///////////////////////////////////////////////////////////////////////
  130. // RESPECT, YO
  131. ///////////////////////////////////////////////////////////////////////
  132. class Respect
  133. {
  134. /**
  135. * Defines the factor of respect you gain for every pop tab in revenue
  136. *
  137. * Default: Get 1 respect for every 10 pop tabs
  138. */
  139. tradingRespectFactor = 0.1;
  140.  
  141. /**
  142. * Defines the the minimum amount of Respect earned/lost for a kill
  143. */
  144. minRespectTransfer = 50;
  145.  
  146. /**
  147. * Defines the amount of respect earned/lost for certain types of frags
  148. */
  149. class Frags
  150. {
  151. domination = 80; // Keeps killing the same guy
  152. letItRain = 150; // MG, also vehicle MGs
  153. humiliation = 300; // Axe
  154. passenger = 400; // Out of car/chopper/boat
  155. roadKill = 200; // :)
  156. bigBird = 600; // Roadkill, but with chopper/plane
  157. chuteGreaterChopper = 1000; // Someone flies into chute and chopper/plane explodes
  158. };
  159.  
  160. class Percentages
  161. {
  162. unlucky = 1; // Dying for an unknown reason costs you 1% respect
  163. crash = 1; // Crashing your car costs you 1% respect
  164. suicide = 2; // Comitting suicide costs you 2% of your respect
  165. friendyFire = 3; // Friendly fire costs you 3%
  166. npc = 4; // Being killed by an NPC costs you 4%
  167. bambiKill = 5; // Killing a bambi costs you 5%
  168. frag = 5; // Killing someone will get you 5% and remove 5% from the victim
  169. };
  170.  
  171. class Handcuffs
  172. {
  173. trapping = -50; // A handcuffs B
  174. breakingFree = 100; // B broke free
  175. releasedByHero = 100; // C releases B
  176. releasedByHostageTaker = 50; // A releases B
  177. };
  178.  
  179. class Bonus
  180. {
  181. // Bonus per full 100m
  182. per100mDistance = 10;
  183.  
  184. // First blood after server restart
  185. firstBlood = 100;
  186.  
  187. // If you kill someone while you are in your own territory
  188. homie = 20;
  189.  
  190. // If you kill someone who is in his own territory
  191. raid = 20;
  192.  
  193. /*
  194. Example with killstreak = 50
  195.  
  196. Frag Factor Bonus
  197. 2 * 50 +100
  198. 3 * 50 +150
  199. 4 * 50 +200
  200. 5 * 50 +250
  201. */
  202. killStreak = 50;
  203.  
  204. // Kills within this amount of seconds stack (default: 2 minutes)
  205. killStreakTimeout = 120;
  206. };
  207. };
  208.  
  209. ///////////////////////////////////////////////////////////////////////
  210. // KILLFEED MAN!
  211. ///////////////////////////////////////////////////////////////////////
  212.  
  213. class KillFeed
  214. {
  215. // Shows a kill feed for well kills
  216. showKillFeed = 1;
  217. };
  218.  
  219. ///////////////////////////////////////////////////////////////////////
  220. // PLAYER SPAWN CONFIGURATION
  221. ///////////////////////////////////////////////////////////////////////
  222. class BambiSettings
  223. {
  224. /**
  225. * Loadout of new bambi players
  226. *
  227. * (They will always spawn with a bambi overall - you cannot
  228. * change the loadout uniform)
  229. */
  230. loadOut[] =
  231. {
  232. "ItemCompass",
  233. "ItemMap", // Because why not
  234. "Exile_Item_XM8",
  235. "ItemRadio",
  236. "Exile_Item_PlasticBottleFreshWater"
  237. };
  238.  
  239. /**
  240. * Enables or disables parachute spawning.
  241. *
  242. * 1 = On
  243. * 0 = Off
  244. */
  245. parachuteSpawning = 1;
  246.  
  247. /**
  248. * Enables or disables halo jumping. Only applies
  249. * if parachute spawning is enabled.
  250. *
  251. * Remember that if you enable halo jump, it is adviced
  252. * to adjust the parachuteDropHeight to something around
  253. * 1km or so.
  254. *
  255. * 1 = On
  256. * 0 = Off
  257. */
  258. haloJump = 1;
  259.  
  260. /**
  261. * Parachute drop height in meters.
  262. */
  263. parachuteDropHeight = 1000;
  264.  
  265. /**
  266. * Number of minutes where a fresh spawned player remains in the
  267. * bambi state. It will end the bambi state after this timeout
  268. * expired or when they pick up their first weapon. Whatever
  269. * happens first.
  270. */
  271. protectionDuration = 5;
  272.  
  273. /**
  274. * Radius of spawn zones around the center of spawn zone markers.
  275. */
  276. spawnZoneRadius = 500;
  277.  
  278. /**
  279. * These vehicles spawn on server restart close to spawn zones.
  280. * They are non-persistent and will despawn on server restart.
  281. * Basically they are just used to get away from the spawn zone
  282. * faster.
  283. *
  284. * {Number of vehicles *per* spawn zone, vehicle class name}
  285. */
  286. spawnZoneVehicles[] =
  287. {
  288. {2,"Exile_Bike_QuadBike_Guerilla01"},
  289. {1,"Exile_Bike_QuadBike_Guerilla02"},
  290. {1,"Exile_Car_Volha_Blue"},
  291. {1,"Exile_Car_Volha_White"},
  292. {1,"Exile_Car_Lada_Green"},
  293. {1,"Exile_Car_Lada_Taxi"}
  294. };
  295. };
  296.  
  297. ///////////////////////////////////////////////////////////////////////
  298. // VEHICLE SPAWN CONFIGURATION
  299. ///////////////////////////////////////////////////////////////////////
  300.  
  301. class VehicleSpawn
  302. {
  303. /**
  304. * Grid Size for vehicle spawning,
  305. * smaller the number more vehicles,
  306. * you get the point
  307. */
  308. vehiclesGridSize = 2200;
  309.  
  310. /**
  311. * Vehicle ammount per grid
  312. * kinda self explanitory
  313. */
  314. vehiclesGridAmount = 2;
  315.  
  316. /**
  317. * Creates global markers for vehicle spawn tweeking,
  318. * after you are satisfied with vehicle ammount and spread set this to 0.
  319. */
  320. vehiclesDebugMarkers = 0;
  321.  
  322. /**
  323. * The server will apply random damage up to this value when spawning a vehicle.
  324. */
  325. damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
  326. maximumDamage = 0.9;
  327.  
  328. // Stuff to spawn on water
  329. water[] =
  330. {
  331. "Exile_Boat_MotorBoat_Police",
  332. "Exile_Boat_MotorBoat_Orange",
  333. "Exile_Boat_MotorBoat_White",
  334. "Exile_Boat_RubberDuck_CSAT",
  335. "Exile_Boat_RubberDuck_Digital",
  336. "Exile_Boat_RubberDuck_Orange",
  337. "Exile_Boat_RubberDuck_Blue",
  338. "Exile_Boat_RubberDuck_Black",
  339. "Exile_Boat_SDV_CSAT",
  340. "Exile_Boat_SDV_Digital",
  341. "Exile_Boat_SDV_Grey"
  342. };
  343.  
  344. // Stuff to spawn on roads
  345. ground[] =
  346. {
  347. "Exile_Bike_QuadBike_Black",
  348. "Exile_Bike_QuadBike_Blue",
  349. "Exile_Bike_QuadBike_Red",
  350. "Exile_Bike_QuadBike_White",
  351. "Exile_Bike_QuadBike_Nato",
  352. "Exile_Bike_QuadBike_Csat",
  353. "Exile_Bike_QuadBike_Fia",
  354. "Exile_Bike_QuadBike_Guerilla01",
  355. "Exile_Bike_QuadBike_Guerilla02",
  356. "Exile_Car_Volha_Blue",
  357. "Exile_Car_Volha_White",
  358. "Exile_Car_Lada_Green",
  359. "Exile_Car_Lada_Taxi",
  360. "Exile_Car_TowTractor_White",
  361. "Exile_Car_UAZ_Open_Green",
  362. "Exile_Car_UAZ_Green",
  363. "Exile_Car_LandRover_Ambulance_Desert",
  364. "Exile_Car_Tractor_Red",
  365. "Exile_Car_OldTractor_Red",
  366. "Exile_Car_Octavius_White"
  367. };
  368.  
  369. /**
  370. * Enables or disables nightvision optics on ALL vehicles
  371. *
  372. * 0 = off
  373. * 1 = on
  374. */
  375. nightVision = 1;
  376.  
  377. /**
  378. * Enables or disables thermal optics on ALL vehicles
  379. *
  380. * 0 = off
  381. * 1 = on
  382. */
  383. thermalVision = 0;
  384.  
  385. /**
  386. * Set this to 1 to unlock vehicles on server boot if they are in safe zones
  387. *
  388. * 0 = off
  389. * 1 = on
  390. */
  391. unlockInSafeZonesAfterRestart = 1;
  392. };
  393.  
  394. class Weather
  395. {
  396. /*
  397. You can define multiple "keyframes" for the weather to change. The server will pick
  398. a keyframe randomly to simulate the weather. It will change the weather-keyframes
  399. based on the following interval
  400. */
  401. interval = 30;
  402.  
  403. /*
  404. Add the keyframes here. The server will pick one random, so if you want one
  405. weather type of be more dominant compared to others, add it multiple times
  406. */
  407. //keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
  408. keyframes[] = {"Sunny"};
  409.  
  410. /*
  411. This is a keyframe. Look up the BIKI to get more details about the parameters
  412.  
  413. Be sure to design the fog settings at a view distance of 1,600m as this is the
  414. limit in multiplayer by default
  415.  
  416. https://community.bistudio.com/wiki/fogParams
  417. https://community.bistudio.com/wiki/overcast
  418. https://community.bistudio.com/wiki/setWaves
  419. https://community.bistudio.com/wiki/setWindStr
  420. https://community.bistudio.com/wiki/setGusts
  421. https://community.bistudio.com/wiki/setRain
  422. https://community.bistudio.com/wiki/setLightnings
  423. https://community.bistudio.com/wiki/setRainbow
  424. */
  425. class Sunny
  426. {
  427. fogValue = 0.1;
  428. fogDecay = 0.2;
  429. fogBase = 5;
  430. overcast = 0.2;
  431. waves = 0.2;
  432. wind = 0.25;
  433. gusts = 0.1;
  434. rain = 0;
  435. lightnings = 0;
  436. rainbows = 0;
  437. };
  438.  
  439. class Cloudy
  440. {
  441. fogValue = 0.2;
  442. fogDecay = 0.1;
  443. fogBase = 5;
  444. overcast = 0.4;
  445. waves = 0.4;
  446. wind = 0.25;
  447. gusts = 0.5;
  448. rain = 0.1;
  449. lightnings = 0.1;
  450. rainbows = 1;
  451. };
  452.  
  453. class Thunderstorm
  454. {
  455. fogValue = 0.7;
  456. fogDecay = 0.2;
  457. fogBase = 5;
  458. overcast = 1;
  459. waves = 1;
  460. wind = 0.25;
  461. gusts = 0.5;
  462. rain = 1;
  463. lightnings = 1;
  464. rainbows = 0.5;
  465. };
  466. };
  467.  
  468. class Time
  469. {
  470. // Uses Dedicated Server time as ingame Time
  471. useRealTime = 0;
  472.  
  473. // Will overide RealTime
  474. useStaticTime = 1;
  475.  
  476. // time in ARMA FORMAT << CONFIG
  477. // https://community.bistudio.com/wiki/setDate
  478.  
  479. staticTime[] = {2039,10,24,16,00};
  480. };
  481.  
  482.  
  483. class RCON
  484. {
  485. /*
  486. Note that for this to work you need to have serverCommandPassowrd defined in config.cfg and BE enabled
  487. */
  488.  
  489. // This needs to match config.cfg serverCommandPassword
  490. serverPassword = "6706074";
  491.  
  492. // Autolocks server until its ready to accept players
  493. useAutoLock = 1;
  494.  
  495. // Server will autoLock at that time before restart (minutes)
  496. restartAutoLock = 5;
  497.  
  498. /*
  499. Number of hours and minutes of your restart period.
  500.  
  501. Examples:
  502.  
  503. {4, 0} = Every 4 hours
  504. {1, 30} = Every one and a half hour (who the hell would do this?)
  505. */
  506. restartTimer[] = {4,0};
  507.  
  508. /*
  509. Kicks players before restart to prevent gear loss.
  510. We strongely recommend to use this!
  511.  
  512. 0 = off
  513. 1 = on
  514. */
  515. useAutoKick = 1;
  516.  
  517. /*
  518. Number of minutes before the server kicks players that did
  519. not disconnect before the restart. Should at least be two
  520. minutes!
  521. */
  522. kickTime = 2;
  523.  
  524. /*
  525. Self-explanatory
  526.  
  527. 0 = off
  528. 1 = on
  529. */
  530. useRestartMessages = 0;
  531.  
  532. /*
  533. Number of minutes before the restart to inform your players.
  534.  
  535. Only use full minutes here. Value like 5.5 have not been tested.
  536. */
  537. restartWarningTime[] = {15, 10, 5, 3};
  538.  
  539. /*
  540. If set to 1 server will execute '#shutdown',
  541. to try to shutdown the server
  542. */
  543.  
  544. useShutdown = 0;
  545. };
  546.  
  547. class ServerSettings
  548. {
  549. /*
  550. Support for custom server FSM if wanted
  551. */
  552. serverFSM = "exile_server\fsm\main.fsm";
  553.  
  554. /*
  555. If this is enabled, Exile developers will spawn with a ton of pop tabs.
  556. We will have a hard time debugging things if you disable this.
  557. */
  558. devFriendyMode = 1;
  559.  
  560. devs[] =
  561. {
  562. {"76561197985241690","[EXILE|DEV] Eichi"},
  563. {"76561198022879703","[EXILE|DEV] Grim"},
  564. {"76561198075905447","[EXILE|DEV] Vishpala"},
  565. {"76561197968613061","[EXILE|DEV] Niuva"}
  566. };
  567. };
  568.  
  569. class Events
  570. {
  571. /*
  572. A list of events that are active
  573. */
  574. enabledEvents[] = {"SupplyBox","AbandonedSafe"};
  575.  
  576. class SupplyBox
  577. {
  578. /*
  579. Drops a supply box on a parachute next to a random airport on the map.
  580. The box may contain items. The box can be transported to a territory
  581. and installed to become a normal storage container.
  582. */
  583. type = "spawn";
  584. function = "ExileServer_system_event_supplyBox_start";
  585. minTime = 60; // minutes
  586. maxTime = 180; // minutes
  587. minimumPlayersOnline = 10;
  588. dropRadius = 500; // 500m around an airport (including the main airport on Altis!)
  589. dropAltitude = 100; // altitude of the drop
  590. markerTime = 10; // minutes
  591.  
  592. /*
  593. These are different types of boxes can be dropped.
  594. You can specify the cargo a box should contain.
  595. The type of box is chosen randomly from the following list.
  596. Add a type multiple times to increase the chance of being used.
  597. */
  598. types[] = {"Beer", "Beer", "Tools", "Food", "Food", "RepairParts"};
  599.  
  600. class BoxTypes
  601. {
  602. class Beer
  603. {
  604. items[] =
  605. {
  606. {"Exile_Item_Beer", 24}
  607. };
  608. };
  609.  
  610. class Food
  611. {
  612. items[] =
  613. {
  614. {"Exile_Item_BBQSandwich", 5},
  615. {"Exile_Item_Catfood", 5},
  616. {"Exile_Item_ChristmasTinner", 5},
  617. {"Exile_Item_GloriousKnakworst", 5},
  618. {"Exile_Item_SausageGravy", 5},
  619. {"Exile_Item_Surstromming", 5},
  620. {"Exile_Item_CanOpener", 1},
  621. {"Exile_Item_CookingPot", 1},
  622. {"Exile_Item_Matches", 1}
  623. };
  624. };
  625.  
  626. class Tools
  627. {
  628. items[] =
  629. {
  630. {"Exile_Item_Wrench", 1},
  631. {"Exile_Item_Shovel", 1},
  632. {"Exile_Item_Screwdriver", 1},
  633. {"Exile_Item_Pliers", 1},
  634. {"Exile_Item_Handsaw", 1},
  635. {"Exile_Item_FireExtinguisher", 1},
  636. {"Exile_Item_DuctTape", 1}
  637. };
  638. };
  639.  
  640. class RepairParts
  641. {
  642. items[] =
  643. {
  644. {"Exile_Item_CarWheel", 8},
  645. {"Exile_Item_FuelCanisterFull", 4},
  646. {"Exile_Item_OilCanister", 1},
  647. {"Exile_Item_Grinder", 1},
  648. {"Exile_Item_CordlessScrewdriver", 1}
  649. };
  650. };
  651. };
  652. };
  653.  
  654. class AbandonedSafe
  655. {
  656. type = "spawn";
  657. function = "ExileServer_system_event_abandonedSafe_start";
  658. minTime = 60; // minutes
  659. maxTime = 120; // minutes
  660. minimumPlayersOnline = 0;
  661. markerTime = 15; // minutes
  662. };
  663.  
  664. class AmbientFlyOver
  665. {
  666. type = "call";
  667. function = "ExileServer_system_event_ambientFlyOver_start";
  668. minTime = 30; // minutes
  669. maxTime = 90; // minutes
  670. minimumPlayersOnline = 1;
  671. };
  672. };
  673.  
  674. class Logging
  675. {
  676. /*
  677. If logging is enabled separate logs will be made in the sql logs folder for each type
  678. */
  679. traderLogging = 1;
  680. deathLogging = 1;
  681. territoryLogging = 1;
  682. };
  683. };
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