I'm adding IDF to PRSP to entertain myself..but I have seem to have hit a brick wall.
First of all, I or the bots can't spawn with the officer kit no matter if I'm SL or not.
I rigged the python to accommodate the IDF and made a custom spawner, but whenever I request kits I get the message that its at my feet and when I look down theres nothing there nor can I pick anything up.
spawner_idf_SP
Code: Select all
rem RALLY POINTS
ObjectTemplate.create ObjectSpawner rallypoint_idf_spawner
ObjectTemplate.activeSafe ObjectSpawner rallypoint_idf_spawner
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 rallypoint_idf_1
rem COMMANDER ASSETS
ObjectTemplate.create ObjectSpawner deployable_commandpost_idf_spawner
ObjectTemplate.activeSafe ObjectSpawner deployable_commandpost_idf_spawner
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 deployable_commandpost_idf
ObjectTemplate.create ObjectSpawner deployable_supportvehicle_idf_spawner
ObjectTemplate.activeSafe ObjectSpawner deployable_supportvehicle_idf_spawner
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 us_trk_support
ObjectTemplate.create ObjectSpawner deployable_vehicle_gb_spawner
ObjectTemplate.activeSafe ObjectSpawner deployable_vehicle_gb_spawner
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 gb_jeep_landrover
rem BASE KITS
ObjectTemplate.create ObjectSpawner SP_IDF_OFFICERKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_OFFICERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_officer
ObjectTemplate.create ObjectSpawner SP_IDF_RIFLEMANKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_RIFLEMANKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_rifleman
ObjectTemplate.create ObjectSpawner SP_IDF_RIFLEMANABKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_RIFLEMANABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_riflemanab
ObjectTemplate.create ObjectSpawner SP_IDF_SPECIALISTKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_SPECIALISTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_specialist
ObjectTemplate.create ObjectSpawner SP_IDF_MEDICKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_MEDICKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_medic
rem LIMITED KITS
ObjectTemplate.create ObjectSpawner SP_IDF_AAKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_AAKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_riflemanaa
ObjectTemplate.create ObjectSpawner SP_IDF_HVYATKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_HVYATKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_at
ObjectTemplate.create ObjectSpawner SP_IDF_SNIPERKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_SNIPERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_sniper
ObjectTemplate.create ObjectSpawner SP_IDF_ENGINEERKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_ENGINEERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_engineer
ObjectTemplate.create ObjectSpawner SP_IDF_SUPPORTKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_SUPPORTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_support
ObjectTemplate.create ObjectSpawner SP_IDF_MARKSMANKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_MARKSMANKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_marksman
ObjectTemplate.create ObjectSpawner SP_IDF_RIFLEMANATKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_RIFLEMANATKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_riflemanat
ObjectTemplate.create ObjectSpawner SP_IDF_ASSAULTKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_ASSAULTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_assault
ObjectTemplate.create ObjectSpawner SP_IDF_PILOTKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_PILOTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_pilot
ObjectTemplate.create ObjectSpawner SP_IDF_TANKERKIT
ObjectTemplate.activeSafe ObjectSpawner SP_IDF_TANKERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 SP_idf_tankerCode: Select all
#========================================================================================================
#
# PROJECT REALITY SERVER SETTINGS DEFINITION FOR LOCAL SERVERS
#
# This file can be fully edited and it's automatically used by local and single-player servers.
#
# This config file is identical to the public one except for the following variables:
# - STARTDELAY
# - KIT_LIMIT_8
# - KIT_LIMITS
#
# $Id: realityconfig_private.py 8000 2009-01-18 11:09:22Z dbzao $
#
#
from game.realityconstants import *
#
#
# PROJECT REALITY ROUND START DELAY
# Edit this setting to set the start delay for all game modes
# Default is 180 seconds
STARTDELAY = 30
#
#
# PROJECT REALITY WOUNDED TIME
# Edit these settings to determine the amount of seconds the player will stay wounded
# Default is 120 seconds
WOUNDED_TIME = 60
#
#
# PROJECT REALITY DEAD TIME
# Edit these settings to determine the amount of seconds the player will stay dead
# Default is 30 seconds
#
# Note that this time is also subject to other penalties
DEAD_TIME = 20
#
#
# PROJECT REALITY TK RESPAWN PENALTY
# Number of seconds added to the next respawn when teamkilling a player
# Default is 15 seconds
TEAMKILL_PENALTY = 0
#
#
# PROJECT REALITY SUICIDE RESPAWN PENALTY
# Number of seconds added to the next respawn when a player suicides
# Default is 30 seconds
SUICIDE_PENALTY = 20
#
#
# PROJECT REALITY REINFORCEMENTS RESPAWN PENALTY
# Edit these values to add seconds to player spawn times
# Define as 0 (zero) to disable
# Defaults
# 3 seconds per death
# -3 seconds per cp capture or destroyed objective
# -1 per defense action
# -10 for building
# 30 seconds maximum
SPAWN_PENALTY_DEATH = 3
SPAWN_PENALTY_CAPTURE = -3
SPAWN_PENALTY_OBJECTIVE = -3
SPAWN_PENALTY_DEFEND = -1
SPAWN_PENALTY_BUILD = -10
SPAWN_PENALTY_CAP = 20
#
#
# PROJECT REALITY MAX RESPAWN PENALTY
# Maximum number of seconds added to a respawn
# Default is 300 seconds
MAX_PENALTY = 30
#
#
# PROJECT REALITY REQUEST SPAM PENALTY
# Time in seconds (SPAM_PENALTY) the player is blocked becaues of a limited number of requests (SPAM_LIMIT) in a defined interval (SPAM_INTERVAL)
# Defaults:
# SPAM_LIMIT = 10
# SPAM_INTERVAL = 30
# SPAM_PENALTY = 60
SPAM_LIMIT = 10
SPAM_INTERVAL = 10
SPAM_PENALTY = 10
#
#
# PROJECT REALITY HEALTH UPON REVIVE SETTINGS
# Edit this setting to determine the health of players when they are revived
# Default is 9 health
REVIVE_HEALTH = 9
#
#
# PROJECT REALITY DISTANCES
# Default is 5, 10, 50, 100, 200, 300
DISTANCE_PICKUP = 5
DISTANCE_SPAWN = 10
DISTANCE_CLOSE = 50
DISTANCE_AREA = 100
DISTANCE_WIDE = 200
DISTANCE_HUGE = 300
#
#
# PROJECT REALITY GENERAL TICKETS
# Tickets lost when destroyed/killed
#
# Defaults:
# -10 = tanks, jets, attack helicopters, ifvs
# -5 = apcs, aavs, transport helicopters, recon
# -2 = jeeps, trucks
# -1 = soldiers
TICKETS = {
VEHICLE_TYPE_ARMOR : -10,
VEHICLE_TYPE_IFV : -10,
VEHICLE_TYPE_JET : -10,
VEHICLE_TYPE_HELIATTACK : -10,
VEHICLE_TYPE_HELI : -5,
VEHICLE_TYPE_RECON : -5,
VEHICLE_TYPE_AAV : -5,
VEHICLE_TYPE_APC : -5,
VEHICLE_TYPE_TRANSPORT : -2,
VEHICLE_TYPE_SOLDIER : -1
}
#
#
# PROJECT REALITY ASSAULT AND SECURE COMMANDER
# Enable/Disable commander in AAS
# Default is enabled
AAS_COMMANDER = 1
#
#
# PROJECT REALITY INSURGENCY COMMANDER
# Enable/Disable commander in Insurgency
# Default is enabled
INSURGENCY_COMMANDER = 1
#
#
# PROJECT REALITY COUNTER-ATTACK COMMANDER
# Enable/Disable commander in Counter-Attack
# Default is enabled
COUNTER_COMMANDER = 1
#
#
# PROJECT REALITY COOP COMMANDER
# Enable/Disable commander in Coop
# Default is enabled
COOP_COMMANDER = 1
#
#
# PROJECT REALITY EXTRACTION COMMANDER
# Enable/Disable commander in Extraction
# Default is enabled
XTRACT_COMMANDER = 1
#
#
# PROJECT REALITY SCENARIO COMMANDER
# Enable/Disable commander in Scenario
# Default is enabled
SCENARIO_COMMANDER = 1
#
#
# PROJECT REALITY SKIRMISH COMMANDER
# Enable/Disable commander in Skirmish
# Default is enabled
SKIRMISH_COMMANDER = 1
#
#
# PROJECT REALITY CNC COMMANDER
# Enable/Disable commander in Command and Control
# Default is enabled
CNC_COMMANDER = 1
#
#
# PROJECT REALITY ASSAULT AND SECURE SETTINGS
#
# Capture ratio used to shorten time needed for capture
# Default is 0.5 (50% of the time) for 4 players to capture a CP
# Default is 0.75 (75% of the time) for 3 players to capture a CP
# Default is 1 (100% of the time) for 2 players to capture a CP
AAS_CAPTURE_RATIO_4_1 = .50
AAS_CAPTURE_RATIO_3_1 = .75
AAS_CAPTURE_RATIO_2_1 = 1
#
#
# Neutralise ratio used to shorten time needed for neutralize
# Default is 0.5 (50% of the time) for 4 players to neutralize a CP
# Default is 0.75 (75% of the time) for 3 players to neutralize a CP
# Default is 1 (100% of the time) for 2 players to neutralize a CP
AAS_NEUTRAL_RATIO_4_1 = .50
AAS_NEUTRAL_RATIO_3_1 = .75
AAS_NEUTRAL_RATIO_2_1 = 1
#
#
# Number of players needed to capture or neutralize a CP
# Default is 3
AAS_MINNRTOTAKECONTROL = 3
#
#
# PROJECT REALITY COUNTER-ATTACK SETTINGS
#
# Defines the default time when the counter-attack will happen
# Default is 1800 (30 min)
COUNTER_DELAY = 1800
#
#
# PROJECT REALITY INSURGENCY SETTINGS
#
# Number of objectives to destroy.
# Default is 10
INSURGENCY_OBJECTIVES = 10
#
# Max number of caches active at the same time
# Default is 3
INSURGENCY_ACTIVE = 3
#
# Number of points taken from the insurgent that destroys an objective
# Default is -100 points
INSURGENCY_TREASON_POINTS = -100
#
#
# Number of seconds added to the insurgent that destroys an objective
# Default is 300 seconds
INSURGENCY_TREASON_PENALTY = 300
#
#
# Number of points to the player when destroying an objective
# Default is 25 points
INSURGENCY_DESTROY_POINTS = 25
#
#
# Number of tickets added to team 2 when an objective is destroyed
# Default is 10
INSURGENCY_DESTROY_TICKETS = 10
#
#
# Number of tickets team 2 gets when losing a heavy asset
# Default is -10 tickets
INSURGENCY_HEAVY_ASSETS_TICKETS = -10
#
#
# How much intel needed to reveal an objective on the map
# Default is 30 intel points
INSURGENCY_REVEAL_INTEL = 30
#
#
# How many seconds it takes for the attacking team to receive the information about a revealed objective
# Default is 60 seconds
INSURGENCY_REVEAL_INTERVAL = 60
#
#
# How much intel added to INSURGENCY_REVEAL_INTEL per objective already revealed
# Default is 3 intel points
INSURGENCY_INTEL_PER_COUNT = 3
#
#
# How much intel for capturing an insurgent
# Default is 7 intel points
INSURGENCY_INTEL_CAPTURE = 7
#
#
# How much intel lost for killing a civilian
# Default is -7 intel points
INSURGENCY_INTEL_CIVILIAN = -7
#
#
# How much intel for killing an insurgent officer
# Default is 7 intel points
INSURGENCY_INTEL_OFFICER = 7
#
#
# How much intel for killing a normal insurgent
# Default is 1 intel point
INSURGENCY_INTEL_KILL = 1
#
#
# PROJECT REALITY COMMAND AND CONTROL SETTINGS
#
# Maximum number of forward outposts needed to start the bleed
# Default is ASSET_MAX_OUTPOSTS
CNC_OUTPOSTS_MAX = 4
#
# Minimum number of forward outposts needed to start the bleed
# Default is 0
CNC_OUTPOSTS_MIN = 0
#
# How many tickets lost per second when bleeding
# Default is 1
CNC_BLEED_TICKETS = 1
#
#
# PROJECT REALITY KIT REQUEST SYSTEM SETTINGS
#
# The teams that can request kits
# Default is ch, gb, mec, us, usa, chinsurgent, ru, taliban
KIT_TEAMS = ['ch', 'gb', 'mec', 'us', 'usa', 'idf', 'chinsurgent', 'ru', 'taliban']
#
#
# These are the maximum numbers of each of the limited kits that are available.
# These are done on a per team basis, with the number of players rounded up to 8, 16, 24, or 32.
# So if there are 20 players on the team, the limits in KIT_LIMIT_24 will be used.
# Default for 8 players is 0, 0, 0, 0, 1, 1, 1, 1
# Default for 16 players is 1, 1, 1, 1, 2, 2, 2, 2
# Default for 24 players is 1, 1, 1, 1, 3, 3, 4, 3
# Default for 32 players is 2, 2, 2, 2, 3, 3, 6, 3
KIT_LIMIT_8 = {'sniper': 0, 'riflemanaa': 0, 'at': 0, 'engineer': 0, 'marksman': 1, 'assault': 1, 'support': 1, 'riflemanat': 1 }
KIT_LIMIT_16 = {'sniper': 1, 'riflemanaa': 1, 'at': 1, 'engineer': 1, 'marksman': 2, 'assault': 2, 'support': 2, 'riflemanat': 2 }
KIT_LIMIT_24 = {'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 5, 'marksman': 3, 'assault': 5, 'support': 6, 'riflemanat': 5 }
KIT_LIMIT_32 = {'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 5, 'marksman': 3, 'assault': 5, 'support': 6, 'riflemanat': 5 }
#
#
# The limited kits available for each faction and the number of players in the squad to be able to request it
# Defaults:
# 3 = infantry kits
# 2 = special kits
# 1 = vehicle kits
KIT_LIMITS = {
'ch': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'gb': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'mec': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'us': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'usa': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'idf': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'ru': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1, 'pilot': 1
},
'chinsurgent': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1
},
'taliban': {
'officer': 3, 'marksman': 3, 'support': 3, 'riflemanat': 3, 'assault': 3,
'sniper': 2, 'riflemanaa': 2, 'at': 2, 'engineer': 2, 'tanker': 1
},
'meinsurgent': {
'officer': 3
}
}
#
#
# The max number of each limited kits available for each squad
# Default is 2, 2, 2, 1, 1, 1, 1, 1
KIT_LIMITS_SQUAD = { 'sniper': 2, 'riflemanaa': 1, 'at': 1, 'engineer': 2, 'marksman': 1, 'support': 2, 'riflemanat': 2, 'assault': 2 }
#
#
# The amount of seconds a kit is available again for request or spawn as pickup kits
# Default is 600 seconds for special kits and 300 seconds for infantry kits
KIT_ALLOCATION_DELAY = {
'sniper': 60, 'riflemanaa': 60, 'at': 60, 'engineer': 60, 'marksman': 30, 'assault': 30, 'support': 30, 'riflemanat': 30,
'm95sniper': 60, 'm82sniper': 60, 'mosinmei': 60, 'mosinmilitia': 60, 'aamei': 60, 'aamilitia': 60, 'hatmilitia': 60,
'svdmei': 30, 'latmei': 30, 'latmilitia': 30, 'pkmmei': 30, 'pkmmilitia': 30, 'pkmpla': 30,
'demoexpert': 60, 'enfieldironmei': 60, 'enfieldmei': 60, 'rpkmei': 30
}
#
#
# Kits that can't be requested at rally points
# Defaults: sniper, riflemanaa, at
KIT_LOCKED_RALLY = ['sniper', 'riflemanaa', 'at', 'engineer']
#
#
# Kits that can't be requested at vehicles
# Default []
KIT_LOCKED_VEHICLES = []
#
#
# The amount of seconds the player needs to wait to request a kit after joining a squad
# Default is 120 seconds
KIT_SQUAD_DELAY = 20
#
#
# The Quatermaster drinks =P
# Default is vodka, Jack Daniels, lemonade, rice wine, lemonade, wodka, water
KIT_DRINKS = { 'default': 'vodka', 'us': 'Jack Daniels', 'usa': 'Jack Daniels', 'idf': 'Grape Wine', 'gb': 'pint', 'mec': 'lemonade', 'ch': 'rice wine', 'meinsurgent': 'lemonade', 'chinsurgent': 'wodka', 'ru': 'wodka', 'taliban': 'water' }
#
#
# Time that a teamkiller of limited kits stays in punishment
# Default is 180 seconds
KIT_TK_PENALTY = 0
#
#
# These are the other objects from which kits can be requested. Following each name is the
# the maximum distance from the object in metres. Again, names should be lowercase.
# Default is DISTANCE_PICKUP or DISTANCE_SPAWN
KIT_SUPPLY_OBJECTS = {
'us': { 'pr_supply_crate_us': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'usa': { 'pr_supply_crate_us': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'idf': { 'pr_supply_crate_us': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'gb': { 'pr_supply_crate_gb': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'ch': { 'pr_supply_crate_ch': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'mec': { 'pr_supply_crate_mec': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'ru': { 'pr_supply_crate_ru': DISTANCE_PICKUP, 'fixed_bunker': DISTANCE_PICKUP, 'fixed_firebase': DISTANCE_PICKUP, 'deployable_firebase': DISTANCE_PICKUP },
'chinsurgent': { 'pr_supply_crate_mil': DISTANCE_PICKUP, 'ammocache': DISTANCE_PICKUP },
'taliban': { 'pr_supply_crate_tal': DISTANCE_PICKUP, 'ammocache': DISTANCE_PICKUP },
'meinsurgent': {}
}
#
#
# Kit supply objects that are vehicles, so the distance check must be in relation to the rear of the vehicle
# Default is DISTANCE_PICKUP
KIT_SUPPLY_OBJECTS_VEHICLES = {
'us': { 'usapc_lav25': DISTANCE_PICKUP, 'usapc_m2a2': DISTANCE_PICKUP },
'usa': { 'usapc_stryker': DISTANCE_PICKUP, 'usapc_m2a2': DISTANCE_PICKUP },
'idf': { 'usapc_stryker': DISTANCE_PICKUP, 'usapc_m2a2': DISTANCE_PICKUP },
'gb': { 'gb_apc_warrior': DISTANCE_PICKUP },
'ch': { 'apc_wz551': DISTANCE_PICKUP },
'mec': { 'ruapc_btr60': DISTANCE_PICKUP, 'apc_btr90': DISTANCE_PICKUP, 'mec_apc_bmp3': DISTANCE_PICKUP },
'ru': { 'ruapc_btr60': DISTANCE_PICKUP, 'ru_apc_btr90': DISTANCE_PICKUP, 'ru_apc_bmp3': DISTANCE_PICKUP },
'chinsurgent': {},
'taliban': {},
'meinsurgent': {}
}
#
#
# Vehicles that have side doors instead of back doors.
# Default is apc_btr90, ru_apc_btr90
KIT_SUPPLY_OBJECTS_VEHICLES_SIDEDOORS = [ 'apc_btr90', 'ru_apc_btr90', 'ruapc_btr60' ]
#
#
# Kit supply objects that are commander assets and the maximum distance from the object in meters.
# Default is DISTANCE_PICKUP
KIT_SUPPLY_OBJECTS_COMMANDER = {
'us': {},
'usa': {},
'idf': {},
'gb': {},
'ch': {},
'mec': {},
'ru': {},
'chinsurgent': {},
'taliban': {},
'meinsurgent': {}
}
#
#
# Kit supply objects that don't check for the object team ownership
# Default is DISTANCE_PICKUP or DISTANCE_SPAWN
KIT_SUPPLY_OBJECTS_OPEN = {
'us': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_us': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'usa': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_us': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'idf': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_us': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'gb': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_gb': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'ch': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_ch': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'mec': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_mec': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'ru': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_ru': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'chinsurgent': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_mil': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'taliban': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_tal': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'meinsurgent': {}
}
#
#
# Vehicle Kit supply objects and the maximum distance from the object in meters.
# Default is DISTANCE_PICKUP or DISTANCE_SPAWN
KIT_VEHICLE_SUPPLY_OBJECTS = {
'us': { 'pr_supply_crate_us': DISTANCE_PICKUP },
'usa': { 'pr_supply_crate_us': DISTANCE_PICKUP },
'idf': { 'pr_supply_crate_us': DISTANCE_PICKUP },
'gb': { 'pr_supply_crate_gb': DISTANCE_PICKUP },
'ch': { 'pr_supply_crate_ch': DISTANCE_PICKUP },
'mec': { 'pr_supply_crate_mec': DISTANCE_PICKUP },
'ru': { 'pr_supply_crate_ru': DISTANCE_PICKUP },
'chinsurgent': { 'pr_supply_crate_mil': DISTANCE_PICKUP },
'taliban': { 'pr_supply_crate_tal': DISTANCE_PICKUP },
'meinsurgent': {}
}
#
#
# Vehicle Kit supply objects that are commander assets and the maximum distance from the object in meters.
# Default is DISTANCE_PICKUP
KIT_VEHICLE_SUPPLY_OBJECTS_COMMANDER = {
'us': {},
'usa': {},
'idf': {},
'gb': {},
'ch': {},
'mec': {},
'ru': {},
'chinsurgent': {},
'taliban': {},
'meinsurgent': {}
}
#
#
# Vehicle Kit supply objects that don't check for the object team ownership
# Default is DISTANCE_PICKUP or DISTANCE_SPAWN
KIT_VEHICLE_SUPPLY_OBJECTS_OPEN = {
'us': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_us': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'usa': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_us': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'idf': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_us': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'gb': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_gb': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'ch': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_ch': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'mec': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_mec': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'ru': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_ru': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'chinsurgent': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_mil': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'taliban': { 'vehicle_deport': DISTANCE_SPAWN, 'fixed_supply_crate_tal': DISTANCE_PICKUP, 'fixed_supply_crate': DISTANCE_PICKUP },
'meinsurgent': {}
}
#
#
# Enable/Disable kit request at rally points
# Default is enabled
KIT_RALLY_REQUEST = 1
#
#
# Min time the player needs to wait between spawning kits in seconds.
# Default is 120 seconds (2 minutes)
KIT_REQUEST_INTERVAL = 30
#
#
# PROJECT REALITY VEHICLES SYSTEMS SETTINGS
#
# Enable/Disable the vehicles damage system
# Default is enabled
VEHICLES_DAMAGE = 1
#
#
# Enable/Disable the check for damage on exiting a vehicle at high speed
# Default is enabled
VEHICLES_EXIT_DAMAGE_SPEED = 0
#
#
# Enable/Disable the check for damage on exiting a vehicle that is critical damaged
# Default is enabled
VEHICLES_EXIT_DAMAGE_CRITICAL = 0
#
#
# The list of vehicles that don't apply damage to the player exiting at high speed
VEHICLES_NO_EXIT_DAMAGE = ['ahe_ah1z','ahe_z10','ahe_havoc','ahe_ah6','ahe_ah6a','che_wz11','she_ec635','ahe_mh6','usthe_uh60','chthe_z8','the_mi17','usair_a10a','usair_f16','usair_f18','iraqair_su25a','ruair_mig29','ch_jet_fantan','air_j10','gbair_harrier','gb_jet_eurofighter','air_f35b','gbthe_merlin','gb_ahe_apache','us_the_uh1n','us_ahe_uh1nrockets']
#
#
# Enable/Disable squad check for limited vehicles
# Default is enabled
VEHICLES_SQUAD = 1
#
#
# Enable/Disable start delay on vehicles
# Default is enabled
VEHICLES_START_DELAY = 1
#
#
# PROJECT REALITY RALLY POINT SYSTEM SETTINGS
#
# Teams that use the rally point system
# Default is ch, gb, mec, us, usa, chinsurgent, ru, taliban
RALLY_TEAMS = ['ch', 'gb', 'mec', 'us', 'usa', 'idf', 'chinsurgent', 'ru', 'taliban']
#
#
# Min number of players required in squad to set a rally point
# Default is 3
RALLY_LIMIT_SQUAD = 3
#
#
# Min number of close by squad members (including the squad leader) when setting rally points (must be equal or lower than RALLY_LIMIT_SQUAD)
# Default is 3
RALLY_CLOSE_SQUAD = 1
#
#
# Number of soldiers needed to be close to a rally point to automatically delete it
# Default is 3
RALLY_CLOSE_DESTROY = 3
#
#
# Number of squad members needed to die close to the rally point to get it automatically deleted
# Default is 6
RALLY_CLOSE_DEATHS = 6
#
#
# How many seconds after losing the RP for the enemy, a squad can set a new one
# Default is 120 seconds (2 minutes)
RALLY_LOST_INTERVAL = 120
#
#
# How many seconds expirable mapper rally points will stay in play after round start
# Default is 300 seconds (5 minutes)
RALLY_MAPPER_EXPIRATION = 300
#
#
# Number that divides the amount of random rally points in a map (can be set by mapper)
# Default is 3
RALLY_RANDOM = 3
#
#
# The teams that have pickup kits at random rally points, and the list of kits to be used.
# Default is {}
RALLY_RANDOM_PICKUP = {}
#
#
# PROJECT REALITY COMMANDER ASSETS SYSTEM SETTINGS
#
# The teams that use the commander assets system
# Default is ch, gb, mec, us, usa, chinsurgent, meinsurgent, ru, taliban
ASSET_TEAMS = ['ch', 'gb', 'mec', 'us', 'usa', 'idf', 'chinsurgent', 'meinsurgent', 'ru', 'taliban']
#
#
# Assets types that give points to defenders
# Default is outpost
ASSET_POINTS_DEFEND = ['outpost']
#
#
# Assets types that give points to commander for building
# Default is outpost
ASSET_POINTS_BUILD = ['outpost']
#
#
# Assets types that spawn vehicles
# Default is outpost
ASSET_VEHICLES_LIST = {
'taliban': [ 'outpost' ]
}
#
#
# Interval in seconds to check for the existence of vehicle spawners in assets
# Default is 30 seconds
ASSET_VEHICLES_INTERVAL = 30
#
#
# Asset requests that require cmdr approval
# Default is outpost
ASSET_ORDER_APPROVAL = ['']
#
#
# Asset maximum of forward outposts in map
# Default is 4
ASSET_MAX_OUTPOSTS = 4
#
#
# Asset maximum of static defenses in area
# Default is 10
ASSET_MAX_STATIC_DEFENSES = 10
#
#
# Asset maximum of heavy defenses in area
# Default is 1
ASSET_MAX_HEAVY_DEFENSES = 1
#
#
# Asset maximum of light defenses in area
# Default is 2
ASSET_MAX_LIGHT_DEFENSES = 2
#
#
# COMMAND POST SETTINGS
#
# The command post templates for each team
# Default is deployable_commandpost
COMMANDPOST_TEMPLATES = {
'us': ['deployable_commandpost_us'],
'usa': ['deployable_commandpost_us'],
'idf': ['deployable_commandpost_us'],
'gb': ['deployable_commandpost_gb'],
'ch': ['deployable_commandpost_ch'],
'mec': ['deployable_commandpost_mec'],
'ru': ['deployable_commandpost_ru'],
'chinsurgent': ['deployable_commandpost_chins'],
'taliban': ['deployable_commandpost_meins'],
'meinsurgent': ['deployable_commandpost_meins']
}
#
#
# FORWARD OUTPOST SETTINGS
#
# The outpost templates for each team (first is away from CPs, second is close to CPs)
# Default is deployable_firebase, deployable_bunker and deployable_insurgent_hideout
OUTPOST_TEMPLATES = {
'us': ['deployable_firebase', 'deployable_bunker'],
'usa': ['deployable_firebase', 'deployable_bunker'],
'idf': ['deployable_firebase', 'deployable_bunker'],
'gb': ['deployable_firebase', 'deployable_bunker'],
'ch': ['deployable_firebase', 'deployable_bunker'],
'mec': ['deployable_firebase', 'deployable_bunker'],
'ru': ['deployable_firebase', 'deployable_bunker'],
'chinsurgent': ['deployable_firebase', 'deployable_bunker'],
'taliban': ['deployable_insurgent_hideout', 'deployable_insurgent_hideout'],
'meinsurgent': ['deployable_insurgent_hideout', 'deployable_insurgent_hideout']
}
#
#
# The vehicle templates to be spawned at the forward outposts
# Default is usjep_hmmwvm2, gb_jeep_landrover, jep_nanjing, jep_vodnik, mil_jeep_technical and fixed_supply_crate_tal
OUTPOST_VEHICLES = {
'us': 'usjep_hmmwvm2',
'usa': 'usjep_hmmwvm2',
'idf': 'usjep_hmmwvm2',
'gb': 'gb_jeep_landrover',
'ch': 'jep_nanjing',
'mec': 'jep_vodnik',
'ru': 'jep_vodnik',
'chinsurgent': 'mil_jeep_technical',
'taliban': 'fixed_supply_crate_tal'
}
#
#
# Spawn time for forward outpost vehicles
# Default is 300 seconds
OUTPOST_VEHICLES_INTERVAL = 300
#
#
# Number of soldiers needed to be close to an outpost to automatically disable the spawn point
# Default is 3
OUTPOST_CLOSE_DISABLE = 3
#
#
# How many seconds after disabling an outpost the spawn is automatically reenabled (if no enemies are close)
# Default is 120 seconds (2 minutes)
OUTPOST_LOST_INTERVAL = 120
#
#
# SUPPLIES SETTINGS
#
# The supplies templates required to build the forward outposts.
# Default is supply_big
SUPPLIES_TEMPLATES = {}
#
#
# ANTI-AIR SETTINGS
#
# The anti-air templates for each team
# Default is deployable_stinger and deployable_djigit
ANTIAIR_TEMPLATES = {
'us': ['deployable_stinger'],
'usa': ['deployable_stinger'],
'idf': ['deployable_stinger'],
'gb': ['deployable_stinger'],
'ch': ['deployable_djigit'],
'mec': ['deployable_djigit'],
'ru': ['deployable_djigit'],
'chinsurgent': ['deployable_djigit']
}
#
#
# HMG SETTINGS
#
# The HMGs templates for each team
# Default is deployable_50cal_tripod_us, deployable_50cal_tripod_ch, deployable_50cal_tripod_mec
HMG_TEMPLATES = {
'us': ['deployable_50cal_tripod_us'],
'usa': ['deployable_50cal_tripod_us'],
'idf': ['deployable_50cal_tripod_us'],
'gb': ['deployable_50cal_tripod_us'],
'ch': ['deployable_50cal_tripod_ch'],
'mec': ['deployable_50cal_tripod_mec'],
'ru': ['deployable_50cal_tripod_mec'],
'chinsurgent': ['deployable_50cal_tripod_mec']
}
#
#
# SANDBAG WALLS SETTINGS
#
# The sandbags templates for each team
# Default is deployable_foxhole
SANDBAGS_TEMPLATES = {
'us': ['deployable_foxhole'],
'usa': ['deployable_foxhole'],
'idf': ['deployable_foxhole'],
'gb': ['deployable_foxhole'],
'ch': ['deployable_foxhole'],
'mec': ['deployable_foxhole'],
'ru': ['deployable_foxhole'],
'chinsurgent': ['deployable_foxhole']
}
#
#
# RAZORWIRE SETTINGS
#
# The razorwire templates for each team
# Default is deployable_razorwire
RAZORWIRES_TEMPLATES = {
'us': ['deployable_razorwire'],
'usa': ['deployable_razorwire'],
'idf': ['deployable_razorwire'],
'gb': ['deployable_razorwire'],
'ch': ['deployable_razorwire'],
'mec': ['deployable_razorwire'],
'ru': ['deployable_razorwire'],
'chinsurgent': ['deployable_razorwire']
}
#
#
# PROJECT REALITY CIVILIAN CLASS SETTINGS
#
# Number of seconds added to the player for each civilian kill
# Default is 120 seconds
CIV_PENALTY_PER_COUNT = 120
#
#
# Max number of seconds for the penalty
# Default is 3 times the CIV_PENALTY_PER_COUNT
CIV_MAX_PENALTY = 3 * CIV_PENALTY_PER_COUNT
#
#
# Number of seconds added to the civilian when he gets captured
# Default is 120 seconds
CIV_CAPTURE_PENALTY = 120
#
# Number of seconds the civilian stays inside the ROE after using the epipen/medicbag
# Default is 60 seconds
CIV_HELP_INTERVAL = 60
#
#
# Number of seconds added to the civilian when he suicides
# Default is 120 seconds
CIV_SUICIDE_PENALTY = 120
#
#
# Civilian kit name
# Default is meinsurgent_civilian
CIV_CLASS_NAME = 'meinsurgent_civilian'
#
#
# Weapon prefix that arrests civilians
# Default is ziptie, gbsht_slugshot, chsht_slugshot, ussht_slugshot
CIV_CAPTURE_WEAPON = ['ziptie','gbsht_slugshot','chsht_slugshot','ussht_slugshot']
#
#
# Number of points added to the attacker that captured a civilian
# Default is 25 points
CIV_CAPTURE_SCORE = 25
#
#
# Template names of the vehicles positions that civilians are not allowed to operate
# Defaults: insurgent vehicles positions with guns
CIV_VEHICLES_WEAPONS = [ 'xpak_civ2_pco_rollbar', 'xpak_civ2_pco_passenger', 'xpak_civ2_black_pco_rollbar', 'xpak_civ2_black_pco_passenger', 'xpak_civ2_blue_pco_rollbar', 'xpak_civ2_blue_pco_passenger', 'xpak_civ2_red_pco_rollbar', 'xpak_civ2_red_pco_passenger','jep_technical2_frontgun', 'jep_technical2_reargun', 'boat_rib_gunpod' ]
#
#
# Number of points added to the attacker that killed a civilian
# Default is -100 points
CIV_KILL_SCORE = -100
#
#
# Number of kills removed from the attacker count
# Default is -1 (the civilian doesn't count as a kill)
CIV_KILL_COUNT_PENALTY = -1
#
#
# Number of seconds the attacker stays with blocked kit request
# Default is 480 seconds (8 minutes)
CIV_KILL_PENALTY = 480
#
#
# Maximum number of civilians kills before being arrested
# Default is 9999
CIV_KILL_MAX = 9999
#
#
# Interval where civilian kills are removed from the player history
# Default is 600 seconds
CIV_KILL_INTERVAL = 600
#
#
# Number of seconds the civilian takes to spawn if killed (not arrested)
# Default is 120
CIV_KILL_TIME = 120
#
#
# PROJECT REALITY MISC SETTINGS
#
# Team names
TEAM_NAME = {
"us": "The USMC Forces",
"usa": "The US Army Forces",
"idf": "The Israeli Defense Force",
"ch": "The Chinese Forces",
"mec": "The MEC Forces",
"gb": "The British Forces",
"ru": "The Russian Forces",
"meinsurgent": "The Insurgency",
"chinsurgent": "The Militia",
"taliban": "The Taliban"
}



[/thread]