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  1. /*
  2. ESSV3 Server Side Config
  3.  
  4. For detailed information about these variables see:
  5. https://github.com/ebayShopper/ESSV3/blob/master/DOCUMENTATION.md
  6.  
  7. class_level1 = Villian Loadout
  8. class_level2 = Assassin Loadout
  9. class_level3 = Warmonger Loadout
  10. class_level4 = Vigilante Loadout
  11. class_level5 = Paragon Loadout
  12. class_level6 = Savior Loadout
  13.  
  14. For Every New UID You Add To The Class Level List You MUST List The UID With The Name Of The Player On The List Below:
  15. 76561198165315924 - Cloneman
  16. 76561198069168251 - Nate
  17. 76561198331405151 - cresp
  18. 76561197974713399 - Majon
  19. 76561198089052924 - Slush
  20.  
  21. */
  22. class_level1 = ["76561198165315924","76561198069168251","0"]; // Villian Loadout
  23. class_level2 = ["76561198165315924","76561198069168251","76561198331405151"]; // Assassin Loadout
  24. class_level3 = ["76561198165315924","76561198069168251","76561197974713399","76561198089052924"]; // Warmonger Loadout
  25. class_level4 = ["76561198165315924","76561198069168251","0"]; // Vigilante Loadout
  26. class_level5 = ["76561198165315924","76561198069168251","0"]; // Paragon Loadout
  27. class_level6 = ["76561198165315924","76561198069168251","0"]; // Savior Loadout
  28. class_levelCount = 6; //If you add more class levels then increase this number.
  29. // To give higher level VIPs access to lower level VIP classes uncomment the two lines below:
  30. // class_level1 = class_level1 + class_level2 + class_level3;
  31. // class_level2 = class_level2 + class_level3;
  32.  
  33. #define START_TOOLS "ItemToolbox","ItemMap","ItemRadio","Binocular","ItemCompass"
  34. #define START_ITEMS "ItemBandage",2,"ItemPainkiller","ItemWaterbottle","FoodPistachio"
  35. #define VIP_ITEMS "ItemBandage",4,"ItemPainkiller","ItemSodaRabbit","FoodCanRusStew","ItemBloodbag","ItemMorphine","ItemAntibiotic"
  36. #define VIP_TOOLS "ItemMap","ItemRadio","ItemToolbox","ItemHatchet","Binocular_Vector","NVGoggles_DZE","ItemEtool","ItemKnife","ItemGPS","ItemCompass"
  37.  
  38.  
  39. class_private = [ // These are only visible to players in their respective class levels
  40. ["Villian","GUE_Soldier_Sniper_DZ","SurvivorW2_DZ",["30Rnd_556x45_Stanag",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS],["M4SPR","M9_SD_DZ",VIP_TOOLS],"DZ_Backpack_EP1",[],[],1,-10000,0,"MeleeHatchet"],
  41. ["Assassin","Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS],["M24_DZ","M9_SD_DZ",VIP_TOOLS],"DZ_Backpack_EP1",[],[],2,-20000,0,"MeleeHatchet"],
  42. ["Warmonger","gsc_eco_stalker_mask_fred","SurvivorW2_DZ",["20Rnd_762x51_DMR",6,"30Rnd_9x19_UZI_SD",4,VIP_ITEMS],["vil_M110sd","UZI_SD_EP1",VIP_TOOLS],"DZ_LargeGunBag_EP1",[],[],3,-30000,0,"MeleeHatchet"],
  43. ["Vigilante","Soldier_Sniper_PMC_DZ","SurvivorW2_DZ",["30Rnd_556x45_Stanag",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS],["M4SPR","M9_SD_DZ",VIP_TOOLS],"DZ_Backpack_EP1",[],[],4,10000,0,"MeleeHatchet"],
  44. ["Paragon","Sniper1_DZ","SurvivorW2_DZ",["5Rnd_762x51_M24",6,"15Rnd_9x19_M9SD",4,VIP_ITEMS],["M24_DZ","M9_SD_DZ",VIP_TOOLS],"DZ_Backpack_EP1",[],[],5,20000,0,"MeleeHatchet"],
  45. ["Savior","gsc_eco_stalker_mask_fred","SurvivorW2_DZ",["20Rnd_762x51_DMR",6,"30Rnd_9x19_UZI_SD",4,VIP_ITEMS],["vil_M110sd","UZI_SD_EP1",VIP_TOOLS],"DZ_LargeGunBag_EP1",[],[],6,30000,0,"MeleeHatchet"]
  46. ];
  47. class_customLoadout = [
  48. "76561198165315924", //cloneruler
  49. "76561198069168251", //Nate
  50. "0"
  51. ];
  52. class_customLoadouts = [ // These are only visible to their owner
  53. ["cloneruler's loadout","gsc_scientist2","gsc_scientist2",["3rnd_Anzio_20x102mm",1,"15Rnd_9x19_M9SD",3,VIP_ITEMS],["Anzio_20","M9_SD_DZ",VIP_TOOLS],"DZ_LargeGunBag_EP1",["20Rnd_762x51_DMR",3],["DMR_DZ"],0,"MeleeHatchet"],
  54. ["Nates's loadout","gsc_eco_stalker_mask_fred","SurvivorW2_DZ",["20Rnd_762x51_DMR",6,"vil_usp45sd_mag",4,VIP_ITEMS],["vil_SR25SD","vil_USP45SD",VIP_TOOLS],"DZ_LargeGunBag_EP1",[],[],0,"MeleeHatchet"]
  55. ];
  56.  
  57. spawn_level1 = ["0","0","0"];
  58. spawn_level2 = ["0","0","0"];
  59. spawn_level3 = ["0","0","0"];
  60. spawn_levelCount = 3; //If you add more spawn levels then increase this number.
  61. // To give higher level VIPs access to lower level VIP spawns uncomment the two lines below:
  62. // spawn_level1 = spawn_level1 + spawn_level2 + spawn_level3;
  63. // spawn_level2 = spawn_level2 + spawn_level3;
  64.  
  65. spawn_private = [ // These are only visible to players in their respective spawn levels
  66. //["VIP Base",[1607,7804,0],1,0],
  67. //["VIP Hideout",[12944,12767,0],2,0]
  68. ];
  69. spawn_base = [
  70. "12345678900000000", // ebay
  71. "0",
  72. "0"
  73. ];
  74. spawn_bases = [
  75. ["ebay's base",[2300,15324,0]],
  76. [],
  77. []
  78. ];
  79.  
  80.  
  81.  
  82.  
  83. /*
  84. The function below returns all private classes, private spawns, class levels and spawn levels the player has access to.
  85. The player is sent this data when they respawn.
  86. */
  87. spawn_config = {
  88. private ["_classes","_classLevel","_classLevels","_freshSpawn","_index","_playerUID","_return","_spawnLevel","_spawnLevels","_spawns"];
  89.  
  90. _freshSpawn = _this select 0;
  91. _playerUID = _this select 1;
  92.  
  93. if (!_freshSpawn) exitWith {false};
  94. _return = [[],[],[],[]];
  95.  
  96. _index = class_customLoadout find _playerUID;
  97. if (_index != -1) then {
  98. _classes = _return select 0;
  99. _classes set [0,(class_customLoadouts select _index)];
  100. _return set [0,_classes];
  101. };
  102.  
  103. _index = spawn_base find _playerUID;
  104. if (_index != -1) then {
  105. _spawns = _return select 1;
  106. _spawns set [0,(spawn_bases select _index)];
  107. _return set [1,_spawns];
  108. };
  109.  
  110. _classLevels = [];
  111. _spawnLevels = [];
  112. for "_i" from 1 to class_levelCount do {
  113. if (_playerUID in (call compile format["class_level%1",_i])) then {
  114. _classLevels set [count _classLevels,_i];
  115. };
  116. };
  117. for "_i" from 1 to spawn_levelCount do {
  118. if (_playerUID in (call compile format["spawn_level%1",_i])) then {
  119. _spawnLevels set [count _spawnLevels,_i];
  120. };
  121. };
  122. _return set [2,_classLevels];
  123. _return set [3,_spawnLevels];
  124.  
  125. {
  126. _classLevel = _x select 8;
  127. if (typeName _classLevel == "ARRAY") then {_classLevel = _x select 19;}; //Random
  128. if (_classLevel == 0 or {_playerUID in (call compile format["class_level%1",_classLevel])}) then {
  129. _classes = _return select 0;
  130. _classes set [count _classes,_x];
  131. _return set [0,_classes];
  132. };
  133. } forEach class_private;
  134.  
  135. {
  136. _spawnLevel = _x select 2;
  137. if (_spawnLevel == 0 or {_playerUID in (call compile format["spawn_level%1",_spawnLevel])}) then {
  138. _spawns = _return select 1;
  139. _spawns set [count _spawns,_x];
  140. _return set [1,_spawns];
  141. };
  142. } forEach spawn_private;
  143.  
  144. _return
  145. };
  146.  
  147. //Allow extra skins in vanilla
  148. if !(isClass (configFile >> "CfgWeapons" >> "Chainsaw")) then {
  149. AllPlayers = AllPlayers + [
  150. "Citizen3","CZ_Soldier_DES_EP1","Rocket_DZ","TK_INS_Soldier_EP1",
  151. "US_Soldier_EP1","Villager1","Worker1"
  152. ];
  153. };
  154.  
  155. //Not defined in 1.8.8
  156. respawn_west_original = getMarkerPos "respawn_west";
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