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kp_liberation.brf_sumava/description.ext
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kp_liberation.brf_sumava/description.ext
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/*
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File: description.ext
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Author: KP Liberation Dev Team - https://github.com/KillahPotatoes
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Date: 2017-10-16
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Last Update: 2020-05-09
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License: MIT License - http://www.opensource.org/licenses/MIT
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Description:
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Information about the author, mission name, respawn and more very general settings.
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This overrides corresponding settings which are made in the sqm via eden editor.
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Reference from where most descriptions are from:
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https://community.bistudio.com/wiki/Description.ext
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*/
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/*
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----- General -----
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*/
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// Gametype and min/max players
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class Header {
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gameType = "CTI";
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minPlayers = 1;
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maxPlayers = 34;
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};
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// Name of Mission author(s) and contributors. Obviously you can only add and not (!) remove someone.
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author = "[GREUH] Zbug & McKeewa, KP Liberation Dev Team";
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/*
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----- Mission Selection Screen -----
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*/
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// Mission name displayed in the mission selection menu.
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briefingName = $STR_MISSION_TITLE;
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// Path to image which will be displayed when the mission is highlighted on the mission selection screen.
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// Image should be .paa format and in 2:1 aspect ratio – ideally 1024x512 (Arma 3).
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overviewPicture = "res\lib.paa";
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// Text to be displayed below the overviewPicture on the mission selection screen
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overviewText = "www.killahpotatoes.de";
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/*
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----- Mission Loading Screen -----
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*/
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// String (usually mission name) shown during mission loading.
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// The string is shown in a slightly larger font above the loadScreen.
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onLoadName = $STR_MISSION_TITLE;
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// You can define a picture to be shown while the mission is loaded.
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// The path is relative to the mission folder.
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loadScreen = "res\lib.paa";
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// Displays a message while the mission is loading below the loadScreen picture.
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onLoadMission = "www.killahpotatoes.de";
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/*
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----- Respawn -----
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*/
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// Enable or disable the respawn button in the menu for INSTANT and BASE respawn types.
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respawnButton = 1;
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// Templates are pre-defined scripts called when player dies and respawns. They are defined in an array and can be combined together.
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// List of pre-defined variants: https://community.bistudio.com/wiki/Arma_3_Respawn#Official_Templates
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respawnTemplates[] = {};
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// Additionally, you can define side specific templates. When a side has no unique templates, it will use general respawnTemplates instead.
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// respawnTemplatesWest[] = {"MenuInventory"};
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// respawnTemplatesEast[] = {"Counter"};
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// respawnTemplatesGuer[] = {"Tickets"};
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// respawnTemplatesCiv[] = {"Spectator"};
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// respawnTemplatesVirtual[] = {};
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// Type of Respawn (Default 0 in SP, 1 in MP)
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// 0 "NONE" No respawn
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// 1 "BIRD" Respawn as a seagull
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// 2 "INSTANT" Respawn just where you died.
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// 3 "BASE" Respawn in base. A respawn marker is needed.
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// 4 "GROUP" Respawn in your group. If there is no remaining AI, you will become a seagull.
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// 5 "SIDE" Introduced with Armed Assault version 1.08 Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull).
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respawn = 3;
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// Set respawn delay in seconds.
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respawndelay = 5;
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// Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type BASE.
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respawnDialog = 0;
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// Respawn player when he joins the game. Available only for INSTANT and BASE respawn types. (Default: 0)
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// -1 - Dont respawn on start. Don't run respawn script on start.
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// 0 - Dont respawn on start. Run respawn script on start.
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// 1 - Respawn on start. Run respawn script on start.
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respawnOnStart = 0;
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/*
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----- Corpse & Wreck Management -----
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*/
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// Sets the mode for corpse removal manager.
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// 0 = None - None of the units are managed by the manager
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// 1 = All - All units are managed by the manager
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// 2 = None_But_Respawned - Only units that can respawn are managed by the manager
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// 3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2)
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corpseManagerMode = 1;
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// Corpse limit before which (<=) corpseRemovalMaxTime applies and after which (>) corpseRemovalMinTime applies.
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corpseLimit = 50;
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// Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is reached.
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corpseRemovalMinTime = 600;
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// Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit.
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corpseRemovalMaxTime = 3600;
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// Sets the mode for wreck removal manager.
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// 0 = None - None of the vehicles are managed by the manager
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// 1 = All - All vehicles are managed by the manager
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// 2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager
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// 3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2)
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wreckManagerMode = 1;
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// Vehicle wreck limit before which (<=) wreckRemovalMaxTime applies and after which (>) wreckRemovalMinTime applies.
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wreckLimit = 20;
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// Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
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wreckRemovalMinTime = 1200;
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// Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
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wreckRemovalMaxTime = 7200;
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// The minimum distance between corpse or wreck and nearest player before the corpse or wreck is allowed to be removed by the garbage collector.
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minPlayerDistance = 1000;
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/*
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----- Mission Settings -----
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*/
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// Allows functions to log to the RPT file.
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allowFunctionsLog = 1;
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// As a security measure, functions are by default protected against rewriting during mission.
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// This restriction does not apply in missions previewed from the editor.
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allowFunctionsRecompile = "[0, 1] select (is3DENMultiplayer || is3DEN)";
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// Disable specific channels for voice and text communication.
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// MOTD and admin say have exception and will show in global.
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// 0 Global, 1 Side, 2 Command, 3 Group, 4 Vehicle, 5 Direct, 6 System
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disableChannels[] = {0};
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// Multiplayer setting that removes all playable units which do not have a human player.
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// When AI is disabled, a player logging out will not have AI take control of his character.
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disabledAI = 1;
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// Disables randomization on certain objects, object types or object kinds in the mission.
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disableRandomization[] = {};
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// Allows access to the Debug Console outside of the editor during normal gameplay.
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// 0 - Default behavior, available only in editor
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// 1 - Available in SP and for hosts / logged in admins
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// 2 - Available for everyone
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enableDebugConsole = 1;
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// Force enable or disable RotorLib flight model.
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// 0 - based on player's options
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// 1 - enabled (advanced mode)
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// 2 - disabled (default flight mode)
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forceRotorLibSimulation = 0;
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// By default a new player is not auto assigned a free playable slot in the mission lobby in Multiplayer.
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// Disable this setting to make him auto assigned to the side with least players.
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joinUnassigned = 1;
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// When enabled, joining player will join the mission bypassing role selection screen.
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// The joinUnassigned param will be set to 1 automatically, so that player receives 1st available role from mission template.
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// When leaving such mission, player will go straight back to server browser.
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skipLobby = 0;
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// Defines if the map is shown after the mission starts.
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showMap = 1;
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// Enable or disable availability of createVehicleLocal
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unsafeCVL = 1;
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/*
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----- Task Settings -----
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*/
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// Use new 2D markers on the map.
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taskManagement_markers2D = 1;
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// Use new 3D markers outside of the map by holding default J key.
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taskManagement_markers3D = 1;
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// Propagate shared tasks to subordinates.
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taskManagement_propagate = 1;
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// 3D marker maximum draw distance in meters.
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// Within this range, unassigned tasks are drawn on screen.
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taskManagement_drawDist = 5000;
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/*
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----- Config Includes -----
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*/
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class CfgDebriefing {
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#include "KPLIB_debriefs.hpp"
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};
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class CfgDiscordRichPresence {
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applicationID="698133766975258664";
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defaultDetails="";
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defaultState="Preparing...";
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defaultLargeImageKey="liberation_logo";
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defaultLargeImageText="KP Liberation";
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defaultSmallImageKey="arma3_logo";
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defaultSmallImageText="Arma 3";
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useTimeElapsed=1;
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};
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class CfgFunctions {
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#include "CfgFunctions.hpp"
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#include "KP\KPPLM\KPPLM_functions.hpp"
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};
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class CfgRespawnTemplates {
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};
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class CfgTaskDescriptions {
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#include "scripts\client\tutorial\CfgTaskDescriptions.hpp"
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};
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#include "ui\liberation_interface.hpp"
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#include "ui\liberation_notifications.hpp"
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#include "ui\mission_params.hpp"
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#include "GREUH\UI\GREUH_interface.hpp"
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#include "KP\KPGUI\KPGUI_defines.hpp"
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#include "KP\KPPLM\ui\KPPLM_dialog.hpp"
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