//// Mission Parameters class Params { class Header0 { title = "// Weather Settings (If Overcast >= Medium then Rain and Lightning Activate)"; texts[] = {" "}; values[] = {0}; default = 0; }; class WeatherOvercast { title = "Overcast"; texts[] = {"Random","Disabled","Low","Medium","High","Maximum"}; values[] = {-1,0,0.25,0.5,0.75,1}; default = -1; }; class WeatherRain { title = "Rain"; texts[] = {"Random","Disabled","Low","Medium","High","Maximum"}; values[] = {-1,0,0.25,0.5,0.75,1}; default = -1; }; class WeatherLightnings { title = "Lightning"; texts[] = {"Random","Disabled","Low","Medium","High","Maximum"}; values[] = {-1,0,0.25,0.5,0.75,1}; default = -1; }; class WeatherFog { title = "Fog"; texts[] = {"Random","Disabled","Low","Medium","High","Maximum"}; values[] = {-1,0,0.25,0.5,0.75,1}; default = -1; }; class WeatherWaves { title = "Waves"; texts[] = {"Random","Disabled","Low","Medium","High","Maximum"}; values[] = {-1,0,0.25,0.5,0.75,1}; default = -1; }; class WeatherWindPowerEastWest { title = "Wind - West/East"; texts[] = {"Random","Maximum West","High West","Medium West","Low West","Disabled","Low East","Medium East","High East","Maximum East"}; values[] = {-1,-10,-7.5,-5,-2.5,0,2.5,5,7.5,10}; default = -1; }; class WeatherWindPowerNorthSouth { title = "Wind - South/North"; texts[] = {"Random","Maximum South","High South","Medium South","Low South","Disabled","Low North","Medium North","High North","Maximum North"}; values[] = {-1,-10,-7.5,-5,-2.5,0,2.5,5,7.5,10}; default = -1; }; class Space0 { title = " "; texts[] = {" "}; values[] = {0}; default = 0; }; class Header1 { title = "// Scenario Settings"; texts[] = {" "}; values[] = {0}; default = 0; }; class TimeAcceleration { title = "Time Acceleration"; texts[] = {"x1", "x2", "x4", "x6", "x8", "x10", "x12", "x14", "x16", "x18", "x20", "x22", "x24"}; values[] = {1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24}; default = 1; function = "BIS_fnc_paramTimeAcceleration"; }; class Time { title = "Starting Time"; texts[] = {"Random","00:00","04:00","06:00","12:00","14:00","18:00","21:00"}; values[] = {-1,0,4,6,12,14,18,21}; default = -1; //function = "BIS_fnc_paramDaytime"; }; class ViewDistance { title = "View distance (Meters)"; values[] = {500,1000,2000,3000,4000,5000,6000,7000,8000}; default = 6000; function = "BIS_fnc_paramViewDistance"; }; class DebugConsole { title = "Debug Console"; texts[] = {"Disabled","Admins","Everyone"}; values[] = {0, 1, 2}; default = 1; function = "BIS_fnc_paramViewDistance"; }; #include "\a3\Functions_F\Params\paramCountdown.inc" class AISkill { title = "AI Skill"; texts[] = {"Recruit","Regular","Veteran"}; values[] = {0,1,2}; default = 1; }; class IndependentAlliance { title = "Independent Alliance"; texts[] = {"Nobody", "OPFOR", "BLUFOR" , "Everybody"}; values[] = {-1, 0, 1, 2}; default = -1; function = "BIS_fnc_paramGuerFriendly"; }; class Space1 { title = " "; texts[] = {" "}; values[] = {0}; default = 0; }; class Header2 { title = "// Player Settings"; texts[] = {" "}; values[] = {0}; default = 0; }; class Fatigue { title = "Fatigue"; texts[] = {"Enabled", "Disabled"}; values[] = {1, 0}; default = 1; }; class Arsenal { title = "Arsenal on Respawn"; texts[] = {"Enabled", "Disabled"}; values[] = {1, 0}; default = 0; }; class ArsenalDamage { title = "Arsenal Player Damage"; texts[] = {"Enabled (If in Arsenal, Player Damage On)", "Disabled (If in Arsenal, Player Damage Off)"}; values[] = {1, 0}; default = 0; }; class Spectator { title = "Advanced Spectator Mode"; texts[] = {"Enabled (Spectate Anything in Anyway on Death, until Respawn)", "Disabled (Only Spectate Teamates First-Person, until Respawn)"}; values[] = {1, 0}; default = 1; }; class Space2 { title = " "; texts[] = {" "}; values[] = {0}; default = 0; }; class Header3 { title = "// Revive Settings"; texts[] = {" "}; values[] = {0}; default = 0; }; class EnablePlayerAddRespawn { title = "Players Respawn Points"; texts[] = {"Scenario Respawns Only", "Add Respawn on Players"}; values[] = {0, 1}; default = 1; }; class ReviveMode { title = "Revive Mode"; texts[] = {"Use Scenario's Settings", "Disabled", "Enabled", "Controlled by Player Attributes"}; values[] = {-100, 0, 1, 2}; default = 1; function = "bis_fnc_paramReviveMode"; }; class ReviveUnconsciousStateMode { title = "Revive Unconscious State Mode"; texts[] = {"Use Scenario's Settings", "Basic (Incapacitate Always, Insta-Kill Never)", "Advanced (Incapacitate Common, Insta-Kill Rare)", "Realistic (Incapacitate Rare, Insta-Kill Common)"}; values[] = {-100, 0, 1, 2}; default = 1; function = "bis_fnc_paramReviveUnconsciousStateMode"; }; class ReviveRequiredTrait { title = "Revive Required Trait"; texts[] = {"Use Scenario's Settings", "Medic Trait Not-Required", "Medic Trait Required"}; values[] = {-100, 0, 1}; default = 0; function = "bis_fnc_paramReviveRequiredTrait"; }; class ReviveRequiredItems { title = "Revive Required Items"; texts[] = {"Use Scenario's Settings", "Medkit/First-Aid Not Required", "Medkit/First-Aid Required", "Medkit Required"}; values[] = {-100, 0, 2, 1}; default = 0; function = "bis_fnc_paramReviveRequiredItems"; }; class ReviveRequiredItemsFakConsumed { title = "Revive Required Items Consume on Use (Requires: Revive Required Items set to Enabled)"; texts[] = {"First-Aid Kits not Consumed on Revive", "First-Aid Kits Consumed on Revive"}; values[] = {0, 1}; default = 1; }; class ReviveMedicSpeedMultiplier { title = "Revive Medic Trait Speed Multiplier"; texts[] = {"Use Scenario's Settings", "x1", "x2", "x3"}; values[] = {-100, 1, 2, 3}; default = 1; function = "bis_fnc_paramReviveMedicSpeedMultiplier"; }; class ReviveDelay { title = "Revive Duration (Seconds)"; texts[] = {"Use Scenario's Settings", "3", "5", "10", "15", "20", "30", "60"}; values[] = {-100, 3, 5, 10, 15, 20, 30}; default = 5; function = "bis_fnc_paramReviveDuration"; }; class ReviveForceRespawnDelay { title = "Force-Respawn Duration (Seconds)"; texts[] = {"Use Scenario's Settings", "3", "5", "10", "15", "20", "30", "60"}; values[] = {-100, 3, 5, 10, 15, 20, 30, 60}; default = 5; function = "bis_fnc_paramReviveForceRespawnDuration"; }; class reviveBleedOutDelay { title = "Revive Bleed-Out Duration (Seconds)"; texts[] = {"Use Scenario's Settings", "5", "15", "30", "60", "120", "180", "250", "300"}; values[] = {-100, 5, 15, 30, 60, 120, 180, 250, 300}; default = 300; function = "bis_fnc_paramReviveBleedOutDuration"; }; class Space3 { title = " "; texts[] = {" "}; values[] = {0}; default = 0; }; class Header4 { title = "// Script Settings"; texts[] = {" "}; values[] = {0}; default = 0; }; class ScriptEarplugs { title = "GF Earplugs"; texts[] = {"Enabled", "Disabled"}; values[] = {1, 0}; default = 1; }; class ScriptHolster { title = "GF Holster"; texts[] = {"Enabled", "Disabled"}; values[] = {1, 0}; default = 1; }; class ScriptMapMarkers { title = "Unit Map Markers"; texts[] = {"Enabled", "Disabled"}; values[] = {1, 0}; default = 1; }; class Space4 { title = " "; texts[] = {" "}; values[] = {0}; default = 0; }; }; // GUI Imports #include "\a3\3DEN\UI\macros.inc" #include "\a3\3DEN\UI\macroexecs.inc" #include "\a3\ui_f\hpp\definedikcodes.inc" #include "\A3\ui_f\hpp\defineCommonColors.inc" #include "\A3\ui_f\hpp\defineCommonGrids.inc" #include "\a3\ui_f\hpp\defineresincl.inc" #include "..\scripts\AEGIS_UI\_Imports.hpp" #include "..\scripts\AEGIS_UI\TestDialog.hpp" #include "..\scripts\AEGIS_UI\TestORBAT.hpp" // Scripts settings class RscTitles { #include "..\scripts\GF_Earplugs\GF_Earplugs_HPP.hpp" #include "..\scripts\AEGIS_UI\TestHUD.hpp" #include "..\scripts\AEGIS\Restricted\Restricted_Area_HPP.hpp" #include "..\scripts\AEGIS\Protected\Protected_Area_HPP.hpp" }; // Respawn settings https://community.bistudio.com/wiki/Description.ext#Respawn.2FRevive respawn = "BASE"; // 0 = Singleplayer, 1 = Multiplayer, // Text Options Below: // "NONE" No respawn // "BIRD" Respawn as a seagull // "INSTANT"Respawn just where you died. // "BASE" Respawn in base. // A respawn marker is needed. If no marker is defined, respawn behaviour will be the same as "INSTANT". // Marker role names: // Unit respawn: respawn_SIDE // Vehicle respawn: respawn_vehicle_SIDE // Side can be one of west, east, guerrila (sic), civilian, e.g respawn_west. // Any suffix (eg: respawn_westABC, respawn_west_1, etc) will allow multiple random respawn points. // "GROUP" Respawn in your group. If there is no remaining AI, you will become a seagull. // "SIDE" Respawn into an AI unit on your side (if there's no AI left, you'll become a seagull). With this respawn type, team switch is also available to any AI controlled playable units. respawnOnStart = 1; // -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. respawnButton = 1; // Enable or disable the respawn button in the menu for INSTANT and BASE respawn types. // 0 - Disabled, 1 - Enabled respawnDialog = 1; // Show the scoreboard and respawn countdown timer for a player if he is killed with respawn type 3. // 0 - Disabled, 1 - Enabled respawnDelay = 5; // Player Respawn Delay (Seconds) respawnVehicleDelay = 15; // Vehicle Respawn Delay (Seconds) // Player Settings https://community.bistudio.com/wiki/Description.ext#Player.27s_UI // Hide or enable all the below items in-game // 0 - Disabled, 1 - Enabled showCompass = 1; showGPS = 1; showMap = 1; showWatch = 1; showUAVFeed = 1; // Communication Settings disableChannels[] = {}; // 0 = Global, 1 = Side, 2 = Command, 3 = Group, 4 = Vehicle, 5 = Direct, 6 = System. // Respawn Loadouts #include "respawnLoadouts.inc" // Task Propogation // Currently Unknown how to set value in this file // Recommend Manual Set, Shared objective can be added to mission from EDEN editor by: // Opening Attributes >> Multiplayer >> Tasks >> Shared Objectives panel // Selecting either: 'Enable' or 'Enable with Task Propagation' // Team Settings enableTeamSwitch = 1; // Enable ability to switch to other playable slots held by AI in-game on either team in MP when respawn type is 5 (SIDE) // 1 - Enabled, 0 - Disabled // Garbage collection https://community.bistudio.com/wiki/Description.ext#Corpse_.26_wreck_management corpseManagerMode = 3; // 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) corpseLimit = 30; // Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies. corpseRemovalMinTime = 60; // Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is reached. corpseRemovalMaxTime = 300; // Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit. wreckManagerMode = 2; // 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) wreckLimit = 15; // Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies . wreckRemovalMinTime = 60; // Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached. wreckRemovalMaxTime = 1800; // Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit. minPlayerDistance = 50; // The minimum distance between corpse or wreck and nearest player before the corpse or wreck is allowed to be removed by the garbage collector.