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editMe.sqf
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editMe.sqf
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/**
* editMe
*
* Defines all global config for the mission
*
* Domain: Client, Server
**/
/* Attacker Waves */
// List_Bandits, List_ParaBandits, List_OPFOR, List_INDEP, List_NATO, List_Viper
HOSTILE_LEVEL_1 = List_Bandits; // Wave 0 >
HOSTILE_LEVEL_2 = List_OPFOR; // Wave 5 >
HOSTILE_LEVEL_3 = List_Viper; // Wave 10 >
HOSTILE_ARMED_CARS = List_Armour;//expects vehicles
HOSTILE_ARMOUR = List_ArmedCars; //expects vehicles
HOSTILE_MULTIPLIER = ("HOSTILE_MULTIPLIER" call BIS_fnc_getParamValue); // How many hostiles per wave (waveCount x HOSTILE_MULTIPLIER)
HOSTILE_TEAM_MULTIPLIER = ("HOSTILE_TEAM_MULTIPLIER" call BIS_fnc_getParamValue) / 100; // How many extra units are added per player
PISTOL_HOSTILES = ("PISTOL_HOSTILES" call BIS_fnc_getParamValue); //What wave enemies stop only using pistols
/* LOCATION LIST OPTIONS */
// List_AllCities - for any random City
// List_SpecificPoint - will start the mission on the "Specific Bulwark Pos" marker (move with mission editor). Location must meet BULWARK_LANDRATIO and LOOT_HOUSE_DENSITY, BULWARK_MINSIZE, etc requirements
// List_LocationMarkers - for a location selected randomly from the Bulwark Zones in editor (Currently broken)
// *IMPORTANT* If you get an error using List_SpecificPoint it means that there isn't a building that qualifies. Turning down the "Minimum spawn room size" parameter might help.
BULWARK_LOCATIONS = List_AllCities;
BULWARK_RADIUS = ("BULWARK_RADIUS" call BIS_fnc_getParamValue);
BULWARK_MINSIZE = ("BULWARK_MINSIZE" call BIS_fnc_getParamValue); // Spawn room must be bigger than x square metres
BULWARK_LANDRATIO = ("BULWARK_LANDRATIO" call BIS_fnc_getParamValue);
LOOT_HOUSE_DENSITY = ("LOOT_HOUSE_DENSITY" call BIS_fnc_getParamValue);
PLAYER_STARTWEAPON = if ("PLAYER_STARTWEAPON" call BIS_fnc_getParamValue == 1) then {true} else {false};
PLAYER_STARTMAP = if ("PLAYER_STARTMAP" call BIS_fnc_getParamValue == 1) then {true} else {false};
PLAYER_STARTNVG = if ("PLAYER_STARTNVG" call BIS_fnc_getParamValue == 1) then {true} else {false};
/* Respawn */
RESPAWN_TIME = ("RESPAWN_TIME" call BIS_fnc_getParamValue);
RESPAWN_TICKETS = ("RESPAWN_TICKETS" call BIS_fnc_getParamValue);
/* Loot Blacklist */
LOOT_BLACKLIST = [
"O_Static_Designator_02_weapon_F", // If players find and place CSAT UAVs they count as hostile units and round will not progress
"O_UAV_06_backpack_F",
"O_UAV_06_medical_backpack_F",
"O_UAV_01_backpack_F",
"B_IR_Grenade",
"O_IR_Grenade",
"I_IR_Grenade"
];
/* Whitelist modes */
/* 0 = Off */
/* 1 = Only Whitelist Items will spawn as loot */
/* 2 = Whitelist items get added to existing loot (increases the chance of loot spawning */
LOOT_WHITELIST_MODE = 0;
/* Loot Whitelists */
/* Fill with classname arrays: ["example_item_1", "example_item_2"] */
/* To use Whitelisting there MUST be at least one applicaple item in each LOOT_WHITELIST array*/
LOOT_WHITELIST_WEAPON = [];
LOOT_WHITELIST_APPAREL = [];
LOOT_WHITELIST_ITEM = [];
LOOT_WHITELIST_EXPLOSIVE = [];
LOOT_WHITELIST_STORAGE = [];
/* Loot Spawn */
LOOT_WEAPON_POOL = List_AllWeapons - LOOT_BLACKLIST; // Classnames of Loot items as an array
LOOT_APPAREL_POOL = List_AllClothes + List_Vests - LOOT_BLACKLIST;
LOOT_ITEM_POOL = List_Optics + List_Items - LOOT_BLACKLIST;
LOOT_EXPLOSIVE_POOL = List_Mines + List_Grenades + List_Charges - LOOT_BLACKLIST;
LOOT_STORAGE_POOL = List_Backpacks - LOOT_BLACKLIST;
/* Random Loot */
LOOT_HOUSE_DISTRIBUTION = ("LOOT_HOUSE_DISTRIBUTION" call BIS_fnc_getParamValue); // Every *th house will spwan loot.
LOOT_ROOM_DISTRIBUTION = ("LOOT_ROOM_DISTRIBUTION" call BIS_fnc_getParamValue); // Every *th position, within that house will spawn loot.
LOOT_DISTRIBUTION_OFFSET = 0; // Offset the position by this number.
LOOT_SUPPLYDROP = ("LOOT_SUPPLYDROP" call BIS_fnc_getParamValue) / 100; // Radius of supply drop
PARATROOP_COUNT = ("PARATROOP_COUNT" call BIS_fnc_getParamValue);
PARATROOP_CLASS = List_NATO;
DEFECTOR_CLASS = List_NATO;
/* Points */
SCORE_KILL = ("SCORE_KILL" call BIS_fnc_getParamValue); // Base Points for a kill
SCORE_HIT = ("SCORE_HIT" call BIS_fnc_getParamValue); // Every Bullet hit that doesn't result in a kill
SCORE_DAMAGE_BASE = ("SCORE_DAMAGE_BASE" call BIS_fnc_getParamValue); // Extra points awarded for damage. 100% = SCORE_DAMAGE_BASE. 50% = SCORE_DAMAGE_BASE/2
SCORE_RANDOMBOX = 950; // Cost to spin the box
/*Point multipliers of SCORE_KILL for different waves */
HOSTILE_LEVEL_1_POINT_SCORE = 0.75;
HOSTILE_LEVEL_2_POINT_SCORE = 1;
HOSTILE_LEVEL_3_POINT_SCORE = 1.50;
HOSTILE_CAR_POINT_SCORE = 2;
HOSTILE_ARMOUR_POINT_SCORE = 4;
/* Comment out or delete the below support items to prevent the player from buying them */
BULWARK_SUPPORTITEMS = [
[800, "Recon UAV", "reconUAV"],
[1680, "Emergency Teleport", "telePlode"],
[1950, "Paratroopers", "paraDrop"],
[3850, "Missile CAS", "airStrike"],
[4220, "Mine Cluster Shell", "mineField"],
[4690, "Rage Stimpack", "ragePack"],
[5930, "Mind Control Gas", "mindConGas"],
[6666, "ARMAKART TM", "armaKart"],
[7500, "Predator Drone", "droneControl"]
];
/* Objects the Player can buy */
/* Radius prevents hostiles walking through objects */
/* Price - Display Name - Class Name - Rotation When Bought - Object Radius (meters) *prevents AI glitching through object and triggers suicide bombers*/
BULWARK_BUILDITEMS = [
[25, "Long Plank (8m)", "Land_Plank_01_8m_F", 0, 4],
[50, "Junk Barricade", "Land_Barricade_01_4m_F", 0, 1.5],
[75, "Small Ramp (1m)", "Land_Obstacle_Ramp_F", 180, 1.5],
[85, "Flat Triangle (1m)", "Land_DomeDebris_01_hex_green_F", 180, 1.5],
[100, "Short Sandbag Wall", "Land_SandbagBarricade_01_half_F", 0, 1.5],
[150, "Sandbag Barricade", "Land_SandbagBarricade_01_hole_F", 0, 1.5],
[180, "Concrete Shelter", "Land_CncShelter_F", 0, 1],
[200, "Concrete Walkway", "Land_GH_Platform_F", 0, 3.5],
[250, "Tall Concrete Wall", "Land_Mil_WallBig_4m_F", 0, 2],
[260, "Portable Light", "Land_PortableLight_double_F", 180, 1],
[300, "Long Concrete Wall", "Land_CncBarrierMedium4_F", 0, 3],
[400, "Large Ramp", "Land_VR_Slope_01_F", 0, 4],
[500, "Bunker Block", "Land_Bunker_01_blocks_3_F", 0, 2],
[500, "H Barrier", "Land_HBarrier_3_F", 0, 2],
[750, "Ladder", "Land_PierLadder_F", 0, 1],
[800, "Storage box small", "Box_NATO_Support_F", 0, 1],
[950, "Stairs", "Land_GH_Stairs_F", 180, 4],
[1000, "Hallogen Lamp", "Land_LampHalogen_F", 90, 1],
[1000, "Double H Barrier", "Land_HBarrierWall4_F", 0, 4],
[1000, "Concrete Platform", "BlockConcrete_F", 0, 3.5],
[1200, "Storage box large", "Box_NATO_AmmoVeh_F", 0, 1],
[2500, "Static HMG", "B_HMG_01_high_F", 0, 1],
[3000, "Small Bunker", "Land_BagBunker_Small_F", 180, 3],
[4500, "Pillbox", "Land_PillboxBunker_01_hex_F", 90, 2.5],
[6000, "Guard Tower", "Land_Cargo_Patrol_V3_F", 0, 3.5],
[9500, "Modular Bunker", "Land_Bunker_01_Small_F", 180, 3.5]
];
/* Time of Day*/
DAY_TIME_FROM = ("DAY_TIME_FROM" call BIS_fnc_getParamValue);
DAY_TIME_TO = ("DAY_TIME_TO" call BIS_fnc_getParamValue);
// Check for sneaky inverted configuration. FROM should always be before TO.
if (DAY_TIME_FROM > DAY_TIME_TO) then {
DAY_TIME_FROM = DAY_TIME_TO - 2;
};
/* Starter MediKits */
BULWARK_MEDIKITS = ("BULWARK_MEDIKIT" call BIS_fnc_getParamValue);