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  1. author = "Epoch Mod Team";
  2. class Header
  3. {
  4.  gameType = Sandbox;
  5.  minPlayers = 1;
  6.  maxPlayers = 100;
  7. };
  8. respawn = "BASE";
  9. respawnDelay = 600;
  10. respawnDialog = 0;
  11.  
  12. onLoadMission= "Epoch";
  13. OnLoadIntro = "Welcome to Epoch Mod";
  14. loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";
  15. OnLoadIntroTime = False;
  16. OnLoadMissionTime = False;
  17. onLoadName = "Epoch Mod";
  18. disabledAI = true;
  19. scriptedPlayer = 1;
  20. disableChannels[]={0,1,2,6};
  21. enableItemsDropping = 0;
  22. briefing = 0;
  23. debriefing = 0;
  24. enableDebugConsole = 0;
  25. joinUnassigned = 0;
  26. respawnOnStart = 0;
  27. forceRotorLibSimulation = 1;
  28.  
  29. corpseManagerMode = 1;
  30. corpseLimit = 10;
  31. corpseRemovalMinTime = 1200;
  32. corpseRemovalMaxTime = 3600;
  33.  
  34. wreckManagerMode = 1;
  35. wreckLimit = 2;
  36. wreckRemovalMinTime = 60;
  37. wreckRemovalMaxTime = 360;
  38.  
  39. class CfgRemoteExecCommands {};
  40.  
  41. class CfgEpochClient
  42. {
  43.         buildingNearbyMilitary = 0; //1 to allow building nearby
  44.         buildingNearbyMilitaryRange = 300; //Define radius of blocked area
  45.  
  46.         buildingRequireJammer = 0; // 1 = to allow building without a jammer
  47.         buildingCountLimit = 200; // how many objects can be built within range of a jammer
  48.         buildingJammerRange = 75; // jammer range in meters
  49.        
  50.         EPOCH_news[] = {"Word is that Sappers have a new boss.","Dogs will often lure them monsters away.","My dog was blown up. I miss him.."};
  51.        
  52.         class Altis
  53.         {
  54.                 blockedArea[] = { //[POS],radius
  55.                                 { { 16085, 16997, 0 }, 250 }, //South Telos
  56.                                 { { 12844, 16714, 0 }, 120 }, //Soldner Base
  57.                                 { { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
  58.                                 { { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
  59.                                 { { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
  60.                                 { { 20084, 6728, 0 }, 55 }, //West of Selakano
  61.                                 { { 25303, 21807, 0 }, 100 } //Sofia   
  62.                 };
  63.         };
  64.         class Chernarus
  65.         {
  66.                 blockedArea[] = {
  67.                                 { { 10203, 1886, 0 }, 430 }, //South Electro
  68.                                 { { 6822, 2498, 0 }, 600 }, //Cherno
  69.                                 { { 4612, 9670, 0 }, 140 }, //NWAF south barack
  70.                                 { { 4907, 10117, 0 }, 250 }, //NWAF NE hangas
  71.                                 { { 4707, 10384, 0 }, 200 }, //NWAF north barack
  72.                                 { { 4069, 10778, 0 }, 75 }, //NWAF west hangas
  73.                                 { { 4553, 10722, 0 }, 150 }, //NWAF NW hangas
  74.                                 { { 12279, 9505, 0 }, 350 }, //Berenzino Mid
  75.                                 { { 12816, 9816, 0 }, 400 }, //Berenzino SE
  76.                                 { { 12991, 10147, 0 }, 375 }, //Berenzino Docs
  77.                                 { { 2693, 5138, 0 }, 200 }, //Zeleno
  78.                                 { { 11467, 7508, 0 }, 150 }, //Polana Factory
  79.                                 { { 13092, 7096, 0 }, 140 } //Solnichniy Factory
  80.                 };
  81.         };
  82. };
  83.  
  84. class CfgEpochSapper
  85. {
  86.         detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
  87.         groanTrig = 16; //Percentage chance of a groan. Min value = 4
  88.         sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
  89.         smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
  90. };
  91.  
  92. class CfgEpochUAV
  93. {
  94.         UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
  95.         UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
  96.         UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
  97. };
  98.  
  99. class CfgEpochAirDrop
  100. {
  101.         AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
  102.         AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
  103. };