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Restricted areas


matrixmark

Question

Hey,

Looked around for this and all I could find was that it's in description.ext file. I checked that out but there is no mention of any restricted build areas.

I am running 0.3.6.0 version.

 


 

author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;

onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa";
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 0;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 1;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class cfgFunctions
{
    class A3E
    {
        tag = "EPOCH";
        class Client
        {
            file = "\x\addons\a3_epoch_code\init";
            class init
            {
                preInit = 1;
            };
            class postinit
            {
                postInit = 1;
            };
        };
    };
};


class CfgRemoteExec
{
  class Functions
  {
    mode = 1;
    jip = 0;
    class EPOCH_server_save_vehicles {
      allowedTargets=2;
      jip = 0;
    };
  };
  class Commands {mode=0;};
};
class CfgEpochSapper
{
    detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
    groanTrig = 16; //Percentage chance of a groan. Min value = 4
    sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
    smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
};

class CfgEpochUAV
{
    UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
    UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
    UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};

class CfgEpochAirDrop
{
    AirDropFreq = 1200; //AirDropChance, to decide if Air drop occurs, will only be checked once per AirDropFreq time period, for each player. Min value = 120.
    AirDropChance = 6; //Percentage chance of air drop, for current player. Checked every AirDropFreq and upon antagonists spawn trigger. -1 To disable.
};

class CfgEpochCloak
{
    cRange = 300; //Distance, from target, at which Cloak will dispose. Cloak is also aware of players within this range. (Min: 60 / Max: 600)
    cAggression = 75; //Percentage chance of attack, currently a psychological attack (Cultist spooky voice). (Min: 1 / Max: 100)
    attackFrequency = 120; //One attack only per this period. (Min: 120)
    attackDistance = 38; // Distance, from target, up to which Cloak will attack. Lower for less vocals. (Min: 16)
    targetChangeFrequency = 42; //Cloak will only attempt to change target once per this period. Make Higher to stick to first target player. (Min: 42)
    teleportChance = 66; //Chance for cloak to teleport. (Min: 1)
    hoverFrequency = 1280; //Cloak has new hover attack. When player is above cloak, and at a distance, cloak will float to player and teleport attack. Only perform one of these moves per this period. (Min: 240)
};

 

 

As you can see.... nothing there. Would appreciate some help.

Edited by matrixmark
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