Raising OPFOR unitcap, neutering civs, removing guerillas
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@@ -217,21 +217,21 @@ GRLIB_vulnerability_timer = 1800; // Time
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GRLIB_radiotower_size = 3500; // Radio Tower scanning range.
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GRLIB_radiotower_size = 3500; // Radio Tower scanning range.
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GRLIB_surrender_chance = 80; // Chance that enemy infantry will surrender after heavy losses are encountered.
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GRLIB_surrender_chance = 80; // Chance that enemy infantry will surrender after heavy losses are encountered.
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GRLIB_civilians_amount = 1; // Civilian count multiplier.
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GRLIB_civilians_amount = 0.6; // Civilian count multiplier.
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GRLIB_cleanup_delay = 300; // Time in seconds until bodies of dead soldiers are cleaned up.
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GRLIB_cleanup_delay = 300; // Time in seconds until bodies of dead soldiers are cleaned up.
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GRLIB_blufor_cap = 100; // Cap for BLUFOR.
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GRLIB_blufor_cap = 100; // Cap for BLUFOR.
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GRLIB_sector_cap = 180; // Cap for sector defenders.
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GRLIB_sector_cap = 360; // Cap for sector defenders.
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GRLIB_battlegroup_cap = 150; // Cap for enemy battlegroups.
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GRLIB_battlegroup_cap = 300; // Cap for enemy battlegroups.
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GRLIB_patrol_cap = 150; // Cap for enemy patrols.
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GRLIB_patrol_cap = 300; // Cap for enemy patrols.
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KP_liberation_cr_kill_penalty = 5; // Civil Reputation penalty for killing a civilian.
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KP_liberation_cr_kill_penalty = 1; // Civil Reputation penalty for killing a civilian.
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KP_liberation_cr_building_penalty = 0; // Civil Reputation penalty for destroying/damaging a building.
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KP_liberation_cr_building_penalty = 0; // Civil Reputation penalty for destroying/damaging a building.
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KP_liberation_cr_vehicle_penalty = 2; // Civil Reputation penalty for stealing a civilian vehicle.
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KP_liberation_cr_vehicle_penalty = 2; // Civil Reputation penalty for stealing a civilian vehicle.
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KP_liberation_cr_resistance_penalty = 3; // Civil Reputation penalty for killing a friendly resistance soldier.
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KP_liberation_cr_resistance_penalty = 0; // Civil Reputation penalty for killing a friendly resistance soldier.
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KP_liberation_cr_sector_gain = 5; // Civil Reputation gain for liberate a sector.
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KP_liberation_cr_sector_gain = 5; // Civil Reputation gain for liberate a sector.
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KP_liberation_cr_wounded_chance = 35; // Chance (0-100) that there are wounded civilians right after capturing a sector.
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KP_liberation_cr_wounded_chance = 35; // Chance (0-100) that there are wounded civilians right after capturing a sector.
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KP_liberation_cr_wounded_gain = 2; // Civil Reputation gain for providing medical assistance for wounded civilians.
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KP_liberation_cr_wounded_gain = 1; // Civil Reputation gain for providing medical assistance for wounded civilians.
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KP_liberation_civinfo_min = 5400; // Civil Informant minimum spawn time. (seconds)
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KP_liberation_civinfo_min = 5400; // Civil Informant minimum spawn time. (seconds)
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KP_liberation_civinfo_max = 10800; // Civil Informant maximum spawn time. (seconds)
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KP_liberation_civinfo_max = 10800; // Civil Informant maximum spawn time. (seconds)
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@@ -241,14 +241,14 @@ KP_liberation_civinfo_duration = 1200; // Civil
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KP_liberation_civinfo_task_chance = 40; // Chance (0-100) that the delivered informant will spawn a time critical task.
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KP_liberation_civinfo_task_chance = 40; // Chance (0-100) that the delivered informant will spawn a time critical task.
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KP_liberation_civinfo_task_duration = 900; // Duration until the task will despawn if no player is near. (seconds)
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KP_liberation_civinfo_task_duration = 900; // Duration until the task will despawn if no player is near. (seconds)
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KP_liberation_convoy_ambush_chance = 2; // Chance that a logistic convoy will be ambushed, when civil reputation is low.
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KP_liberation_convoy_ambush_chance = 0; // Chance that a logistic convoy will be ambushed, when civil reputation is low.
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KP_liberation_convoy_ambush_duration = 1200; // Duration of the convoy ambush event. (seconds)
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KP_liberation_convoy_ambush_duration = 1200; // Duration of the convoy ambush event. (seconds)
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KP_liberation_resistance_tier2 = 30; // At which strength (0-100) the guerilla forces will be at tier 2?
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KP_liberation_resistance_tier2 = 30; // At which strength (0-100) the guerilla forces will be at tier 2?
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KP_liberation_resistance_tier3 = 70; // At which strength (0-100) the guerilla forces will be at tier 3?
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KP_liberation_resistance_tier3 = 70; // At which strength (0-100) the guerilla forces will be at tier 3?
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KP_liberation_resistance_at_chance = 20; // Chance that a guerilla unit has a RPG. (tier 2 and 3)
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KP_liberation_resistance_at_chance = 0; // Chance that a guerilla unit has a RPG. (tier 2 and 3)
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KP_liberation_resistance_sector_chance = 35; // Chance that a guerilla squad will join an ongoing sector attack.
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KP_liberation_resistance_sector_chance = 0; // Chance that a guerilla squad will join an ongoing sector attack.
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KP_liberation_resistance_ambush_chance = 25; // Chance that some guerilla units will spawn in blufor sectors for an ambush, if reputation is low.
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KP_liberation_resistance_ambush_chance = 0; // Chance that some guerilla units will spawn in blufor sectors for an ambush, if reputation is low.
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// Array of worldName values.
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// Array of worldName values.
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// When playing on this map, it'll create a clearance (remove terrain objects) in a 15m radius around the battlegroup/reinforcements spawnpoint.
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// When playing on this map, it'll create a clearance (remove terrain objects) in a 15m radius around the battlegroup/reinforcements spawnpoint.
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@@ -8,22 +8,10 @@
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/* Classnames of the guerilla faction which is friendly or hostile, depending on the civil reputation
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/* Classnames of the guerilla faction which is friendly or hostile, depending on the civil reputation
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Standard loadout of the units will be replaced with a scripted one, which depends on the guerilla strength, after spawn */
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Standard loadout of the units will be replaced with a scripted one, which depends on the guerilla strength, after spawn */
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KP_liberation_guerilla_units = [
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KP_liberation_guerilla_units = [];
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"I_G_Soldier_AR_F",
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"I_G_engineer_F",
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"I_G_officer_F",
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"I_G_medic_F",
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"I_G_Soldier_F",
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"I_G_Soldier_LAT_F",
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"I_G_Soldier_M_F",
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"I_G_Soldier_SL_F"
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];
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// Armed vehicles
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// Armed vehicles
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KP_liberation_guerilla_vehicles = [
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KP_liberation_guerilla_vehicles = [];
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"I_G_Offroad_01_armed_F",
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"I_G_Offroad_01_AT_F"
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];
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/* Guerilla Equipment
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/* Guerilla Equipment
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There are 3 tiers for every category. If the strength of the guerillas will increase, they'll have higher tier equipment. */
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There are 3 tiers for every category. If the strength of the guerillas will increase, they'll have higher tier equipment. */
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