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2 Commits
83f45ffd67
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43f805f1bb
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43f805f1bb | ||
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c945bc1a8c |
@@ -573,21 +573,21 @@ acre_sys_zeus_zeusCommunicateViaCamera = true;
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acre_sys_zeus_zeusDefaultVoiceSource = false;
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acre_sys_zeus_zeusDefaultVoiceSource = false;
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// CF_BAI
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// CF_BAI
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force CF_BAI_subskills_maximum_aimingAccuracy = 0;
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force CF_BAI_subskills_maximum_aimingAccuracy = 0.75;
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force CF_BAI_subskills_maximum_aimingShake = 0;
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force CF_BAI_subskills_maximum_aimingShake = 0.7;
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force CF_BAI_subskills_maximum_aimingSpeed = 0;
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force CF_BAI_subskills_maximum_aimingSpeed = 0.7;
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force CF_BAI_subskills_maximum_commanding = 0;
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force CF_BAI_subskills_maximum_commanding = 0.95;
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force CF_BAI_subskills_maximum_courage = 0;
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force CF_BAI_subskills_maximum_courage = 0.9;
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force CF_BAI_subskills_maximum_general = 0;
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force CF_BAI_subskills_maximum_general = 1;
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force CF_BAI_subskills_maximum_reloadSpeed = 0;
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force CF_BAI_subskills_maximum_reloadSpeed = 0.65;
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force CF_BAI_subskills_maximum_spotDistance = 0;
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force CF_BAI_subskills_maximum_spotDistance = 0.75;
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force CF_BAI_subskills_maximum_spotTime = 0;
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force CF_BAI_subskills_maximum_spotTime = 0.7;
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force CF_BAI_subskills_minimum_aimingAccuracy = 0.41;
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force CF_BAI_subskills_minimum_aimingAccuracy = 0.4;
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force CF_BAI_subskills_minimum_aimingShake = 0.5;
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force CF_BAI_subskills_minimum_aimingShake = 0.5;
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force CF_BAI_subskills_minimum_aimingSpeed = 0.5;
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force CF_BAI_subskills_minimum_aimingSpeed = 0.5;
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force CF_BAI_subskills_minimum_commanding = 0.5;
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force CF_BAI_subskills_minimum_commanding = 0.5;
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force CF_BAI_subskills_minimum_courage = 0.5;
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force CF_BAI_subskills_minimum_courage = 0.5;
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force CF_BAI_subskills_minimum_general = 1;
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force CF_BAI_subskills_minimum_general = 0.25;
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force CF_BAI_subskills_minimum_reloadSpeed = 0.5;
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force CF_BAI_subskills_minimum_reloadSpeed = 0.5;
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force CF_BAI_subskills_minimum_spotDistance = 0.35;
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force CF_BAI_subskills_minimum_spotDistance = 0.35;
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force CF_BAI_subskills_minimum_spotTime = 0.5;
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force CF_BAI_subskills_minimum_spotTime = 0.5;
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@@ -599,58 +599,58 @@ force CF_BAI_subskills_terrain_range = 25;
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// CF_BAI_boost
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// CF_BAI_boost
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force CF_BAI_boost_bulletsToMaxBoost = 5;
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force CF_BAI_boost_bulletsToMaxBoost = 5;
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force CF_BAI_boost_disableBoost = false;
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force CF_BAI_boost_disableBoost = false;
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force CF_BAI_boost_maxBoost = 1.1;
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force CF_BAI_boost_maxBoost = 1.25;
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force CF_BAI_boost_minimumShotDistance = 300;
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force CF_BAI_boost_minimumShotDistance = 300;
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force CF_BAI_boost_minimumShotInterval = 2;
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force CF_BAI_boost_minimumShotInterval = 2;
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force CF_BAI_boost_targetChangeSleepTime = 0.1;
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force CF_BAI_boost_targetChangeSleepTime = 0.2;
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force CF_BAI_boost_toleranceRange = 50;
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force CF_BAI_boost_toleranceRange = 50;
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// CF_BAI_death
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// CF_BAI_death
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force CF_BAI_death_deathMessageDelay = 10;
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force CF_BAI_death_deathMessageDelay = 10;
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force CF_BAI_death_disableDeath = false;
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force CF_BAI_death_disableDeath = true;
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force CF_BAI_death_messageHint = true;
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force CF_BAI_death_messageHint = true;
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force CF_BAI_death_messageSideChat = true;
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force CF_BAI_death_messageSideChat = true;
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force CF_BAI_death_messageSystemChat = false;
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force CF_BAI_death_messageSystemChat = false;
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// CF_BAI_detect
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// CF_BAI_detect
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force CF_BAI_detect_aiplayervision_max_distance = 1200;
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force CF_BAI_detect_aiplayervision_max_distance = 600;
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force CF_BAI_detect_aivision_aware_chance = 0.9;
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force CF_BAI_detect_aivision_aware_chance = 0.75;
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force CF_BAI_detect_aivision_aware_knowledge = 1;
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force CF_BAI_detect_aivision_aware_knowledge = 0.85;
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force CF_BAI_detect_aivision_careless_chance = 0.5;
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force CF_BAI_detect_aivision_careless_chance = 0.25;
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force CF_BAI_detect_aivision_careless_knowledge = 0.5;
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force CF_BAI_detect_aivision_careless_knowledge = 0.33;
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force CF_BAI_detect_aivision_combat_chance = 1;
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force CF_BAI_detect_aivision_combat_chance = 0.9;
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force CF_BAI_detect_aivision_combat_knowledge = 1;
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force CF_BAI_detect_aivision_combat_knowledge = 0.9;
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force CF_BAI_detect_aivision_nobino_chance = 0.75;
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force CF_BAI_detect_aivision_nobino_chance = 0.75;
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force CF_BAI_detect_aivision_nobino_knowledge = 0.75;
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force CF_BAI_detect_aivision_nobino_knowledge = 0.7;
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force CF_BAI_detect_aivision_nooptics_chance = 0.5;
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force CF_BAI_detect_aivision_nooptics_chance = 0.5;
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force CF_BAI_detect_aivision_nooptics_knowledge = 0.5;
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force CF_BAI_detect_aivision_nooptics_knowledge = 0.5;
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force CF_BAI_detect_aivision_nooptics_range = 400;
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force CF_BAI_detect_aivision_nooptics_range = 400;
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force CF_BAI_detect_aivision_nvg_percentage = 0.25;
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force CF_BAI_detect_aivision_nvg_percentage = 0.15;
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force CF_BAI_detect_aivision_optics_range = 1500;
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force CF_BAI_detect_aivision_optics_range = 600;
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force CF_BAI_detect_aivision_safe_chance = 0.75;
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force CF_BAI_detect_aivision_safe_chance = 0.5;
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force CF_BAI_detect_aivision_safe_knowledge = 1;
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force CF_BAI_detect_aivision_safe_knowledge = 0.4;
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force CF_BAI_detect_aivision_stealth_chance = 0.75;
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force CF_BAI_detect_aivision_stealth_chance = 0.75;
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force CF_BAI_detect_aivision_stealth_knowledge = 0.75;
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force CF_BAI_detect_aivision_stealth_knowledge = 0.6;
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force CF_BAI_detect_disableDetect = false;
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force CF_BAI_detect_disableDetect = false;
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force CF_BAI_detect_environmentConiditions_fog = 0.9;
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force CF_BAI_detect_environmentConiditions_fog = 0.2;
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force CF_BAI_detect_environmentConiditions_nightTime = 0.5;
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force CF_BAI_detect_environmentConiditions_nightTime = 0.33;
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force CF_BAI_detect_environmentConiditions_rain = 0.2;
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force CF_BAI_detect_environmentConiditions_rain = 0.8;
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force CF_BAI_detect_overall_visibility_multiplier = 1;
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force CF_BAI_detect_overall_visibility_multiplier = 1;
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force CF_BAI_detect_playerVisibility_crouch_chance = 0.5;
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force CF_BAI_detect_playerVisibility_crouch_chance = 0.65;
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force CF_BAI_detect_playerVisibility_crouch_knowledge = 1;
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force CF_BAI_detect_playerVisibility_crouch_knowledge = 0.85;
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force CF_BAI_detect_playerVisibility_movement = 0.5;
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force CF_BAI_detect_playerVisibility_movement = 0.85;
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force CF_BAI_detect_playerVisibility_movement_knowledge = 1;
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force CF_BAI_detect_playerVisibility_movement_knowledge = 0.25;
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force CF_BAI_detect_playerVisibility_prone_chance = 0.1;
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force CF_BAI_detect_playerVisibility_prone_chance = 0.1;
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force CF_BAI_detect_playerVisibility_prone_knowledge = 1;
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force CF_BAI_detect_playerVisibility_prone_knowledge = 0.3;
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force CF_BAI_detect_playerVisibility_standing_chance = 1;
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force CF_BAI_detect_playerVisibility_standing_chance = 0.9;
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force CF_BAI_detect_playerVisibility_standing_knowledge = 1;
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force CF_BAI_detect_playerVisibility_standing_knowledge = 0.9;
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force CF_BAI_detect_playerVisibility_terrain_count = 4;
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force CF_BAI_detect_playerVisibility_terrain_count = 4;
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// CF_BAI_suppression
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// CF_BAI_suppression
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force CF_BAI_suppression_aimingAccuracy = 0.2;
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force CF_BAI_suppression_aimingAccuracy = 0.2;
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force CF_BAI_suppression_aimingShake = 0.2;
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force CF_BAI_suppression_aimingShake = 0.2;
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force CF_BAI_suppression_aimingSpeed = 0.2;
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force CF_BAI_suppression_aimingSpeed = 0.2;
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force CF_BAI_suppression_bulletImpact = 0.1;
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force CF_BAI_suppression_bulletImpact = 0.25;
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force CF_BAI_suppression_commanding = 0.2;
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force CF_BAI_suppression_commanding = 0.2;
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force CF_BAI_suppression_courage = 0.2;
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force CF_BAI_suppression_courage = 0.2;
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force CF_BAI_suppression_decay = 0.03;
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force CF_BAI_suppression_decay = 0.03;
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@@ -697,7 +697,7 @@ force SFSM_captiveAutoDeath = -1;
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force SFSM_captureAbuseProb = 0.5;
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force SFSM_captureAbuseProb = 0.5;
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force SFSM_captureExecProb = 0.25;
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force SFSM_captureExecProb = 0.25;
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force SFSM_captureExplosive = "grenade";
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force SFSM_captureExplosive = "grenade";
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force SFSM_captureTargets = "Everyone";
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force SFSM_captureTargets = "ai";
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force SFSM_cptrAbuseProbPlr = 1;
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force SFSM_cptrAbuseProbPlr = 1;
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force SFSM_cptrExecProbPlr = 0.25;
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force SFSM_cptrExecProbPlr = 0.25;
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force SFSM_cptrPlrEscProb = 0.5;
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force SFSM_cptrPlrEscProb = 0.5;
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@@ -763,11 +763,11 @@ force SFSM_sprintSpeed = 1.2;
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force SFSM_stayCoverPosTime = 20;
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force SFSM_stayCoverPosTime = 20;
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// DCO soldier FSM | Overrun
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// DCO soldier FSM | Overrun
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force SFSM_allowPanic = true;
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force SFSM_allowPanic = false;
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force SFSM_allowSurrender = true;
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force SFSM_allowSurrender = false;
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force SFSM_overRun = true;
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force SFSM_overRun = true;
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force SFSM_overRunDistance = 40;
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force SFSM_overRunDistance = 40;
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force SFSM_playerSquadOverRun = true;
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force SFSM_playerSquadOverRun = false;
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// DCO soldier FSM | Player Options
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// DCO soldier FSM | Player Options
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force SFSM_autoStanceAction = true;
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force SFSM_autoStanceAction = true;
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Block a user