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author = "Vex.W, JB & Bojan";
overviewPicture = "media\images\loading.jpg";
loadScreen = "media\images\loading.jpg";
onLoadName = "7th Cavalry Full Spectrum v4.2.1";
onLoadMission = "Welcome to 7th Cavalry Tactical Realism! Join us on TeamSpeak at ts3.7cav.us Password: 7thCavalry";
briefing = 0;
debriefing = 0;
class Header
{
gameType = COOP;
minPlayers = 1;
maxPlayers = 60;
};
enableDebugConsole[] =
{
"76561197974853932", // Carter.D
"76561197988661394", // Treck.M
"76561198040127295", // Tully.B
"76561198131898852", // Argus
"76561198168754324", // Dakota.N
"76561198102939824", // Geki.T
"76561198089890491", // Vex.W
"76561198020218548", // Bickford.B
"76561198114637526" // JB (not 7th Cavalry)
};
class Extended_PreInit_EventHandlers {
cScripts_preInit = "0 spawn compile preprocessFileLineNumbers 'cScripts\CavFnc\cScripts_preInit.sqf'";
settings = call compile preprocessFileLineNumbers "simple_splint\functions\fn_initsettings.sqf";
};
class Extended_PostInit_EventHandlers {
cScripts_postInit = "0 spawn compile preprocessFileLineNumbers 'cScripts\CavFnc\cScripts_postInit.sqf'";
};
allowFunctionsLog = 0;
disabledAI = 1;
aiKills = 0;
enableItemsDropping = 0;
Respawn = 2;
RespawnDelay = 5;
RespawnDialog = 0;
wreckManagerMode = 0;
corpseManagerMode = 0;
//#include "VAS\menu.hpp"
#include "scripts\common.hpp" // Common dialog classes
#include "JB\defines.hpp"
//#include "JB\dialog_ammoInit.hpp"
//#include "JB\dialog_repairInit.hpp"
//#include "JB\dialog_repackInit.hpp"
//#include "OP\dialog_command.hpp"
//#include "OP\dialog_inspector.hpp"
class CfgFunctions
{
#include "INIT\CfgFunctions.hpp" // Mission-wide preInit and postInit functions
#include "scripts\CfgFunctions.hpp" // Mission-wide functions
#include "OO\CfgFunctions.hpp" // Primitive object oriented support
#include "QS\CfgFunctions.hpp" // UAV reset
#include "JB\CfgFunctions.hpp"
#include "SPM\CfgFunctions.hpp"
#include "OP\CfgFunctions.hpp"
#include "Diagnostics\CfgFunctions.hpp"
#include "cScripts\CavFnc\CfgFunctions.hpp"
#include "cScripts\Loadouts\script\CfgFunctions.hpp"
#include "cScripts\ViewingDistance\CfgFunctions.hpp"
#include "simple_splint\CfgFunctions.hpp" // Simple Splint
};
#include "cScripts\Loadouts\script\CfgPoppy.hpp"
#include "cScripts\ViewingDistance\GUI.h"
#include "cScripts\CfgUnitInsignia.hpp"
#include "cScripts\CfgLoadouts.hpp"
class CfgSounds
{
#include "AR_AdvancedRappelling\CfgSounds.hpp"
#include "JB\CfgSounds.hpp"
#include "SPM\CfgSounds.hpp"
};
class CfgNotifications
{
class Default
{
description = "%1";
color[] = { 0.988, 0.800, 0.165, 1.000 };
duration = 10;
sound = "";
soundClose = "";
};
class NotificationEndAdvance: Default
{
title = "ADVANCE COMPLETE";
iconPicture = "\a3\ui_f\data\map\mapcontrol\taskIconCreated_ca.paa";
priority = 4;
duration = 15;
};
class NotificationMissionDescription: Default
{
title = "MISSION";
iconPicture = "\a3\ui_f\data\gui\cfg\communicationmenu\attack_ca.paa";
priority = 10;
};
class NotificationMissionStatus: Default
{
title = "MISSION STATUS";
iconPicture = "\a3\ui_f\data\map\mapcontrol\taskicondone_ca.paa";
priority = 6;
};
class NotificationObjectiveDescription: Default
{
title = "OBJECTIVE";
iconPicture = "\a3\ui_f\data\map\mapcontrol\taskIconCreated_ca.paa";
priority = 9;
};
class NotificationObjectiveStatus: Default
{
title = "OBJECTIVE STATUS";
iconPicture = "\a3\ui_f\data\map\mapcontrol\taskIconDone_ca.paa";
priority = 8;
};
class NotificationEvent: Default
{
title = "EVENT";
iconPicture = "\a3\ui_f\data\gui\cfg\communicationmenu\attack_ca.paa";
priority = 7;
};
class NotificationGeneric: Default
{
title = "";
iconPicture = "\a3\ui_f\data\gui\cfg\communicationmenu\attack_ca.paa";
priority = 5;
};
};
class RscTitles
{
#include "scripts\vehicle\crew\CrewList.hpp" // Occupants HUD for vehicles
#include "scripts\vehicle\paradrop\Paradrop.hpp"// Indicators for HALO and static lines
//#include "JB\display_medicalInit.hpp" // Medic monitor when incapacitated
#include "Diagnostics\dialog_stripChart.hpp"
};
class Params
{
class Advance
{
title = "Main Advance";
texts[] = {"Started","Stopped"};
values[] = {1,0};
default = 1;
};
class SpecialOperations
{
title = "Special operations";
texts[] = {"Started","Stopped"};
values[] = {1,0};
default = 0;
};
class ReviveSelf
{
title = "Revive self";
texts[] = {"Enabled","Disabled"};
values[] = {1,0};
default = 0;
};
// The map will display enemies that soldiers have seen out to a certain distance
class MapSenseEnemyRange
{
title = "Map sense enemy range";
values[] = {0, 100,150,200,250,300,350,400};
default = 0;
};
// The map will display enemies that soldiers have seen out to a certain distance
class MapType
{
title = "Map type";
texts[] = {"Individual","Group"};
values[] = {0,1};
default = 0;
};
// Set the number of enemy infantry that will be created for each connected player
class NumberInfantryPerPlayer
{
title = "Number of enemy infantry to create per connected player";
values[] = {0.5,1.0,1.5,2.0,2.5,3.0,3.5,4.0,4.5,5.0,5.5,6.0,6.5,7.0,7.5,8.0,8.5,9.0,9.5,10.0};
default = 2.5;
};
class MinimumInfantryPerOperation
{
title = "Minimum infantry in an operation";
values[] = {8,16,32,40,48,56,64,72,80,88,96,104,112,120,128};
default = 32;
};
// Limit the number of active enemy infantry according to the performance of the server
class MaximumInfantryPerOperation
{
title = "Maximum infantry in an operation";
values[] = {25,50,75,100,125,150,175,200,225,250,300};
default = 200;
};
// When identifying the next operation in an advance, we'd like to get from SpacingMinIdeal to SpacingMaxIdeal, but if that doesn't get us anything, we'll consider SpacingMin to SpacingMax
class AdvanceSpacingMin
{
title = "Minimum absolute spacing between consecutive operations in an advance (meters)";
values[] = {0,500,1000,1500,2000,2500,3000};
default = 0;
};
class AdvanceSpacingMax
{
title = "Maximum absolute spacing between consecutive operations in an advance (meters)";
values[] = {2000,2500,3000,3500,4000,4500,5000};
default = 3000;
};
class AdvanceSpacingMinIdeal
{
title = "Minimum ideal spacing between consecutive operations in an advance (meters)";
values[] = {0,500,1000,1500,2000,2500,3000};
default = 0;
};
class AdvanceSpacingMaxIdeal
{
title = "Maximum ideal spacing between consecutive operations in an advance (meters)";
values[] = {2000,2500,3000,3500,4000,4500,5000};
default = 2000;
};
class AdvanceSpacingPerPlayer
{
title = "Per-player additional spacing between consecutive operations in an advance (meters)";
values[] = {0,10,20,30,40,50,60};
default = 40;
};
class AdvanceGridSiteSpacing
{
title = "Additional advance operation sites randomly chosen from each cell of a regularly-spaced grid (meters)";
texts[] = {"Disabled","1000","2000","3000","4000","5000","6000","7000","8000","9000","10000"};
values[] = {-1,1000,2000,3000,4000,5000,6000,7000,8000,9000,10000};
default = 3000;
};
class AdvanceDeviationAngle
{
title = "Maximum angle advance path will be permitted to turn between consecutive operations (degrees)";
values[] = {0,10,20,30,40,50,60,70,80,90,100,120,130,140,150};
default = 100;
};
class AdvanceAreaPerPlayer
{
title = "Operation area";
texts[] = {"Small", "Medium", "Large", "Very large"};
values[] = {625,2500,5625,10000}; // m^2 per player
default = 5625;
};
class CounterattackProbability
{
title = "Base probability of counterattack at an operation during an advance";
texts[] = {"0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%"};
values[] = {0,10,20,30,40,50,60,70,80,90,100};
default = 40;
};
};