A3-Conquest.Altis / settings / commonDescription.inc
commonDescription.inc
Raw
//// 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.