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  1. // This is the .ini file for the Better EMS mod by PNWParksFan.
  2. // This file affects how the plugin operates. To set EMS vehicle
  3. // and ped spawn settings, edit EMSmod\EMSUnits.xml
  4.  
  5. [General]
  6.  
  7. // Integrate with CustomBackup if installed
  8. CustomBackupIntegration = true
  9.  
  10. [Keybindings]
  11.  
  12. // Sets the keys used to call EMS
  13. // For a list of valid key names, see
  14. // https://msdn.microsoft.com/en-us/library/system.windows.forms.keys(v=vs.110).aspx
  15.  
  16. DispatchEMSKey = OemSemicolon
  17. DispatchEMSModifier = None
  18.  
  19. // If you have configured for only one unit to
  20. // respond (e.g. no fire truck mode; see [Units] section below) in
  21. // most situations, you can use this key to manually request
  22. // a full response (e.g. do send a fire truck and an ambulance).
  23.  
  24. DispatchBothUnitsKey = OemQuotes
  25. DispatchBothModifier = None
  26.  
  27. // Use this key to call only an ambulance, even if you don't have
  28. // no-firetruck-mode enabled.
  29. DispatchAmbulanceOnlyKey = Q
  30. DispatchAmbulanceModifier = None
  31.  
  32.  
  33. // If you use a controller, you can choose the button which activates
  34. // the custom backup menu. For a list of valid button names, see
  35. // http://docs.ragepluginhook.net/html/558BC34.htm.
  36.  
  37. DispatchEMSControllerButton = None
  38. DispatchEMSControllerModifier = None
  39.  
  40. WarpCloserKey = Divide
  41. CancelKey = Multiply
  42. StopThereKey = Subtract
  43.  
  44. [Player]
  45. // Configure how the responders will treat the player (if applicable)
  46.  
  47. // If the player's health is less than this percentage of their
  48. // max health, the player will be treated. Set to 0 to disable.
  49. TreatPlayerInjuriesThreshold = 0.9
  50.  
  51. // If true, sets the player's armor to max when they are treated
  52. MaxArmorOnTreatPlayer = true
  53.  
  54. [Units]
  55. // Configure which units should respond under what circumstances.
  56. // By default a first responder (typically firetruck) and an
  57. // ambulance are dispatched to every call. Adjust these settings
  58. // if you would prefer not to always have a first responder dispatched.
  59.  
  60. // If the first responder has not arrived yet and the ambulance gets on
  61. // scene first, and there are enough responders to handle all patients,
  62. // clear the first responder from the call
  63. // This works even if you don't have "ambulance only" mode turned on.
  64. ClearFirstResponderIfAmbulanceOnScene = true
  65.  
  66. // If set to true, a first responder (e.g. firetruck) will always be
  67. // dispatched in addition to an ambulance. If true, the other settings
  68. // in this section will have no effect.
  69. AlwaysSendFirstResponder = true
  70.  
  71. // If true, will dispatch a first responder (e.g. firetruck) if a fire
  72. // or explosion is detected nearby
  73. SendFirstResponderIfFireNearby = true
  74.  
  75. // If true, will dispatch a first responder (e.g. firetruck) if an
  76. // MVA (motor vehicle accident) is detected
  77. SendFirstResponderForMVA = true
  78.  
  79. // Will always dispatch a first responder if there are more than
  80. // this number of patients detected at the time you make the call.
  81. SendFirstResponderIfMoreThanPatients = 2
  82.  
  83. // If the first responder is this much closer than the ambulance,
  84. // it will respond. Set to -1 to disable this trigger.
  85. SendFirstResponderIfCloserBy = 400
  86.  
  87. // If you call for EMS a second time while in the same area, and the
  88. // first responder wasn't dispatched the first time, force the
  89. // first responder to respond at that time if the call is still active
  90. SecondCallSendsFirstResponderLater = true
  91.  
  92.  
  93. [Impatient Mode]
  94. // Are you impatient? Maybe you just don't like waiting around for
  95. // EMS to show up. Maybe you're a YouTuber who is patient, but your
  96. // audience isn't, and doesn't like waiting around for EMS to show up.
  97. // Whatever your excuse, I've got your back! With Impatient Mode you
  98. // can now define a maximum response distance. If the responding unit
  99. // spawns further away than that, it'll be warped closer automatically.
  100.  
  101.  
  102. // Enables or disabled impatient mode
  103. UseImpatientMode = false
  104.  
  105. // If a unit spawns further than this far away, it'll be warped closer
  106. // This is measured as DRIVING DISTANCE from the spawn point to you.
  107. MaxSpawnDist = 1000
  108.  
  109. // Distance a unit will be warped to if moved closer. This is measured
  110. // as DIRECT DISTANCE from the unit to you. Actual driving distance may
  111. // be quite a bit higher depending on the terrain and roads.
  112. WarpToDistance = 500
  113.  
  114. [Dispatch]
  115.  
  116. // Sets how detailed the dispatch audio will be.
  117. // Valid modes:
  118. // DETAIL = Full dispatch audio, including location, injury type,
  119. // station location, and dispatched unit type
  120. //
  121. // PARTIAL = Partial audio. Includes location and injury type.
  122. //
  123. // BASIC = Only medical assistance required in location.
  124. //
  125. // NONE = No dispatch audio at all
  126.  
  127. // Default:
  128. // DispatchAudioMode = DETAIL
  129. DispatchAudioMode = DETAIL
  130.  
  131.  
  132. [Response]
  133. // Settings for how units should respond to the scene
  134.  
  135. // Radius in which dead peds should be added to the patients list
  136. PatientRadius = 50
  137.  
  138. // Speed in m/s units respond to scene
  139. DriveSpeed = 18
  140.  
  141. // Speed in m/s units drive on the freeway
  142. HighwaySpeed = 30
  143.  
  144. // Speed in m/s units drive on slow/dirt roads
  145. DirtRoadSpeed = 12
  146.  
  147. // Speed units slow down to when near scene
  148. NearSceneDriveSpeed = 8
  149.  
  150. // Distance at which units slow down to scene speed
  151. NearSceneDistance = 60
  152.  
  153. // How close vehicles get warped when using the
  154. // warp closer key to speed up response
  155. WarpCloserDistance = 80
  156.  
  157.  
  158. // Speed zone near the scene, to automatically slow down
  159. // any drivers nearby where you have called EMS
  160. EnableSceneSlowZone = true
  161. SceneSlowZoneSpeed = 6
  162.  
  163.  
  164. [Cleanup]
  165.  
  166. // Sets whether or not to display a summary of patients
  167. // and status after scene is code 4
  168.  
  169. ShowIncidentReport = true
  170.  
  171. // Peds and vehicles spawned by the EMS mod are made persistent
  172. // so that they don't despawn unexpectedly. When a ped or vehicle
  173. // is no longer needed, it is dismissed, making it non-persistent
  174. // and allowing GTA to despawn it.
  175. // This option determine when entities spawned by this plugin
  176. // will be dismissed.
  177.  
  178. DismissDistance = 200
  179.  
  180. // After the scene is code 4, units will leave their lights on
  181. // until they are this distance (in meters) away from the scene.
  182. // Ensures that lights remain on while the vehicle may be turning
  183. // around and therefore creating a traffic hazard.
  184.  
  185. LightsOffDistance = 20
  186.  
  187. // After departing the scene, ambulance may drive to the hospital,
  188. // and fire truck will always return to station. Sets speed in
  189. // m/s to return to station and hospital.
  190.  
  191. DriveToHospitalSpeed = 18
  192. ReturnToStationSpeed = 10
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