diff --git a/cba_settings.sqf b/cba_settings.sqf index 4a62d7b..1bfaa06 100644 --- a/cba_settings.sqf +++ b/cba_settings.sqf @@ -661,71 +661,72 @@ force CF_BAI_suppression_heldTime = 20; force CF_BAI_suppression_reloadSpeed = 0.5; force CF_BAI_suppression_spotDistance = 0.5; force CF_BAI_suppression_spotTime = 0.5; + // Community Base Addons cba_diagnostic_ConsoleIndentType = -1; force cba_diagnostic_watchInfoRefreshRate = 0.2; -force force cba_disposable_dropUsedLauncher = 2; -force force cba_disposable_replaceDisposableLauncher = true; +cba_disposable_dropUsedLauncher = 2; +force cba_disposable_replaceDisposableLauncher = true; cba_events_repetitionMode = 1; -force force cba_network_loadoutValidation = 0; +force cba_network_loadoutValidation = 0; cba_optics_usePipOptics = true; cba_quicktime_qteShorten = false; cba_ui_notifyLifetime = 4; cba_ui_StorePasswords = 1; // DCO soldier FSM | 1.48 -SFSM_BFFknowledgeType = "one side"; -SFSM_DebugType = "curator"; -SFSM_disablefipo_module = false; -SFSM_globalUD = false; +force SFSM_BFFknowledgeType = "one side"; +force SFSM_DebugType = "curator"; +force SFSM_disablefipo_module = false; +force SFSM_globalUD = false; force SFSM_KnowledgeToFight = 0.1; -SFSM_noRubber = false; -SFSM_simpleBff = true; -SFSM_spawnBffActions = true; -SFSM_storeMoraleData = false; +force SFSM_noRubber = false; +force SFSM_simpleBff = true; +force SFSM_spawnBffActions = true; +force SFSM_storeMoraleData = false; // DCO soldier FSM | Actions -SFSM_audioFeedbackType = "voice"; -SFSM_emergencyRearm = true; +force SFSM_audioFeedbackType = "voice"; +force SFSM_emergencyRearm = true; force SFSM_reactFireCoolDown = 180; -SFSM_throwBackGrenade = true; +force SFSM_throwBackGrenade = true; // DCO soldier FSM | Capture -SFSM_bombOnCapture = 0.2; -SFSM_captiveAutoDeath = -1; -SFSM_captureAbuseProb = 0.5; -SFSM_captureExecProb = 0.251182; -SFSM_captureExplosive = "grenade"; -SFSM_captureTargets = "Everyone"; -SFSM_cptrAbuseProbPlr = 1; -SFSM_cptrExecProbPlr = 0.246985; -SFSM_cptrPlrEscProb = 0.5; -SFSM_cptrPlrEscTime = 7; +force SFSM_bombOnCapture = 0.2; +force SFSM_captiveAutoDeath = -1; +force SFSM_captureAbuseProb = 0.5; +force SFSM_captureExecProb = 0.25; +force SFSM_captureExplosive = "grenade"; +force SFSM_captureTargets = "Everyone"; +force SFSM_cptrAbuseProbPlr = 1; +force SFSM_cptrExecProbPlr = 0.25; +force SFSM_cptrPlrEscProb = 0.5; +force SFSM_cptrPlrEscTime = 7; // DCO soldier FSM | Close Quarter Combat (CQB) -SFSM_clearHouse = true; +force SFSM_clearHouse = true; force SFSM_CQBdistance = 70; force SFSM_CQBunitCap = 4; -SFSM_houseDemolition = true; -SFSM_rpgHouse = true; +force SFSM_houseDemolition = true; +force SFSM_rpgHouse = true; // DCO soldier FSM | Evasion Attack -SFSM_allowEvasionAttack = true; -SFSM_EA_feintPushLeft = true; -SFSM_EA_feintPushRight = true; -SFSM_EA_flankLeft = true; -SFSM_EA_flankRight = true; -SFSM_EA_ZigZag = true; +force SFSM_allowEvasionAttack = true; +force SFSM_EA_feintPushLeft = true; +force SFSM_EA_feintPushRight = true; +force SFSM_EA_flankLeft = true; +force SFSM_EA_flankRight = true; +force SFSM_EA_ZigZag = true; force SFSM_evasionAttackCoolDown = 10; force SFSM_evasionAttackSpeed = 1.2; // DCO soldier FSM | Fighting Positions (FIPO) -FIPO_idleAnimations = "['Acts_Executioner_Squat', 'Acts_AidlPercMstpSlowWrflDnon_pissing', 'Acts_AidlPercMstpSlowWrflDnon_warmup03', 'Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop', 'Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop']"; -SFSM_allowFipoTeleport = true; -SFSM_fipoGetInDistance = 70; -SFSM_fipoKnockOutTime = 120; -SFSM_playerSpotTeleportDist = 200; -SFSM_playerSquadFipo = false; +force FIPO_idleAnimations = "['Acts_Executioner_Squat', 'Acts_AidlPercMstpSlowWrflDnon_pissing', 'Acts_AidlPercMstpSlowWrflDnon_warmup03', 'Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop', 'Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop']"; +force SFSM_allowFipoTeleport = true; +force SFSM_fipoGetInDistance = 70; +force SFSM_fipoKnockOutTime = 120; +force SFSM_playerSpotTeleportDist = 200; +force SFSM_playerSquadFipo = false; // DCO soldier FSM | Headless Client force PR_Allow_HC = false; @@ -733,46 +734,46 @@ force PR_HC1 = "HC"; force PR_Use_HC = false; // DCO soldier FSM | Medical -SFSM_ACE_Revive = true; -SFSM_dragWounded = true; -SFSM_EmergencyHealing = "legs-only"; +force SFSM_ACE_Revive = true; +force SFSM_dragWounded = true; +force SFSM_EmergencyHealing = "legs-only"; force SFSM_maxDragDistance = 40; force SFSM_medicSearchDistance = 100; -force SFSM_minEnemyDistForHealing = 100; +force SFSM_minEnemyDistForHealing = 50; // DCO soldier FSM | Movement -SFSM_allowDodging = true; -SFSM_allowEvasion = true; -SFSM_allowFlinching = true; -SFSM_breakCoverOnHit = true; +force SFSM_allowDodging = true; +force SFSM_allowEvasion = true; +force SFSM_allowFlinching = true; +force SFSM_breakCoverOnHit = true; force SFSM_DodgeCoolDown = 10; force SFSM_DodgeDistance = 60; -SFSM_dodgeIndoors = true; +force SFSM_dodgeIndoors = true; force SFSM_DodgeTimer = 40; -SFSM_ExcludeZcommand = false; +force SFSM_ExcludeZcommand = false; force SFSM_explosionCoverRad = 70; force SFSM_FlinchCoolDown = 5; -SFSM_flinchStopDodge = false; +force SFSM_flinchStopDodge = false; force SFSM_maxSprinters = 15; -SFSM_noCoverPanic = false; +force SFSM_noCoverPanic = false; force SFSM_panicCoef = 0.5; -SFSM_PlayerGrpDodge = false; +force SFSM_PlayerGrpDodge = false; force SFSM_RpsDodgeTrigger = 4; force SFSM_sprintSpeed = 1.2; force SFSM_stayCoverPosTime = 20; // DCO soldier FSM | Overrun -SFSM_allowPanic = true; -SFSM_allowSurrender = true; -SFSM_overRun = true; -SFSM_overRunDistance = 40; -SFSM_playerSquadOverRun = true; +force SFSM_allowPanic = true; +force SFSM_allowSurrender = true; +force SFSM_overRun = true; +force SFSM_overRunDistance = 40; +force SFSM_playerSquadOverRun = true; // DCO soldier FSM | Player Options -SFSM_autoStanceAction = true; -SFSM_autoStanceEnabled = true; -SFSM_buddyHeal = true; -SFSM_buddyRearm = true; +force SFSM_autoStanceAction = true; +force SFSM_autoStanceEnabled = true; +force SFSM_buddyHeal = true; +force SFSM_buddyRearm = true; // DCO soldier FSM | Sound Reaction force SFSM_shotDistanceAss = 400; @@ -782,37 +783,37 @@ force SFSM_shotDistanceSil = 100; force SFSM_shotDistanceSni = 800; // DCO soldier FSM | Specialists -SFSM_AtSpecHuntVehicles = true; -SFSM_disableSpecialists = "player-squads"; +force SFSM_AtSpecHuntVehicles = true; +force SFSM_disableSpecialists = "player-squads"; force SFSM_huntCooldown = 10; -SFSM_marksmanFSM = true; +force SFSM_marksmanFSM = true; force SFSM_maxAts = 4; force SFSM_maxHuntTime = 300; force SFSM_maxMgs = 4; -SFSM_mgSuppression = true; +force SFSM_mgSuppression = true; force SFSM_specRegroupDist = 150; // DCO soldier FSM | Vehicles force SFSM_hearingDistance = 250; -SFSM_hearingHide = true; -SFSM_hideFromVehicles = true; +force SFSM_hearingHide = true; +force SFSM_hideFromVehicles = true; force SFSM_hidingTimeOut = 30; -SFSM_hijackVehicles = "action"; +force SFSM_hijackVehicles = "action"; force SFSM_turretLeaderDist = 40; // DCO Vehicle FSM -DCOCourageMultiplier = true; -force force DCOexcludePlayerGroups = true; -DCOnoFlankGlobal = false; -DCOnoGroupReset = true; -DCOnoHideGlobal = false; -DCOnoPushGlobal = false; -DCOnoSmoke = false; -DCOquickReaction = 0; -FSMD3Bugger = false; +force DCOCourageMultiplier = true; +force DCOexcludePlayerGroups = true; +force DCOnoFlankGlobal = false; +force DCOnoGroupReset = false; +force DCOnoHideGlobal = false; +force DCOnoPushGlobal = false; +force DCOnoSmoke = false; +force DCOquickReaction = 2; +force FSMD3Bugger = true; force globalAgressionMultiplier = 1; force iterationTimer = 2; -VehicleAutoRepair = true; +force VehicleAutoRepair = true; force VehMinimumDistance = 450; // Death and Hit Reactions