//****************************************************************************** // Call of Duty 2 - eXtreme+ modification //****************************************************************************** // author : PatmanSan // website : http://www.patmansan.com // // mod : eXtreme+ // version : 2.9 // update : October 2013 //****************************************************************************** //****************************************************************************** // WMD Additional Settings //****************************************************************************** // Mortar explosion damage radius // Applies to ambient mortars and ranksystem WMD (in feet) // min = 5, max = 500 (default 24) //set ex_mortar_radius "24" // Artillery explosion damage radius // Applies to ambient artillery and ranksystem WMD (in feet) // min = 5, max = 500 (default 36) //set ex_artillery_radius "36" // Airstrike bomb explosion damage radius // Applies to ambient airstrikes and ranksystem WMD, including napalm (in feet) // min = 5, max = 500 (default 48) //set ex_airstrike_radius "48" // WMD airplanes health // min = 1000, max = 99999 (default 2000) //set ex_wmdplanes_maxhealth "2000" //****************************************************************************** // Gunship // Aircraft rotating over play area, waiting for selected players to mount its // 25mm, 40mm or 105mm guns. //****************************************************************************** // WARNING: DO NOT SET THIS TO "1" UNLESS YOU HAVE THE OPTIONAL GUNSHIP MOD // DOWNLOADED AND INTEGRATED IN THE FS_GAME FOLDER! // 0 = disabled (default) // 1 = enabled - as killing spree extension // 2 = enabled - as ranksystem extension (ranksystem.cfg) // 3 = enabled - as quick kill ladder extension (monitoring.cfg) set ex_gunship "1" // Killing spree mode (1): // Allow gunship after this number of consecutive kills without dying // min = 5, max = 30 (default 10) set ex_gunship_killspree "10" // Allow gunship ONCE in killing spree mode // 0 = disabled (default) // 1 = enabled //set ex_gunship_killspree_once "0" // Ranksystem mode (2): // See ranksystem.cfg for details // Enable rank system in ranksystem.cfg, or it will switch to mode 1. // Quick kill ladder mode (3): // Allow gunship after reaching this position on ladder // Enable quick kill ladder in monitoring.cfg, or it will switch to mode 1. // 2-double, 3-triple, 4-multi, 5-mega, 6-ultra, 7-monster, 8-ludicrous, 9-topgun // min = 2, max = 9 (default 5) //set ex_gunship_obitladder "5" // Allow gunship ONCE in quick kill ladder mode // 0 = disabled (default) // 1 = enabled //set ex_gunship_obitladder_once "0" // Gunship health // min = 1000, max = 99999 (default 2000) //set ex_gunship_maxhealth "2000" // Rotation speed - time in seconds for the gunship to do a 360 rotation // INFO: actual speed depends on radius, which depends on map size. // min = 10 (insanely fast), max = 120 (unrealistically slow) (default 40) //set ex_gunship_rotationspeed "40" // Radius correction // INFO: radius is calculated automatically. This is a correction to avoid // hitting the map's edges, which will cause connection interruptions. // min = 100, max = 500 (default 150) //set ex_gunship_radius_tweak "150" // Gunship player control //------------------------------------------------------------------------------ // Time - time in seconds a player is allowed to stay in gunship // min = 10, max = 300 (default 60) //set ex_gunship_time "60" // Weapon Refill - refill player's weapons // 0 = disabled (default) // 1 = enabled //set ex_gunship_refill "0" // Health Restore - restore player's health // 0 = disabled // 1 = enabled (default) //set ex_gunship_health "1" // Protection - protect player while in gunship // INFO: this does not apply to parachute ejections. If you want to protect // players while on parachute, see set ex_gunship_eject_protect below! // 0 = disabled // 1 = enabled - invulnerable (except for 2nd gunship's nuke) // 2 = enabled - only take a tenth of the original damage (default) //set ex_gunship_protect "2" // Gunship weapon control //------------------------------------------------------------------------------ // 25mm gun // WARNING: do NOT disable if you have the other weapons set to unlock! // 0 = disabled // 1 - 999 = enabled, ammo each time player boards the gunship (default 500) //set ex_gunship_25mm "500" // 40mm gun // 0 = disabled // 1 - 999 = enabled, ammo each time player boards the gunship (default 30) set ex_gunship_40mm "3" // 40mm Unlocker - make it a bit harder to get a 40mm // 0 = disabled (directly available if enabled) (default) // 1 - 999 = unlock on this number of gunship kills //set ex_gunship_40mm_unlock "0" // 105mm gun // 0 = disabled // 1 - 999 = enabled, ammo each time player boards the gunship (default 10) set ex_gunship_105mm "2" // 105mm Unlocker - make it a bit harder to get a 105mm // 0 = disabled (directly available if enabled) (default) // 1 - 999 = unlock on this number of gunship kills set ex_gunship_105mm_unlock "6" // Nuke // 0 = disabled // 1 - 999 = enabled, ammo each time player boards the gunship (default 1) //set ex_gunship_nuke "1" // Nuke Unlocker - make it a bit harder to get a nuke // 0 = disabled (directly available if enabled) // 1 - 999 = unlock on this number of gunship kills (default 10) //set ex_gunship_nuke_unlock "10" // Nuke Special FX - extended special effects // 0 = disabled // 1 = enabled (default) //set ex_gunship_nuke_fx "1" // Nuke Total Wipe-out // 0 = disabled // 1 = enabled - wipes out helicopter and planes (default) // 2 = enabled - as 1, but also damages enemy GML and Flak perks // 3 = enabled - as 2, but also wipes out ALL players in extended damage radius //set ex_gunship_nuke_wipeout "1" // Counter measures for GML and helicopter missiles // 0 = disabled // 1 - 999 = number of counter measures allowed (default 5) //set ex_gunship_cm "5" // How long the counter measures will be active (in seconds) // min = 5, max = 15 (default 10) //set ex_gunship_cm_ttl "10" // Gunship eject //------------------------------------------------------------------------------ // Parachute Eject - player ejecting from gunship // Add up the numbers for all eject levels you wish to activate. If you want to // eject when time is up and when out of ammo, you add up the numbers 1 and 4. // In that case, you set 5. Default is 15 (all) // 0 = disabled // 1 = enabled - when time is up // 2 = enabled - when seriously hurt // 4 = enabled - when out of ammo and trying to switch weapons // 8 = enabled - manual parachute eject (holding MELEE, then pressing USE) // --- + // ... = value to set //set ex_gunship_eject "15" // Parachute dropzone // 0 = nearest spawnpoint (default) // 1 = last location before entering the gunship //set ex_gunship_eject_dropzone "0" // Parachute Protection - protect player while on parachute // INFO: although not visible, the player is NOT invulnerable while in the // gunship, unless you set ex_gunship_protect above! // This setting only applies to parachuting. // 0 = disabled // 1 = enabled - invulnerable all the way down // 2 = enabled - invulnerable until firing (default) //set ex_gunship_eject_protect "2" // Gunship sound and vision //------------------------------------------------------------------------------ // Clock - show stopwatch with remaining airtime (not available on sd and esd) // 0 = disabled // 1 = enabled (default) //set ex_gunship_clock "1" // Grain - fuzzy screen overlay to obscure player's view, making aiming harder // 0 = disabled (default) // 1 = enabled //set ex_gunship_grain "0" // Gunship visibility - determine when to show the gunship // 0 = always hide // 1 = only show the gunship when occupied (default) // 2 = always show //set ex_gunship_visible "1" // Inform - tell others about player boarding or disembarking gunship // 0 = disabled // 1 = enabled - only inform teammates (or all if not team based) // 2 = enabled - inform all (default) //set ex_gunship_inform "2" // Advertise - tell players about gunship perk // 0 = disabled // 1 - 30 = number of full rotations before showing ads (default 5) //set ex_gunship_advertise "5" // Air raid - blow the horn when player boards the gunship // 0 = disabled // 1 = enabled (default) //set ex_gunship_airraid "1" // Ambient sound - play aircraft engine sound // 0 = always off // 1 = only play ambient sounds when gunship is occupied (default) // 2 = always on (not recommended) //set ex_gunship_ambientsound "1"