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- //Descritpion.ext von [3.JgKp]KrisSnyder
- // Darf frei verwendet werden
- //BASIC SETTINGS
- class Header
- {
- gameType = "COOP";
- minPlayers = 1;
- maxPlayers = 95;
- };
- //ADV SETTINGS
- cba_settings_hasSettingsFile = 1; //<- wichtig für CBA Settings
- disabledAI = true; //<- Deaktiviert AI Slots
- enableDebugConsole = 1; //<- Debug Konsole für logged Admins
- //LoadingScreen(CBA)
- class Extended_DisplayLoad_EventHandlers {
- class RscDisplayLoading {
- Mission_customLoadingScreen = "_this call compile preprocessFileLineNumbers 'initLoadingScreen.sqf'";
- };
- };
- //CfGFunctions
- class CfgFunctions
- {};
- //ERSTELLER UND NAME
- author = "[3.JgKp]KrisSnyper"; //<- Author
- onLoadName = "Air Blast"; //<- Missionsname
- onLoadMission = ""; //<- Anzeige im Ladebild
- loadScreen = ""; //<- Ladebild
- briefingName = "KS_Air_Blast"; //<- Name in Missionsauswahl
- overviewText = ""; //<- Anzeige in Missionsauswahl
- //Einstellungen der Module nicht ändern wenn Mission für den Taktik-Public gedacht ist!
- // Kartenoptionen
- ShowCompass=1;
- ShowMap=1;
- ShowNotePad=1;
- ShowWatch=1;
- ShowDebriefing=1;
- ShowGps=1;
- //=== GARBAGECOLLECTOR ====== <- Wracks und Leichen löschen
- corpseManagerMode = 1;
- //0 = None - None of the units are managed by the manager
- //1 = All - All units are managed by the manager
- //2 = None_But_Respawned - Only units that can respawn are managed by the manager
- //3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)
- corpseLimit = 60; //Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies (see below).
- corpseRemovalMinTime = 1200; //seconds Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is breached.
- corpseRemovalMaxTime = 1600; //seconds Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
- wreckManagerMode = 1;
- //0 = None - None of the vehicles are managed by the manager
- //1 = All - All vehicles are managed by the manager
- //2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
- //3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)
- wreckLimit = 30; //Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies (see below).
- wreckRemovalMinTime = 3000; //seconds Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
- wreckRemovalMaxTime = 3600; //seconds Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
- //==============================================================================================================================================
- //----------------Respawn--------------------------
- // Dieser Art Respawn muss in Kombination mit BIS_fnc_addRespawnPosition genutzt werden!!
- respawn = "BASE"; // Respawn type
- respawnDelay = 15; // Delay in seconds
- respawnDialog = 0; // 0 to disable the score table (it can still be opened by pressing 'P').
- //Respawn Templates von CfgRespawnTemplates.
- respawnTemplates[] = {"MenuPosition"};
- respawnOnStart = 0; // 1 to execute respawn templates when a player joins the game.
- //Debriefing Screen
- class CfgDebriefing
- {
- class win1
- {
- title = "Operation erfolgreich";
- subtitle = "";
- description = "Der Tag geht zu ende.";
- pictureBackground = "";
- picture = "";
- };
- class loser1
- {
- title = "Operation gescheitert";
- subtitle = "";
- description = "Der Tag ist unser Ende";
- pictureBackground = "";
- picture = "";
- };
- };
- class CfgDebriefingSections {
- class acex_killTracker {
- title = "Bestätigte Abschüsse";
- variable = "acex_killTracker_outputText";
- };
- };
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