custom spawner and python

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ZZEZ
Retired PR Developer
Posts: 4268
Joined: 2007-07-26 10:10

custom spawner and python

Post by ZZEZ »

Hey.
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_tanker
realityconfig_local

Code: 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"
}
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: custom spawner and python

Post by ballard_44 »

dbzao would be the guy you should really ask.

Completely guessing here, but there is either other python files that would need updating to reflect the IDF or some other file(s) that implement that stuff (maybe even a combo of both)????

I've tried to do the exact same thing you are trying with another army and I got the same response ingame.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: custom spawner and python

Post by dbzao »

Well, one thing I noticed is that I guess your kits are named idf_xxx, right?

So in the spawner files you have the spawner's objectTemplate like this SP_idf_xxx which is not the correct name.

The config looks alright, so I think the above is your issue with the kits not spawning.

Now, the bug with not being able to spawn with officer kit needs checking as maybe the code is having issues getting the number of squad mates if they are bots. Can the SP guys confirm that you can spawn with officer kit in the known working factions?

Also, is SP running realityconfig_local with the KIT_LIMITS config variable unchanged? By default it only requires 1 player per squad to request kits. I did that more for testing in local, but nobody complained about not spawning with officer in SP before. So I wonder if it's because it only checks for 1 player (the human player) and that's it.
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: custom spawner and python

Post by Hans Martin Slayer »

Can the SP guys confirm that you can spawn with officer kit in the known working factions?
yea that works.
Also, is SP running realityconfig_local with the KIT_LIMITS config variable unchanged?
that's the realitycongig_local from SP, we only changed the rallypoints iirc:
- officer's set to 3 for infantry kit -

Code: 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', '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
	}, 
	'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', '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 },
	'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 },
	'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': {},
	'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 },
	'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 },
	'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': {},
	'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 },
	'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', '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', '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'],
	'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'],
	'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', 
	'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'],
	'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'],
	'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'],
	'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'],
	'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",
	"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"
}
#
#
# The default low health to kill a player
# Default is 0.0000001
LOW_HEALTH = 0.0000001
#
#
# The default number of seconds that a player should comply to a warning
# Default is 10 seconds
TIME_TO_COMPLY = 10
#
#
# How many seconds to wait before trying to load an object in the engine after creation
# Default is 2 seconds
LOAD_OBJECT_DELAY = 2
#
#
# Defines if all players in a server running the private config have debug powers
# Default is 0 (no)
PRDEBUG_ALL = 0
#
#
#========================================================================================================
bobogaz
Posts: 59
Joined: 2008-05-06 11:43

Re: custom spawner and python

Post by bobogaz »

man! can i try add IDF? or do i need to be working on it or can someone give it to me?????
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: custom spawner and python

Post by RAW HOMICIDAL »

um, think about that for a second.

if that was possible i would already be rockn away with my HK G36s from the germans.

IDF has the files, and you nor me will get the files until PR Officially releases them to everybody.
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bobogaz
Posts: 59
Joined: 2008-05-06 11:43

Re: custom spawner and python

Post by bobogaz »

ok, right.
ZZEZ
Retired PR Developer
Posts: 4268
Joined: 2007-07-26 10:10

Re: custom spawner and python

Post by ZZEZ »

'[R-DEV wrote:dbzao;998757']Well, one thing I noticed is that I guess your kits are named idf_xxx, right?

So in the spawner files you have the spawner's objectTemplate like this SP_idf_xxx which is not the correct name.

The config looks alright, so I think the above is your issue with the kits not spawning.

Now, the bug with not being able to spawn with officer kit needs checking as maybe the code is having issues getting the number of squad mates if they are bots. Can the SP guys confirm that you can spawn with officer kit in the known working factions?

Also, is SP running realityconfig_local with the KIT_LIMITS config variable unchanged? By default it only requires 1 player per squad to request kits. I did that more for testing in local, but nobody complained about not spawning with officer in SP before. So I wonder if it's because it only checks for 1 player (the human player) and that's it.
I'm still stuck on this, my kits were named SP_idf, I tried sp_idf and _idf on both spawners and kit names but none worked.
If the kits and spawners are not named SP_idf [like _idf] the game will ctd without error when I request any kit.
Officer kit still doesn't work on matter what its name.
Any other ideas?
SgtDad
Posts: 223
Joined: 2009-04-12 02:54

Re: custom spawner and python

Post by SgtDad »

Wow! I'd like to see the IDF represented in a map! Any more news on this?

Thanks!

Roland :smile:
THOSE WHO BEAT THEIR SWORDS INTO PLOWSHARES, WILL PLOW FOR THOSE WHO DON'T.
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