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description.ext
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#define MODULES_DIRECTORY node_modules
#include "cfgFunctions.hpp"
#include "cfgParams.hpp"
#include "cfgMission.hpp"
#include "node_modules\grad-scoreboard\grad_scoreboard.hpp"
#include "node_modules\grad-islandconfig\cfgGradIslands.hpp"
// HEADER ======================================================================
class Header
{
gameType = TDM;
minPlayers = 2;
maxPlayers = 150;
};
// LOAD SCREEN =================================================================
onLoadName = "GAME OF GUNS";
onLoadMission = "";
author = "McDiod für Gruppe Adler";
loadScreen = "data\logo.paa";
// MISC ========================================================================
respawn = 3;
respawnDelay = 9999;
respawnVehicleDelay = 0;
allowFunctionsRecompile = 1;
respawnTemplates[] = {"Base"};
respawnOnStart = -1;
respawnDialog = 0;
disabledAI = 1;
//mcdiod, nomisum
enableDebugConsole[] = {
"76561198044320063",
"76561197961080101"
};
// TITLES AND DIALOGS ==========================================================
class RscTitles {
#include "dialog\rscTitles.hpp"
};
#include "dialog\dialogs.hpp"
// NOTIFICATIONS ===============================================================
class CfgNotifications {
class gungame_notification1 {
title = "%1";
iconPicture = "\A3\ui_f\data\map\markers\military\warning_CA.paa";
description = "%2";
duration = 5;
priority = 0;
};
};
//SOUNDS =======================================================================
class CfgSounds
{
sounds[] = {};
class gungame_upgradeWeaponSound
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "gungame_upgradeWeaponSound";
// filename, volume, pitch
sound[] = {"data\switchsound.ogg", 1, 1};
// subtitle delay in seconds, subtitle text
titles[] = {0, ""};
};
};
//CORPSE MANAGER ===============================================================
corpseManagerMode = 1; // Type of removed bodies: 0 - none, 1 - all, 2 - only respawnable, 3 - only non-respawnable
corpseLimit = 0; // Max number of bodies which can be available at the same time. When exceeded, start deleting immediately.
corpseRemovalMinTime = 5; // Minimal time in seconds a body stays in the scene (can't be removed sooner).
corpseRemovalMaxTime = 10; // Maximal time in seconds after which a dead body is removed (can't stay longer)