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#define MODULES_DIRECTORY node_modules
#include "node_modules\grad-fortifications\grad_fortifications.hpp"
#include "node_modules\@gruppe-adler\replay\ui\defines.hpp"
#include "node_modules\@gruppe-adler\replay\ui\dialog.hpp"
#include "node_modules\grad-islandconfig\cfgGradIslands.hpp"
#include "BC_setup\rscDialogs.hpp"
#include "BC_buymenu\dialog\baseDefines.hpp"
#include "BC_buymenu\dialog\baseRsc.hpp"
#include "node_modules\grad-listBuymenu\grad_listBuymenu.hpp"
class CfgFunctions {
#include "BC_buymenu\cfgFunctions.hpp"
#include "BC_loadouts\cfgFunctions.hpp"
#include "grad_carryBoat\cfgFunctions.hpp"
#include "grad_islands\cfgFunctions.hpp"
#include "grad_civMarker\cfgFunctions.hpp"
#include "grad_tracking\cfgFunctions.hpp"
#include "BC_flagsOnVehicles\cfgFunctions.hpp"
#include "BC_objectives\cfgFunctions.hpp"
#include "BC_setup\cfgFunctions.hpp"
#include "BC_buyables\cfgFunctions.hpp"
#include "node_modules\grad-listBuymenu\cfgFunctions.hpp"
#include "node_modules\@gruppe-adler\replay\cfgFunctions.hpp"
#include "node_modules\grad-loadout\cfgFunctions.hpp"
#include "node_modules\grad-fortifications\cfgFunctions.hpp"
};
class RscTitles {
#include "node_modules\grad-fortifications\dialog\hint\title.hpp"
#include "BC_objectives\rscTitles.hpp"
#include "BC_setup\rscTitles.hpp"
};
cba_settings_hasSettingsFile = 1;
class GRAD_Replay {
precision = 5; // precision of replay, 5 means every 5 seconds one snapshot (number)
trackedSides[] = {"west", "east", "civilian"}; // defines the sides that will be tracked (possible are "west", "east", "independant", "civilian") (array)
stepsPerTick = 1; // defines steps played back at once (number)
trackedVehicles = 1; // defines if empty and AI steered vehicles will be tracked (0/1)
trackedAI = 1; // defines if AI will be tracked (0/1)
sendingChunkSize = 10; // higher number means replay loading is faster, but might cause instability / lags during loading (number)
trackShots = 1; // defines if shots will be tracked (0/1)
upload = 1; // upload replay to server (0/1)
};
class CfgGradBuymenu {
vehicleMarkers = 1;
tracking = 1;
trackingTag = "Breaking Contact";
#include "BC_buyables\factions.hpp"
};
OnLoadMission = "A mobile radio station is trying to get a message sent - their adversaries try to stop them from completing the broadcast";
author = "Gruppe Adler"; //appears as author in overview and loading screen
overviewText = "US vs. Russians"; //appears in overview and loading screen
onLoadName = "Breaking Contact"; //mission name for loading screen only
overviewPicture = ""; //mission picture for loading screen only
onLoadMissionTime = True;
disabledAI = 0; //1
enableDebugConsole = 1;
loadScreen = "pic\loading.jpg";
respawnDelay = 9999999;
respawn = 3;
respawnButton = 1;
respawnTemplates[] = {"ace_spectator"};
class Header
{
gameType = TDM;
minPlayers = 15;
maxPlayers = 102;
};
class Params
{
#include "BC_buyables\params.hpp"
class TIME_OF_DAY
{
title = "Time of Day";
values[] = {0,1,2,3,4,5,6,6.5,7,8,9,10,11,12,13,14,15,16,16.5,17,17.5,18,19,20,21,22,23};
texts[] = {"00:00","01:00","02:00","03:00","04:00","05:00 - Full Moon","06:00","06:30 - Dawn","07:00 - Sunrise","08:00","09:00","10:00","11:00","12:00","13:00","14:00","15:00","16:00","16:30 - Sunset will arrive","17:00 - Sunset","17:30 - Dusk","18:00 - really dark already","19:00","20:00","21:00","22:00","23:00 - Moon Rise"};
default = 7;
};
class WEATHER_OVERCAST
{
title = "Overcast Settings";
values[] = {0, 0.4, 0.5, 1, -1};
texts[] = {"SUNNY", "CLOUDY", "SLIGHT RAIN", "HEAVY RAIN", "RANDOM"};
default = 0.4;
};
class WEATHER_FOG
{
title = "Fog Settings";
values[] = {0, 0.05, 0.1, 0.2, 0.5, 1, -1};
texts[] = {"None", "0.05", "0.1", "0.2", "0.5", "maximum perversum", "random"};
default = 0.1;
};
class WEATHER_WIND
{
title = "Wind Settings";
values[] = {0, 1, 2, 4, 8, 32, -1};
texts[] = {"None", "1 m/s", "2 m/s", "4 m/s", "8 m/s", "maximum perversum", "random"};
default = 1;
};
class BLUFOR_SPAWN_DISTANCE
{
title = "Spawn Distance BLUFOR";
values[] = {1000, 2000, 3000, 4000, 5000, 6000};
texts[] = {"1km", "2km", "3km", "4km","5km","6km"};
default = 4000;
};
class GRAD_MIN_DISTANCE_TO_RADIOPOSITION
{
title = "Minimum Distance from radio position to next radio position";
values[] = {500, 1000, 2000, 3000, 4000, 5000, 6000};
texts[] = {"500m", "1km", "2km", "3km", "4km","5km","6km"};
default = 1000;
};
class GRAD_TICKS_NEEDED
{
title = "Length of sending time";
values[] = {30, 300, 600, 900, 1320, 1800, 2700, 3600, 4500, 5400, 6300};
texts[] = {"30s (DEBUG)", "5'","10' (recommended for 3 radio positions)", "15'", "22'", "30' (recommended for 2 radio positions)", "45' (recommended for 1 radio position)", "1h'", "1h15'","1h30'","1h45'"};
default = 1800;
};
class GRAD_INTERVALS_NEEDED
{
title = "Number of random places opfor needs to transmit at";
values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10};
texts[] = {"none","2","3","4","5","6","7","8","9","10"};
default = 2;
};
class PLAYER_COUNT
{
title = "Determine Player Count (relevant for buy options)";
values[] = {-1,25,45,65};
texts[] = {"automatic","20+","40+","60+"};
default = 65;
};
class TIME_ACCELERATION
{
title = "Time Acceleration";
values[] = {1,2,4};
texts[] = {"normal","2h in 1h","4h in 1h"};
default = 1;
};
class GRAD_REPLAY_PRECISION
{
title = "InGame Replay Precision";
values[] = {1,2,3,4,5};
texts[] = {"every 1s","every 2s","every 3s","every 4s","every 5s"};
default = 5;
};
class JIP_TIME_ALLOWED
{
title = "JIP allowed for";
values[] = {60, 180, 600, 1800, 999999};
texts[] = {"1min","3min","10min","30min","always (16h)"};
default = 999999;
};
class CONQUER_MODE {
title = "Win Condition";
values[] = {0, 1};
texts[] = {"Conquer Radio Truck", "Destroy Radio Truck"};
default = 0;
};
class PREPARATION_TIME {
title = "Preparation time";
values[] = {0,60,120,180,240,300,480,600,900};
texts[] = {"off","1min","2min","3min","4min","5min","8min","10min","15min"};
default = 300;
};
};
class CfgDebriefing
{
class OpforWinsByElimination
{
title = "Opfor wins";
subtitle = "by elimination";
description = "All Blufor units are eliminated.";
picture = "pic\gruppe-adler.paa";
};
class OpforWinsByTransmission
{
title = "Opfor wins";
subtitle = "by completing transmission";
description = "Opfor managed to complete their transmission. Too slow Blufor, next time hurry up!";
picture = "pic\gruppe-adler.paa";
};
class OpforWinsByBluforDestroyingTheTruck
{
title = "Opfor wins";
subtitle = "The radio truck was destroyed by Blufor";
description = "Next time better make sure where to shoot at.";
picture = "pic\gruppe-adler.paa";
};
class BluforWinsByElimination
{
title = "Blufor wins";
subtitle = "by elimination";
description = "All Opfor units are eliminated.";
picture = "pic\gruppe-adler.paa";
};
class BluforWinsByDestruction
{
title = "Blufor wins";
subtitle = "by destroying the radio unit";
description = "Blufor managed to destroy the radio unit. Opfor, you had one job!";
picture = "pic\gruppe-adler.paa";
};
class BluforWinsByConquering
{
title = "Blufor wins";
subtitle = "by conquering the radio unit";
description = "Blufor managed to conquer the radio unit. Opfor, you had one job!";
picture = "pic\gruppe-adler.paa";
};
class BluforWinsByOpforDestroyingTheTruck
{
title = "Blufor wins";
subtitle = "The radio truck was destroyed by Opfor";
description = "Next time better make sure where to shoot at.";
picture = "pic\gruppe-adler.paa";
};
class DrawRadioTruckDestroyed
{
title = "No one wins";
subtitle = "The radio truck was destroyed by unknown source";
description = "Next time better make sure where to shoot at.";
picture = "pic\gruppe-adler.paa";
};
class DrawError
{
title = "No one wins";
subtitle = "End mission error: couldnt decide on winner";
description = "Blame nomisum, as always.";
picture = "pic\gruppe-adler.paa";
};
};
class CfgDebriefingSections
{
class TransmissionTime
{
title = "Transmission Completion";
variable = "BC_transmissionPercentage";
};
};
class CfgSounds
{
#include "grad_carryBoat\cfgSounds.hpp"
#include "BC_buymenu\cfgSounds.hpp"
class beam
{
name = "beam";
// filename, volume, pitch
sound[] = {"sounds\beam.ogg", 1, 1};
// subtitle delay in seconds, subtitle text
titles[] = {0, ""};
};
class beep
{
name = "beep";
// filename, volume, pitch
sound[] = {"sounds\beep2.ogg", 1, 1};
// subtitle delay in seconds, subtitle text
titles[] = {0, ""};
};
class signal_lost
{
name = "signal_lost";
// filename, volume, pitch
sound[] = {"sounds\signal_lost.ogg", 1, 1};
// subtitle delay in seconds, subtitle text
titles[] = {0, ""};
};
class signal_distortion
{
name = "signal_distortion";
// filename, volume, pitch
sound[] = {"sounds\signal_distortion.ogg", 0.5, 1};
// subtitle delay in seconds, subtitle text
titles[] = {0, ""};
};
};
class Loadouts {
#include "LIST_N.hpp"
resetLoadout = 1;
handleRadios = 1;
class AllUnits {
binoculars = "Binocular";
map = "ItemMap";
compass = "ItemCompass";
watch = "ItemWatch";
};
class Faction {
#include "BC_loadouts\factions.hpp"
};
};
class CfgGradFortifications {
boundingBoxSizeFactor = 1;
canDemolishDefault = 1;
demolitionTimeFactor = 1;
playerInventorySize = 1;
vehicleInventorySizeFactor = 1;
canStoreInLandVehicles = 1;
canStoreInShips = 0;
canStoreInHelicopters = 0;
canStoreInPlanes = 0;
class Land_BagFence_Long_F {
boundingBoxSize = 0.8;
canFloat = 0;
canCollide = 0;
size = 1;
demolitionTime = 10;
};
class Land_BagFence_End_F {
boundingBoxSize = 0.8;
canFloat = 0;
canCollide = 0;
size = 1;
demolitionTime = 10;
};
class rhs_Flag_DNR_F {
boundingBoxSize = 0.1;
canFloat = 0;
canCollide = 1;
size = 0.5;
demolitionTime = 3;
};
class Land_Wreck_Ural_F {
boundingBoxSize = 0.9;
canFloat = 0;
canCollide = 0;
size = 1;
demolitionTime = 30;
};
class Land_Wreck_UAZ_F {
boundingBoxSize = 0.9;
canFloat = 0;
canCollide = 0;
size = 1;
demolitionTime = 15;
};
class Land_Razorwire_F {
boundingBoxSize = 0.1;
canFloat = 0;
canCollide = 1;
size = 0.5;
demolitionTime = 10;
};
class MetalBarrel_burning_F {
boundingBoxSize = 0.9;
canFloat = 0;
canCollide = 1;
size = 0.5;
demolitionTime = 5;
};
class Campfire_burning_F {
boundingBoxSize = 0.9;
canFloat = 0;
canCollide = 1;
size = 0.5;
demolitionTime = 5;
};
class Land_PortableLight_single_F {
boundingBoxSize = 0.9;
canFloat = 0;
canCollide = 1;
size = 0.5;
demolitionTime = 5;
};
};
// Streamator Loading Instructions
class CLib {
Modules[] = {"CLib", "Streamator"};
};