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