DCO settings enforcement
This commit is contained in:
157
cba_settings.sqf
157
cba_settings.sqf
@@ -661,71 +661,72 @@ force CF_BAI_suppression_heldTime = 20;
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force CF_BAI_suppression_reloadSpeed = 0.5;
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force CF_BAI_suppression_spotDistance = 0.5;
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force CF_BAI_suppression_spotTime = 0.5;
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// Community Base Addons
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cba_diagnostic_ConsoleIndentType = -1;
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force cba_diagnostic_watchInfoRefreshRate = 0.2;
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force force cba_disposable_dropUsedLauncher = 2;
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force force cba_disposable_replaceDisposableLauncher = true;
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cba_disposable_dropUsedLauncher = 2;
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force cba_disposable_replaceDisposableLauncher = true;
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cba_events_repetitionMode = 1;
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force force cba_network_loadoutValidation = 0;
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force cba_network_loadoutValidation = 0;
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cba_optics_usePipOptics = true;
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cba_quicktime_qteShorten = false;
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cba_ui_notifyLifetime = 4;
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cba_ui_StorePasswords = 1;
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// DCO soldier FSM | 1.48
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SFSM_BFFknowledgeType = "one side";
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SFSM_DebugType = "curator";
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SFSM_disablefipo_module = false;
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SFSM_globalUD = false;
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force SFSM_BFFknowledgeType = "one side";
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force SFSM_DebugType = "curator";
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force SFSM_disablefipo_module = false;
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force SFSM_globalUD = false;
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force SFSM_KnowledgeToFight = 0.1;
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SFSM_noRubber = false;
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SFSM_simpleBff = true;
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SFSM_spawnBffActions = true;
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SFSM_storeMoraleData = false;
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force SFSM_noRubber = false;
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force SFSM_simpleBff = true;
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force SFSM_spawnBffActions = true;
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force SFSM_storeMoraleData = false;
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// DCO soldier FSM | Actions
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SFSM_audioFeedbackType = "voice";
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SFSM_emergencyRearm = true;
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force SFSM_audioFeedbackType = "voice";
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force SFSM_emergencyRearm = true;
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force SFSM_reactFireCoolDown = 180;
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SFSM_throwBackGrenade = true;
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force SFSM_throwBackGrenade = true;
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// DCO soldier FSM | Capture
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SFSM_bombOnCapture = 0.2;
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SFSM_captiveAutoDeath = -1;
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SFSM_captureAbuseProb = 0.5;
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SFSM_captureExecProb = 0.251182;
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SFSM_captureExplosive = "grenade";
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SFSM_captureTargets = "Everyone";
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SFSM_cptrAbuseProbPlr = 1;
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SFSM_cptrExecProbPlr = 0.246985;
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SFSM_cptrPlrEscProb = 0.5;
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SFSM_cptrPlrEscTime = 7;
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force SFSM_bombOnCapture = 0.2;
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force SFSM_captiveAutoDeath = -1;
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force SFSM_captureAbuseProb = 0.5;
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force SFSM_captureExecProb = 0.25;
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force SFSM_captureExplosive = "grenade";
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force SFSM_captureTargets = "Everyone";
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force SFSM_cptrAbuseProbPlr = 1;
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force SFSM_cptrExecProbPlr = 0.25;
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force SFSM_cptrPlrEscProb = 0.5;
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force SFSM_cptrPlrEscTime = 7;
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// DCO soldier FSM | Close Quarter Combat (CQB)
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SFSM_clearHouse = true;
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force SFSM_clearHouse = true;
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force SFSM_CQBdistance = 70;
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force SFSM_CQBunitCap = 4;
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SFSM_houseDemolition = true;
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SFSM_rpgHouse = true;
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force SFSM_houseDemolition = true;
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force SFSM_rpgHouse = true;
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// DCO soldier FSM | Evasion Attack
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SFSM_allowEvasionAttack = true;
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SFSM_EA_feintPushLeft = true;
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SFSM_EA_feintPushRight = true;
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SFSM_EA_flankLeft = true;
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SFSM_EA_flankRight = true;
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SFSM_EA_ZigZag = true;
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force SFSM_allowEvasionAttack = true;
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force SFSM_EA_feintPushLeft = true;
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force SFSM_EA_feintPushRight = true;
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force SFSM_EA_flankLeft = true;
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force SFSM_EA_flankRight = true;
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force SFSM_EA_ZigZag = true;
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force SFSM_evasionAttackCoolDown = 10;
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force SFSM_evasionAttackSpeed = 1.2;
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// DCO soldier FSM | Fighting Positions (FIPO)
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FIPO_idleAnimations = "['Acts_Executioner_Squat', 'Acts_AidlPercMstpSlowWrflDnon_pissing', 'Acts_AidlPercMstpSlowWrflDnon_warmup03', 'Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop', 'Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop']";
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SFSM_allowFipoTeleport = true;
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SFSM_fipoGetInDistance = 70;
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SFSM_fipoKnockOutTime = 120;
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SFSM_playerSpotTeleportDist = 200;
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SFSM_playerSquadFipo = false;
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force FIPO_idleAnimations = "['Acts_Executioner_Squat', 'Acts_AidlPercMstpSlowWrflDnon_pissing', 'Acts_AidlPercMstpSlowWrflDnon_warmup03', 'Acts_AidlPercMstpSnonWnonDnon_warmup_7_loop', 'Acts_AidlPercMstpSnonWnonDnon_warmup_6_loop']";
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force SFSM_allowFipoTeleport = true;
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force SFSM_fipoGetInDistance = 70;
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force SFSM_fipoKnockOutTime = 120;
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force SFSM_playerSpotTeleportDist = 200;
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force SFSM_playerSquadFipo = false;
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// DCO soldier FSM | Headless Client
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force PR_Allow_HC = false;
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@@ -733,46 +734,46 @@ force PR_HC1 = "HC";
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force PR_Use_HC = false;
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// DCO soldier FSM | Medical
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SFSM_ACE_Revive = true;
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SFSM_dragWounded = true;
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SFSM_EmergencyHealing = "legs-only";
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force SFSM_ACE_Revive = true;
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force SFSM_dragWounded = true;
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force SFSM_EmergencyHealing = "legs-only";
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force SFSM_maxDragDistance = 40;
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force SFSM_medicSearchDistance = 100;
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force SFSM_minEnemyDistForHealing = 100;
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force SFSM_minEnemyDistForHealing = 50;
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// DCO soldier FSM | Movement
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SFSM_allowDodging = true;
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SFSM_allowEvasion = true;
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SFSM_allowFlinching = true;
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SFSM_breakCoverOnHit = true;
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force SFSM_allowDodging = true;
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force SFSM_allowEvasion = true;
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force SFSM_allowFlinching = true;
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force SFSM_breakCoverOnHit = true;
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force SFSM_DodgeCoolDown = 10;
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force SFSM_DodgeDistance = 60;
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SFSM_dodgeIndoors = true;
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force SFSM_dodgeIndoors = true;
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force SFSM_DodgeTimer = 40;
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SFSM_ExcludeZcommand = false;
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force SFSM_ExcludeZcommand = false;
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force SFSM_explosionCoverRad = 70;
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force SFSM_FlinchCoolDown = 5;
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SFSM_flinchStopDodge = false;
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force SFSM_flinchStopDodge = false;
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force SFSM_maxSprinters = 15;
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SFSM_noCoverPanic = false;
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force SFSM_noCoverPanic = false;
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force SFSM_panicCoef = 0.5;
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SFSM_PlayerGrpDodge = false;
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force SFSM_PlayerGrpDodge = false;
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force SFSM_RpsDodgeTrigger = 4;
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force SFSM_sprintSpeed = 1.2;
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force SFSM_stayCoverPosTime = 20;
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// DCO soldier FSM | Overrun
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SFSM_allowPanic = true;
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SFSM_allowSurrender = true;
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SFSM_overRun = true;
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SFSM_overRunDistance = 40;
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SFSM_playerSquadOverRun = true;
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force SFSM_allowPanic = true;
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force SFSM_allowSurrender = true;
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force SFSM_overRun = true;
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force SFSM_overRunDistance = 40;
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force SFSM_playerSquadOverRun = true;
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// DCO soldier FSM | Player Options
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SFSM_autoStanceAction = true;
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SFSM_autoStanceEnabled = true;
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SFSM_buddyHeal = true;
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SFSM_buddyRearm = true;
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force SFSM_autoStanceAction = true;
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force SFSM_autoStanceEnabled = true;
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force SFSM_buddyHeal = true;
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force SFSM_buddyRearm = true;
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// DCO soldier FSM | Sound Reaction
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force SFSM_shotDistanceAss = 400;
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@@ -782,37 +783,37 @@ force SFSM_shotDistanceSil = 100;
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force SFSM_shotDistanceSni = 800;
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// DCO soldier FSM | Specialists
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SFSM_AtSpecHuntVehicles = true;
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SFSM_disableSpecialists = "player-squads";
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force SFSM_AtSpecHuntVehicles = true;
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force SFSM_disableSpecialists = "player-squads";
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force SFSM_huntCooldown = 10;
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SFSM_marksmanFSM = true;
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force SFSM_marksmanFSM = true;
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force SFSM_maxAts = 4;
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force SFSM_maxHuntTime = 300;
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force SFSM_maxMgs = 4;
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SFSM_mgSuppression = true;
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force SFSM_mgSuppression = true;
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force SFSM_specRegroupDist = 150;
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// DCO soldier FSM | Vehicles
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force SFSM_hearingDistance = 250;
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SFSM_hearingHide = true;
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SFSM_hideFromVehicles = true;
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force SFSM_hearingHide = true;
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force SFSM_hideFromVehicles = true;
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force SFSM_hidingTimeOut = 30;
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SFSM_hijackVehicles = "action";
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force SFSM_hijackVehicles = "action";
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force SFSM_turretLeaderDist = 40;
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// DCO Vehicle FSM
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DCOCourageMultiplier = true;
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force force DCOexcludePlayerGroups = true;
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DCOnoFlankGlobal = false;
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DCOnoGroupReset = true;
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DCOnoHideGlobal = false;
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DCOnoPushGlobal = false;
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DCOnoSmoke = false;
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DCOquickReaction = 0;
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FSMD3Bugger = false;
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force DCOCourageMultiplier = true;
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force DCOexcludePlayerGroups = true;
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force DCOnoFlankGlobal = false;
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force DCOnoGroupReset = false;
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force DCOnoHideGlobal = false;
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force DCOnoPushGlobal = false;
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force DCOnoSmoke = false;
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force DCOquickReaction = 2;
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force FSMD3Bugger = true;
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force globalAgressionMultiplier = 1;
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force iterationTimer = 2;
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VehicleAutoRepair = true;
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force VehicleAutoRepair = true;
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force VehMinimumDistance = 450;
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// Death and Hit Reactions
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