#define true 1 #define false 0 /* Master settings for various features and functionality */ class Life_Settings { /* Logging and Security Settings*/ /* Security Settings */ spyGlass_toggle = false; //Spyglass On/Off Toggle --> True = On & False = Off /* Data Logging Settings */ battlEye_friendlyLogging = false; //False [default] - Read the logs from the server.rpt. True - Read the logs from the publicVariable.log. NOTE: Due to how diag_log works it will log to both files either way and the setting is merely for beautification purposes. player_advancedLog = false; //False [default] - No advanced logging. True - Logs house purchase and sale, vehicle purchase, sale, and chop shopping, police arrests, and gang creations. Search for: advanced_log player_moneyLog = false; //False [default] - No money logging. True - Logs player bank deposits, withdraws, and transfers, gang bank deposits and withdraws, money picked up off of the ground, and player robbery. Search for: money_log player_deathLog = false; //False [default] - No death logging. True - Logs victim and killer, and vehicle or weapon if used, when a player dies. Search for: death_log /* Database Related Settings */ /* Player Data Saving */ save_virtualItems = true; //Save Virtual items (all sides)? saved_virtualItems[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; //Array of virtual items that can be saved on your player. save_playerStats = true; //Save food, water and damage (all sides)? save_civilian_weapons = false; //Allow civilians to save weapons on them? save_civilian_position = false; //Save civilian location? save_civilian_position_restart = false; //Save civilian location only between restarts. After a server restart you'll have to spawn again. /* !!!TO SAVE POSITION BETWEEN RESTARTS save_civilian_position MUST BE TRUE!!! */ save_civilian_positionStrict = false; //Strip the player if possible combat-log? WARNING: Server crashes and lack of reliable syncing can trigger this. /* Vehicle Data Saving */ save_vehicle_virtualItems = false; //Save virtual items inside the vehicle (all sides)(-- See defined items on next line --) save_vehicle_items[] = { "pickaxe","fuelEmpty","fuelFull", "spikeStrip", "lockpick", "defuseKit","storageSmall","storageBig","redgull","coffee","waterBottle","apple","peach","tbacon","donuts","rabbit","salema","ornate","mackerel","tuna","mullet","catshark","turtle_soup","hen","rooster","sheep","goat","defibrillator","toolkit" }; save_vehicle_inventory = false; //Save Arma inventory of vehicle to the database save_vehicle_fuel = false; //Save vehicle fuel level to the database (Impounded/Garaged). save_vehicle_damage = false; //Save vehicle damage to the database. save_vehicle_illegal = false; //This will allow cops to be advised when a vehicle, with illegal items in it, is impounded. This will also save illegal items as proof of crime, and needs "save_vehicle_virtualItems" set as true. Illegal items don't need to be set in save_vehicle_items[] for being saved, if it's enabled. /* System Settings */ /* ATM & Federal Reserve System Configurations */ global_ATM = true; //Allow users to access any ATM on the map (Marked & Unmarked). noatm_timer = 10; //Time in minutes that players cannot deposit money after selling stolen gold. minimum_cops = 5; //Minimum cops required online to rob the Federal Reserve /*Death settings*/ drop_weapons_onDeath = false; //Set true to enable weapon dropping on death. False (default) will delete player weapons on death, allowing them to be revived with them instead /* Basic System Configurations */ donor_level = false; //Enable the donor level set in database (var = life_donorlevel; levels = 0,1,2,3,4,5). ATTENTION! Before enabling, read: https://www.bistudio.com/community/game-content-usage-rules & https://www.bistudio.com/monetization enable_fatigue = true; //Set to false to disable the ARMA 3 fatigue system. total_maxWeight = 24; //Static variable for the maximum weight allowed without having a backpack respawn_timer = 30; //How many seconds a player should wait, before being able to respawn. Minimum 5 seconds. /* Channel 7 News Station Configurations */ news_broadcast_cost = 150000; //Cost for a player to send a news station broadcast. news_broadcast_cooldown = 20; //Time in minutes that is required between news station broadcasts. (Default = 20 minutes) news_broadcast_header_length = 60; //Number of characters that a header can consist of. Anything over this may clip. This depends on the font size and various other factors. Adjust with caution. /* Clothing System Configurations */ civ_skins = false; //Enable or disable civilian skins. Before enabling, you must add all the SEVEN files to textures folder. (It must be named as: civilian_uniform_1.jpg, civilian_uniform_2.jpg...civilian_uniform_6.jpg, civilian_uniform_7.jpg) cop_extendedSkins = false; //Enable or disable cop skins by level. Before enabling, you must add all the EIGHT files to textures folder. (It must be named as: cop_uniform.jpg + cop_uniform_1.jpg, cop_uniform_2.jpg...cop_uniform_6.jpg, cop_uniform_7.jpg; meaning cop_uniform = life_coplevel=0, cop_uniform_1 = life_coplevel=1, cop_uniform_2 = life_coplevel=2, etc...) clothing_noTP = false; //Disable clothing preview teleport? (true = no teleport. false = teleport) clothing_box = true; //true = teleport to a black box. false = teleport to somewhere on map. (It only affects the game if clothing_noTP is set as false) clothing_masks[] = { "H_Shemag_olive", "H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive_hs", "H_ShemagOpen_khk", "H_ShemagOpen_tan", "G_Balaclava_blk", "G_Balaclava_combat", "G_Balaclava_lowprofile", "G_Balaclava_oli", "G_Bandanna_aviator", "G_Bandanna_beast", "G_Bandanna_blk", "G_Bandanna_khk", "G_Bandanna_oli", "G_Bandanna_shades", "G_Bandanna_sport", "G_Bandanna_tan", "U_O_GhillieSuit", "U_I_GhillieSuit", "U_B_GhillieSuit", "H_RacingHelmet_1_black_F", "H_RacingHelmet_1_red_F", "H_RacingHelmet_1_white_F", "H_RacingHelmet_1_blue_F", "H_RacingHelmet_1_yellow_F", "H_RacingHelmet_1_green_F", "H_RacingHelmet_1_F", "H_RacingHelmet_2_F", "H_RacingHelmet_3_F", "H_RacingHelmet_4_F" }; /* Escape Menu Configuration */ escapeMenu_timer = 10; //Time required to pass before you can click the abort button in the escape menu. escapeMenu_displayExtras = true; //Display the players UID & serverName specified below in the escape menu. escapeMenu_displayText = "Thanks for playing!"; //Text displayed in the escape menu. Make it short.. around 20 characters. /* Fuel System Configurations */ pump_service = false; //Allow users to use pump service on the map. Default = false fuel_cost = 80; //Cost of fuel per liter at fuel stations (if not defined for the vehicle already). service_chopper = 1000; //Cost to service chopper at chopper service station(Repair/Refuel). fuelCan_refuel = 250; //Cost to refuel an empty fuel canister at the fuel station pumps. (Be wary of your buy/sell prices on fuel cans to prevent exploits...) /* Gang System Configurations */ gang_price = 75000; //Gang creation price. --Remember they are persistent so keep it reasonable to avoid millions of gangs. gang_upgradeBase = 10000; //The base cost for purchasing additional slots in a gang gang_upgradeMultiplier = 2.5; //CURRENTLY NOT IN USE /* Housing System Configurations */ house_limit = 5; //Maximum number of houses a player can own. houseGarage_buyPrice = 1000000; houseGarage_sellPrice = 350000; /* Hunting & Fishing System Configurations */ animaltypes_fish[] = { "Salema_F", "Ornate_random_F", "Mackerel_F", "Tuna_F", "Mullet_F", "CatShark_F", "Turtle_F" }; //Classnames of fish you can catch animaltypes_hunting[] = { "Sheep_random_F", "Goat_random_F", "Hen_random_F", "Cock_random_F", "Rabbit_F" }; //Classnames of aniamls you can hunt/gut /* Item-related Restrictions */ restrict_medic_weapons = true; //Set to false to allow medics to use any weapon --true will remove ANY weapon they attempt to use (primary,secondary,launcher) restrict_clothingPickup = true; //Set to false to allow civilians to pickup/take any uniform (ground/crates/vehicles) restrict_weaponPickup = false; //Set to false to allow civilians to pickup/take any weapon (ground/crates/vehicles) restricted_uniforms[] = { "U_Rangemaster", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_worn", "U_B_survival_uniform" }; restricted_weapons[] = { "hgun_P07_snds_F", "arifle_MX_F", "arifle_MXC_F" }; /* Jail System Configurations */ jail_seize_vItems[] = { "spikeStrip","lockpick","goldbar","blastingcharge","boltcutter","defusekit","heroin_unprocessed","heroin_processed","cannabis","marijuana","cocaine_unprocessed","cocaine_processed","turtle_raw" }; //Define VIRTUAL items you want to be removed from players upon jailing here. Use "jail_seize_inventory" for Arma inventory items. jail_seize_inventory = false; //Set to true to run the cop seize script on inmates. False will remove only weapons and magazines otherwise. (Basically used in case cops forget to seize items). [See Lines 106-111 below] sendtoJail_locations[] = { "police_hq_1", "police_hq_2", "cop_spawn_3", "cop_spawn_5", "Correctional_Facility" }; //Enter the variableName from the mission.sqm here to allow cops to send a person to jail at these locations. jail_forceWalk = true; /* Medical System Configurations */ revive_cops = true; //true to enable cops the ability to revive everyone or false for only medics/ems. revive_civ = false; //true to enable civs the ability to revive everyone or false for only medics/ems or medic/ems/cops. revive_east = false; //true to enable opfor the ability to revive everyone or false for only medics/ems or medic/ems/cops. revive_fee = 1500; //Revive fee that players have to pay and medics only EMS(independent) are rewarded with this amount. hospital_heal_fee = 100; //Fee to heal at a hospital NPC /* Paycheck & Bank System Configurations */ bank_cop = 7000; //Amount of cash in bank for new cops bank_civ = 3000; //Amount of cash in bank for new civillians bank_med = 6500; //Amount of cash in bank for new medics paycheck_cop = 500; //Payment for cops paycheck_civ = 350; //Payment for civillians paycheck_med = 450; //Payment for medics paycheck_period = 5; //Scaled in minutes bank_transferTax = .05; //Tax that player pays when transferring money from ATM. Tax = Amount * multiplier /* Player Job System Configurations */ delivery_points[] = { "dp_1", "dp_2", "dp_3", "dp_4", "dp_5", "dp_6", "dp_7", "dp_8", "dp_9", "dp_10", "dp_11", "dp_12", "dp_13", "dp_14", "dp_15", "dp_15", "dp_16", "dp_17", "dp_18", "dp_19", "dp_20", "dp_21", "dp_22", "dp_23", "dp_24", "dp_25" }; fuelTank_winMultiplier = 1; //Win Multiplier in FuelTank Missions. Increase for greater payout. Default = 1 /* Search & Seizure System Configurations */ seize_exempt[] = { "Binocular", "ItemWatch", "ItemCompass", "ItemGPS", "ItemMap", "NVGoggles", "FirstAidKit", "ToolKit", "Chemlight_red", "Chemlight_yellow", "Chemlight_green", "Chemlight_blue", "optic_ACO_grn_smg" }; //Arma items that will not get seized from player inventories seize_uniform[] = { "U_Rangemaster" }; //Any specific uniforms you want to be seized from players seize_vest[] = { "V_TacVest_blk_POLICE" }; //Any specific vests you want to be seized from players seize_headgear[] = { "H_Cap_police" }; //Any hats or helmets you want seized from players seize_minimum_rank = 2; //Required minimum CopLevel to be able to seize items from players /* Vehicle System Configurations */ chopShop_vehicles[] = { "Car", "Air" }; //Vehicles that can be chopped. (Can add: "Ship" and possibly more -> look at the BI wiki...) vehicle_infiniteRepair[] = {false, false, true, false}; //Set to true for unlimited repairs with 1 toolkit. False will remove toolkit upon use. civilian, west, independent, east vehicleShop_rentalOnly[] = { "B_MRAP_01_hmg_F", "B_G_Offroad_01_armed_F", "B_Boat_Armed_01_minigun_F" }; //Vehicles that can only be rented and not purchased. (Last only for the session) vehicleShop_3D = false; //Add preview 3D inside Shop vehicle. Default : False /* Vehicle Purchase Prices */ vehicle_purchase_multiplier_CIVILIAN = 1; //Civilian Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_COP = .5; //Cop Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_MEDIC = .75; //Medic Vehicle Buy Price = Config_Vehicle price * multiplier vehicle_purchase_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support. /* Vehicle Rental Prices */ vehicle_rental_multiplier_CIVILIAN = .80; //Civilian Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_COP = .3; //Cop Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_MEDIC = .55; //Medic Vehicle Rental Price = Config_Vehicle price * multiplier vehicle_rental_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support. /* Vehicle Sell Prices */ vehicle_sell_multiplier_CIVILIAN = .5; //Civilian Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_COP = .5; //Cop Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_MEDIC = .5; //Medic Vehicle Garage Sell Price = Vehicle Buy Price * multiplier vehicle_sell_multiplier_OPFOR = -1; // -- NOT IN USE -- Simply left in for east support. /* "Other" Vehicle Prices */ vehicle_chopShop_multiplier = .25; //Chop Shop price for vehicles. TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier vehicle_storage_fee_multiplier = .2; //Pull from garage cost --> Cost takes the playersides Buy Price * multiplier vehicle_cop_impound_multiplier = .1; //TO AVOID EXPLOITS NEVER SET HIGHER THAN A PURCHASE/RENTAL multipler! Payout = Config_vehicle Price * multiplier disableCommanderView = true; //false - Group leaders can access the commander view. true [default] - Group leaders cannot access the commander view. //Commander/tactical view is accessed via pressing . [NUM] by default. It raises the camera significantly higher and steeper above the player in order to give a boarder tactical view of the surrounding area. /* Wanted System Settings * /* crimes[] = {String, Bounty, Code} */ crimes[] = { {"STR_Crime_187V","650","187V"}, {"STR_Crime_187","2000","187"}, {"STR_Crime_901","450","901"}, {"STR_Crime_215","200","215"}, {"STR_Crime_213","1000","213"}, {"STR_Crime_211","100","211"}, {"STR_Crime_207","350","207"}, {"STR_Crime_207A","200","207A"}, {"STR_Crime_390","1500","390"}, {"STR_Crime_487","150","487"}, {"STR_Crime_488","70","488"}, {"STR_Crime_480","100","480"}, {"STR_Crime_481","100","481"}, {"STR_Crime_482","500","482"}, {"STR_Crime_483","950","483"}, {"STR_Crime_459","650","459"}, {"STR_Crime_666","200","666"}, {"STR_Crime_667","4500","667"}, {"STR_Crime_668","1500","668"}, {"STR_Crime_1","250","1"}, {"STR_Crime_2","200","2"}, {"STR_Crime_3","150","3"}, {"STR_Crime_4","250","4"}, {"STR_Crime_5","100","5"}, {"STR_Crime_6","80","6"}, {"STR_Crime_7","150","7"}, {"STR_Crime_8","5000","8"}, {"STR_Crime_9","5000","9"}, {"STR_Crime_10","15000","10"}, {"STR_Crime_11","10000","11"}, {"STR_Crime_12","2500","12"}, {"STR_Crime_13","1500","13"}, {"STR_Crime_14","500","14"}, {"STR_Crime_15","2500","15"}, {"STR_Crime_16","1500","16"}, {"STR_Crime_17","100","17"}, {"STR_Crime_18","1500","18"}, {"STR_Crime_19","2500","19"}, {"STR_Crime_20","500","20"}, {"STR_Crime_21","500","21"}, {"STR_Crime_22","2000","22"}, {"STR_Crime_23","5000","23"}, {"STR_Crime_24","10000","24"}, {"STR_Crime_25","20000","25"} }; }; #include "Config_Clothing.hpp" #include "Config_Licenses.hpp" #include "Config_Vehicles.hpp" #include "Config_vItems.hpp" #include "Config_Weapons.hpp" #include "Config_Gather.hpp" #include "Config_SpawnPoints.hpp" #include "Config_Process.hpp" #include "Config_Housing.hpp" #include "Config_Garages.hpp"