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onLoadMission = "dynamicBulwarks";
onLoadIntro = "Defend yourself";
onLoadName = "dynamicBulwarks";
briefingName = "dynamicBulwarks";
overviewText = "Survive by scavenging equipment, in a randomly selected city, against ever increasing waves of hostiles.";
author = "Hilltop & omNomios";
overviewPicture = "preview.paa";
loadScreen = "preview.paa";
respawn = 2;
respawnOnStart = 1;
respawnDialog = 0;
respawnTemplates[] = {"Base"};
ReviveMode = 1;
ReviveRequiredItems = 2;
ReviveBleedOutDelay = 120;
corpseManagerMode = 2;
corpseLimit = 5;
wreckLimit = 2;
corpseRemovalMinTime = 180;
corpseRemovalMaxTime = 181;
wreckRemovalMinTime = 30;
wreckRemovalMaxTime = 50;
class Header
{
gameType = Defend;
minPlayers = 1;
maxPlayers = 25;
};
class CfgFunctions
{
#include "score\functions.hpp"
#include "supports\functions.hpp"
#include "bulwark\functions.hpp"
#include "sound\functions.hpp"
#include "area\functions.hpp"
#include "build\functions.hpp"
#include "hostiles\functions.hpp"
#include "loot\functions.hpp"
};
class CfgRemoteExec
{
class Functions
{
mode = 2;
class init {};
class add {};
class spend {};
class hit {};
class killed {};
class updateHud {};
class hitMarker {};
class supplyDrop {};
class support {};
class airStrike {};
class ragePack {};
class say3DGlobal {};
class createBlur {};
class suiExplode{};
};
};
#include "dialog\defines.hpp"
class RscTitles
{
#include "score\hud.hpp"
};
class CfgDebriefing
{
class End1
{
title = [END];
subtitle = "You were wiped out";
description = "Game Over";
pictureBackground = "";
picture = "KIA";
pictureColor[] = {0.6,0.1,0.2,1};
};
class End2
{
title = "[BULWARK SAFE]";
subtitle = "You Won";
description = "Your bulwark is secure";
pictureBackground = "";
picture = "b_inf";
pictureColor[] = {0.0,0.3,0.6,1};
};
};
class CfgCommunicationMenu
{
#include "supports\CommunicationMenu.h"
};
class CfgSounds
{
sounds[] = {boxSpin, rageSound};
class boxSpin
{
name = "Gambling box sound";
sound[] = {"\sound\boxspin.ogg", 1, 1, 100};
titles[] = {0,""};
};
class rageSoundInternal
{
name = "Rage support SFX";
sound[] = {"\sound\rageStimpack_internal.ogg", 10, 1, 100};
titles[] = {0,""};
};
class rageSoundExternal
{
name = "Rage support SFX";
sound[] = {"\sound\rageStimpack_external.ogg", 8, 1, 100};
titles[] = {0,""};
};
class armakartMusic
{
name = "Armakart music";
sound[] = {"\sound\armakart_music.ogg", 30, 1, 100};
titles[] = {0,""};
};
class teleportHit
{
name = "Field teleport";
sound[] = {"\sound\energyimpact.ogg", 1, 1, 100};
titles[] = {0,""};
};
class pointsLootSound
{
name = "Points Loot Audio";
sound[] = {"\sound\lootPointsAudio.ogg", 10, 1, 100};
titles[] = {0,""};
};
class SuicideSound
{
name = "Suicide Bomber Sound";
sound[] = {"\sound\bomber.ogg", 15, 1, 100};
titles[] = {0,""};
};
class comNoise
{
name = "Com Noise";
sound[] = {"\sound\comNoise.ogg", 10, 1};
titles[] = {0,""};
};
class teleport
{
name = "teleport";
sound[] = {"\sound\teleport.ogg", 5, 1};
titles[] = {0,""};
};
};
//Notification for Special Waves
class CfgNotifications
{
class SpecialWarning
{
title = "WARNING!!";
iconPicture = "A3\ui_f\data\Map\Markers\Military\warning_CA.paa";
description = "%1";
color[] = {1,0,0,1};
duration = 5;
};
};
#include "bulwark\dialog.hpp"
class Params
{
class HOSTILE_LABEL
{
title = "======= Wave Settings =======";
values[] = {0};
texts[] = {""};
default = 0;
};
class HOSTILE_MULTIPLIER
{
title = "Number of hostiles per wave";
values[] = {0.5,1,2,3};
texts[] = {"Low (Easiest)", "Normal", "Double", "Tripple (Hardest)"};
default = 1;
};
class HOSTILE_TEAM_MULTIPLIER
{
title = "Extra hostiles per player";
values[] = {50, 100, 150, 200};
texts[] = {"0.5", "1", "1.5", "2"};
default = 50;
};
class PISTOL_HOSTILES
{
title = "Hostiles only use pistols until wave";
values[] = {0, 1, 2, 3, 4, 5, 10, 15, 25, 30};
texts[] = {"Start Fully Armed", "One", "Two", "Three", "Four", "Five", "Ten", "Fifteen", "Twenty", "Twenty Five", "Thirty"};
default = 3;
};
class BODY_CLEANUP
{
title = "Dead bodies remain for how many waves (dead bodies impact perfomance)";
values[] = {0, 1, 2};
texts[] = {"0 (until next round begins)", "1", "2"};
default = 0;
};
class DOWN_TIME
{
title = "Time between rounds";
values[] = {0, 15, 30, 60, 90, 120, 180, 240, 300};
texts[] = {"0", "15 Seconds", "30 Seconds", "1 Minute", "1 Minute 30 Seconds", "2 Minutes", "3 Minutes", "4 Minutes", "5 Minutes"};
default = 60;
};
class MAX_WAVES
{
title = "How Many Waves";
values[] = {"infinite", 20, 30, 40};
texts[] = {"Infinite", "20", "30", "40"};
default = "infinite";
};
class BULWARK_MEDIKIT
{
title = "Medikits in Bulwark";
values[] = {0, 1, 2, 3, 4, 5, 6, 7, 8};
texts[] = {"None", "One", "Two", "Three", "Four", "Five", "Six", "Seven", "Eight"};
default = 3;
};
class PLAYER_STARTMAP
{
title = "Start with map";
values[] = {0, 1};
texts[] = {"No", "Yes"};
default = 1;
};
class PLAYER_STARTWEAPON
{
title = "Players start with pistol";
values[] = {0, 1};
texts[] = {"No", "Yes"};
default = 0;
};
class PLAYER_STARTNVG
{
title = "Players start with NVG";
values[] = {0, 1};
texts[] = {"No", "Yes"};
default = 0;
};
class SPECIAL_WAVES
{
title = "Special Waves - suicide bombers, etc";
values[] = {0, 1};
texts[] = {"No", "Yes"};
default = 1;
};
class ARMOUR_START_WAVE
{
title = "Vehicles can spawn after wave";
values[] = {5, 10, 15, 20, 25, 9999};
texts[] = {"5", "10", "15", "20", "25", "Never"};
default = 5;
};
class RANDOM_WEAPONS
{
title = "Randomize Hostile Weapons";
values[] = {"true", "false"};
texts[] = {"Yes", "No"};
default = "No";
};
class HUD_POINT_HITMARKERS
{
title = "Point Hitmarkers on HUD";
values[] = {1, 0};
texts[] = {"Yes", "No"};
default = "1";
};
class BULWARK_LABEL_SPACE
{
title = " ";
values[] = {0};
texts[] = {""};
default = 0;
};
class BULWARK_LABEL
{
title = "===== Bulwark Settings ======";
values[] = {0};
texts[] = {""};
default = 0;
};
class BULWARK_RADIUS
{
title = "Mission area size";
values[] = {50, 100, 150, 200, 250};
texts[] = {"(50m) Tiny", "(100m) Small", "(150m) Normal", "(200m) Large", "(250m) Huge"};
default = 150;
};
class BULWARK_MINSIZE
{
title = "Minimum spawn room size";
values[] = {10, 13, 15, 18, 20};
texts[] = {"10m²", "13m²", "15m²", "18m²", "20m²"};
default = 13;
};
class BULWARK_LANDRATIO
{
title = "Minimum land area (To avoid spawning on a dock)";
values[] = {60, 70, 80, 90, 100};
texts[] = {"60%","70%","80%","90%","100%"};
default = 80;
};
class LOOT_HOUSE_DENSITY
{
title = "Minimum number of buildings in Bulwark radius";
values[] = {5, 10, 15, 20, 30};
texts[] = {"5","10","15","20","30"};
default = 10;
};
class LOOT_HOUSE_DISTRIBUTION
{
title = "Loot distribution";
values[] = {1, 2, 3, 4};
texts[] = {"Every building", "Every second building", "Every third building", "Every fourth building"};
default = 2;
};
class LOOT_ROOM_DISTRIBUTION
{
title = "Loot density";
values[] = {1, 2, 3, 4};
texts[] = {"Every location", "Every second location", "Every third location", "Every fourth location"};
default = 2;
};
class LOOT_SUPPLYDROP
{
title = "Supply drop distance from centre";
values[] = {0, 25, 50, 75};
texts[] = {"Dead centre", "25%", "50%", "75%"};
default = 25;
};
class DAY_TIME_FROM
{
title = "Earliest time of day";
values[] = {2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22};
texts[] = {"2am","4am","6am","8am","10am","Midday", "2pm", "4pm", "6pm", "8pm", "10pm"};
default = 8;
};
class DAY_TIME_TO
{
title = "Latest time of day";
values[] = {2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22};
texts[] = {"2am","4am","6am","8am","10am","Midday", "2pm", "4pm", "6pm", "8pm", "10pm"};
default = 16;
};
class POWERUP_LABEL_SPACE
{
title = " ";
values[] = {0};
texts[] = {""};
default = 0;
};
class POWERUP_LABEL
{
title = "====== Powerup Settings =====";
values[] = {0};
texts[] = {""};
default = 0;
};
class START_KILLPOINTS
{
title = "Kill points players start with";
values[] = {0, 250, 500, 1000, 2500, 5000, 10000};
texts[] = {"0", "250", "500", "1000", "2500", "5000", "10000"};
default = 0;
};
class SUPPORT_MENU
{
title = "Find Satellite Dish to Unlock Supports";
values[] = {0, 1};
texts[] = {"No, Supports are available from the begining of the mission", "Yes, find the Satellite Dish to unlock the Support Menu"};
default = 1;
};
class SCORE_KILL
{
title = "Points per kill";
values[] = {10, 50, 100, 150, 200, 300};
texts[] = {"10","50","100","150","200","300"};
default = 100;
};
class SCORE_HIT
{
title = "Points per hit";
values[] = {0, 10, 20, 50, 100};
texts[] = {"0","10","20","50","100"};
default = 20;
};
class SCORE_DAMAGE_BASE
{
title = "Damage bonus points";
values[] = {0, 10, 20, 50, 100};
texts[] = {"0","10","20","50","100"};
default = 20;
};
class PARATROOP_COUNT
{
title = "Paratrooper count";
values[] = {1, 2, 3, 4, 5, 6};
texts[] = {"1","2","3","4","5","6"};
default = 3;
};
class REVIVE_LABEL_SPACE
{
title = "";
values[] = {0};
texts[] = {""};
default = 0;
};
class REVIVE_LABEL
{
title = "===== Revive Settings ======";
values[] = {0};
texts[] = {""};
default = 0;
};
class ReviveRequiredItems
{
title = "Required items";
isGlobal = 1;
values[] = {
0,
1,
2
};
texts[] = {
"None",
"Medikit",
"First Aid Kit / Medikit"
};
default = 2;
function = "bis_fnc_paramReviveRequiredItems";
};
class RESPAWN_TICKETS
{
title = "Tickets";
values[] = {0, 5, 10, 15, 20};
texts[] = {"0", "5", "10", "15", "20"};
default = 0;
};
class RESPAWN_TIME
{
title = "Respawn Time";
values[] = {0, 5, 10, 20, 30};
texts[] = {"0", "5", "10", "20", "30"};
default = 10;
};
class TEAM_DAMAGE
{
title = "Freindly Fire";
values[] = {0, 1};
texts[] = {"Off", "On"};
default = 1;
};
};