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| f12355f581 | |||
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91e3099f0e | ||
| 5f1d7688c9 | |||
| 5a3643c71a | |||
| a1e9cef54d |
@@ -211,27 +211,27 @@ KP_liberation_production_interval = 10; // Time
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GRLIB_sector_size = 1700; // Range to activate a sector.
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GRLIB_sector_size = 1700; // Range to activate a sector.
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GRLIB_capture_size = 275; // Range to capture a sector.
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GRLIB_capture_size = 275; // Range to capture a sector.
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GRLIB_defended_buildingpos_part = 0.4; // Multiplier for defenders in buildings.
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GRLIB_defended_buildingpos_part = 1; // Multiplier for defenders in buildings.
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GRLIB_battlegroup_size = 8; // Size of enemy battlegroups.
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GRLIB_battlegroup_size = 16; // Size of enemy battlegroups.
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GRLIB_vulnerability_timer = 1800; // Time in seconds how long a captured sector is vulnerable to enemy troops.
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GRLIB_vulnerability_timer = 1800; // Time in seconds how long a captured sector is vulnerable to enemy troops.
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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 = 0; // 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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@@ -1,25 +1,10 @@
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/*
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Needed Mods:
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- None
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Optional Mods:
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- BWMod
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- RHSUSAF
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- F-15C
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- F/A-18
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- CUP Weapons
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- CUP Vehicles
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- USAF Main Pack
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- USAF Fighters Pack
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- USAF Utility Pack
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*/
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/*
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/*
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--- Support classnames ---
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--- Support classnames ---
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Each of these should be unique.
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Each of these should be unique.
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The same classnames for different purposes may cause various unpredictable issues with player actions.
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The same classnames for different purposes may cause various unpredictable issues with player actions.
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Or not, just don't try!
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Or not, just don't try!
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*/
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*/
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FOB_typename = "Land_Cargo_HQ_V1_F"; // This is the main FOB HQ building.
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FOB_typename = "Land_Cargo_HQ_V1_F"; // This is the main FOB HQ building.
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FOB_box_typename = "B_Slingload_01_Cargo_F"; // This is the FOB as a container.
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FOB_box_typename = "B_Slingload_01_Cargo_F"; // This is the FOB as a container.
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FOB_truck_typename = "B_Truck_01_box_F"; // This is the FOB as a vehicle.
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FOB_truck_typename = "B_Truck_01_box_F"; // This is the FOB as a vehicle.
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@@ -49,6 +34,7 @@ KP_liberation_fuel_crate = "CargoNet_01_barrels_F"; // This
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The above example is the NATO IFV-6a Cheetah, it costs 300 supplies, 150 ammunition and 150 fuel to build.
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The above example is the NATO IFV-6a Cheetah, it costs 300 supplies, 150 ammunition and 150 fuel to build.
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IMPORTANT: The last element inside each array must have no comma at the end!
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IMPORTANT: The last element inside each array must have no comma at the end!
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*/
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*/
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infantry_units = [
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infantry_units = [
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["UA_Azov_forwardobserver",15,0,0], // Rifleman (Light)
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["UA_Azov_forwardobserver",15,0,0], // Rifleman (Light)
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["UA_Azov_rifleman",20,0,0], // Rifleman
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["UA_Azov_rifleman",20,0,0], // Rifleman
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@@ -461,8 +447,3 @@ blufor_squad_para = [
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"B_soldier_PG_F",
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"B_soldier_PG_F",
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"B_soldier_PG_F"
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"B_soldier_PG_F"
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];
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];
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@@ -1,11 +1,3 @@
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/*
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Needed Mods:
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- None
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Optional Mods:
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- None
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*/
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// Civilian classnames.
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// Civilian classnames.
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civilians = [
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civilians = [
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"c_civil_cloth_01",
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"c_civil_cloth_01",
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@@ -1,11 +1,3 @@
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/*
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Needed Mods:
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- RHS AFRF
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Optional Mods:
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- None
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*/
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// Enemy infantry classes
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// Enemy infantry classes
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opfor_officer = "RUS_spn_deputyplatooncommander"; // Officer
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opfor_officer = "RUS_spn_deputyplatooncommander"; // Officer
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opfor_squad_leader = "RUS_spn_platooncommander"; // Squad Leader
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opfor_squad_leader = "RUS_spn_platooncommander"; // Squad Leader
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@@ -42,6 +34,7 @@ Therefore, adding the same value twice or three times means they are more likely
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/* Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders.
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/* Militia infantry. Lightweight soldier classnames the game will pick from randomly as sector defenders.
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Think of them like garrison or military police forces, which are more meant to control the local population instead of fighting enemy armies. */
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Think of them like garrison or military police forces, which are more meant to control the local population instead of fighting enemy armies. */
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militia_squad = [
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militia_squad = [
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"RUS_MSV_sr_efreitor",
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"RUS_MSV_sr_efreitor",
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"RUS_MSV_sr_grenadier",
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"RUS_MSV_sr_grenadier",
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@@ -225,6 +218,7 @@ opfor_battlegroup_vehicles_low_intensity = [
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/* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
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/* All vehicles that spawn within battlegroups (see the above 2 arrays) and also hold 8 soldiers as passengers.
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If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
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If something in this array can't hold all 8 soldiers then buggy behaviours may occur. */
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opfor_troup_transports = [
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opfor_troup_transports = [
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"RUS_MSV_bmp1",
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"RUS_MSV_bmp1",
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"RUS_MSV_bmp1k",
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"RUS_MSV_bmp1k",
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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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@@ -1,5 +1,5 @@
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params [ "_minimum_readiness", "_is_infantry" ];
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params [ "_minimum_readiness", "_is_infantry" ];
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private [ "_headless_client" ];
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private [ "_headless_client", "_grp", "_spawn_marker", "_sector_spawn_pos", "_started_time", "_patrol_continue" ];
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waitUntil { !isNil "blufor_sectors" };
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waitUntil { !isNil "blufor_sectors" };
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waitUntil { !isNil "combat_readiness" };
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waitUntil { !isNil "combat_readiness" };
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@@ -58,6 +58,11 @@ while { GRLIB_endgame == 0 } do {
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};
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};
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while { _patrol_continue } do {
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while { _patrol_continue } do {
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if (isNil "_grp") then {
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_patrol_continue = false;
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["_grp was nil, but patrol was expected", "MANAGE_ONE_PATROL"] call KPLIB_fnc_log;
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break;
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};
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sleep 60;
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sleep 60;
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if ( count (units _grp) == 0 ) then {
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if ( count (units _grp) == 0 ) then {
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_patrol_continue = false;
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_patrol_continue = false;
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@@ -155,7 +155,7 @@ switch (GRLIB_civilian_activity) do {
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case 1: {GRLIB_civilian_activity = 0.5;};
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case 1: {GRLIB_civilian_activity = 0.5;};
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case 2: {GRLIB_civilian_activity = 1;};
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case 2: {GRLIB_civilian_activity = 1;};
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case 3: {GRLIB_civilian_activity = 2;};
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case 3: {GRLIB_civilian_activity = 2;};
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default {GRLIB_csat_aggressivity = 1;};
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default {GRLIB_civilian_activity = 0.5;};
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};
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};
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switch (GRLIB_resources_multiplier) do {
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switch (GRLIB_resources_multiplier) do {
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Reference in New Issue
Block a user