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settings.cpp
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settings.cpp
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/************************************************
* Core Settings
*
* These are settings relating directly to the
* Core mission framework.
*
* The available log levels, in order from
* most verbose to most necessary, are:
* "info"
* "notice"
* "warning"
* "error"
* "critical"
************************************************/
class Core
{
log_to_diary = 1; // Show a diagnostics log diary entry while in-game
sp_log_level[] = {"info", "notice", "warning", "error", "critical"};
mp_log_level[] = {"notice", "warning", "error", "critical"};
};
/************************************************
* Mission Header
*
* The purpose of this class definition is to
* signal the engine the gameType which is
* displayed in the MP game browser. This can
* assist other players for finding particular
* missions using the filters.
*
* gameType can be one of following:
* DM - Death Match
* CTF - Capture the Flag
* FF - Flag Fight
* Coop -Cooperative Mission
* Team - Team Mission
* Scont - Sector Control
* Hold - Hold Location
* Unknown - Used when no class header is defined
************************************************/
class Header
{
gameType = Coop; // GameType, see above
minPlayers = 1; // Min number of players to start
maxPlayers = 15; // Max number of players allowed
playerCountMultipleOf = 1; // Should always be 1
};
/************************************************
* Respawn
*
* Sets respawn type.
* Can be one of:
* - 0 or "NONE" - No respawn
* - 1 or "BIRD" - Respawn as a seagull
* - 2 or "INSTANT" - Respawn where you died
* - 3 or "BASE" - Respawn in base
* - Requires a marker named:
* - respawn_west
* - respawn_east
* - respawn_guerrila
* - respawn_civilian
* - Vehicle respawn in base requires a
* marker named:
* - respawn_vehicle_west
* - respawn_vehicle_east
* - respawn_vehicle_guerrila
* - respawn_vehicle_civilian
* - 4 or "GROUP" - Respawn in your group
* - 5 or "SIDE" - Respawn into an AI unit
* on your side
************************************************/
respawn = "BASE";
respawndelay = 3; // Set respawn delay in seconds.
//respawnVehicleDelay = 11; // Set vehicle respawn delay in seconds.
respawnDialog = 0; // Show the scoreboard and respawn countdown timer for a player if he is killed.
disabledAI = 1; // When 1, removes all playable units which do not have a human player.
aiKills = 0; // Enables scorelist for AI players.
briefing = 0; // Skip briefing screen for SP missions.
debriefing = 0; // Defines if the debriefing is shown or not at the end of the mission.
enableItemsDropping = 0; // Disable dropping items while swimming.
loadScreen = ""; // You can define a picture to be shown while the mission is loaded.
onLoadMission = ""; // Displays a message while the mission is loading.
onLoadIntro = ""; // Displays a message while the intro is loading.
onLoadMissionTime = 0; // Define whether you will see the time and date displayed while the mission loads.
onLoadIntroTime = 0; // Define whether you will see the time and date displayed while the intro loads.
/************************************************
* Disable Channels
*
* Disable global, side, command and system chat
* 0 = Global
* 1 = Side
* 2 = Command
* 3 = Group
* 4 = Vehicle
* 5 = Direct
* 6 = System
************************************************/
disableChannels[] = {};
/************************************************
* Scoring
*
* Set minimum, average, and maximum scores for
* your mission. Score is related to the star
* display in the debriefing screen. The score
* can be influenced during a missions progress
* by using the addRating command.
* minScore < avgScore < maxScore
************************************************/
//minScore = 0;
//avgScore = 1800;
//maxScore = 75000;