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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. #include "cfgBuildings.hpp"
  26. #include "CfgExileLootServer.hpp"
  27.  
  28. class CfgSettings
  29. {
  30. ///////////////////////////////////////////////////////////////////////
  31. // Community Base Addons
  32. ///////////////////////////////////////////////////////////////////////
  33. class CBA
  34. {
  35. // Set this to 1 if you want to have CBA support
  36. useStackedEH = 0;
  37.  
  38. // If you set this to 1 ...........................................
  39. iReallyWantToGetHackedAndImRetarded = 0;
  40. };
  41.  
  42. ///////////////////////////////////////////////////////////////////////
  43. // GARBAGE COLLECTOR
  44. ///////////////////////////////////////////////////////////////////////
  45. class GarbageCollector
  46. {
  47. /*
  48. Remark:
  49. In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
  50. the deletion. This check has been removed to save server performance.
  51.  
  52. Do NOT touch these if you are not 10000% sure what you do!
  53. */
  54. class Ingame
  55. {
  56. // Dropped items without fissix
  57. class GroundWeaponHolder
  58. {
  59. lifeTime = 10;
  60. interval = 5;
  61. };
  62.  
  63. // Dropped items with fissix
  64. class WeaponHolderSimulated
  65. {
  66. lifeTime = 10;
  67. interval = 5;
  68. };
  69.  
  70. // Corpses and wrecks
  71. class AllDead
  72. {
  73. lifeTime = 15;
  74. interval = 5;
  75. };
  76.  
  77. // Loot spawned inside a building
  78. class Loot
  79. {
  80. lifeTime = 8;
  81. interval = 1;
  82. };
  83.  
  84. // Never touch this or you will break your sever!
  85. class Groups
  86. {
  87. interval = 0.5;
  88. };
  89. };
  90.  
  91. class Database
  92. {
  93. // Remove all deleted items from the database after X days
  94. permanentlyDeleteTime = 3;
  95.  
  96. // Remove all territories (and contructions + containers in it) that were not paid after X days
  97. territoryLifeTime = 7;
  98.  
  99. // Remove all containers outside of territories that have not been used for X days
  100. // Example: Tents
  101. containerLifeTime = 10;
  102.  
  103. // Remove all constructions outside of territories that are older than X days or not moved for X days
  104. // Example: Work Benches
  105. constructionLifeTime = 2;
  106.  
  107. // Remove all vehicles that were not moved/used for X days
  108. vehicleLifeTime = 3;
  109.  
  110. // Set safe as abandoned
  111. abandonedTime = 7;
  112.  
  113. // Deletes a base X days after the flag is stolen if the ransom money isn't paid
  114. stolenFlagLifeTime = 3;
  115.  
  116. // 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
  117. unlockLifeTime = 2;
  118. };
  119. };
  120.  
  121. ///////////////////////////////////////////////////////////////////////
  122. // RESPECT, YO
  123. ///////////////////////////////////////////////////////////////////////
  124. class Respect
  125. {
  126. /**
  127. * Defines the factor of respect you gain for every pop tab in revenue
  128. *
  129. * Default: Get 1 respect for every 10 pop tabs
  130. */
  131. tradingRespectFactor = 0.1;
  132.  
  133. /**
  134. * Defines the the minimum amount of Respect earned/lost for a kill
  135. */
  136. minRespectTransfer = 50;
  137.  
  138. /**
  139. * Defines the amount of respect earned/lost for certain types of frags
  140. */
  141. class Frags
  142. {
  143. domination = 80; // Keeps killing the same guy
  144. letItRain = 150; // MG, also vehicle MGs
  145. humiliation = 300; // Axe
  146. passenger = 400; // Out of car/chopper/boat
  147. roadKill = 200; // :)
  148. bigBird = 600; // Roadkill, but with chopper/plane
  149. chuteGreaterChopper = 1000; // Someone flies into chute and chopper/plane explodes
  150. };
  151.  
  152. class Percentages
  153. {
  154. unlucky = 1; // Dying for an unknown reason costs you 1% respect
  155. crash = 1; // Crashing your car costs you 1% respect
  156. suicide = 2; // Comitting suicide costs you 2% of your respect
  157. friendyFire = 3; // Friendly fire costs you 3%
  158. npc = 4; // Being killed by an NPC costs you 4%
  159. bambiKill = 5; // Killing a bambi costs you 5%
  160. frag = 5; // Killing someone will get you 5% and remove 5% from the victim
  161. };
  162.  
  163. class Handcuffs
  164. {
  165. trapping = -50; // A handcuffs B
  166. breakingFree = 100; // B broke free
  167. releasedByHero = 100; // C releases B
  168. releasedByHostageTaker = 50; // A releases B
  169. };
  170.  
  171. class Bonus
  172. {
  173. // Bonus per full 100m
  174. per100mDistance = 10;
  175.  
  176. // First blood after server restart
  177. firstBlood = 100;
  178.  
  179. // If you kill someone while you are in your own territory
  180. homie = 20;
  181.  
  182. // If you kill someone who is in his own territory
  183. raid = 20;
  184.  
  185. /*
  186. Example with killstreak = 50
  187.  
  188. Frag Factor Bonus
  189. 2 * 50 +100
  190. 3 * 50 +150
  191. 4 * 50 +200
  192. 5 * 50 +250
  193. */
  194. killStreak = 50;
  195.  
  196. // Kills within this amount of seconds stack (default: 2 minutes)
  197. killStreakTimeout = 120;
  198. };
  199. };
  200.  
  201. ///////////////////////////////////////////////////////////////////////
  202. // KILLFEED MAN!
  203. ///////////////////////////////////////////////////////////////////////
  204.  
  205. class KillFeed
  206. {
  207. // Shows a kill feed for well kills
  208. showKillFeed = 1;
  209. };
  210.  
  211. ///////////////////////////////////////////////////////////////////////
  212. // PLAYER SPAWN CONFIGURATION
  213. ///////////////////////////////////////////////////////////////////////
  214. class BambiSettings
  215. {
  216. /**
  217. * Loadout of new bambi players
  218. *
  219. * (They will always spawn with a bambi overall - you cannot
  220. * change the loadout uniform)
  221. */
  222. loadOut[] =
  223. {
  224. "ItemCompass",
  225. "ItemMap", // Because why not
  226. "Exile_Item_XM8",
  227. "ItemRadio",
  228. "Exile_Item_Bandage",
  229. "Exile_Item_PlasticBottleFreshWater",
  230. "Exile_Item_DsNuts"
  231.  
  232. };
  233.  
  234. /**
  235. * Enables or disables parachute spawning.
  236. *
  237. * 1 = On
  238. * 0 = Off
  239. */
  240. parachuteSpawning = 1;
  241.  
  242. /**
  243. * Enables or disables halo jumping. Only applies
  244. * if parachute spawning is enabled.
  245. *
  246. * Remember that if you enable halo jump, it is adviced
  247. * to adjust the parachuteDropHeight to something around
  248. * 1km or so.
  249. *
  250. * 1 = On
  251. * 0 = Off
  252. */
  253. haloJump = 1;
  254.  
  255. /**
  256. * Parachute drop height in meters.
  257. */
  258. parachuteDropHeight = 1000;
  259.  
  260. /**
  261. * Number of minutes where a fresh spawned player remains in the
  262. * bambi state. It will end the bambi state after this timeout
  263. * expired or when they pick up their first weapon. Whatever
  264. * happens first.
  265. */
  266. protectionDuration = 5;
  267.  
  268. /**
  269. * Radius of spawn zones around the center of spawn zone markers.
  270. */
  271. spawnZoneRadius = 500;
  272.  
  273. /**
  274. * These vehicles spawn on server restart close to spawn zones.
  275. * They are non-persistent and will despawn on server restart.
  276. * Basically they are just used to get away from the spawn zone
  277. * faster.
  278. *
  279. * {Number of vehicles *per* spawn zone, vehicle class name}
  280. */
  281. spawnZoneVehicles[] =
  282. {
  283. {1, "Exile_Car_Lada_Green"},
  284. {1, "Exile_Bike_QuadBike_Black"}
  285. };
  286. };
  287.  
  288. ///////////////////////////////////////////////////////////////////////
  289. // VEHICLE SPAWN CONFIGURATION
  290. ///////////////////////////////////////////////////////////////////////
  291.  
  292. class VehicleSpawn
  293. {
  294. /**
  295. * Grid Size for vehicle spawning,
  296. * smaller the number more vehicles,
  297. * you get the point
  298. */
  299. vehiclesGridSize = 4200;
  300.  
  301. /**
  302. * Vehicle ammount per grid
  303. * kinda self explanitory
  304. */
  305. vehiclesGridAmount = 2;
  306.  
  307. /**
  308. * Creates global markers for vehicle spawn tweeking,
  309. * after you are satisfied with vehicle ammount and spread set this to 0.
  310. */
  311. vehiclesDebugMarkers = 0;
  312.  
  313. /**
  314. * The server will apply random damage up to this value when spawning a vehicle.
  315. */
  316. damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
  317. maximumDamage = 0.9;
  318.  
  319. /**
  320. * If "randmizeFuel" is set to 1, vehicles will spawn with randomized
  321. * fuel. In this case, "fuel" controls the percentage of fuel that
  322. * can be in the vehicle at a maximum. For example, if you set this to
  323. * 0.5, then vehicles will spawn with something random between 0% and 50%.
  324. *
  325. * If "randomizeFuel" is set to 0, all vehicles will spawn exactly the
  326. * fuel percentage defined in "fuel". For example, setting this to 0.5
  327. * will spawn all vehicles with 50% fuel. Setting it to 0 would spawn
  328. * all vehicles without fuel.
  329. */
  330. randomizeFuel = 1;
  331. fuel = 1;
  332.  
  333. /**
  334. * Works exactly the same as the fuel setting ^
  335. */
  336. randomizeAmmo = 1;
  337. ammo = 1;
  338.  
  339. // Stuff to spawn on water
  340. water[] =
  341. {
  342. "Exile_Boat_MotorBoat_Police",
  343. "Exile_Boat_MotorBoat_Orange",
  344. "Exile_Boat_MotorBoat_White",
  345. "Exile_Boat_RubberDuck_CSAT",
  346. "Exile_Boat_RubberDuck_Digital",
  347. "Exile_Boat_RubberDuck_Orange",
  348. "Exile_Boat_RubberDuck_Blue",
  349. "Exile_Boat_RubberDuck_Black",
  350. "Exile_Boat_SDV_CSAT",
  351. "Exile_Boat_SDV_Digital",
  352. "Exile_Boat_SDV_Grey"
  353. };
  354.  
  355. // Stuff to spawn on roads
  356. ground[] =
  357. {
  358. "Exile_Bike_QuadBike_Black",
  359. "Exile_Bike_QuadBike_Blue",
  360. "Exile_Bike_QuadBike_Red",
  361. "Exile_Bike_QuadBike_White",
  362. "Exile_Bike_QuadBike_Nato",
  363. "Exile_Bike_QuadBike_Csat",
  364. "Exile_Bike_QuadBike_Fia",
  365. "Exile_Bike_QuadBike_Guerilla01",
  366. "Exile_Bike_QuadBike_Guerilla02",
  367. "Exile_Car_Volha_Blue",
  368. "Exile_Car_Volha_White",
  369. "Exile_Car_Lada_Green",
  370. "Exile_Car_Lada_Taxi",
  371. "Exile_Car_TowTractor_White",
  372. "Exile_Car_UAZ_Open_Green",
  373. "Exile_Car_UAZ_Green",
  374. "Exile_Car_LandRover_Ambulance_Desert",
  375. "Exile_Car_Tractor_Red",
  376. "Exile_Car_OldTractor_Red",
  377. "Exile_Car_Octavius_White",
  378. "Exile_Car_Offroad_Repair_Civillian",
  379. "Exile_Car_SUV_Red",
  380. "Exile_Car_Ural_Covered_Blue",
  381. "Exile_Car_Van_Box_Black",
  382. "Exile_Car_Zamak"
  383. };
  384.  
  385. /**
  386. * Enables or disables nightvision optics on ALL vehicles
  387. *
  388. * 0 = off
  389. * 1 = on
  390. */
  391. nightVision = 1;
  392.  
  393. /**
  394. * Enables or disables thermal optics on ALL vehicles
  395. *
  396. * 0 = off
  397. * 1 = on
  398. */
  399. thermalVision = 0;
  400.  
  401. /**
  402. * Set this to 1 to unlock vehicles on server boot if they are in safe zones
  403. *
  404. * 0 = off
  405. * 1 = on
  406. */
  407. unlockInSafeZonesAfterRestart = 1;
  408. };
  409.  
  410. class Weather
  411. {
  412. /*
  413. You can define multiple "keyframes" for the weather to change. The server will pick
  414. a keyframe randomly to simulate the weather. It will change the weather-keyframes
  415. based on the following interval
  416. */
  417. interval = 30;
  418.  
  419. /*
  420. Add the keyframes here. The server will pick one random, so if you want one
  421. weather type of be more dominant compared to others, add it multiple times
  422. */
  423. //keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
  424. keyframes[] = {"Sunny", "Cloudy", "Thunderstorm"};
  425.  
  426. /*
  427. This is a keyframe. Look up the BIKI to get more details about the parameters
  428.  
  429. Be sure to design the fog settings at a view distance of 1,600m as this is the
  430. limit in multiplayer by default
  431.  
  432. https://community.bistudio.com/wiki/fogParams
  433. https://community.bistudio.com/wiki/overcast
  434. https://community.bistudio.com/wiki/setWaves
  435. https://community.bistudio.com/wiki/setWindStr
  436. https://community.bistudio.com/wiki/setGusts
  437. https://community.bistudio.com/wiki/setRain
  438. https://community.bistudio.com/wiki/setLightnings
  439. https://community.bistudio.com/wiki/setRainbow
  440. */
  441. class Sunny
  442. {
  443. fogValue = 0.1;
  444. fogDecay = 0.2;
  445. fogBase = 5;
  446. overcast = 0.2;
  447. waves = 0.2;
  448. wind = 0.25;
  449. gusts = 0.1;
  450. rain = 0;
  451. lightnings = 0;
  452. rainbows = 0;
  453. };
  454.  
  455. class Cloudy
  456. {
  457. fogValue = 0.2;
  458. fogDecay = 0.1;
  459. fogBase = 5;
  460. overcast = 0.4;
  461. waves = 0.4;
  462. wind = 0.25;
  463. gusts = 0.5;
  464. rain = 0.1;
  465. lightnings = 0.1;
  466. rainbows = 1;
  467. };
  468.  
  469. class Thunderstorm
  470. {
  471. fogValue = 0.7;
  472. fogDecay = 0.2;
  473. fogBase = 5;
  474. overcast = 1;
  475. waves = 1;
  476. wind = 0.25;
  477. gusts = 0.5;
  478. rain = 1;
  479. lightnings = 1;
  480. rainbows = 0.5;
  481. };
  482. };
  483.  
  484. class Time
  485. {
  486. // Uses Dedicated Server time as ingame Time
  487. useRealTime = 0;
  488.  
  489. // Will overide RealTime
  490. useStaticTime = 1;
  491.  
  492. // time in ARMA FORMAT << CONFIG
  493. // https://community.bistudio.com/wiki/setDate
  494.  
  495. staticTime[] = {2039,10,24,15,30};
  496. };
  497.  
  498.  
  499. class RCON
  500. {
  501. /*
  502. Note that for this to work you need to have serverCommandPassowrd defined in config.cfg and BE enabled
  503. */
  504.  
  505. // This needs to match config.cfg serverCommandPassword
  506. serverPassword = "";
  507.  
  508. // Autolocks server until its ready to accept players
  509. useAutoLock = 0;
  510.  
  511. // Server will autoLock at that time before restart (minutes)
  512. restartAutoLock = 3;
  513.  
  514. /*
  515. Number of hours and minutes of your restart period.
  516.  
  517. Examples:
  518.  
  519. {4, 0} = Every 4 hours
  520. {1, 30} = Every one and a half hour (who the hell would do this?)
  521. */
  522. restartTimer[] = {3, 0};
  523.  
  524. /*
  525. Kicks players before restart to prevent gear loss.
  526. We strongely recommend to use this!
  527.  
  528. 0 = off
  529. 1 = on
  530. */
  531. useAutoKick = 0;
  532.  
  533. /*
  534. Number of minutes before the server kicks players that did
  535. not disconnect before the restart. Should at least be two
  536. minutes!
  537. */
  538. kickTime = 2;
  539.  
  540. /*
  541. Self-explanatory
  542.  
  543. 0 = off
  544. 1 = on
  545. */
  546. useRestartMessages = 0;
  547.  
  548. /*
  549. Number of minutes before the restart to inform your players.
  550.  
  551. Only use full minutes here. Value like 5.5 have not been tested.
  552. */
  553. restartWarningTime[] = {15, 10, 5, 3};
  554.  
  555. /*
  556. If set to 1 server will execute '#shutdown',
  557. to try to shutdown the server.
  558. If set to 0, it will execute '#restart'
  559. */
  560.  
  561. useShutdown = 0;
  562. };
  563.  
  564. class ServerSettings
  565. {
  566. /*
  567. Support for custom server FSM if wanted
  568. */
  569. serverFSM = "exile_server\fsm\main.fsm";
  570.  
  571. /*
  572. If this is enabled, Exile developers will spawn with a ton of pop tabs.
  573. We will have a hard time debugging things if you disable this.
  574. */
  575. devFriendyMode = 1;
  576.  
  577. devs[] =
  578. {
  579. {"76561197985241690","[EXILE|DEV] Eichi"},
  580. {"76561198022879703","[EXILE|DEV] Grim"},
  581. {"76561198075905447","[EXILE|DEV] Vishpala"},
  582. {"76561197968613061","[EXILE|DEV] Niuva"},
  583. {"76561198027700602","[EXILE|DEV] Eraser1"},
  584. {"76561198048317094","[EXILE|DEV] HappyDayZ"},
  585. {"76561198105900802","[EXILE|DEV] Psycho"},
  586. {"76561198004111275","[EXILE|DEV] Maca134"},
  587. {"76561198037177305","[EXILE|DEV] Wolfkill"}
  588. };
  589. };
  590.  
  591. class Events
  592. {
  593. /*
  594. A list of events that are active
  595. */
  596. enabledEvents[] = {"SupplyBox", "AbandonedSafe"};
  597. enabledEscapeEvents[] = {"EscapeSupplyBox"};
  598.  
  599.  
  600. class SupplyBox
  601. {
  602. /*
  603. Drops a supply box on a parachute next to a random airport on the map.
  604. The box may contain items. The box can be transported to a territory
  605. and installed to become a normal storage container.
  606. */
  607. type = "spawn";
  608. function = "ExileServer_system_event_supplyBox_start";
  609. minTime = 60; // minutes
  610. maxTime = 180; // minutes
  611. minimumPlayersOnline = 10;
  612. dropRadius = 500; // 500m around an airport (including the main airport on Altis!)
  613. dropAltitude = 100; // altitude of the drop
  614. markerTime = 10; // minutes
  615.  
  616. /*
  617. These are different types of boxes can be dropped.
  618. You can specify the cargo a box should contain.
  619. The type of box is chosen randomly from the following list.
  620. Add a type multiple times to increase the chance of being used.
  621. */
  622. types[] = {"Beer", "Beer", "Tools", "Food", "Food", "RepairParts"};
  623.  
  624. class BoxTypes
  625. {
  626. class Beer
  627. {
  628. items[] =
  629. {
  630. {"Exile_Item_Beer", 24}
  631. };
  632. };
  633.  
  634. class Food
  635. {
  636. items[] =
  637. {
  638. {"Exile_Item_BBQSandwich", 5},
  639. {"Exile_Item_Catfood", 5},
  640. {"Exile_Item_ChristmasTinner", 5},
  641. {"Exile_Item_GloriousKnakworst", 5},
  642. {"Exile_Item_SausageGravy", 5},
  643. {"Exile_Item_Surstromming", 5},
  644. {"Exile_Item_CanOpener", 1},
  645. {"Exile_Item_CookingPot", 1},
  646. {"Exile_Item_Matches", 1}
  647. };
  648. };
  649.  
  650. class Tools
  651. {
  652. items[] =
  653. {
  654. {"Exile_Item_Wrench", 1},
  655. {"Exile_Item_Shovel", 1},
  656. {"Exile_Item_Screwdriver", 1},
  657. {"Exile_Item_Pliers", 1},
  658. {"Exile_Item_Handsaw", 1},
  659. {"Exile_Item_FireExtinguisher", 1},
  660. {"Exile_Item_DuctTape", 1}
  661. };
  662. };
  663.  
  664. class RepairParts
  665. {
  666. items[] =
  667. {
  668. {"Exile_Item_CarWheel", 8},
  669. {"Exile_Item_FuelCanisterFull", 4},
  670. {"Exile_Item_OilCanister", 1},
  671. {"Exile_Item_Grinder", 1},
  672. {"Exile_Item_CordlessScrewdriver", 1}
  673. };
  674. };
  675. };
  676. };
  677.  
  678. class EscapeSupplyBox
  679. {
  680. /*
  681. Drops a supply box on a parachute next to a random airport on the map.
  682. The box may contain items. The box can be transported to a territory
  683. and installed to become a normal storage container.
  684. */
  685. type = "spawn";
  686. function = "ExileServer_system_event_escapeSupplyBox_start";
  687. minTime = 3; // minutes
  688. maxTime = 6; // minutes
  689. minimumPlayersOnline = 1;
  690. dropAltitude = 100; // altitude of the drop
  691. markerTime = 5; // minutes
  692.  
  693. /*
  694. These are different types of boxes can be dropped.
  695. You can specify the cargo a box should contain.
  696. The type of box is chosen randomly from the following list.
  697. Add a type multiple times to increase the chance of being used.
  698. */
  699. types[] = {"CyrusBulletCam","LynxBulletCam","LRRBulletCam","MAR10BulletCam","Rahim","MkIEMR","ASP1Kir","Mk14","CMR","EBR","MXSW","Mk200"};
  700.  
  701. class BoxTypes
  702. {
  703. class CyrusBulletCam
  704. {
  705. items[] =
  706. {
  707. {"Exile_Magazine_10Rnd_93x64_DMR_05_Bullet_Cam_Mag", 1},
  708. {"10Rnd_93x64_DMR_05_Mag", 3},
  709. {"srifle_DMR_05_blk_F", 1}
  710. };
  711. };
  712. class LynxBulletCam
  713. {
  714. items[] =
  715. {
  716. {"Exile_Magazine_5Rnd_127x108_Bullet_Cam_Mag", 1},
  717. {"5Rnd_127x108_Mag", 3},
  718. {"srifle_GM6_F", 1}
  719. };
  720. };
  721. class LRRBulletCam
  722. {
  723. items[] =
  724. {
  725. {"Exile_Magazine_7Rnd_408_Bullet_Cam_Mag", 1},
  726. {"7Rnd_408_Mag", 3},
  727. {"srifle_LRR_F", 1}
  728. };
  729. };
  730. class MAR10BulletCam
  731. {
  732. items[] =
  733. {
  734. {"Exile_Magazine_10Rnd_338_Bullet_Cam_Mag", 1},
  735. {"10Rnd_338_Mag", 3},
  736. {"srifle_DMR_02_F", 1}
  737. };
  738. };
  739. class Rahim
  740. {
  741. items[] =
  742. {
  743. {"srifle_DMR_01_F", 1},
  744. {"10Rnd_762x54_Mag", 3}
  745. };
  746. };
  747. class MkIEMR
  748. {
  749. items[] =
  750. {
  751. {"srifle_DMR_03_woodland_F", 1},
  752. {"20Rnd_762x51_Mag", 2}
  753. };
  754. };
  755. class ASP1Kir
  756. {
  757. items[] =
  758. {
  759. {"srifle_DMR_04_F", 1},
  760. {"10Rnd_127x54_Mag", 3}
  761. };
  762. };
  763. class Mk14
  764. {
  765. items[] =
  766. {
  767. {"srifle_DMR_06_camo_F", 1},
  768. {"20Rnd_762x51_Mag", 2}
  769. };
  770. };
  771. class CMR
  772. {
  773. items[] =
  774. {
  775. {"srifle_DMR_07_ghex_F", 1},
  776. {"20Rnd_650x39_Cased_Mag_F", 2}
  777. };
  778. };
  779. class EBR
  780. {
  781. items[] =
  782. {
  783. {"srifle_EBR_F", 1},
  784. {"20Rnd_762x51_Mag", 2}
  785. };
  786. };
  787. class MXSW
  788. {
  789. items[] =
  790. {
  791. {"arifle_MX_SW_Black_F", 1},
  792. {"30Rnd_65x39_caseless_mag", 2}
  793. };
  794. };
  795. class Mk200
  796. {
  797. items[] =
  798. {
  799. {"LMG_Mk200_F", 1},
  800. {"200Rnd_65x39_cased_Box", 1}
  801. };
  802. };
  803. };
  804. };
  805.  
  806. class AbandonedSafe
  807. {
  808. type = "spawn";
  809. function = "ExileServer_system_event_abandonedSafe_start";
  810. minTime = 60; // minutes
  811. maxTime = 120; // minutes
  812. minimumPlayersOnline = 0;
  813. markerTime = 15; // minutes
  814. };
  815.  
  816. class AmbientFlyOver
  817. {
  818. type = "call";
  819. function = "ExileServer_system_event_ambientFlyOver_start";
  820. minTime = 30; // minutes
  821. maxTime = 90; // minutes
  822. minimumPlayersOnline = 1;
  823. };
  824. };
  825.  
  826. class Logging
  827. {
  828. /*
  829. If logging is enabled separate logs will be made in the sql logs folder for each type
  830. */
  831. traderLogging = 1;
  832. deathLogging = 1;
  833. territoryLogging = 1;
  834. };
  835.  
  836.  
  837. ///////////////////////////////////////////////////////////////////////
  838. // EXILE ESCAPE CONFIGURATION
  839. // NOTE: REQUIRES ExileEscape.MAPNAME MISSION FILE TO BE LOADED!
  840. ///////////////////////////////////////////////////////////////////////
  841. class Escape
  842. {
  843. /*
  844. A very simple option with powerful consequences
  845. Set to 1 to enable Exile Escape!
  846. */
  847. enableEscape = 0;
  848.  
  849. /*
  850. Map Configs
  851. */
  852. class Tanoa
  853. {
  854. //Starting Position and radius
  855. startingLocation[] = {1277.18,560.44,0.00142193};
  856. startingAreaRadius = 100;
  857. };
  858.  
  859. class Altis
  860. {
  861. //Starting Position and radius
  862. startingLocation[] = {8452.87, 25086.9, 0};
  863. startingAreaRadius = 200;
  864. };
  865.  
  866. // Which players are allowed to spectate after they are dead.
  867. // Useful for admins/mods and streamers
  868. spectatorUIDs[] =
  869. {
  870. "76561197985241690", // Eichi
  871. "76561198022879703", // Grim
  872. "76561198075905447", // Vish
  873. "76561198037177305" // WolfkillArcadia
  874. };
  875.  
  876. //Number of players needed before the game initializes
  877. minimumPlayersOnline = 10;
  878.  
  879. //Radius of the circle for each round
  880. roundZoneRadius[] = {1000, 500, 250};
  881.  
  882. //Final shrink size of last round. To prevent shrinking make finalZoneRadius equal to last roundZoneRadius
  883. finalZoneRadius = 100;
  884.  
  885. //Time in minutes after minimumPlayersOnline met before game begins
  886. timeBeforeStart = 5;
  887.  
  888. //Total Round Minutes
  889. minutesPerRound = 10;
  890.  
  891. //Minutes after round starts before new preview
  892. minutesBeforePreview = 7;
  893.  
  894. // How much do ppl get when they win?
  895. respectWinKill = 1000;
  896. respectWinGetIn = 500;
  897. respectWinSuicide = 500;
  898.  
  899. //Number of weapon boxes to spawn
  900. numberOfBoxes = 10;
  901. };
  902. };
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