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; Global values. If something isn't defined under a map layer, it will use these global values as default. Map layers set options override for that map layer ; Please note that this file is edited from Improved Gameplay by khaosmaou (nexus: readyornot/mods/170) [Global] ASTimeBetweenTargetingCivilians = 15.0 ; Time Between targeting civilians in Active Shooter (After killing the first civilian) ASTimeBeforeTargetingFirstCivilian = 90.0 ; Time Before targeting first civilian in Active Shooter BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes BTMaxBombs = 2 ; Max Bombs in Bomb Threat BTMaxDistanceFromSelectedBombs = 2500.0 ; Max Distance that AI can spawn from each bomb that is selected in Bomb Threat HRMaxDistanceFromSelectedSpawner = 2000.0 ; Max Distance that AI can spawn from the first selecte spawn point in Hostage Rescue HRMaxRoamers = 5 ; Max Roamers (AI that can go anywhere) in Hostage Rescue Only SuspectHealth = 150.0 ; Suspect Health SwatHealth = 200.0 ; Swat Health CivilianHealth = 100.0 ; Civilian Health UnalertedSightRange = 2500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer) AlertedSightRange = 5000 ; Alerted Sight Range UnalertedPerceptionHalfAngle = 80 ; Unalerted Half Angle (90 Half Angle = 180 Degrees Vision) AlertedPerceptionHalfAngle = 150 ; Alerted Half Angle (160 Half Angle = 320 Degrees Vision) MinCivilians = 3 ; Min Civilians MaxCivilians = 6 ; Max Civilians MinSuspects = 8 ; Min Suspects MaxSuspects = 16 ; Max Suspects MaxRoamers = 8 ; Max Roamers (In All Game Modes) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests SuspectExplosiveVestAccuracy = 5.0 ; Suspect explosive vest inaccuracy multiplier, higher values are more inaccurate when using explosive vests TimeBetweenIdleLines = 45.0; time between playing idle conversation lines SuspectAccuracy = 2.25 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) SuspectDefaultFireRate = 1.0 ; Default Fire Rate if we don't find it in the weapon look up SuspectRifleFireRate = 0.175 SuspectRifleFireRateDeviation = (X=-0.25,Y=0.5) SuspectSMGFireRate = 0.1 SuspectSMGFireRateDeviation = (X=0.1,Y=0.5) SuspectPistolFireRate = 0.2 SuspectPistolFireRateDeviation = (X=0.0,Y=2.0) SuspectShotgunFireRate = 1.00 SuspectShotgunFireRateDeviation = (X=0.0,Y=0.5) SuspectAccuracyLostPerMeter = 0.01 ; Value of 0.1 will lose 1 degree of accuracy every 10m (which is a lot).. don't tune this higher than ~0.1. SuspectAccuracyLostPerMeterSecond = 0.1 ; how much speed the AI will lose per meter second of movement speed (avg speed when shooing is around ~2.3 M/S) SuspectTimeWithWeaponUpBeforeFiring = 0.3 ; A value in seconds SuspectCoverEvaluationCooldown = 5.0 ; How long between cover evaluations in Seconds SuspectTrackLastKnownPositionTime = 120.0 ; How long too watch and monitor the targets last known position after losing sight of them RequiredTimeSpentOnTarget = 0.1 ; How long we must be targetting an enemy before we can shoot (ie if we change targets we must taret them for 0.3 seconds before we can shoot even if we're already aiming at them) SuspectMoraleMediumReload = 0.6 ;If morale goes below this use the medium reload speed SuspectMoraleLowReload = 0.2 ;If morale goes below this use te slow reload speed SuspectKnifeFakeForwardChance = 0.2; Chance to fake when player gets closing and is facing us (with knife) MaxMeleeSuspects = 0 ; Max amount of melee suspects that will spawn in the level AIStunDuration = 10.0 ; How long the AI is stunned for (in seconds) BeanbagStunDuration = 3.0 ; How long the AI is stunned for by beanbags (In seconds) MinMorale = 0.4 ; A value from 0.0 to 1.0 MaxMorale = 1.0 ; A value from 0.0 to 1.0 SuspectMinMorale = 0.4 ; A value from 0.0 to 1.0 SuspectMaxMorale = 1.0 ; A value from 0.0 to 1.0 KickDoorMorale = -0.3 ; Amount of morale lost when door is kicked in KillEnemyMorale = -0.2 ; Amount of morale lost when a suspect is killed in front of another GrenadeDetonateMorale = -0.5 ; Amount of morale lost when a grenade detonates BeanbagShotgunMorale = -0.2 ; Amount of morale lost when hit with a beanbag PepperballMorale = -0.1 ; Amount of morale lost when hit with a CS pepperball PeppersprayMorale = -0.5 ; Amount of morale lost per second of spraying TaserMorale = -1.0 ; Amount of morale lost when shocked by the taser BashMorale = -1.0 ; Amount of morale lost when bashed with a weapon C2Morale = -0.5 ; Amount of morale lost when C2 door breach charge is used StunHealth = 100 ; Stun Damage ; must do X *damage* until they are stunned GrenadeStunDamage = 100 BeanbagShotgunStunDamage = 100 PepperballStunDamage = 25 TaserStunDamage = 100 NineBangerAccuracyPenalty = 0.05 ; Accuracy penalty percentage applied per ninebanger bang, up to 4x AccuracyPenaltyRecovery = 0.02 ; Accuracy penalty percentage recovery per second MinFlees = 0 ; Flee Settings MaxFlees = 1 MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included MaxTrapsPrePlaced = 0 ; Max amount of traps pre-placed before game start MaxTrapsPlaceable = 4 ; Max amount of traps suspects can place in total MaxTrapsSuspectCanPlace = 1 ; Max amount of traps a single suspect can place during gameplay MaxLockedDoorsPercentage = 0.3 ; Percentage of locked doors in the level (0.225 = 22.5%) PrePlaceTrapsNearAISpawns = 1 ; Should pre-placed traps spawn closer to AI spawns, 0 or 1 PrePlaceTrapsNearAISpawnChance = 0.5 ; When spawning near AI, chance for given door to get a trap for randomness. 0.0-1.0 TrapType = "Explosive, Flashbang, Alarm" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.15 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxKeycards = 2 ; Maximum number of keycards allowed to spawn HesitationChanceToSurrender = 0.15 ; Chance that the AI should surrender if they are in a no exit state state HesitationChanceToFakeSurrender = 0.15 ; Chance that the AI should fake surrender if they are in a no exit state state HesitationChanceToGoArmedAndDangerous = 1.0; Chance that the AI should go armed and dangerous if they are in a no exit state state (Suspect Only) HesitationTimeToHesitateSuspectArmed = 15.0 ; Usually we don't want any kind of hesitation if a suspect as armed, this may change in the future HesitationTimeToHesitateUnarmed = 60.0 ; This should be a relatively high value otherwise the hesitation anim may 'pop' HesitationChanceForArmedSuspectToHesitate = 0.5 SuspectChanceToSpawnWithNoWeapon = 0.0 ; If suspect has no weapon then weapon will be drawn after fleeing and breaking LOS or by fake surrendering TimeToFireAtDoorAfterKick = 5.0 ; How long to target a door after we're away of the door being kicked SwatAccuracy = 0.6 ; Swat accuracy in degrees SwatTimeWithWeaponUpBeforeFiring = 0.1 ; A value in seconds SwatRifleFireRate = 0.175 SwatRifleFireRateDeviation = (X=-0.25,Y=0.5) SwatSMGFireRate = 0.1 SwatSMGFireRateDeviation = (X=0.0,Y=0.5) SwatPistolFireRate = 0.2 SwatPistolFireRateDeviation = (X=0.0,Y=2.0) SwatShotgunFireRate = 0.5 SwatShotgunFireRateDeviation = (X=0.0,Y=0.5) SwatLessLethalFireRate = 1.0 SwatLessLethalFireRateDeviation = (X=0.0,Y=0.5) SwatAccuracyLostPerMeter = 0.0 SwatCoverEvaluationCooldown = 2.0 SwatTrackLastKnownPositionTime = 5.0 SwatDoorLockpickDistance = 70.0 SwatDoorKickDistance = 50.0 SwatDoorShotgunDistance = 50.0 SwatDoorC2PlaceDistance = 80.0 SwatDoorTrapDisarmDistance = 70.0 SwatDoorMirrorDistance = 70.0 SwatDoorWedgeDistance = 50.0 SwatDoorOpenDistance = 25.0 ; For Open/Close Door command MaxDoorInteractionDistance = 1000.0 CoverSearchExtent = 1500.0 ; The extent of the cover search area (how far to look for cover) CoverSearchExclusionRadiusAroundInstigator = 1100.0 ; Exclude all cover points found within the instigator's range CoverLandmarkSearchExtent = 1000.0 ; The extent of the cover search area (how far to look for cover landmarks) BoneTargetZones = "upperarm_RI, upperarm_LE, thigh_LE, thigh_RI" ; Zone 1 BoneTargetZones = "spine_2, spine_1" ; Zone 2 BoneTargetZones = "head, spine_3" ; Zone 3 BoneRetargetingRate = 1.0 ; The amount of time in seconds until retargeting to another bone in the current zone EngagementTimeUntilReachedLastBoneZone = 1.0 ; The amount of time in seconds it takes to reach the last bone target zone while engaging on an enemy MoraleGainPerShot = 0.25 ; Amount of morale gained per shot of firing a weapon FlashlightPerceptionRange = 3000.0 ; Distance in centimeters. Max range to perceive flashlights. If flashlight goes beyond the specified range, forget the flashlight. Default 20m FlashlightSeenReactionTime = 0.75 ; The amount of time in seconds until reacting to the percieved flashlight. Default 0.25 seconds = Average human reaction time FlashlightForgetTime = 5.0 ; The amount of time in seconds to forget the flashlight after not seeing it. Default 0.5 seconds GrenadePerceptionRange = 4500 ; Distance in centimeters. Default 15m GrenadeSeenReactionTime = 0.25 ; The amount of time in seconds until reacting to seeing a thrown grenade. Default 0.25 seconds = Average human reaction time GrenadeHeardReactionTime = 0.25 ; The amount of time in seconds until reacting to hearing a thrown grenade hit. Default 0.25 seconds = Average human reaction time GrenadeDetonateReactionTime = 0.25 ; The amount of time in seconds until reacting to a grenade detonation. Default 0.25 seconds = Average human reaction time GrenadeForgetTime = 1.0 ; The amount of time in seconds till we forget the grenade after not sensing it anymore. Default 0.5 seconds GeneralExplosionReactionTime = 0.15 ; The amount of time in seconds until reacting to an explosion of any kind (excluding grenade detonations). Default 0.25 seconds = Average human reaction time GunShotHearingRange = 2500.0 ; Distance in centimeters. Default 7m GunShotReactionTime = 0.25 ; Suspect reaction time to gunshots GunShotForgetTime = 120.0 ; Suspect forgets gunshots after this amount of time DoorStimulusReactionTIme = 0.25 ; Suspect reaction time to door activity ; Lobby where you select missions and can practice [Lobby_V2] HesitationChanceToSurrender = 0.0 HesitationChanceToFakeSurrender = 0.0 HesitationChanceToGoArmedAndDangerous = 0.0 MaxMorale = 1.0 CivilianMaxMorale = 1.0 CivilianMinMorale = 1.0 MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests ; STABLE MAPS ; 4U Gas Station [RoN_Gas_Core_BarricadedSuspects] MinCivilians = 2 ; Min Civilians MaxCivilians = 4 ; Max Civilians MinSuspects = 4 ; Min Suspects MaxSuspects = 8 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) HesitationChanceToSurrender = 0.2 HesitationChanceToFakeSurrender = 0.4 [RoN_Gas_Core_Raid] MinCivilians = 3 ; Min Civilians MaxCivilians = 6 ; Max Civilians MinSuspects = 5 ; Min Suspects MaxSuspects = 10 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive, Flash" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) [RoN_Gas_Core_ActiveShooter] MinCivilians = 8 ; Min Civilians MaxCivilians = 16 ; Max Civilians MinSuspects = 1 ; Min Suspects MaxSuspects = 4 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_Gas_Core_BombThreat] MinCivilians = 3 ; Min Civilians MaxCivilians = 6 ; Max Civilians MinSuspects = 3 ; Min Suspects MaxSuspects = 6 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated BTTimeUntilBombExplodes = 360 ; Time Until Bomb Threat Explodes [RoN_Gas_Core_HostageRescue] MinCivilians = 2 ; Min Civilians MaxCivilians = 6 ; Max Civilians MinSuspects = 4 ; Min Suspects MaxSuspects = 8 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer) ; Wenderly Hills Hotel [RoN_Hotel_Core_BarricadedSuspects] MinCivilians = 6 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 8 ; Min Suspects MaxSuspects = 14 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 2 ; Max civilians with explosive vests [RoN_Hotel_Core_Raid] MinCivilians = 4 ; Min Civilians MaxCivilians = 8 ; Max Civilians MinSuspects = 10 ; Min Suspects MaxSuspects = 20 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests [RoN_Hotel_Core_ActiveShooter] MinCivilians = 8 ; Min Civilians MaxCivilians = 16 ; Max Civilians MinSuspects = 2 ; Min Suspects MaxSuspects = 6 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 0 ; Max traps that should exist in a level, pre-placed and suspect-placed included SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) ASTimeBeforeTargetingFirstCivilian = 120.0 ; Time Before targeting first civilian in Active Shooter MaxExplosiveVestSuspects = 1 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_Hotel_Core_BombThreat] MinCivilians = 4 ; Min Civilians MaxCivilians = 8 ; Max Civilians MinSuspects = 7; Min Suspects MaxSuspects = 14 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated BTTimeUntilBombExplodes = 600 ; Time Until Bomb Threat Explodes [RoN_Hotel_Core_HostageRescue] MinCivilians = 6 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 8 ; Min Suspects MaxSuspects = 16 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer) ; 213 Park Homes [RoN_Meth_Core_BarricadedSuspects] MinCivilians = 7 ; Min Civilians MaxCivilians = 14 ; Max Civilians MinSuspects = 9 ; Min Suspects MaxSuspects = 18 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_Meth_Core_Raid] MinCivilians = 7 ; Min Civilians MaxCivilians = 14 ; Max Civilians MinSuspects = 10 ; Min Suspects MaxSuspects = 20 ; Max Suspects MaxRoamers = 5 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) ; Caesar's Cars Dealership [RoN_Dealer_Core_BarricadedSuspects] MaxCivilians = 6 ; Max Civilians MinSuspects = 9 ; Min Suspects MaxSuspects = 18 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 3 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 2 ; Max civilians with explosive vests [RoN_Dealer_Core_BombThreat] MinCivilians = 4 ; Min Civilians MaxCivilians = 8 ; Max Civilians MinSuspects = 6 ; Min Suspects MaxSuspects = 12 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes ; Port Hokan [RoN_Port_Core_BarricadedSuspects] MinCivilians = 6 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 12 ; Min Suspects MaxSuspects = 18 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_Port_Core_Raid] MinCivilians = 9 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 15 ; Min Suspects MaxSuspects = 20 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_Port_Core_BombThreat] MinCivilians = 4 ; Min Civilians MaxCivilians = 8 ; Max Civilians MinSuspects = 7 ; Min Suspects MaxSuspects = 14 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes [RoN_Port_Core_HostageRescue] MinCivilians = 4 ; Min Civilians MaxCivilians = 8 ; Max Civilians MinSuspects = 7 ; Min Suspects MaxSuspects = 14 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer) ; Cherryessa Farm [RoN_Farm_Core_BarricadedSuspects] MaxCivilians = 5 ; Max Civilians MinSuspects = 15 ; Min Suspects MaxSuspects = 20 ; Max Suspects MaxRoamers = 5 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 4 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 2 ; Max civilians with explosive vests [RoN_Farm_Core_Raid] MaxCivilians = 5 ; Max Civilians MinSuspects = 14 ; Min Suspects MaxSuspects = 28 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests ; Voll Health House [RoN_Valley_Core_BarricadedSuspects] MinCivilians = 6 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 14 ; Min Suspects MaxSuspects = 22 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests ; Brisa Cove [RoN_Penthouse_Core_BarricadedSuspects] MinCivilians = 5 ; Min Civilians MaxCivilians = 7 ; Max Civilians MinSuspects = 12 ; Min Suspects MaxSuspects = 18 ; Max Suspects MaxRoamers = 6 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests ; Neon Nightclub [RoN_Club_Core_BarricadedSuspects] MinCivilians = 10 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 14 ; Min Suspects MaxSuspects = 20 ; Max Suspects MaxRoamers = 6 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 4 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests ; TESTING MAPS ; Ridgeline [RoN_Ridgeline_Core_BarricadedSuspects] MinCivilians = 3 ; Min Civilians MaxCivilians = 6 ; Max Civilians MinSuspects = 3 ; Min Suspects MaxSuspects = 6 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests ; Agency [RoN_Agency_Core_HostageRescue] MinCivilians = 7 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 7 ; Min Suspects MaxSuspects = 12 ; Max Suspects MaxRoamers = 0 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer) ; Fast Food [RoN_FastFood_Core_BarricadedSuspects] MinCivilians = 5 ; Min Civilians MaxCivilians = 7 ; Max Civilians MinSuspects = 4 ; Min Suspects MaxSuspects = 7 ; Max Suspects MaxRoamers = 1 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_FastFood_Core_Raid] MinCivilians = 5 ; Min Civilians MaxCivilians = 7 ; Max Civilians MinSuspects = 6 ; Min Suspects MaxSuspects = 9 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests [RoN_FastFood_Core_ActiveShooter] MinCivilians = 7 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 1 ; Min Suspects MaxSuspects = 3 ; Max Suspects MaxRoamers = 0 ; Max Roamers (In All Game Modes) MaxTraps = 0 ; Max traps that should exist in a level, pre-placed and suspect-placed included SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests ; Hospital [RoN_Hospital_Core_BarricadedSuspects] MinCivilians = 6 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 12 ; Min Suspects MaxSuspects = 18 ; Max Suspects MaxRoamers = 4 ; Max Roamers (In All Game Modes) MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife) MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests [RoN_Hospital_Core_Raid] MinCivilians = 7 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 16 ; Min Suspects MaxSuspects = 24 ; Max Suspects MaxRoamers = 3 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%) SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife) MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests [RoN_Hospital_Core_ActiveShooter] MinCivilians = 6 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 4 ; Min Suspects MaxSuspects = 6 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Explosive" ; What trap types are allowed, comma seperated SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m) ASTimeBeforeTargetingFirstCivilian = 120.0 ; Time Before targeting first civilian in Active Shooter SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife) MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests [RoN_Hospital_Core_BombThreat] MinCivilians = 6 ; Min Civilians MaxCivilians = 12 ; Max Civilians MinSuspects = 4 ; Min Suspects MaxSuspects = 6 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife) [RoN_Hospital_Core_HostageRescue] MinCivilians = 7 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 7 ; Min Suspects MaxSuspects = 12 ; Max Suspects MaxRoamers = 0 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer) SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife) ; Data Center (Default Test Map) [RoN_DataCenter_Core_BarricadedSuspects] MinCivilians = 7 ; Min Civilians MaxCivilians = 9 ; Max Civilians MinSuspects = 11 ; Min Suspects MaxSuspects = 16 ; Max Suspects MaxRoamers = 2 ; Max Roamers (In All Game Modes) MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included TrapType = "Explosive" ; What trap types are allowed, comma seperated MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%) MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%) MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
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