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description.ext
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218 lines (207 loc) · 6.31 KB
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OnLoadMission = "A procedurally generated campaign where you earn resources, execute missions and lead the BLUFOR forces to capture the island and win the war.";
onLoadName = "Dynamic Universal WAR System (DUWS) Modified v1.3";
dev = "dev";
author = "Kibot / Modified by BOLBIES - Altis";
//briefingName = "briefingname";
overviewText = "A procedurally generated campaign where you earn resources, execute missions and lead the BLUFOR forces to capture the island and win the war. Play the way you want: be a spec ops, a squad leader or control a whole army, the choice is yours. (In the future, the DUWS will feature persistent elements that allow you to play a single campaign throughout multiple islands.)";
//overviewPicture = "\a3\Missions_F_Beta\data\img\showcase_commanding_I_overview_ca.paa";
overviewPicture = "rtipic.paa";
LoadScreen = "rtipic.paa";
class Header
{
gameType = COOP; //DM, Team, Coop, ...
minPlayers = 1; //min # of players the mission supports
maxPlayers = 12; //Max # of players the mission supports
};
respawn = 3;
respawnDelay = 16;
disabledAI = 1;
allowFunctionsLog = 0;
#include "debriefing.hpp"
#include "dialog\defines.hpp"
#include "dialog\startup\startup.hpp"
#include "dialog\squad\squadmng.hpp"
#include "dialog\squad\rename\renamesquad.hpp"
#include "dialog\request.hpp"
#include "dialog\request_fob.hpp"
#include "dialog\fob\fobmanager.hpp"
#include "dialog\info\info.hpp"
#include "dialog\info\reset\reset.hpp"
#include "locations.hpp"
#include "support\support.hpp"
#include "hints.hpp"
#include "dialog\startup\hq_placement\placement.hpp"
#include "sounds\sounds.hpp"
#include "dialog\operative\identities.hpp"
#include "dialog\operative\operative.hpp"
#include "params.hpp"
#include "duws_revive\gui\duws_revive.hpp"
#include "missions\missions\roulette\bomb\keypad_defuse\explosivePad.hpp"
// #include "ATM_airdrop\dialog.hpp"
class CfgMusic
{
tracks[]={nuke, nuke1s, nuke2s, radzoneb, nblast, incoming, impact};
class nuke
{
name = "";
sound[] = {"support\nuke\nuke.ogg", db+0, 1.0};
};
class nuke1s
{
name = "nuke1s"; // Name for mission editor
sound[] = {"lk\sound\nuke1s.wss", db + 100, 1.0};
titles[] = {0, ""};
};
class nuke2s
{
name = "nuke2s"; // Name for mission editor
sound[] = {"lk\sound\nuke2s.wss", db + 10, 1.0};
titles[] = {0, ""};
};
class radzoneb
{
name = "radzoneb"; // Name for mission editor
sound[] = {\lk\sound\radiation.ogg, db - 3, 1.0};
titles[] = {0, ""};
};
class incoming
{
name = "incoming"; // Name for mission editor
sound[] = {\lk\sound\incoming.ogg, db + 0, 1.0};
titles[] = {0, ""};
};
class nblast
{
name = "nblast"; // Name for mission editor
sound[] = {\lk\sound\tom.wss, db + 2, 1.0};
titles[] = {0, ""};
};
class impactMetalHardClose
{
name = "impactMetalHardClose"; // Name for mission editor
sound[] = {\lk\sound\impact_metal_hard.ogg, db + 6, 0.8};
titles[] = {0, ""};
};
class impactMetalHardStandard
{
name = "impactMetalHardStandard"; // Name for mission editor
sound[] = {\lk\sound\impact_metal_hard.ogg, db - 2, 0.6};
titles[] = {0, ""};
};
class impactMetalHardFar
{
name = "impactMetalHardFar"; // Name for mission editor
sound[] = {\lk\sound\impact_metal_hard.ogg, db - 10, 0.4};
titles[] = {0, ""};
};
class impactBodyHardClose
{
name = "impactBodyHardClose"; // Name for mission editor
sound[] = {\lk\sound\impact_body_hard.ogg, db + 5, 0.8};
titles[] = {0, ""};
};
class impactBodyHardStandard
{
name = "impactBodyHardStandard"; // Name for mission editor
sound[] = {\lk\sound\impact_body_hard.ogg, db - 2, 0.9};
titles[] = {0, ""};
};
class impactBodyHardFar
{
name = "impactBodyHardFar"; // Name for mission editor
sound[] = {\lk\sound\impact_body_hard.ogg, db - 10, 1.0};
titles[] = {0, ""};
};
class impactMetalSoftClose
{
name = "impactMetalSoftClose"; // Name for mission editor
sound[] = {\lk\sound\impact_metal_soft.ogg, db + 10, 0.8};
titles[] = {0, ""};
};
class impactMetalSoftStandard
{
name = "impactMetalSoftStandard"; // Name for mission editor
sound[] = {\lk\sound\impact_metal_soft.ogg, db + 0, 0.7};
titles[] = {0, ""};
};
class impactMetalSoftFar
{
name = "impactMetalSoftFar"; // Name for mission editor
sound[] = {\lk\sound\impact_metal_soft.ogg, db - 10, 0.6};
titles[] = {0, ""};
};
class impactBodySoftClose
{
name = "impactBodySoftClose"; // Name for mission editor
sound[] = {\lk\sound\impact_body_soft.ogg, db + 10, 1.0};
titles[] = {0, ""};
};
class impactBodySoftStandard
{
name = "impactBodySoftStandard"; // Name for mission editor
sound[] = {\lk\sound\impact_body_soft.ogg, db + 0, 1.0};
titles[] = {0, ""};
};
class impactBodySoftFar
{
name = "impactBodySoftFar"; // Name for mission editor
sound[] = {\lk\sound\impact_body_soft.ogg, db - 10, 1.0};
titles[] = {0, ""};
};
class rhumble
{
name = "rhumble"; // Name for mission editor
sound[] = {\lk\sound\rhumble.ogg, db + 0, 1.0};
titles[] = {0, ""};
};
class interiorTurbolanceClose
{
name = "interiorTurbolanceClose"; // Name for mission editor
sound[] = {\lk\sound\interior_turbolanceClose.ogg, db + 0, 1.0};
titles[] = {0, ""};
};
class interiorTurbolanceStandard
{
name = "interiorTurbolanceStandard"; // Name for mission editor
sound[] = {\lk\sound\interior_turbolanceStandard.ogg, db - 5, 1.0};
titles[] = {0, ""};
};
class interiorTurbolanceFar
{
name = "interiorTurbolanceFar"; // Name for mission editor
sound[] = {\lk\sound\interior_turbolanceFar.ogg, db - 5, 1.0};
titles[] = {0, ""};
};
class shockwaveClose
{
name = "shockwave"; // Name for mission editor
sound[] = {\lk\sound\shockwave.ogg, db - 10, 0.4};
titles[] = {0, ""};
};
class shockwaveStandard
{
name = "shockwave"; // Name for mission editor
sound[] = {\lk\sound\shockwave.ogg, db - 15, 0.5};
titles[] = {0, ""};
};
class shockwaveFar
{
name = "shockwave"; // Name for mission editor
sound[] = {\lk\sound\shockwave.ogg, db - 20, 0.6};
titles[] = {0, ""};
};
};
// VAS INIT BEGIN -- ALSO TAW VIEWDISTANCE
#include "taw_vd\dialog.hpp"
#include "VAS\menu.hpp"
class CfgFunctions
{
#include "VAS\cfgfunctions.hpp"
#include "taw_vd\CfgFunctions.hpp"
#include "ais_injury\cfgFunctionsAIS.hpp"
#include "EPD\EPDcfgFunctions.hpp"
};
// VAS INIT END --
class RscTitles {
#include "ais_injury\dialogs\rscTitlesAIS.hpp"
};