-
Notifications
You must be signed in to change notification settings - Fork 0
/
tb_settings.hpp
165 lines (162 loc) · 4.74 KB
/
tb_settings.hpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
class ICE
{
class vehicles
{
class armaments
{
startFullyRearmed = 1;
};
};
class zones
{
#include "zoneList.hpp"
};
class firstAid
{
bleedoutTimeSteps[] = {300, 0}; // Controls the bleedout time steps
bleedoutTimeReset = 180; // Controls the time that you should go incapped within to go down a step. 2 * this time takes you a step back up.
};
class mission
{
gameMode = "A&D";
missionScale = "Medium";
attackingSide = "west"; // required for A&D
class briefings
{
// Provide file name containing side specific mission briefings here. File text can use structured text syntax. Use <br /> tag for line breaks.
class west
{
original = "briefing_blue.hpp";
//these are optional:
//english = "briefing_blue_en.hpp";
//italian= = "briefing_blue_it.hpp";
};
class east
{
original = "briefing_red.hpp";
//these are optional:
//english = "briefing_blue_en.hpp";
//italian= = "briefing_blue_it.hpp";
};
};
class factions // or sides
{
class faction
{
bluFor = "BLU_F";
opFor = "OPF_G_F";
};
class teamName
{
bluFor = "USA";
opFor = "Insurgents";
};
class teamFlag
{
bluFor = "flags\us.paa"; // "flags" is a sub-folder in mission folder
opFor = "flags\fia.paa";
};
};
class scoring
{
class tickets
{
// In A&S, specify the tickets per hour, (not total tickets). It will later be scaled by duration.
// In A&D, specify the tickets per zone. It is usually a 7:5 ratio, for attackers/defenders respectively.
// In S&D, do not specify any tickets. It is automatically calculated, with the defenders ticket count representing the total caches.
bluFor = 40;
opFor = 20;
};
};
};
class respawn
{
class FO
{
minSpacingDist = 300;
maxFriendlySiteDist = 1500;
minZoneDist = 50;
//minEnemyFBDist = 400;
//minEnemyBaseDist = 1000;
};
class SRP
{
maxFriendlySiteDist = 400;
};
class HO
{
//minSpacingDist = 250;
};
class infantry
{
baseDuration = 60;
class unevenTeamsPenaltyTime
{
ratioDuration = 60; // "pivot value" where low player count differences result in small time penalties,
// but large differences result in exponential time penalties
maxDuration = 240;
};
};
};
class gameModes
{
class objectives
{
class zones
{
class captureRates
{
// Eg: A higher value (eg: 2 to 3) is ideal for smaller missions.
heldZoneMultiplier = 1; // Decimal value between 0 and N. (> 0, < 1 will reduce capture rate), (> 1 will increase capture rate). Eg: 0.25, 0.5, 0.75, 1.0, 1.25, 1.5
// This value is a cumulative multiplier with 'captureRateMultiplier'. (So if captureRateMultiplier == 2 and neutralZoneCaptureRateMultiplier == 3, then overall rate is 6 times faster.)
// Eg: A value of 2 is ideal for missions which have very few neutral zones at the start.
// Eg: A high value (eg: 3 to 6) is ideal for missions which have many neutral zones at the start or for smaller missions.
neutralZoneMultiplier = 4; // Decimal value between 0 and N. (> 0, < 1 will reduce capture rate), (> 1 will increase capture rate)
negateNeutral = 1; // set to 1 to make both Multipliers totally independent, not a "cumulative multiplier".
};
};
};
class AAD
{
attackerTicketsPerZoneCapture = 20;
attackerMaxTotalTickets = 70;
};
};
class gear
{
#include "tb_kitDefines.sqh"
#include "tb_magazineExclusions.hpp"
class NVGogglesForAll
{
west = 1;
east = 0;
resistance = 0;
};
class roles
{
#define __unlimited -99
kits[] =
{
#include "factions\BLU_F_roleRatio.hpp"
#include "factions\OPF_G_F_roleRatio.hpp"
};
};
class armaments
{
class BLU_F
{
defaultGear = "factions\BLU_F.sqh";
#include "factions\_common_smallItems.sqh"
#include "factions\BLU_F_gear.sqh"
#include "factions\BLU_F_uniforms.sqh"
};
class OPF_G_F
{
defaultGear = "factions\OPF_G_F.sqh";
#include "factions\_common_smallItems.sqh"
#include "factions\OPF_G_F_gear.sqh"
#include "factions\OPF_G_F_uniforms.sqh"
};
};
};
};