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description.ext
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class Header
{
gameType = Coop;
minPlayers = 4; //enter the suggested minimum number of players here
maxplayers = 30; //enter the max number of playable slots here
};
//EDIT YOUR MISSION NAME IN HERE (don't bother with editor)
//THIS WILL ALWAYS LOAD THE INFO AND DISPLAY IT ALL THE WAY THROUGH THE LOAD PROCESS
onLoadName = "TG Mission Template"; //friendly mission name
onLoadMission = "Mission template for TacticalGamer.com.";
onLoadIntro = "Mission template for TacticalGamer.com";
onLoadMissionTime = 1;
onLoadIntroTime = 1;
loadScreen = "pics\TGBanner.paa";
author = "|TG| You"; //enter your name in here and be famous!
//MISSION SELECTION SCREEN
overviewPicture = "pics\TGbanner.paa"; //shows on mission selection screen
overviewText = "Description of mission including tickets, timer and difficulty options for selection screen."; //explain mission for when players are selecting a new mission
briefingName = "co30d_TG-ACE_Template_gh"; //player number, difficulty, mission name, version info
respawn = "BASE"; //this is almost always "BASE", the only other sometimes used options is "NONE"
respawnTemplates[] = {"ace_spectator","Counter","Tickets"}; //discuss with admins (CAA)if you want to change these
respawnDelay = 1; //recommended value is 1 - longer times may mess with other scripts but are possible
respawnVehicleDelay = 60; //not really used since we have a custom vehicle respawn script
disabledAI = 1; //0 will allow AI to fill player spots - 1 will not allow AI
aiKills = 0; //allows AI kills to show in score table
scriptedPlayer = 1;
debriefing = 1; //1 will show the mission debriefing screen - 0 will not
//respawnOnStart settings - there is a sister setting in initPlayerLocal to set with this
//-1 = Dont respawn on start. Don't run onPlayerRespawn.sqf on start.
// 0 = Dont respawn on start. Run onPlayerRespawn.sqf on start.
// 1 = Respawn on start. Run onPlayerRespawn.sqf on start.
respawnOnStart = -1;
enableDebugConsole = 1; ///MUST ALWAYS BE 1 FOR MISSION SUBMISSIONS
//enableDebugConsole = 2; //only during shared testing
#include "CHVD\dialog.hpp"
class CfgFunctions {
#include "functions\cfgfunctions.hpp"
#include "CHVD\CfgFunctions.hpp"
//add any additional function you have to include below here
};
class CfgDebriefing
{
class End1
{
title = "Mission Completed";
subtitle = "BLUFOR have saved the day!";
description = "BLUFOR forces completed their objectives. Great work!";
};
class End2
{
title = "Mission Failed";
subtitle = "Better luck next time.";
description = "If at first you don't succeed....";
};
class End3
{
title = "Mission Time Out";
subtitle = "Mission scrubbed due to time.";
description = "Players took too long to complete the objectives. Mission is scrubbed.";
};
};
//these settings are to allow custom pylons for attack aircraft
class ACE_Settings {
class ace_pylons_enabled {
value = 1;
typeName = "BOOL";
};
class ace_pylons_rearmNewPylons {
value = 1;
typeName = "BOOL";
};
class ace_pylons_requireEngineer {
value = 0;
typeName = "BOOL";
};
class ace_pylons_requireToolkit {
value = 0;
typeName = "BOOL";
};
};
class Params
{
class Daytime
{
title = "Time";
texts[] = {"Dawn","Morning","Afternoon","Evening","Night","Deep Night"};
values[] = {5,9,15,18,21,1};
default = 15;
function = "BIS_fnc_paramDaytime";
isGlobal = 1;
};
};
//CORPSE AND WRECK MANAGEMENT - is disabled by default
//********************************************************************
// corpseManagerMode
// 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 = 0; // Default: 0 for SP, 2 for MP
// corpseLimit
// Corpse limit before which ( <= ) corpseRemovalMaxTime applies and after which ( > ) corpseRemovalMinTime applies.
corpseLimit = 15; // Default: 15
// corpseRemovalMinTime
// Remove all bodies that have been dead longer than corpseRemovalMinTime when corpseLimit is reached.
corpseRemovalMinTime = 120; // seconds. Default: 10
// corpseRemovalMaxTime
// Maximum time a corpse can remain on the ground if total number of corpses is equal or under corpseLimit .
corpseRemovalMaxTime = 1200; // seconds. Default: 3600
// minPlayerDistance
// 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 = 200; // meters. Default: 0
// wreckManagerMode
// 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 = 0;
// wreckLimit
// Vehicle wreck limit before which ( <= ) wreckRemovalMaxTime applies and after which ( > ) wreckRemovalMinTime applies .
wreckLimit = 1; // seconds. Default: 15
// wreckRemovalMinTime
// Remove all wrecks that have existed longer than wreckRemovalMinTime when wreckLimit is breached.
wreckRemovalMinTime = 60; // seconds. Default: 10
// wreckRemovalMaxTime
// Maximum time a wreck can remain on the ground if total number of wrecks is equal or under wreckLimit.
wreckRemovalMaxTime = 1800; // seconds. Default: 36000 (10 hours)
//END OF COPRSE AND WRECK MANAGEMENT
//used by Vehicle Respawn System
class MissionSQM
{
#include "mission.sqm"
};