Private ['_resType']; /* DO NOT CHANGE! */ EASTID = 128; WESTID = 256; RESISTANCEID = 512; /* DO NOT CHANGE! */ QUERYUNITLABEL = 0; QUERYUNITPICTURE = 1; QUERYUNITPRICE = 2; QUERYUNITTIME = 3; QUERYUNITCREW = 4; QUERYUNITUPGRADE = 5; QUERYUNITFACTORY = 6; QUERYUNITSKILL = 7; QUERYUNITFACTION = 8; QUERYUNITTURRETS = 9; /* DO NOT CHANGE! */ QUERYGEARLABEL = 0; QUERYGEARPICTURE = 1; QUERYGEARCLASS = 2; QUERYGEARTYPE = 3; QUERYGEARCOST = 4; QUERYGEARUPGRADE = 5; QUERYGEARALLOWED = 6; QUERYGEARHANDGUNPOOL = 7; QUERYGEARMAGAZINES = 8; QUERYGEARSPACE = 9; QUERYGEARALLOWTWO = 10; /* IMPORTANT: New Getter/Setter, variable are stored into missionNamespace, the true/false variable define whether we shall override an existing variable or not */ //--- How long a vehicle last empty before being sweeped. ['WFBE_ABANDONVEHICLETIMER',1200,false] Call SetNamespace; //--- AI Commander will move the base after this laps of time if all conditions are met. ['WFBE_AICOMMANDERMOVEINTERVAL',3600,true] Call SetNamespace; //--- Global AI Skill (only used over units not present in core). ['WFBE_AISKILL',0.7,true] Call SetNamespace; //--- Maximum AIs that will be able to man defense within the barracks area. ['WFBE_AIDEFENSE',30,false] Call SetNamespace; //--- Allies Parameters (0 Disabled, 1 West, 2 East, 3 both). ['WFBE_ALLIES',0,false] Call SetNamespace; //--- Anti Air Radar Z offset detection. ['WFBE_ANTIAIRRADARDETECTION',100,true] Call SetNamespace; //--- Artillery Computer (0: Disabled, 1: Enabled on Upgrade, 2: Enabled). ['WFBE_ARTILLERYCOMPUTER',1,false] Call SetNamespace; //--- Artillery Range. ['WFBE_ARTILLERYMAXRANGE',3,false] Call SetNamespace; //--- Artillery Laser Detection Range (Per Shell). ['WFBE_ARTILLERYAMMOLASERRANGE',175,true] Call SetNamespace; //--- Artillery SADARM Detection Range (Distance from the core). ['WFBE_ARTILLERYAMMOSADARMRANGE',200,true] Call SetNamespace; //--- Price Focus. (0: Default, 1: Infantry, 2: Tanks, 3: Air). ['WFBE_BALANCEPRICE',0,false] Call SetNamespace; //--- Balanced units. ['WFBE_BALANCEDUNITS',['HMMWV_Avenger','M6_EP1','Ka52','Ka52Black'],true] Call SetNamespace; //--- Base Area Limits. ['WFBE_BASEAREARANGE',250,true] Call SetNamespace; ['WFBE_BASEAREAMAX',2,false] Call SetNamespace; //--- Bounty Coefficient Modifier (Blood money). ['WFBE_BOUNTYMODIFIER',0.25,true] Call SetNamespace; //--- Bounty Coefficient Modifier, Kill Assist (bounty = (Unit price * WFBE_BOUNTYMODIFIER) * WFBE_BOUNTYMODIFIERASSIST). ['WFBE_BOUNTYMODIFIERASSIST',0.5,true] Call SetNamespace; //--- Building Damage Reduction (Current damage given / x, 1 = normal). ['WFBE_BUILDINGDAMAGEREDUCTION',6,true] Call SetNamespace; //--- Building is sold after x seconds. ['WFBE_BUILDINGSELLDELAY',240,true] Call SetNamespace; //--- Building Limits. ['WFBE_BUILDINGMAXBARRACKS',3,false] Call SetNamespace; ['WFBE_BUILDINGMAXLIGHT',3,false] Call SetNamespace; ['WFBE_BUILDINGMAXCOMMANDCENTER',3,false] Call SetNamespace; ['WFBE_BUILDINGMAXHEAVY',3,false] Call SetNamespace; ['WFBE_BUILDINGMAXAIRCRAFT',3,false] Call SetNamespace; ['WFBE_BUILDINGMAXSERVICEPOINT',6,false] Call SetNamespace; //--- Bounty received by player whenever he capture a camp. ['WFBE_CAMPCAPTUREBOUNTY',100,true] Call SetNamespace; //--- Civilian Faction (first is nil). if (WF_A2_Vanilla) then {['WFBE_CIVILIANFACTIONS',['','Chernarus Civilians'],true] Call SetNamespace}; if (WF_A2_Arrowhead) then {['WFBE_CIVILIANFACTIONS',['','Takistan Civilians'],true] Call SetNamespace}; if (WF_A2_CombinedOps) then {['WFBE_CIVILIANFACTIONS',['','Takistan Civilians','Chernarus Civilians'],true] Call SetNamespace}; ['WFBE_CIVILIANFACTION',0,false] Call SetNamespace; //--- Killed Civilians bring a $xxx penalty to the player. ['WFBE_CIVILIANPENALTY',2500,true] Call SetNamespace; //--- Command Center Range. ['WFBE_COMMANDCENTERRANGE',50000,true] Call SetNamespace; //--- Commander bounties. ['WFBE_COMMANDERBUILDSCORE',1,true] Call SetNamespace; ['WFBE_COMMANDERTOWNCAPTURECOEF',30,true] Call SetNamespace; ['WFBE_COMMANDERTOWNCAPTURESCORE',1,true] Call SetNamespace; ['WFBE_COMMANDERUPGRADESCORE',1,true] Call SetNamespace; //--- Counter Measures. ['WFBE_COUNTERMEASUREPLANES',64,true] Call SetNamespace; ['WFBE_COUNTERMEASURECHOPPERS',32,true] Call SetNamespace; //--- Crew Cost. ['WFBE_CREWCOST',120,true] Call SetNamespace; //--- Within 250 meters, units on defense mode will board defenses. ['WFBE_DEFENSEMANRANGE',250,false] Call SetNamespace; //--- Supply Trucks (Clients) delivery range. ['WFBE_DELIVERYRANGE',30,true] Call SetNamespace; //--- Patrolling Range Ratio. ['WFBE_DETECTIONTOPATROLRANGERATIO',0.4,true] Call SetNamespace; //--- Fast Time skip time rate index. ['WFBE_FASTTIMERATE',0,false] Call SetNamespace; //--- Fast time rates (Seconds = value * 60 * 60). ['WFBE_FASTTIMERATES',[0,0.000555,0.000833,0.00111,0.00138,0.00277,0.00416,0.00555,0.00694,0.00833],true] Call SetNamespace; //--- Fast Travel (0 Disabled, 1 Free, 2 Fee). ['WFBE_FASTTRAVEL',1,false] Call SetNamespace; ['WFBE_FASTTRAVELMAXRANGE',3500,true] Call SetNamespace; ['WFBE_FASTTRAVELPRICEKM',215,true] Call SetNamespace; ['WFBE_FASTTRAVELRANGE',175,true] Call SetNamespace; ['WFBE_FASTTRAVELTIMECOEF',1,true] Call SetNamespace; //--- Fire mission interval. ['WFBE_FIREMISSIONTIMEOUT0',300,true] Call SetNamespace; ['WFBE_FIREMISSIONTIMEOUT1',250,true] Call SetNamespace; ['WFBE_FIREMISSIONTIMEOUT2',200,true] Call SetNamespace; ['WFBE_FIREMISSIONTIMEOUT3',150,true] Call SetNamespace; //--- Coef per supply delivery. ['WFBE_FUNDSPERSUPPLYPOINT',2,true] Call SetNamespace; //--- Distance above which units are able to perform an HALO jump. ['WFBE_HALOJUMPHEIGHT',200,true] Call SetNamespace; //--- HQ Deploy / Mobilize Price. ['WFBE_HQDEPLOYPRICE',100,false] Call SetNamespace; //--- MHQ Deploy Range. ['WFBE_HQDEPLOYRANGE',120,false] Call SetNamespace; //--- Income Interval (Delay between each paycheck). ['WFBE_INCOMEINTERVAL',60,false] Call SetNamespace; //--- Income System (1:Full, 2:Half (Half -> 120 SV Town = 60$ / 60SV), 3: Commander System, 4: Commander System: Full) ['WFBE_INCOMESYSTEM',4,false] Call SetNamespace; //--- Incoming Guided missiles Range limit (0 = Disabled). ['WFBE_INCOMINGMISSILEMAXRANGE',0,false] Call SetNamespace; //--- ISIS, Injury System (0: Disabled, 1: Leaders only, 2: All). ['WFBE_ISIS',0,false] Call SetNamespace; //--- Map Coloration System (0: Default, 1: Nato). ['WFBE_MAPCOLORATION',0,false] Call SetNamespace; //--- Time that a marker remain on a dead unit. ['WFBE_MARKERDEADDELAY',60,true] Call SetNamespace; //--- Maximum spread area of artillery support. ['WFBE_MAXARTILLERYAREA',300,true] Call SetNamespace; //--- Maximum rate of a camp's capture affecting a town. ['WFBE_MAXCAMPCAPTURERATE',5,true] Call SetNamespace; //--- Maximum Client Group size. ['WFBE_MAXGROUPSIZE',14,false] Call SetNamespace; ['WFBE_MAXGROUPSIZEAI',10,false] Call SetNamespace; //--- Skill (Soldiers), have more units than the others. ['WFBE_MAXGZBONUSSKILL',6,true] Call SetNamespace; //--- Maximum amount of supply truck per side (AI). ['WFBE_MAXAISUPPLYTRUCKS',5,true] Call SetNamespace; //--- Maximum Clutter Distance (Grass). ['WFBE_MAXCLUTTERDISTANCE',50,false] Call SetNamespace; //--- Maximum Supply per trucks. ['WFBE_MAXSUPPLYTRUCKSSV0',5,true] Call SetNamespace; ['WFBE_MAXSUPPLYTRUCKSSV1',7,true] Call SetNamespace; ['WFBE_MAXSUPPLYTRUCKSSV2',10,true] Call SetNamespace; //--- Maximum Client Side View Distance. ['WFBE_MAXVIEWDISTANCE',4000,false] Call SetNamespace; //--- HQ Building Range. ['WFBE_MHQBUILDINGRANGE',120,true] Call SetNamespace; //--- HQ Repair Price. ['WFBE_MHQREPAIRPRICE',if !(paramMoneyOnly) then {25000} else {50000},true] Call SetNamespace; //--- Occupation 'part' (faction) to be used, keep the alias (US..USMC) the same as the files in Core_Occupation. if (WF_A2_Vanilla) then { ['WFBE_OCCUPATIONWESTFACTIONS',['CDF','USMC'],true] Call SetNamespace; ['WFBE_OCCUPATIONEASTFACTIONS',['INS','RU'],true] Call SetNamespace; ['WFBE_OCCUPATIONWESTFACTION',1,false] Call SetNamespace; ['WFBE_OCCUPATIONEASTFACTION',1,false] Call SetNamespace; }; if (WF_A2_Arrowhead) then { ['WFBE_OCCUPATIONWESTFACTIONS',['US'],true] Call SetNamespace; ['WFBE_OCCUPATIONEASTFACTIONS',['TKA'],true] Call SetNamespace; ['WFBE_OCCUPATIONWESTFACTION',0,false] Call SetNamespace; ['WFBE_OCCUPATIONEASTFACTION',0,false] Call SetNamespace; }; if (WF_A2_CombinedOps) then { ['WFBE_OCCUPATIONWESTFACTIONS',['CDF','US','USMC'],true] Call SetNamespace; ['WFBE_OCCUPATIONEASTFACTIONS',['INS','RU','TKA'],true] Call SetNamespace; ['WFBE_OCCUPATIONWESTFACTION',1,false] Call SetNamespace; ['WFBE_OCCUPATIONEASTFACTION',1,false] Call SetNamespace; }; //--- East or West Inactive period before being removed (town). ['WFBE_OCCUPATIONINACTIVETIME',300,true] Call SetNamespace; //--- Maximum man-able defenses per town. ['WFBE_OCCUPATIONMAXDEFENSES',20,true] Call SetNamespace; //--- Delay between each occupation reinforcement spawned in town. ['WFBE_OCCUPATIONREINFORCEMENTDELAY',300,true] Call SetNamespace; //--- Town Occupation SV floor. ['WFBE_OCCUPATIONTEAM1',20,true] Call SetNamespace; ['WFBE_OCCUPATIONTEAM2',40,true] Call SetNamespace; ['WFBE_OCCUPATIONTEAM3',60,true] Call SetNamespace; ['WFBE_OCCUPATIONTEAM4',80,true] Call SetNamespace; ['WFBE_OCCUPATIONTEAM5',100,true] Call SetNamespace; ['WFBE_OCCUPATIONTEAM6',120,true] Call SetNamespace; //--- Town Occupation AA SV floor. ['WFBE_OCCUPATIONAATEAM1',50,true] Call SetNamespace; ['WFBE_OCCUPATIONAATEAM2',100,true] Call SetNamespace; //--- Maximum seconds off the map limits. ['WFBE_OFFMAPMAXTIME',30,true] Call SetNamespace; //--- Paratroopers Call Interval. ['WFBE_PARADELAY',1200,true] Call SetNamespace; //--- Unit Patrol Radius. ['WFBE_PATROLRANGE',400,true] Call SetNamespace; //--- Purchase Unit Range. ['WFBE_PURCHASEUNITSRANGE',150,true] Call SetNamespace; ['WFBE_PURCHASEUNITSRANGEAIR',50,true] Call SetNamespace; //--- Purchase Gear Range. ['WFBE_PURCHASEGEARRANGE',150,true] Call SetNamespace; //--- Repair truck repair range. ['WFBE_REPAIRTRUCKRANGE',40,true] Call SetNamespace; //--- Resistance 'part' (faction) to be used, don't forget to define the types bellow for patrol & strikers, keep the alias (GUE..TKGUE) the same as the files in Core_Resistance. if (WF_A2_Vanilla) then { ['WFBE_RESISTANCEFACTIONS',['GUE'],true] Call SetNamespace; ['WFBE_RESISTANCEFACTION',0,false] Call SetNamespace; }; if (WF_A2_Arrowhead) then { ['WFBE_RESISTANCEFACTIONS',['PMC','TKGUE'],true] Call SetNamespace; ['WFBE_RESISTANCEFACTION',1,false] Call SetNamespace; }; if (WF_A2_CombinedOps) then { ['WFBE_RESISTANCEFACTIONS',['GUE','PMC','TKGUE'],true] Call SetNamespace; ['WFBE_RESISTANCEFACTION',2,false] Call SetNamespace; }; //--- Resistance Inactive period before being removed (town). ['WFBE_RESISTANCEINACTIVETIME',300,true] Call SetNamespace; //--- Delay between each resistance reinforcement spawned in town. ['WFBE_RESISTANCEREINFORCEMENTDELAY',240,true] Call SetNamespace; //--- Respawn Camps (0: Disabled, 1: Classic [from town center], 2: Enhanced [from nearby camps]). ['WFBE_RESPAWNCAMPSMODE',2,false] Call SetNamespace; //--- Respawn Camps Rule (0: Disabled, 1: West | East, 2: West | East | Resistance). ['WFBE_RESPAWNCAMPSRULEMODE',2,false] Call SetNamespace; //--- Respawn Delay (Players/AI). ['WFBE_RESPAWNDELAY',30,false] Call SetNamespace; //--- Respawn Penalty (0: None, 1: Remove All, 2: Pay full gear price, 3: Pay 1/2 gear price, 4: pay 1/4 gear price, 5: Charge on Mobile). ['WFBE_RESPAWNPENALTY',5,false] Call SetNamespace; //--- How far a player need to be from a town to spawn at camps. ['WFBE_RESPAWNRANGE',550,false] Call SetNamespace; ['WFBE_RESPAWNMINRANGE',50,true] Call SetNamespace; //--- How far a player need to be from a mobile respawn in order to spawn on it. ['WFBE_RESPAWNMOBILERANGE0',250,true] Call SetNamespace; ['WFBE_RESPAWNMOBILERANGE1',350,true] Call SetNamespace; ['WFBE_RESPAWNMOBILERANGE2',500,true] Call SetNamespace; //--- Advanced Aircraft restriction. ['WFBE_RESTRICTIONADVAIR',0,false] Call SetNamespace; //--- Salvager Sell %. ['WFBE_SALVAGERPERCENT',30,true] Call SetNamespace; //--- Salvager's Range. ['WFBE_SALVAGERRANGE',20,true] Call SetNamespace; //--- Score Gained per town assist. ['WFBE_SCOREASSISTCAPTURETOWN',5,true] Call SetNamespace; //--- Points Gained per camp captire. ['WFBE_SCORECAPTURECAMP',1,true] Call SetNamespace; //--- Score Gained per town capture. ['WFBE_SCORECAPTURETOWN',10,true] Call SetNamespace; //--- Points Received per Supply delivery. ['WFBE_SCOREPERSUPPLYPOINT',2,true] Call SetNamespace; //--- Service points action range. ['WFBE_SERVICEPOINTRANGE',50,true] Call SetNamespace; //--- Sides need at last xkm of distance between them. ['WFBE_SIDESTARTINGDISTANCE',5000,false] Call SetNamespace; //--- Starting Locations Mode: 0 = WN|ES; 1 = WS|EN; 2 = Random; ['WFBE_STARTINGLOCATIONMODE',2,false] Call SetNamespace; //--- When a structure is sold, x% of supply goes back to the side. ['WFBE_STRUCTURESELLPERCENT',40,false] Call SetNamespace; //--- Supply System (0: Trucks, 1: Automatic with time). ['WFBE_SUPPLYSYSTEM',0,false] Call SetNamespace; //--- If SUPPLYSYSTEM == 1 then, we increase of SUPPLYSYSTEMINCREASE each SUPPLYSYSTEMINCREASETIME. ['WFBE_SUPPLYSYSTEMINCREASE0',1,true] Call SetNamespace; ['WFBE_SUPPLYSYSTEMINCREASE1',2,true] Call SetNamespace; ['WFBE_SUPPLYSYSTEMINCREASE2',3,true] Call SetNamespace; ['WFBE_SUPPLYSYSTEMINCREASETIME',60,true] Call SetNamespace; //--- Action range for repair/rearm/refuel. ['WFBE_SUPPORTRANGE',70,true] Call SetNamespace; //--- Price of Support (Base), note that Rearm, Refuel and Repair are using Ratio. ['WFBE_SUPPORTHEALPRICE',100,true] Call SetNamespace; ['WFBE_SUPPORTREARMPRICE',4,true] Call SetNamespace; ['WFBE_SUPPORTREFUELPRICE',16,true] Call SetNamespace; ['WFBE_SUPPORTREPAIRPRICE',2,true] Call SetNamespace; //--- Amount of time required to be able to use an action from the support menu again. ['WFBE_SUPPORTHEALTIME',25,true] Call SetNamespace; ['WFBE_SUPPORTREARMTIME',30,true] Call SetNamespace; ['WFBE_SUPPORTREFUELTIME',20,true] Call SetNamespace; ['WFBE_SUPPORTREPAIRTIME',40,true] Call SetNamespace; //--- Money to be deducted from a teamkiller. ['WFBE_TEAMKILLPENALTY',500,true] Call SetNamespace; //--- Thermal Imaging (0: Disabled, 1: Weapons, 2: Vehicles, 3: All). ['WFBE_THERMALIMAGING',3,false] Call SetNamespace; //--- Bounty received by player whenever he get an assist in a town. ['WFBE_TOWNASSISTCAPTUREBOUNTY',175,true] Call SetNamespace; ['WFBE_TOWNMISSIONASSISTCAPTUREBOUNTY',350,true] Call SetNamespace; //--- Restrict use of build menu if the player is near a town. ['WFBE_TOWNBUILDPROTECTIONRANGE',450,false] Call SetNamespace; //--- Range Coefficient whenever a player get an assist in a town. ['WFBE_TOWNCAPTUREASSISTRANGEMODIFIER',0.6,true] Call SetNamespace; //--- Bounty received by player whenever he capture a town. ['WFBE_TOWNCAPTUREBOUNTY',400,true] Call SetNamespace; ['WFBE_TOWNMISSIONCAPTUREBOUNTY',800,true] Call SetNamespace; //--- Town capture mode (0: normal, 1: threshold, 2: all camps[Best Use with PvP]). ['WFBE_TOWNCAPTUREMODE',1,false] Call SetNamespace; //--- Town Depot capture range. ['WFBE_TOWNCAPTURERANGE',40,true] Call SetNamespace; //--- Town Depot capture range (Threshold Capture mode). ['WFBE_TOWNCAPTURERANGETHRESHOLD',50,true] Call SetNamespace; //--- Town Capture rate. ['WFBE_TOWNCAPTURERATE',1,true] Call SetNamespace; //--- Town Conquest mode (0: None, 1: Territoriality 2: (tbd) commander task set). - TODO ['WFBE_TOWNCONQUESTMODE',0,false] Call SetNamespace; //--- Buy Gear From (0: None, 1: Camps, 2: Depot, 3: Camps & Depot). ['WFBE_TOWNGEAR',1,false] Call SetNamespace; //--- Amount of Waypoints given to the AI Patrol in towns (Higher is wider). ['WFBE_TOWNPATROLHOPS',5,true] Call SetNamespace; //--- Town Purchase range. ['WFBE_TOWNPURCHASERANGE',30,true] Call SetNamespace; //--- Town occupation Difficulty (1: Light, 2: Medium, 3: Hard, 4: Insane, 5: Auto). ['WFBE_TOWNOCCUPATIONDIFFICULTY',1,false] Call SetNamespace; //--- Town resistance Difficulty (1: Light, 2: Medium, 3: Hard, 4: Insane). ['WFBE_TOWNRESISTANCEDIFFICULTY',1,false] Call SetNamespace; //--- Town starting mode (0: Resistance, 1: 50% blu, 50% red, 2: Nearby Towns, 3: Random). ['WFBE_TOWNSTARTINGMODE',0,false] Call SetNamespace; //--- Distance between each defensive waypoints. ['WFBE_TOWNUNITSDEFENSEDISTANCE',30,true] Call SetNamespace; //--- Distance between each patrolling waypoints. ['WFBE_TOWNUNITSPATROLDISTANCE',360,true] Call SetNamespace; //--- Unit will spawn within this range. ['WFBE_TOWNUNITSPAWNRANGE',75,true] Call SetNamespace; //--- Interval between each uav spotting routine. ['WFBE_UAVSPOTTINGDELAY',20,true] Call SetNamespace; //--- UAV will reveal each targets that it knows about this value (0-4) ['WFBE_UAVSPOTTINGDETECTION',0.21,true] Call SetNamespace; //--- Max Range of the UAV spotting. ['WFBE_UAVSPOTTINGRANGE',900,true] Call SetNamespace; //--- Units cleaning delay. ['WFBE_UNITREMOVEDLAY',300,false] Call SetNamespace; //--- Victory Condition (0: Annihilation, 1: Assassination, 2: Supremacy, 3: Towns). ['WFBE_VICTORYCONDITION',2,false] Call SetNamespace; //--- Commander vote time. ['WFBE_VOTETIME',if (WF_Debug) then {6} else {60},true] Call SetNamespace; //--- Weather Type, 0: Clear, 1: Cloudy, 2: Rainy, 3: Dynamic) ['WFBE_WEATHER',0,false] Call SetNamespace; //--- Weather Transition period (longer is more realistic). ['WFBE_WEATHERTRANSITION',600,true] Call SetNamespace; //--- Proper worlds (Radio town localization). ['WFBE_WORLDWHITELISTOA',["Zargabad","Takistan"],true] Call SetNamespace; ['WFBE_WORLDWHITELISTVA',["chernarus","utes"],true] Call SetNamespace; if (paramUseWorkers) then { //--- Minimal Distance in order to start building. ['WFBE_WORKERS_BUILDDISTANCE',30,true] Call SetNamespace; //--- Degredation of the building in time during a repair phase (over 100). ['WFBE_WORKERS_DEGRADATION',1,true] Call SetNamespace; //--- Maximum Workers per side. ['WFBE_WORKERS_MAX',10,true] Call SetNamespace; //--- Maximal Traveling distance. ['WFBE_WORKERS_MAXRANGE',650,true] Call SetNamespace; //--- Workers Models. ['WFBE_WORKERS_MODELS_EAST',if (WF_A2_Vanilla) then {["Worker3","Worker1"]} else {["TK_CIV_Worker01_EP1"]}, true] Call SetNamespace; ['WFBE_WORKERS_MODELS_WEST',if (WF_A2_Vanilla) then {["Worker2","Worker4"]} else {["TK_CIV_Worker02_EP1"]}, true] Call SetNamespace; //--- Worker Price ['WFBE_WORKERS_PRICE',500,true] Call SetNamespace; //--- Build Speed Ratio. ['WFBE_WORKERS_RATIO',2,true] Call SetNamespace; //--- Health Point fixed during a repair. ['WFBE_WORKERS_REPAIR',0.0075,true] Call SetNamespace; //--- Ruins model. ['WFBE_WORKERS_RUINS',if (WF_A2_Vanilla) then {"Land_budova4_ruins"} else {"Land_Mil_Barracks_i_ruins_EP1"}, true] Call SetNamespace; }; //--- Build area (Radius/Height). ['WFBE_AREAHQDEPLOYED',[('WFBE_HQDEPLOYRANGE' Call GetNamespace),25],true] Call SetNamespace; ['WFBE_AREAHQUNDEPLOYED',[('WFBE_HQDEPLOYRANGE' Call GetNamespace)/2,15],true] Call SetNamespace; ['WFBE_AREAREPAIRTRUCK',[45,10],true] Call SetNamespace; //--- Construction Module, Flat Detection. if (WF_A2_Vanilla) then { ['WFBE_COINMINDISTANCE',8,true] Call SetNamespace; ['WFBE_COINMAXGRADIENT',4,true] Call SetNamespace; } else { ['WFBE_COINMINDISTANCE',24,true] Call SetNamespace; ['WFBE_COINMAXGRADIENT',4,true] Call SetNamespace; }; //--- Resistance Island Patrol System. ['WFBE_RESPATROLINTERVAL',1200,true] Call SetNamespace; ['WFBE_RESPATROL',0,false] Call SetNamespace; //--- Resistance Strikers. ['WFBE_RESSTRIKERINTERVAL',1800,true] Call SetNamespace; ['WFBE_RESSTRIKER',0,false] Call SetNamespace; /* UPGRADE SYSTEM: */ //--- Important: If you add any other upgrades, add them at the end, also add a new 0 to init_server.sqf upgrade array. //--- Desc-Array - added MrNiceGuy ['WFBE_UPGRADEDESCRIPTION', [localize 'STR_WF_UPGRADE_barracks_Desc',localize 'STR_WF_UPGRADE_lightfactory_Desc',localize 'STR_WF_UPGRADE_heavyfactory_Desc',localize 'STR_WF_UPGRADE_aircraftfactory_Desc', localize 'STR_WF_UPGRADE_Paratroop_Desc',localize 'STR_WF_UPGRADE_uav_Desc',localize 'STR_WF_UPGRADE_Supply_Desc',localize 'STR_WF_UPGRADE_RespawnRange_Desc', localize 'STR_WF_UPGRADE_Airlift_Desc',localize 'STR_WF_UPGRADE_Countermeasures_Desc',localize 'STR_WF_UPGRADE_ArtilleryUpgrade_Desc',localize 'STR_WF_UPGRADE_ICBM_Desc', localize 'STR_WF_UPGRADE_FastTravel_Desc',localize 'STR_WF_UPGRADE_Gear_Desc',localize 'STR_WF_UPGRADE_Ammo_Desc',localize 'STR_WF_UPGRADE_EASA_Desc', localize 'STR_WF_UPGRADE_Paradrop_Desc',localize 'STR_WF_UPGRADE_ArtilleryAmmo_Desc'], true ] Call SetNamespace; ['WFBE_UPGRADELABELS', [localize 'strwfbarracks',localize 'strwflightfactory',localize 'strwfheavyfactory',localize 'strwfaircraftfactory',localize 'STR_WF_TACTICAL_Paratroop', localize 'str_dn_uav',localize 'STR_WF_UPGRADE_Supply',localize 'STR_WF_UPGRADE_RespawnRange',localize 'STR_WF_UPGRADE_Airlift',localize 'STR_WF_UPGRADE_Countermeasures', localize 'STR_WF_UPGRADE_ArtilleryUpgrade',localize 'STR_WF_ICBM',localize 'STR_WF_TACTICAL_FastTravel',localize 'STR_WF_UPGRADE_Gear',localize 'STR_WF_Ammo','EASA', localize 'STR_WF_TACTICAL_Paradrop', localize 'STR_WF_UPGRADE_ArtilleryAmmo'], true ] Call SetNamespace; //--- Amount of upgrade levels. ['WFBE_UPGRADELEVELS',[3,3,3,3,3,1,2,2,1,1,3,1,1,3,1,1,1,3],true] Call SetNamespace; //--- [upgrade index, upgrade level]. ['WFBE_UPGRADEDEPENDENCIES',[[],[],[],[],[3,1],[3,2],[],[1,2],[],[3,1],[2,1],[3,3],[],[0,1],[13,3],[3,3],[8,1],[10,3]],true] Call SetNamespace; //--- Special condition. ['WFBE_UPGRADECONDITION',[true,true,true,true,true,true,true,true,true,paramCounterMeasures,paramArty,paramICBM,if (('WFBE_FASTTRAVEL' Call GetNamespace) > 0) then {true} else {false},true,true,paramEASA,true,true],true] Call SetNamespace; //--- [Supply,Money]. ['WFBE_UPGRADEPRICESLEVEL1',[[300,750],[800,1850],[3600,4000],[5600,11000],[3200,7400],[2500,5600],[1800,6200],[500,1800],[950,2450],[3400,8200],[1200,2950],[50000,80000],[1350,3550],[250,500],[750,2250],[4400,12500],[3250,8800],[2400,4550]],true] Call SetNamespace; ['WFBE_UPGRADEPRICESLEVEL2',[[400,1150],[1400,2450],[4500,6750],[7600,16000],[3800,8700],[],[3600,12400],[700,2400],[],[],[1800,4400],[],[],[650,2550],[],[],[],[3500,8500]],true] Call SetNamespace; ['WFBE_UPGRADEPRICESLEVEL3',[[500,1620],[1900,3400],[5500,8050],[9500,21250],[4400,9800],[],[],[],[],[],[3000,7500],[],[],[1400,4250],[],[],[],[6200,12000]],true] Call SetNamespace; //--- Time required per upgrade. ['WFBE_UPGRADETIMESLEVEL1',[40,60,80,100,120,120,140,120,100,120,100,240,260,180,170,160,140,120],true] Call SetNamespace; ['WFBE_UPGRADETIMESLEVEL2',[60,80,100,120,140,0,160,140,0,0,140,0,0,200,0,0,0,140],true] Call SetNamespace; ['WFBE_UPGRADETIMESLEVEL3',[80,100,120,180,160,0,0,0,0,0,160,0,0,220,0,0,0,160],true] Call SetNamespace; // ['WFBE_UPGRADETIMESLEVEL1',[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],true] Call SetNamespace; // ['WFBE_UPGRADETIMESLEVEL2',[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],true] Call SetNamespace; // ['WFBE_UPGRADETIMESLEVEL3',[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],true] Call SetNamespace; //--- AI COMMANDER priority, we use the upgrade index (0: Barracks, 4: Paratroops...). ['WFBE_UPGRADEAIORDER',[0,13,1,6,2,12,3,7,10,3,8,4,5,9,11,14,15,16,17],true] Call SetNamespace; /* Handle the missions (Server Only) */ if (isServer && paramSecondaryMissions) then { Private ['_initExt','_tpath']; _tpath = 'Server\Missions\'; _initExt = '\m_init.sqf'; //--- Maximum amount of missions allowed per side at a time. ['WFBE_MISSIONSMAXIMUM_WEST',1,true] Call SetNamespace; ['WFBE_MISSIONSMAXIMUM_EAST',1,true] Call SetNamespace; //--- Time randomizer (Affect the timeout). ['WFBE_MISSIONSRANDOMIZER',160,true] Call SetNamespace; //--- Re-usability, after x missions, mission y is available again. ['WFBE_MISSIONSREUSABILITY',10,true] Call SetNamespace; //--- Time to wait between each missions. ['WFBE_MISSIONSTIMEOUT',2400,true] Call SetNamespace; //--- Assign a content. /* all templates need at least a m_init.sqf [ [island array, * = all, ! = not in, put the worldnames in otherwise], temp path + folder name in templates + init name (path to the template folder), unique identifier (template name or something, avoid duplicated names), starting index (used in case of duplicated template allowed), 0 is ok to start with, condition for template to be 'selectable', keep it as if it was a if (true/false condition), as it will be compiled inside a if on the fly (i.e: time > 600). run for who? both(civ)? west? east? ]. Each mission receive 3 defaults parameters, the unique identifier, the starting index and the selected index. */ ['WFBE_M_CONTENT',[ [['*'],(_tpath + 'M_UAV_RetrieveModule' + _initExt),'M_UAV_RetrieveModule',0,"true",civilian], /* UAV Retrieving Mission, Any islands, No conditions, Both. */ [['*'],(_tpath + 'M_TOWN_Attack' + _initExt),'M_TOWN_AttackWest',0,"time > 1200",west], /* Town Assault, resistance attack a town, require at least a town (we wait a bit), west. */ [['*'],(_tpath + 'M_TOWN_Attack' + _initExt),'M_TOWN_AttackEast',0,"time > 1200",east], /* Town Assault, resistance attack a town, require at least a town (we wait a bit), east. */ [['*'],(_tpath + 'M_BASE_Attack' + _initExt),'M_BASE_Attack',0,"(count WestBaseStructures > 0) && (time > 600)",west], /* Resistance attack a base, require at least one building (we wait a bit), west. */ [['*'],(_tpath + 'M_BASE_Attack' + _initExt),'M_BASE_Attack',0,"(count EastBaseStructures > 0) && (time > 600)",east], /* Resistance attack a base, require at least one building (we wait a bit), east. */ [['*'],(_tpath + 'M_PLAYERS_Attack_Air' + _initExt),'M_PLAYERS_Attack_Air',0,"!WF_A2_Vanilla && paramDLCPMC",west], /* Resistance PMC attack players, requires PMC, west. */ [['*'],(_tpath + 'M_PLAYERS_Attack_Air' + _initExt),'M_PLAYERS_Attack_Air',0,"!WF_A2_Vanilla && paramDLCPMC",east] /* Resistance PMC attack players, requires PMC, east. */ ],true] Call SetNamespace; //--- Ensure that the re-usability is not higher than the content. if (('WFBE_MISSIONSREUSABILITY' Call GetNamespace) > count('WFBE_M_CONTENT' Call GetNamespace)-1) then { ['WFBE_MISSIONSREUSABILITY',count('WFBE_M_CONTENT' Call GetNamespace),true] Call SetNamespace; }; }; //--- UPSMON Parameters. if (paramUPSMON) then { //--- Size of the marker (x,y) from the center of a town. ['WFBE_UPSMONTOWNAREASIZE',[550,550],true] Call SetNamespace; }; //--- Income System is Commander System? if (('WFBE_INCOMESYSTEM' Call GetNamespace) in [3,4]) then { //--- Town Multiplicator Coefficient (SV * x). ['WFBE_INC_COEFFICIENT',10, true] Call SetNamespace; //--- Prevent commander from being a millionaire, and add the rest to the players pool. ['WFBE_INC_DIVIDE_COM',2.75, true] Call SetNamespace; //--- Commander Income %. if (isNil "EastCommanderPercent") then {EastCommanderPercent = 70}; if (isNil "WestCommanderPercent") then {WestCommanderPercent = 70}; }; diag_log Format["[WFBE (INIT)][frameno:%1 | ticktime:%2] Init_CommonConstants: Constants Initialization - [Done]",diag_frameno,diag_tickTime];