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- /**
- * config
- *
- * Exile Mod
- * www.exilemod.com
- * © 2015 Exile Mod Team
- *
- * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
- * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
- */
- class CfgPatches
- {
- class exile_server_config
- {
- requiredVersion = 0.1;
- requiredAddons[] = {};
- units[] = {};
- weapons[] = {};
- magazines[] = {};
- ammo[] = {};
- };
- };
- #include "cfgBuildings.hpp"
- #include "CfgExileLootServer.hpp"
- class CfgSettings
- {
- ///////////////////////////////////////////////////////////////////////
- // Community Base Addons
- ///////////////////////////////////////////////////////////////////////
- class CBA
- {
- // Set this to 1 if you want to have CBA support
- useStackedEH = 0;
- // If you set this to 1 ...........................................
- iReallyWantToGetHackedAndImRetarded = 0;
- };
- ///////////////////////////////////////////////////////////////////////
- // GARBAGE COLLECTOR
- ///////////////////////////////////////////////////////////////////////
- class GarbageCollector
- {
- /*
- Remark:
- In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
- the deletion. This check has been removed to save server performance.
- Do NOT touch these if you are not 10000% sure what you do!
- */
- class Ingame
- {
- // Dropped items without fissix
- class GroundWeaponHolder
- {
- lifeTime = 10;
- interval = 5;
- };
- // Dropped items with fissix
- class WeaponHolderSimulated
- {
- lifeTime = 10;
- interval = 5;
- };
- // Corpses and wrecks
- class AllDead
- {
- lifeTime = 15;
- interval = 5;
- };
- // Loot spawned inside a building
- class Loot
- {
- lifeTime = 8;
- interval = 1;
- };
- // Never touch this or you will break your sever!
- class Groups
- {
- interval = 0.5;
- };
- };
- class Database
- {
- // Remove all deleted items from the database after X days
- permanentlyDeleteTime = 3;
- // Remove all territories (and contructions + containers in it) that were not paid after X days
- territoryLifeTime = 7;
- // Remove all containers outside of territories that have not been used for X days
- // Example: Tents
- containerLifeTime = 10;
- // Remove all constructions outside of territories that are older than X days or not moved for X days
- // Example: Work Benches
- constructionLifeTime = 2;
- // Remove all vehicles that were not moved/used for X days
- vehicleLifeTime = 3;
- // Set safe as abandoned
- abandonedTime = 7;
- // Deletes a base X days after the flag is stolen if the ransom money isn't paid
- stolenFlagLifeTime = 3;
- // 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
- unlockLifeTime = 2;
- };
- };
- ///////////////////////////////////////////////////////////////////////
- // RESPECT, YO
- ///////////////////////////////////////////////////////////////////////
- class Respect
- {
- /**
- * Defines the factor of respect you gain for every pop tab in revenue
- *
- * Default: Get 1 respect for every 10 pop tabs
- */
- tradingRespectFactor = 0.1;
- /**
- * Defines the the minimum amount of Respect earned/lost for a kill
- */
- minRespectTransfer = 50;
- /**
- * Defines the amount of respect earned/lost for certain types of frags
- */
- class Frags
- {
- domination = 80; // Keeps killing the same guy
- letItRain = 150; // MG, also vehicle MGs
- humiliation = 300; // Axe
- passenger = 400; // Out of car/chopper/boat
- roadKill = 200; // :)
- bigBird = 600; // Roadkill, but with chopper/plane
- chuteGreaterChopper = 1000; // Someone flies into chute and chopper/plane explodes
- };
- class Percentages
- {
- unlucky = 1; // Dying for an unknown reason costs you 1% respect
- crash = 1; // Crashing your car costs you 1% respect
- suicide = 2; // Comitting suicide costs you 2% of your respect
- friendyFire = 3; // Friendly fire costs you 3%
- npc = 4; // Being killed by an NPC costs you 4%
- bambiKill = 5; // Killing a bambi costs you 5%
- frag = 5; // Killing someone will get you 5% and remove 5% from the victim
- };
- class Handcuffs
- {
- trapping = -50; // A handcuffs B
- breakingFree = 100; // B broke free
- releasedByHero = 100; // C releases B
- releasedByHostageTaker = 50; // A releases B
- };
- class Bonus
- {
- // Bonus per full 100m
- per100mDistance = 10;
- // First blood after server restart
- firstBlood = 100;
- // If you kill someone while you are in your own territory
- homie = 20;
- // If you kill someone who is in his own territory
- raid = 20;
- /*
- Example with killstreak = 50
- Frag Factor Bonus
- 2 * 50 +100
- 3 * 50 +150
- 4 * 50 +200
- 5 * 50 +250
- */
- killStreak = 50;
- // Kills within this amount of seconds stack (default: 2 minutes)
- killStreakTimeout = 120;
- };
- };
- ///////////////////////////////////////////////////////////////////////
- // KILLFEED MAN!
- ///////////////////////////////////////////////////////////////////////
- class KillFeed
- {
- // Shows a kill feed for well kills
- showKillFeed = 1;
- };
- ///////////////////////////////////////////////////////////////////////
- // PLAYER SPAWN CONFIGURATION
- ///////////////////////////////////////////////////////////////////////
- class BambiSettings
- {
- /**
- * Loadout of new bambi players
- *
- * (They will always spawn with a bambi overall - you cannot
- * change the loadout uniform)
- */
- loadOut[] =
- {
- "ItemCompass",
- "ItemMap", // Because why not
- "Exile_Item_XM8",
- "ItemRadio",
- "Exile_Item_Bandage",
- "Exile_Item_PlasticBottleFreshWater",
- "Exile_Item_DsNuts"
- };
- /**
- * Enables or disables parachute spawning.
- *
- * 1 = On
- * 0 = Off
- */
- parachuteSpawning = 1;
- /**
- * Enables or disables halo jumping. Only applies
- * if parachute spawning is enabled.
- *
- * Remember that if you enable halo jump, it is adviced
- * to adjust the parachuteDropHeight to something around
- * 1km or so.
- *
- * 1 = On
- * 0 = Off
- */
- haloJump = 1;
- /**
- * Parachute drop height in meters.
- */
- parachuteDropHeight = 1000;
- /**
- * Number of minutes where a fresh spawned player remains in the
- * bambi state. It will end the bambi state after this timeout
- * expired or when they pick up their first weapon. Whatever
- * happens first.
- */
- protectionDuration = 5;
- /**
- * Radius of spawn zones around the center of spawn zone markers.
- */
- spawnZoneRadius = 500;
- /**
- * These vehicles spawn on server restart close to spawn zones.
- * They are non-persistent and will despawn on server restart.
- * Basically they are just used to get away from the spawn zone
- * faster.
- *
- * {Number of vehicles *per* spawn zone, vehicle class name}
- */
- spawnZoneVehicles[] =
- {
- {1, "Exile_Car_Lada_Green"},
- {1, "Exile_Bike_QuadBike_Black"}
- };
- };
- ///////////////////////////////////////////////////////////////////////
- // VEHICLE SPAWN CONFIGURATION
- ///////////////////////////////////////////////////////////////////////
- class VehicleSpawn
- {
- /**
- * Grid Size for vehicle spawning,
- * smaller the number more vehicles,
- * you get the point
- */
- vehiclesGridSize = 4200;
- /**
- * Vehicle ammount per grid
- * kinda self explanitory
- */
- vehiclesGridAmount = 2;
- /**
- * Creates global markers for vehicle spawn tweeking,
- * after you are satisfied with vehicle ammount and spread set this to 0.
- */
- vehiclesDebugMarkers = 0;
- /**
- * The server will apply random damage up to this value when spawning a vehicle.
- */
- damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
- maximumDamage = 0.9;
- /**
- * If "randmizeFuel" is set to 1, vehicles will spawn with randomized
- * fuel. In this case, "fuel" controls the percentage of fuel that
- * can be in the vehicle at a maximum. For example, if you set this to
- * 0.5, then vehicles will spawn with something random between 0% and 50%.
- *
- * If "randomizeFuel" is set to 0, all vehicles will spawn exactly the
- * fuel percentage defined in "fuel". For example, setting this to 0.5
- * will spawn all vehicles with 50% fuel. Setting it to 0 would spawn
- * all vehicles without fuel.
- */
- randomizeFuel = 1;
- fuel = 1;
- /**
- * Works exactly the same as the fuel setting ^
- */
- randomizeAmmo = 1;
- ammo = 1;
- // Stuff to spawn on water
- water[] =
- {
- "Exile_Boat_MotorBoat_Police",
- "Exile_Boat_MotorBoat_Orange",
- "Exile_Boat_MotorBoat_White",
- "Exile_Boat_RubberDuck_CSAT",
- "Exile_Boat_RubberDuck_Digital",
- "Exile_Boat_RubberDuck_Orange",
- "Exile_Boat_RubberDuck_Blue",
- "Exile_Boat_RubberDuck_Black",
- "Exile_Boat_SDV_CSAT",
- "Exile_Boat_SDV_Digital",
- "Exile_Boat_SDV_Grey"
- };
- // Stuff to spawn on roads
- ground[] =
- {
- "Exile_Bike_QuadBike_Black",
- "Exile_Bike_QuadBike_Blue",
- "Exile_Bike_QuadBike_Red",
- "Exile_Bike_QuadBike_White",
- "Exile_Bike_QuadBike_Nato",
- "Exile_Bike_QuadBike_Csat",
- "Exile_Bike_QuadBike_Fia",
- "Exile_Bike_QuadBike_Guerilla01",
- "Exile_Bike_QuadBike_Guerilla02",
- "Exile_Car_Volha_Blue",
- "Exile_Car_Volha_White",
- "Exile_Car_Lada_Green",
- "Exile_Car_Lada_Taxi",
- "Exile_Car_TowTractor_White",
- "Exile_Car_UAZ_Open_Green",
- "Exile_Car_UAZ_Green",
- "Exile_Car_LandRover_Ambulance_Desert",
- "Exile_Car_Tractor_Red",
- "Exile_Car_OldTractor_Red",
- "Exile_Car_Octavius_White",
- "Exile_Car_Offroad_Repair_Civillian",
- "Exile_Car_SUV_Red",
- "Exile_Car_Ural_Covered_Blue",
- "Exile_Car_Van_Box_Black",
- "Exile_Car_Zamak"
- };
- /**
- * Enables or disables nightvision optics on ALL vehicles
- *
- * 0 = off
- * 1 = on
- */
- nightVision = 1;
- /**
- * Enables or disables thermal optics on ALL vehicles
- *
- * 0 = off
- * 1 = on
- */
- thermalVision = 0;
- /**
- * Set this to 1 to unlock vehicles on server boot if they are in safe zones
- *
- * 0 = off
- * 1 = on
- */
- unlockInSafeZonesAfterRestart = 1;
- };
- class Weather
- {
- /*
- You can define multiple "keyframes" for the weather to change. The server will pick
- a keyframe randomly to simulate the weather. It will change the weather-keyframes
- based on the following interval
- */
- interval = 30;
- /*
- Add the keyframes here. The server will pick one random, so if you want one
- weather type of be more dominant compared to others, add it multiple times
- */
- //keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
- keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
- /*
- This is a keyframe. Look up the BIKI to get more details about the parameters
- Be sure to design the fog settings at a view distance of 1,600m as this is the
- limit in multiplayer by default
- https://community.bistudio.com/wiki/fogParams
- https://community.bistudio.com/wiki/overcast
- https://community.bistudio.com/wiki/setWaves
- https://community.bistudio.com/wiki/setWindStr
- https://community.bistudio.com/wiki/setGusts
- https://community.bistudio.com/wiki/setRain
- https://community.bistudio.com/wiki/setLightnings
- https://community.bistudio.com/wiki/setRainbow
- */
- class Sunny
- {
- fogValue = 0.1;
- fogDecay = 0.2;
- fogBase = 5;
- overcast = 0.2;
- waves = 0.2;
- wind = 0.25;
- gusts = 0.1;
- rain = 0;
- lightnings = 0;
- rainbows = 0;
- };
- class Cloudy
- {
- fogValue = 0.2;
- fogDecay = 0.1;
- fogBase = 5;
- overcast = 0.4;
- waves = 0.4;
- wind = 0.25;
- gusts = 0.5;
- rain = 0.1;
- lightnings = 0.1;
- rainbows = 1;
- };
- class Thunderstorm
- {
- fogValue = 0.7;
- fogDecay = 0.2;
- fogBase = 5;
- overcast = 1;
- waves = 1;
- wind = 0.25;
- gusts = 0.5;
- rain = 1;
- lightnings = 1;
- rainbows = 0.5;
- };
- };
- class Time
- {
- // Uses Dedicated Server time as ingame Time
- useRealTime = 0;
- // Will overide RealTime
- useStaticTime = 1;
- // time in ARMA FORMAT << CONFIG
- // https://community.bistudio.com/wiki/setDate
- staticTime[] = {2039,10,24,15,30};
- };
- class RCON
- {
- /*
- Note that for this to work you need to have serverCommandPassowrd defined in config.cfg and BE enabled
- */
- // This needs to match config.cfg serverCommandPassword
- serverPassword = "";
- // Autolocks server until its ready to accept players
- useAutoLock = 0;
- // Server will autoLock at that time before restart (minutes)
- restartAutoLock = 3;
- /*
- Number of hours and minutes of your restart period.
- Examples:
- {4, 0} = Every 4 hours
- {1, 30} = Every one and a half hour (who the hell would do this?)
- */
- restartTimer[] = {3, 0};
- /*
- Kicks players before restart to prevent gear loss.
- We strongely recommend to use this!
- 0 = off
- 1 = on
- */
- useAutoKick = 0;
- /*
- Number of minutes before the server kicks players that did
- not disconnect before the restart. Should at least be two
- minutes!
- */
- kickTime = 2;
- /*
- Self-explanatory
- 0 = off
- 1 = on
- */
- useRestartMessages = 0;
- /*
- Number of minutes before the restart to inform your players.
- Only use full minutes here. Value like 5.5 have not been tested.
- */
- restartWarningTime[] = {15, 10, 5, 3};
- /*
- If set to 1 server will execute '#shutdown',
- to try to shutdown the server.
- If set to 0, it will execute '#restart'
- */
- useShutdown = 0;
- };
- class ServerSettings
- {
- /*
- Support for custom server FSM if wanted
- */
- serverFSM = "exile_server\fsm\main.fsm";
- /*
- If this is enabled, Exile developers will spawn with a ton of pop tabs.
- We will have a hard time debugging things if you disable this.
- */
- devFriendyMode = 1;
- devs[] =
- {
- {"76561197985241690","[EXILE|DEV] Eichi"},
- {"76561198022879703","[EXILE|DEV] Grim"},
- {"76561198075905447","[EXILE|DEV] Vishpala"},
- {"76561197968613061","[EXILE|DEV] Niuva"},
- {"76561198027700602","[EXILE|DEV] Eraser1"},
- {"76561198048317094","[EXILE|DEV] HappyDayZ"},
- {"76561198105900802","[EXILE|DEV] Psycho"},
- {"76561198004111275","[EXILE|DEV] Maca134"},
- {"76561198037177305","[EXILE|DEV] Wolfkill"}
- };
- };
- class Events
- {
- /*
- A list of events that are active
- */
- enabledEvents[] = {"SupplyBox", "AbandonedSafe"};
- enabledEscapeEvents[] = {"EscapeSupplyBox"};
- class SupplyBox
- {
- /*
- Drops a supply box on a parachute next to a random airport on the map.
- The box may contain items. The box can be transported to a territory
- and installed to become a normal storage container.
- */
- type = "spawn";
- function = "ExileServer_system_event_supplyBox_start";
- minTime = 60; // minutes
- maxTime = 180; // minutes
- minimumPlayersOnline = 10;
- dropRadius = 500; // 500m around an airport (including the main airport on Altis!)
- dropAltitude = 100; // altitude of the drop
- markerTime = 10; // minutes
- /*
- These are different types of boxes can be dropped.
- You can specify the cargo a box should contain.
- The type of box is chosen randomly from the following list.
- Add a type multiple times to increase the chance of being used.
- */
- types[] = {"Beer", "Beer", "Tools", "Food", "Food", "RepairParts"};
- class BoxTypes
- {
- class Beer
- {
- items[] =
- {
- {"Exile_Item_Beer", 24}
- };
- };
- class Food
- {
- items[] =
- {
- {"Exile_Item_BBQSandwich", 5},
- {"Exile_Item_Catfood", 5},
- {"Exile_Item_ChristmasTinner", 5},
- {"Exile_Item_GloriousKnakworst", 5},
- {"Exile_Item_SausageGravy", 5},
- {"Exile_Item_Surstromming", 5},
- {"Exile_Item_CanOpener", 1},
- {"Exile_Item_CookingPot", 1},
- {"Exile_Item_Matches", 1}
- };
- };
- class Tools
- {
- items[] =
- {
- {"Exile_Item_Wrench", 1},
- {"Exile_Item_Shovel", 1},
- {"Exile_Item_Screwdriver", 1},
- {"Exile_Item_Pliers", 1},
- {"Exile_Item_Handsaw", 1},
- {"Exile_Item_FireExtinguisher", 1},
- {"Exile_Item_DuctTape", 1}
- };
- };
- class RepairParts
- {
- items[] =
- {
- {"Exile_Item_CarWheel", 8},
- {"Exile_Item_FuelCanisterFull", 4},
- {"Exile_Item_OilCanister", 1},
- {"Exile_Item_Grinder", 1},
- {"Exile_Item_CordlessScrewdriver", 1}
- };
- };
- };
- };
- class EscapeSupplyBox
- {
- /*
- Drops a supply box on a parachute next to a random airport on the map.
- The box may contain items. The box can be transported to a territory
- and installed to become a normal storage container.
- */
- type = "spawn";
- function = "ExileServer_system_event_escapeSupplyBox_start";
- minTime = 3; // minutes
- maxTime = 6; // minutes
- minimumPlayersOnline = 1;
- dropAltitude = 100; // altitude of the drop
- markerTime = 5; // minutes
- /*
- These are different types of boxes can be dropped.
- You can specify the cargo a box should contain.
- The type of box is chosen randomly from the following list.
- Add a type multiple times to increase the chance of being used.
- */
- types[] = {"CyrusBulletCam","LynxBulletCam","LRRBulletCam","MAR10BulletCam","Rahim","MkIEMR","ASP1Kir","Mk14","CMR","EBR","MXSW","Mk200"};
- class BoxTypes
- {
- class CyrusBulletCam
- {
- items[] =
- {
- {"Exile_Magazine_10Rnd_93x64_DMR_05_Bullet_Cam_Mag", 1},
- {"10Rnd_93x64_DMR_05_Mag", 3},
- {"srifle_DMR_05_blk_F", 1}
- };
- };
- class LynxBulletCam
- {
- items[] =
- {
- {"Exile_Magazine_5Rnd_127x108_Bullet_Cam_Mag", 1},
- {"5Rnd_127x108_Mag", 3},
- {"srifle_GM6_F", 1}
- };
- };
- class LRRBulletCam
- {
- items[] =
- {
- {"Exile_Magazine_7Rnd_408_Bullet_Cam_Mag", 1},
- {"7Rnd_408_Mag", 3},
- {"srifle_LRR_F", 1}
- };
- };
- class MAR10BulletCam
- {
- items[] =
- {
- {"Exile_Magazine_10Rnd_338_Bullet_Cam_Mag", 1},
- {"10Rnd_338_Mag", 3},
- {"srifle_DMR_02_F", 1}
- };
- };
- class Rahim
- {
- items[] =
- {
- {"srifle_DMR_01_F", 1},
- {"10Rnd_762x54_Mag", 3}
- };
- };
- class MkIEMR
- {
- items[] =
- {
- {"srifle_DMR_03_woodland_F", 1},
- {"20Rnd_762x51_Mag", 2}
- };
- };
- class ASP1Kir
- {
- items[] =
- {
- {"srifle_DMR_04_F", 1},
- {"10Rnd_127x54_Mag", 3}
- };
- };
- class Mk14
- {
- items[] =
- {
- {"srifle_DMR_06_camo_F", 1},
- {"20Rnd_762x51_Mag", 2}
- };
- };
- class CMR
- {
- items[] =
- {
- {"srifle_DMR_07_ghex_F", 1},
- {"20Rnd_650x39_Cased_Mag_F", 2}
- };
- };
- class EBR
- {
- items[] =
- {
- {"srifle_EBR_F", 1},
- {"20Rnd_762x51_Mag", 2}
- };
- };
- class MXSW
- {
- items[] =
- {
- {"arifle_MX_SW_Black_F", 1},
- {"30Rnd_65x39_caseless_mag", 2}
- };
- };
- class Mk200
- {
- items[] =
- {
- {"LMG_Mk200_F", 1},
- {"200Rnd_65x39_cased_Box", 1}
- };
- };
- };
- };
- class AbandonedSafe
- {
- type = "spawn";
- function = "ExileServer_system_event_abandonedSafe_start";
- minTime = 60; // minutes
- maxTime = 120; // minutes
- minimumPlayersOnline = 0;
- markerTime = 15; // minutes
- };
- class AmbientFlyOver
- {
- type = "call";
- function = "ExileServer_system_event_ambientFlyOver_start";
- minTime = 30; // minutes
- maxTime = 90; // minutes
- minimumPlayersOnline = 1;
- };
- };
- class Logging
- {
- /*
- If logging is enabled separate logs will be made in the sql logs folder for each type
- */
- traderLogging = 1;
- deathLogging = 1;
- territoryLogging = 1;
- };
- ///////////////////////////////////////////////////////////////////////
- // EXILE ESCAPE CONFIGURATION
- // NOTE: REQUIRES ExileEscape.MAPNAME MISSION FILE TO BE LOADED!
- ///////////////////////////////////////////////////////////////////////
- class Escape
- {
- /*
- A very simple option with powerful consequences
- Set to 1 to enable Exile Escape!
- */
- enableEscape = 0;
- /*
- Map Configs
- */
- class Tanoa
- {
- //Starting Position and radius
- startingLocation[] = {1277.18,560.44,0.00142193};
- startingAreaRadius = 100;
- };
- class Altis
- {
- //Starting Position and radius
- startingLocation[] = {8452.87, 25086.9, 0};
- startingAreaRadius = 200;
- };
- // Which players are allowed to spectate after they are dead.
- // Useful for admins/mods and streamers
- spectatorUIDs[] =
- {
- "76561197985241690", // Eichi
- "76561198022879703", // Grim
- "76561198075905447", // Vish
- "76561198037177305" // WolfkillArcadia
- };
- //Number of players needed before the game initializes
- minimumPlayersOnline = 10;
- //Radius of the circle for each round
- roundZoneRadius[] = {1000, 500, 250};
- //Final shrink size of last round. To prevent shrinking make finalZoneRadius equal to last roundZoneRadius
- finalZoneRadius = 100;
- //Time in minutes after minimumPlayersOnline met before game begins
- timeBeforeStart = 5;
- //Total Round Minutes
- minutesPerRound = 10;
- //Minutes after round starts before new preview
- minutesBeforePreview = 7;
- // How much do ppl get when they win?
- respectWinKill = 1000;
- respectWinGetIn = 500;
- respectWinSuicide = 500;
- //Number of weapon boxes to spawn
- numberOfBoxes = 10;
- };
- };
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