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description.ext
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#define MODULES_DIRECTORY node_modules
class Header
{
gameType = Team;
};
//MISSION SETTINGS =============================================================
respawn = 3;
respawnDelay = 9999;
respawnVehicleDelay = 0;
respawnTemplates[] = {"Base"};
respawnOnStart = -1;
respawnDialog = 0;
disabledAI = 0;
allowFunctionsRecompile = 1;
cba_settings_hasSettingsFile = 1;
/*enableTargetDebug = 1;*/
//mcdiod, nomisum
enableDebugConsole[] = {
"76561198044320063",
"76561197961080101"
};
//MISC =========================================================================
#include "cfgParams.hpp"
#include "cfgCivilians.hpp"
#include "cfgIslands.hpp"
#include "cfgFunctions.hpp"
#include "USER\missionInfo.hpp"
#include "USER\garbageCollector.hpp"
class missionsettings {
#include "USER\loadouts.hpp"
#include "USER\respawnSettings.hpp"
#include "USER\missionsettings.hpp"
};
class CfgScopeWeapons {
#include "USER\scopeWeapons.hpp"
};
class CfgWinConditions {
#include "USER\winConditions.hpp"
};
class CfgPoints {
#include "USER\points.hpp"
};
class CfgGradBuymenu {
tracking = 0;
#include "USER\userBuyables.hpp"
};
class CfgGradFortifications {
#include "USER\userFortifications.hpp"
};
class CfgGradCivs {
#include "USER\civSettings.hpp"
};
class GRAD_Replay {
precision = 3; // precision of replay, 5 means every 5 seconds one snapshot (number)
trackedSides[] = {"west","east","independent"}; // defines the sides that will be tracked (possible are "west", "east", "independant", "civilian") (array)
stepsPerTick = 1; // defines steps played back at once (number)
trackedVehicles = 1; // defines if empty and AI steered vehicles will be tracked (0/1)
trackedAI = 1; // defines if AI will be tracked (0/1)
sendingChunkSize = 10; // higher number means replay loading is faster, but might cause instability / lags during loading
trackShots = 1; // defines if shots will be tracked (0/1)
upload = 1; // defines if replay data will be uploaded to replay.gruppe-adler.de (0/1)
};
//DIALOGS ======================================================================
#include "node_modules\grad-listBuymenu\grad_listBuymenu.hpp"
#include "node_modules\grad-fortifications\grad_fortifications.hpp"
#include "node_modules\@gruppe-adler\replay\ui\defines.hpp"
#include "node_modules\@gruppe-adler\replay\ui\dialog.hpp"
class RscTitles {
#include "node_modules\grad-fortifications\dialog\hint\title.hpp"
#include "dialogs\preparationTime\rscTitles.hpp"
#include "USER\userTitles.hpp"
class grad_Default {
idd = -1;
fadein = 0;
fadeout = 0;
duration = 0;
};
};
//NOTIFICATIONS ================================================================
class CfgNotifications
{
class grad_notification1 {
title = "%1";
iconPicture = "\A3\ui_f\data\map\markers\military\warning_CA.paa";
description = "%2";
duration = 5;
priority = 0;
};
#include "USER\userNotifications.hpp"
};
//SOUNDS =======================================================================
class CfgSounds {
#include "USER\userSounds.hpp"
};
//GRAD LOADOUT =================================================================
class Loadouts {
baseDelay = 1;
handleRadios = 1;
resetLoadout = 0;
#include "USER\customGear.hpp"
class Faction {
#include "node_modules\grad-factions-tvt\loadouts.hpp"
#include "USER\userLoadouts.hpp"
};
};
//XEHs =========================================================================
class Extended_Killed_EventHandlers {
class CAManBase {
class grad_common_unitKilled {
killed = "_this call grad_common_fnc_handleUnitKilled";
};
};
};