//****************************************************************************** // Call of Duty 2 - eXtreme+ modification //****************************************************************************** // author : PatmanSan // website : http://www.patmansan.com // // mod : eXtreme+ // version : 2.9 // update : October 2013 //****************************************************************************** //****************************************************************************** // Specialty Store //****************************************************************************** // Here you can configure the perks available in the specialty store. If at least // one perk is enabled, the specialty store can be accessed by opening the quick // messages menu (default key "V"), followed by "9". // Remember that most perks have to be enabled and configured separately in their // own section. The gunship perk shares settings with the regular gunship (see // gunship section in wmdcontrol.cfg). //****************************************************************************** // Specialty Store Settings //****************************************************************************** // WARNING: DO NOT SET THIS TO "1" UNLESS YOU HAVE THE OPTIONAL SPECIALS MOD // DOWNLOADED AND INTEGRATED IN THE FS_GAME FOLDER! // Global switch // 0 = disabled (default) // 1 = enabled //set ex_specials "0" // Perk menu order // WARNING #1: this will only set the order. It will NOT automatically enable // the perks that you put in the list! Perks that are not enabled are skipped. // WARNING #2: the menu has room for a maximum of 20 perks! // Registration will stop when the maximum number of perks has been registered! // The perk menu is presented in the registration order, first perk at the top, // last perk at the bottom. If the order string is empty, the mod will create // one for you with the perks that are enabled (order determined by mod). // If you have less perks to activate than the maximum number allowed, but you // want to maintain a fixed position in the menu, you can use a hyphen (-) to // disable a specific position in the menu. // Specify one or more of the following keywords, separated by a space: // "-" : Not available // "beartrap" : Bear Trap // "monkey" : Monkey Bomb // "bubble_big" : Bubble of Love // "bubble_small" : Defense Bubble // "flak" : Flak Vierling Anti-Aircraft // "gml" : Guided Missile Launcher // "gunship" : Gunship // "heli" : Helicopter // "insertion" : Tactical Insertion // "knife" : Knife // "maxammo" : Max Ammo // "maxhealth" : Max Health // "quad" : Quadrotor // "sentrygun" : Sentry Gun // "supernade" : Super Grenade // "stealth" : Stealth Mode // "cam" : Security Camera // "uav" : Unmanned Aerial Vehicle // "ugv" : Unmanned Ground Vehicle // "vest" : Bullet Proof Vest // "wallfire" : Surface Penetrating Bullets //set ex_specials_order "maxhealth maxammo knife supernade vest beartrap monkey bubble_small bubble_big insertion stealth flak gml cam uav sentrygun ugv quad gunship heli" // Minimum points needed to buy a perk from the store // 0 = no minimum (default) // 1 - 9999 = minimum points //set ex_specials_minpoints "0" // Delay in seconds for the test property set below // 0 - 9999 = delay in seconds (default 10) //set ex_specials_testdelay "10" // For most perks, the "keep" flag (see auth section) will restore the perk on // spawn if it was bought but never used. In other words, the player was killed // before being able to deploy the perk. However, for a number of perks you can // set the keep timer; the player will keep the perk if he dies within x seconds // after buying it. The perk's keep flag must be set for this to work // Applies to knife, stealth, supernade, vest and wallfire perks only! // 0 = disabled // 5 - 30 = timer in seconds (default 10) //set ex_specials_keeptimer "10" // If buying multiple perks without deploying them, perks that require manual // activation will check for deploy priority. By default the mod will check if // you have perks that are further down the perks list (see ex_specials_order). // You can reverse this, so perks that are further up the perks list have higher // priority (option 1), or you can set priority based on price (option 2) // 0 = check registration order - next to last perk (default) // 1 = check registration order - previous to first perk // 2 = check price - higher price means higher priority //set ex_specials_priority "0" // Menu text for perks in specialty store quick messages menu (V + 9) // For convenience they have been grouped together here. // WARNING #1: this is just menu text. It does NOT set the price! Pricing is // done in the authorization section below. // WARNING #2: do NOT include key numbers. They are added automatically, depending // on the order you specify in ex_specials_order! // WARNING #3: make sure you explicitly set them here (do not comment), otherwise // the menu text will say [No Text Defined]! set ex_specials_maxhealth_text "Buy Max Health (0 points)" set ex_specials_maxammo_text "Buy Max Ammo (0 points)" set ex_specials_knife_text "Buy Knife (0 points)" set ex_supernade_text "Buy Super Grenade (0 points)" set ex_vest_text "Buy Bullet Proof Vest (0 points)" set ex_beartrap_text "Buy Bear Trap (0 points)" set ex_monkey_text "Buy Monkey Bomb (0 points)" set ex_bubble_small_text "Buy Defense Bubble (0 points)" set ex_bubble_big_text "Buy Bubble of Love (0 points)" set ex_stealth_text "Buy Stealth Mode (0 points)" set ex_insertion_text "Buy Tactical Insertion (0 points)" set ex_wallfire_text "Buy Surface Penetrating Bullets (0 points)" set ex_flak_text "Buy Flak Anti-Aircraft Gun (0 points)" set ex_gml_text "Buy Guided Missile Launcher (0 points)" set ex_cam_text "Buy Security Camera (0 points)" set ex_uav_text "Buy Unmanned Aerial Vehicle (0 points)" set ex_sentrygun_text "Buy Sentry Gun (0 points)" set ex_ugv_text "Buy Unmanned Ground Vehicle (0 points)" set ex_quad_text "Buy Quadrotor Sentry Guard (0 points)" set ex_gunship_special_text "Buy Gunship (0 points)" set ex_heli_text "Buy Helicopter (0 points)" // Menu text for perks that are not available set ex_specials_na_text "[Perk not available]" // Perk prices, authorization and timing // For your convenience they have been grouped together here. // Define perk properties in the following order: // stock : quantity of perk available in the store // valid: 0 - 999999 // price : price for perk in points // valid: 0 - 999999 // group : group assignment. perks belonging to the same group are // not allowed to be deployed simultaneously, except group 0. // Put perks in group 0 if no group monitoring should apply. // valid: 0 - 999999 // keep : give back unused perks when spawning // valid: 0 = disabled, 1 = enabled // player_maxbuy : how many of this perk a player can buy during the game // valid: 0 = unlimited, 1 - 999999 // player_maxact : how many of this perk a player can activate simultaneously // valid: 0 = unlimited, 1 - 999999 // player_delay : time in seconds before a player is able to buy this perk again // valid: 0 - 999999 // team_maxbuy : how many of this perk a team can buy during the game // (in DM based game types this is doubled to check total buys) // valid: 0 = unlimited, 1 - 999999 // team_maxact : how many of this perk a team can activate simultaneously // (in DM based game types this is doubled to check total act) // valid: 0 = unlimited, 1 - 999999 // team_delay : time in seconds before a team is able to buy this perk again // valid: 0 - 999999 // test : for debugging: give spawned players perk after set delay // valid: 0 = disabled, 1 = enabled set ex_specials_maxhealth_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_specials_maxammo_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_specials_knife_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_supernade_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_vest_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_beartrap_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_monkey_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_bubble_small_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_bubble_big_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_stealth_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_insertion_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_wallfire_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_flak_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_gml_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_uav_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_cam_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_sentrygun_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_ugv_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_quad_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_gunship_special_auth "999999,0,0,1,0,0,0,0,0,0,0" set ex_heli_auth "999999,0,0,1,0,0,0,0,0,0,0" //****************************************************************************** // Max Health //****************************************************************************** // Gives the player's maximum health // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_specials_maxhealth "1" //****************************************************************************** // Max Ammo //****************************************************************************** // Refills the player's weapons, inclusing nades and landmines // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_specials_maxammo "1" //****************************************************************************** // Knife //****************************************************************************** // Gives player a knife if not already carrying one // Not available if playing knife-only class or if knife sidearm is enabled! // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_specials_knife "1" // Knife model // 0 = auto (default) // 1 = classic // 2 = modern //set ex_specials_knife_model "0" //****************************************************************************** // Supernade //****************************************************************************** // Six grenades wired around a stick grenade. // Besides the German "Geballte Ladung" there are versions for all allied teams. // INFO: Buying a supernade will remove all regular nades! // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_supernade "1" // Drop supernade when killed // 0 = disabled (default) // 1 = enabled set ex_supernade_drop "1" // Monitor supernades to explode on contact // To activate EOC press USE when throwing the supernade // 0 = disabled (default) // 1 = enabled //set ex_supernade_eoc "0" // Close proximity trigger for tripwires, landmines, etc. // 0 = disabled // 1 - 100 = radius in feet (default 20) //set ex_supernade_cpx "20" //****************************************************************************** // Bullet Proof Vest //****************************************************************************** // The bullet proof vest will absorb all damage to the torso area, absorb half // the damage to a helmet, and a fifth of the damage to other body parts. // Nades, a shot to the head and the flamethrower remain lethal! // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_vest "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 60) //set ex_vest_timer "60" // Set vest protection for powerful weapons // 0 = disabled // 1 = enabled (default) //set ex_vest_protect_mg "1" //set ex_vest_protect_sniper "1" //set ex_vest_protect_sniperlr "1" //****************************************************************************** // Bear Trap //****************************************************************************** // The bear trap will trap enemy players. It can kill them instantly, make them // bleed to death, or release them after the time set by ex_beartrap_bleedtime. // In team based games, a trapped player can be freed by teammates if they stand // next to him and press the USE button. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled - trap and bleed // 2 = enabled - trap, bleed, then kill player (default) // 3 = enabled - instant death //set ex_beartrap "2" // How long the perk will stay in seconds // min = 10, max = 1800 (default 180) //set ex_beartrap_timer "180" // How long the trap will make them bleed (in seconds) // INFO: only applies to ex_beartrap mode 1 and 2. // min = 5, max = 60 (default 5) //set ex_beartrap_bleedtime "5" // Check surfacetype before planting // If enabled you can only plant traps on beach, dirt, grass, ice, mud, sand // and snow surfaces. // 0 = disabled (default) // 1 = enabled //set ex_beartrap_surfacecheck "0" // Show warning for enemy players // 0 = disabled // 50 - 100 = warning range (default 100) //set ex_beartrap_warning "100" // Allow players to release trapped teammates // 0 = disabled // 1 = enabled (default) //set ex_beartrap_untrap "1" //****************************************************************************** // Monkey Bomb //****************************************************************************** // The monkey bomb is an animated cymbal monkey bomb. It looks like a toy, but // it is lethal, as it explodes when enemies come too close. It will also explode // when the timer runs out. The cymbal works as an early warning system for both // attacker and enemy. The monkey will clap faster as the enemy comes closer, and // will stop clapping if noone is near. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_monkey "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 180) //set ex_monkey_timer "180" // Check surfacetype before planting // If enabled you can only plant traps on beach, dirt, grass, ice, mud, sand // and snow surfaces. // 0 = disabled (default) // 1 = enabled //set ex_monkey_surfacecheck "0" // Allow approaching or passing the monkey bomb // 0 = disabled (default) // 1 = enabled - prone // 2 = enabled - prone and crouch //set ex_monkey_stance "0" //****************************************************************************** // Personal Defense Bubble (small) //****************************************************************************** // Small, spinning bubble, in which the owner is invulnerable. It does not // protect other players, including teammates, unless they hide behind it. The // owner has to lean out of the bubble to fire their weapons. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_bubble_small "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 30) //set ex_bubble_small_timer "30" //****************************************************************************** // Bubble of Love (big) //****************************************************************************** // Large, spinning bubble, in which the owner and teammates are invulnerable. // It will give them some TLC by restoring health automatically. Players have to // lean out of the bubble to fire their weapons. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_bubble_big "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 45) //set ex_bubble_big_timer "45" //****************************************************************************** // Stealth Mode //****************************************************************************** // Stealth mode allows a player to be almost invisible while maintaining a // crouched position. Within the time defined by the stealth timer setting, the // player can toggle stealth mode by switching stance from standing to crouch or // prone, and vice versa. Regular weapons will be temporarily disabled while in // stealth mode. A slash-only stealth knife replacement can be enabled below. // Standing up will release the regular weapons, but will also make the player // visible until returning to the crouch or prone. // WARNING: Stealth mode cannot be combined with the bullet proof vest. Weapon // and flag pick ups are not allowed while in stealth mode. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_stealth "1" // How long stealth mode will be available in seconds // min = 10, max = 1800 (default 60) //set ex_stealth_timer "60" // Pause timer while player is not stealth (standing) // 0 = disabled (default) // 1 = enabled //set ex_stealth_pause "0" // Automatically go to crouched position after unlocking stealth mode // This will activate stealth mode automatically if the player maintains a // crouched position for the number of seconds set by ex_stealth_switch below. // 0 = disabled // 1 = enabled (default) //set ex_stealth_auto "1" // Time before switching to and from stealth mode // INFO: stance detection is scripted. Detected stance can vary, even when a // player maintains a certain posture. Here you can set the stance confidence // level, meaning that a mode switch will only occur if the detected stance // remains the same for the time set here (in seconds). // min = 1, max = 5 (default 2) //set ex_stealth_switch "2" // Either disable all weapons (0) or activate a stealth knife (1) // INFO: the knife can not be thrown. A player can only bash and slash! // 0 = disabled // 1 = enabled (default) //set ex_stealth_knife "1" // Show a hint when stealth mode is activated // 0 = disabled // 1 = enabled (default) //set ex_stealth_hint "1" //****************************************************************************** // Tactical Insertion //****************************************************************************** // Lets a player mark a position on the map for subsequent respawns until the // timer runs out // Remember to also set the specialty stock settings above! // INFO: automatically disabled for FreezeTag (FT) game type. // 0 = disabled // 1 = enabled (default) //set ex_insertion "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 60) //set ex_insertion_timer "60" // Show blue smoke FX on tactical insertion point // 0 = disabled // 1 = enabled (default) //set ex_insertion_fx "1" //****************************************************************************** // Surface Penetrating Bullets //****************************************************************************** // Lets a player fire through allowed surfaces, like walls and fences, until the // timer runs out. Be warned: this feature can lead to hackusations. Make sure // to advertise this feature loud and clearly, so all players know it's a perk, // and not a hack! // Weapon characteristics (range, damage, strength) and surface characteristics // (friction) can only be changed in the _ex_specials_wallfire script. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_wallfire "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_wallfire_timer "120" // Calculate surface friction // INFO: each weapon has an initial strength; pistols having the lowest, and // long range snipers the highest (or RPG's if you enable them below). // A distance fall-off will decrease strength. By default the strength will be // adjusted depending on the thickness of the objects the bullet or projectile // hits, and the friction of the object's surface. If you want to ignore // friction, and only adjust strength based on wall thickness, you can disable // it here. // 0 = disabled // 1 = enabled (default) //set ex_wallfire_friction "1" // Allow RPG's to penetrate walls // Currently the projectile impact effects will not play behind walls! // 0 = disabled (default) // 1 = enabled //set ex_wallfire_rpg "0" // Allow penetration of specific surfaces // By default only wood, glass, cloth and plaster can be penetrated! // Be aware of the fact that the mod has no influence on what surface type is // reported by the game engine. Something may look like wood, but the material // type could report brick instead! Blame the map or prefab builder. // 0 = disabled // 1 = enabled //set ex_wallfire_wood "1" //set ex_wallfire_glass "1" //set ex_wallfire_cloth "1" //set ex_wallfire_plaster "1" //set ex_wallfire_metal "0" //set ex_wallfire_asphalt "0" //set ex_wallfire_concrete "0" //set ex_wallfire_rock "0" //set ex_wallfire_brick "0" //set ex_wallfire_bark "0" //set ex_wallfire_carpet "0" //set ex_wallfire_flesh "0" //set ex_wallfire_paper "0" //set ex_wallfire_dirt "0" //set ex_wallfire_foliage "0" //set ex_wallfire_grass "0" //set ex_wallfire_gravel "0" //set ex_wallfire_ice "0" //set ex_wallfire_mud "0" //set ex_wallfire_sand "0" //set ex_wallfire_snow "0" //set ex_wallfire_water "0" //****************************************************************************** // Flak Vierling Anti-Aircraft Gun //****************************************************************************** // Flak with four barrels. Mainly for anti-aircraft // Remember to also set the specialty stock settings above! // INFO: in manual mode, mount the flak by pressing USE while standing close! // 0 = disabled // 1 = enabled - auto only (auto aim and fire) // 2 = enabled - manual only (default) // 3 = enabled - auto and manual //set ex_flak "2" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_flak_timer "120" // Who can mount the flak if manual mode is enabled // INFO: mount mode 1 will be converted to mode 0 in non team based games! // 0 = owner only // 1 = friendly team only // 2 = all players //set ex_flak_mount "1" // Radius in which you can mount flak // min = 50, max = 200 (default 80) //set ex_flak_mount_radius "80" // Special events to remove a deployed flak // If not removed, the flak will become abandoned, meaning that any // player can take ownership by performing any action on it // 0 = only timer // 1 = when player disconnects // 2 = when player is killed (includes changing teams) // --- + // ... = value to set (default 0) //set ex_flak_remove "0" // Targeting mode (legal targets in manned and unmanned mode) // Order of targeting: GMLs, gunship, heli, WMD airplanes, ambient airplanes // 1 = target enemy airplanes (ambient) // 2 = target enemy airplanes (WMD) // 4 = target enemy helicopter // 8 = target enemy gunship // 16 = target enemy GMLs // --- + // ... = value to set (default 31) //set ex_flak_target "31" // Allowed modes of firing in manual mode (number of barrels firing at once) // INFO: press MELEE button while on flak to switch modes // 0 = single barrel shots only // 1 = single and double barrel shots // 2 = single, double and quad barrel shots (default) //set ex_flak_firemode "2" // Health // min = 1000, max = 99999 (default 2000) //set ex_flak_maxhealth "2000" // Use flak model with animated barrels // WARNING: expensive feature in terms of entities! Complex flak will use 8 // models. Simple flak will use 4 models, which includes the model needed for // the flak shell. The complex barrel animation is not available in manual mode, // and will be disabled automatically in ex_flak mode 2! // 0 = disabled (default) // 1 = enabled //set ex_flak_complex "0" // Flak rotation interval when idle in auto mode // 0 - 30 = time in seconds. Fractions allowed (default 10) //set ex_flak_interval "10" // Flak actions //------------------------------------------------------------------------------ // Actions are performed by holding the melee key while standing or in crouch // position and not moving // Actions available to owner // 0 = none // 1 = place or activate // 2 = (unavailable) // 4 = repair // 8 = move // --- + // ... = value to set (default 15) //set ex_flak_owneraction "15" // Actions available to teammates // 0 = none // 1 = activate // 2 = (unavailable) // 4 = repair // 8 = move // --- + // ... = value to set (default 7) //set ex_flak_teamaction "7" // Actions available to enemy // 0 = none // 1 = deactivate // 2 = sabotage // 4 = destroy // 8 = steal // --- + // ... = value to set (default 7) //set ex_flak_enemyaction "7" // Action radius // How close a player must be to the perk to perform actions // min = 100, max = 150 (default 100) //set ex_flak_actionradius "100" // Time needed to perform the first action (seconds) // Each successive action will be a multiplication of this time. For example, // when set to 2 seconds this will be the result: // place, activate and deactivate: 2 seconds // sabotage: 4 seconds // repair and destroy: 6 seconds // move and steal: 8 seconds // min = 1, max = 10 (default 2) //set ex_flak_actiontime "2" // Flak announcements //------------------------------------------------------------------------------ // Messages for the perk's owner // 0 = disabled // 1 = on enemy actions // 2 = on teammate and enemy actions (default) //set ex_flak_messages "2" // Waypoints to keep track of location and status // Mode 3 adds a team icon to the waypoints for easy identification // 0 = disabled // 1 = for owner only, unless the perk is abandoned // 2 = for owner and teammates, unless the perk is abandoned (default) // 3 = for all players //set ex_flak_waypoints "2" // Flak nade checks //------------------------------------------------------------------------------ // Close proximity nade explosion settings // 0 = disabled // 1 = friendly nades will deactivate perk (optional reactivation timer) // 2 = friendly nades will sabotage perk // 4 = friendly nades will destroy perk // 8 = enemy nades will deactivate perk (optional reactivation timer) // 16 = enemy nades will sabotage perk // 32 = enemy nades will destroy perk // --- + // ... = value to set (default 8) //set ex_flak_cpx "8" // How many nades does it take // min = 1, max = 10 (default 2) //set ex_flak_cpx_nades "2" // How long for perk to be temporarily deactivated by nade(s) // 0 = disabled // 10 - 1800 = deactivation time in seconds (default 30) //set ex_flak_cpx_timer "30" //****************************************************************************** // Guided Missile Launcher //****************************************************************************** // A fixed position missile launcher with a maximum of 21 missiles. // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_gml "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_gml_timer "120" // Total missile load-out // 0 = disabled // 1 - 21 = enable 1 to 21 missiles (default 21) //set ex_gml_missiles "21" // Special events to remove a deployed GML // If not removed, the GML will become abandoned, meaning that any // player can take ownership by performing any action on it // 0 = only timer // 1 = when player disconnects // 2 = when player is killed (includes changing teams) // --- + // ... = value to set (default 0) //set ex_gml_remove "0" // Targeting mode // Order of targeting: GMLs, flaks, gunship, heli, WMD airplanes, ambient // airplanes, players // 1 = target enemy players // 2 = target enemy airplanes (ambient) // 4 = target enemy airplanes (WMD) // 8 = target enemy helicopter // 16 = target enemy gunship // 32 = target enemy flaks // 64 = target enemy GMLs // --- + // ... = value to set (default 127) set ex_gml_target "126" // Health // min = 1000, max = 99999 (default 2000) //set ex_gml_maxhealth "2000" // Interval (time in between target checks) // 0 - 5 = time in seconds. Fractions allowed (default 1) //set ex_gml_interval "1" // Burst mode (number of missiles per target) // 0 = disabled (just one; default) // 2 - 21 = missile per burst set ex_gml_burst "3" // Burst interval (time in between missiles of burst) // 0 - 5 = time in seconds. Fractions allowed (default 1) //set ex_gml_burst_interval "1" // GML actions //------------------------------------------------------------------------------ // Actions are performed by holding the melee key while standing or in crouch // position and not moving // Actions available to owner // 0 = none // 1 = place or activate // 2 = (unavailable) // 4 = repair // 8 = move // --- + // ... = value to set (default 15) //set ex_gml_owneraction "15" // Actions available to teammates // 0 = none // 1 = activate // 2 = (unavailable) // 4 = repair // 8 = move // --- + // ... = value to set (default 7) //set ex_gml_teamaction "7" // Actions available to enemy // 0 = none // 1 = deactivate // 2 = sabotage // 4 = destroy // 8 = steal // --- + // ... = value to set (default 7) //set ex_gml_enemyaction "7" // Action radius // How close a player must be to the perk to perform actions // min = 100 // max = 150 (default 100) //set ex_gml_actionradius "100" // Time needed to perform the first action (seconds) // Each successive action will be a multiplication of this time. For example, // when set to 2 seconds this will be the result: // place, activate and deactivate: 2 seconds // sabotage: 4 seconds // repair and destroy: 6 seconds // move and steal: 8 seconds // min = 1, max = 10 (default 2) //set ex_gml_actiontime "2" // GML announcements //------------------------------------------------------------------------------ // Messages for the perk's owner // 0 = disabled // 1 = on enemy actions // 2 = on teammate and enemy actions (default) //set ex_gml_messages "2" // Waypoints to keep track of location and status // Mode 3 adds a team icon to the waypoints for easy identification // 0 = disabled // 1 = for owner only, unless the perk is abandoned // 2 = for owner and teammates, unless the perk is abandoned (default) // 3 = for all players //set ex_gml_waypoints "2" // GML nade checks //------------------------------------------------------------------------------ // Close proximity nade explosion settings // 0 = disabled // 1 = friendly nades will deactivate perk (optional reactivation timer) // 2 = friendly nades will sabotage perk // 4 = friendly nades will destroy perk // 8 = enemy nades will deactivate perk (optional reactivation timer) // 16 = enemy nades will sabotage perk // 32 = enemy nades will destroy perk // --- + // ... = value to set (default 8) //set ex_gml_cpx "8" // How many nades does it take // min = 1, max = 10 (default 2) //set ex_gml_cpx_nades "2" // How long for perk to be temporarily deactivated by nade(s) // 0 = disabled // 10 - 1800 = deactivation time in seconds (default 30) //set ex_gml_cpx_timer "30" //****************************************************************************** // Security Camera //****************************************************************************** // Show enemy players within camera's field of view on the compass // In contrast to the other perks, the security cam has to be deployed by using // the binoculars to select a target, and pressing USE to confirm. // WARNING #1: cam will be disabled automatically when statshud is enabled! // WARNING #2: make sure to limit the number of cam deployments, as this perk // puts extra load on the server! // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_cam "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_cam_timer "120" // Detection range of CAM // Enemies who are out of range do not appear on the compass at all! // min = 1000, max = 100000 (default 3200) //set ex_cam_range "5000" // Angle of view to left and right // min = 20, max = 80 (default 60) //set ex_cam_viewangle "60" // How many enemies will be shown on the compass // WARNING: because the mod uses waypoints and HUD elements for other features, // the number of enemy dots on the compass is limited! If the number of enemy // players exceeds the maximum, only the closest players will be shown. // min = 1, max = 16 (default 10) //set ex_cam_maxenemy "10" //****************************************************************************** // Unmanned Aerial Vehicle (UAV) //****************************************************************************** // Show enemy players within range (360 degrees around player) on the compass // WARNING #1: UAV will be disabled automatically when statshud is enabled! // WARNING #2: make sure to limit the number of UAV deployments, as this perk // puts a substantial load on the server! If you run a high traffic server, you // might want to consider NOT enabling this perk altogether. If not in private // mode, the UAV will be disabled if more than 32 players are in the server. In // private mode the UAV will be limited to max 8 automatically! // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_uav "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 60) //set ex_uav_timer "60" // If team based game type, is it for buyer only (private) or for entire team? // Automatically enabled for all non team based game types. // In private mode the difference between cam and uav is that the uav is able // to see 360 degrees around player, whereas the cam has limited view. // 0 = disabled // 1 = enabled (default) //set ex_uav_private "1" // Detection range of UAV // Enemies who are out of range do not appear on the compass at all! // min = 1000, max = 100000 (default 3200) //set ex_uav_range "3200" // How many enemies will be shown on the compass // WARNING: because the mod uses waypoints and HUD elements for other features, // the number of enemy dots on the compass is limited! If the number of enemy // players exceeds the maximum, only the closest players will be shown. // min = 1, max = 16 (default 10) //set ex_uav_maxenemy "10" // Show flying UAV model when perk is activated // INFO: The model is disabled by default, because it's purely cosmetic. Note // that the UAV model will only show in team based game types *and* only if // uav_private is disabled. // 0 = disabled (default) // 1 = enabled //set ex_uav_model "0" //****************************************************************************** // Sentry Gun //****************************************************************************** // An extremely deadly, fixed position, auto-aiming machine gun // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_sentrygun "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_sentrygun_timer "120" // Reach: the angle of movement to left and right // min = 20, max = 80 (default 60) //set ex_sentrygun_reach "60" // View: the angle of view to left and right (within reach) // min = 20, max = 80 (default 60) //set ex_sentrygun_viewangle "60" // Health // min = 1000, max = 99999 (default 2000) //set ex_sentrygun_maxhealth "2000" // Damage done to the enemy for every hit // min = 1, max = 100 (default 40) //set ex_sentrygun_damage "40" // Fire radius // min = 500, max = 3000 (default 1500) //set ex_sentrygun_fireradius "1500" // Special events to remove a deployed sentry gun // If not removed, the sentry gun will become abandoned, meaning that any // player can take ownership by performing any action on it // 0 = only timer // 1 = when player disconnects // 2 = when player is killed (includes changing teams) // --- + // ... = value to set (default 0) //set ex_sentrygun_remove "0" // Sentry actions //------------------------------------------------------------------------------ // Actions are performed by holding the melee key while standing or in crouch // position and not moving // Actions available to owner of the sentry // 0 = none // 1 = place or activate // 2 = reset angle // 4 = repair // 8 = move // --- + // ... = value to set (default 15) //set ex_sentrygun_owneraction "15" // Actions available to teammates // 0 = none // 1 = activate // 2 = reset angle // 4 = repair // 8 = move // --- + // ... = value to set (default 7) //set ex_sentrygun_teamaction "7" // Actions available to enemy // 0 = none // 1 = deactivate // 2 = sabotage // 4 = destroy // 8 = steal // --- + // ... = value to set (default 7) set ex_sentrygun_enemyaction "15" // Action radius // How close a player must be to the perk to perform actions // min = 100, max = 150 (default 100) //set ex_sentrygun_actionradius "100" // Time needed to perform the first action (seconds) // Each successive action will be a multiplication of this time. For example, // when set to 2 seconds this will be the result: // place, activate and deactivate: 2 seconds // reset angle and sabotage: 4 seconds // repair and destroy: 6 seconds // move and steal: 8 seconds // min = 1, max = 10 (default 2) //set ex_sentrygun_actiontime "2" // Sentry announcements //------------------------------------------------------------------------------ // Messages for the perk's owner // 0 = disabled // 1 = on enemy actions // 2 = on teammate and enemy actions (default) //set ex_sentrygun_messages "2" // Waypoints to keep track of location and status // Mode 3 adds a team icon to the waypoints for easy identification // 0 = disabled // 1 = for owner only, unless the perk is abandoned // 2 = for owner and teammates, unless the perk is abandoned (default) // 3 = for all players //set ex_sentrygun_waypoints "2" // Sentry nade checks //------------------------------------------------------------------------------ // Close proximity nade explosion settings // 0 = disabled // 1 = friendly nades will deactivate perk (optional reactivation timer) // 2 = friendly nades will sabotage perk // 4 = friendly nades will destroy perk // 8 = enemy nades will deactivate perk (optional reactivation timer) // 16 = enemy nades will sabotage perk // 32 = enemy nades will destroy perk // --- + // ... = value to set (default 8) //set ex_sentrygun_cpx "8" // How many nades does it take // min = 1, max = 10 (default 2) //set ex_sentrygun_cpx_nades "2" // How long for perk to be temporarily deactivated by nade(s) // 0 = disabled // 10 - 1800 = deactivation time in seconds (default 30) //set ex_sentrygun_cpx_timer "30" //****************************************************************************** // UGV //****************************************************************************** // The UGV is an Unmanned Ground Vehicle, with a double barrel sentry mounted on // top (also known as Sentry Bot). After spawning the perk into the map, it will // move around the map automatically, looking for enemies who cross it's path. // WARNING: the UGV is able to detect and avoid the playfield's edges if is // surrounded by walls, solid fences, steep hills or minefields. It can't detect // invisible clips (the invisible stuff that stops players)! // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_ugv "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_ugv_timer "120" // Reach: max angle of view to left and right // min = 20, max = 80 (default 80) //set ex_ugv_reach "80" // View: gun's angle of view to left and right (within reach) // min = 20, max = 80 (default 60) //set ex_ugv_viewangle "60" // Health // min = 1000, max = 99999 (default 2000) //set ex_ugv_maxhealth "2000" // Damage done to the enemy for every hit // min = 1, max = 100 (default 40) //set ex_ugv_damage "40" // Fire radius // min = 500, max = 3000 (default 1000) //set ex_ugv_fireradius "1000" // Rockets // 0 = disabled // 1 - 4 = enable 1 to 4 rockets (default 4) //set ex_ugv_rockets "4" // Special events to remove a deployed UGV // If not removed, the UGV will become abandoned, meaning that any // player can take ownership by performing any action on it // 0 = only timer // 1 = when player disconnects // 2 = when player is killed (includes changing teams) // --- + // ... = value to set (default 0) //set ex_ugv_remove "0" // UGV actions //------------------------------------------------------------------------------ // Actions are performed by holding the melee key while standing or in crouch // position and not moving // Actions available to owner of the sentry // 0 = none // 1 = place or activate // 2 = (unavailable) // 4 = repair // 8 = move // --- + // ... = value to set (default 15) //set ex_ugv_owneraction "15" // Actions available to teammates // 0 = none // 1 = activate // 2 = (unavailable) // 4 = repair // 8 = move // --- + // ... = value to set (default 7) //set ex_ugv_teamaction "7" // Actions available to enemy // 0 = none // 1 = deactivate // 2 = sabotage // 4 = destroy // 8 = steal // --- + // ... = value to set (default 7) set ex_ugv_enemyaction "15" // Action radius // How close a player must be to the perk to perform actions // min = 100 // max = 150 (default 100) //set ex_ugv_actionradius "100" // Time needed to perform the first action (seconds) // Each successive action will be a multiplication of this time. For example, // when set to 2 seconds this will be the result: // place, activate and deactivate: 2 seconds // sabotage: 4 seconds // repair and destroy: 6 seconds // move and steal: 8 seconds // min = 1 // max = 10 (default 2) //set ex_ugv_actiontime "2" // UGV announcements //------------------------------------------------------------------------------ // Messages for the perk's owner // 0 = disabled // 1 = on enemy actions // 2 = on teammate and enemy actions (default) //set ex_ugv_messages "2" // Waypoints to keep track of location and status // Mode 3 adds a team icon to the waypoints for easy identification // 0 = disabled // 1 = for owner only, unless the perk is abandoned // 2 = for owner and teammates, unless the perk is abandoned (default) // 3 = for all players //set ex_ugv_waypoints "2" // UGV nade checks //------------------------------------------------------------------------------ // Close proximity nade explosion settings // 0 = disabled // 1 = friendly nades will deactivate perk (optional reactivation timer) // 2 = friendly nades will sabotage perk // 4 = friendly nades will destroy perk // 8 = enemy nades will deactivate perk (optional reactivation timer) // 16 = enemy nades will sabotage perk // 32 = enemy nades will destroy perk // --- + // ... = value to set (default 8) //set ex_ugv_cpx "8" // How many nades does it take // min = 1, max = 10 (default 2) //set ex_ugv_cpx_nades "2" // How long for perk to be temporarily deactivated by nade(s) // 0 = disabled // 10 - 1800 = deactivation time in seconds (default 30) //set ex_ugv_cpx_timer "30" //****************************************************************************** // Quadrotor Sentry Guard //****************************************************************************** // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_quad "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 120) //set ex_quad_timer "120" // Active quadrotor will stay on player's death // 0 = disabled // 1 = enabled (default) //set ex_quad_stayondeath "1" // perk's angle of view to left and right // min = 20, max = 80 (default 60) //set ex_quad_viewangle "60" // Fire radius // min = 500, max = 3000 (default 1000) //set ex_quad_fireradius "1000" // Damage done to the enemy for every hit // min = 1, max = 100 (default 20) //set ex_quad_damage "20" //****************************************************************************** // Gunship //****************************************************************************** // Except for the main switch below, this perk is linked to the settings of the // regular gunship, which can be found in wmdcontrol.cfg // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_gunship_special "1" //****************************************************************************** // Helicopter Support //****************************************************************************** // Remember to also set the specialty stock settings above! // 0 = disabled // 1 = enabled (default) //set ex_heli "1" // How long the perk will stay in seconds // min = 10, max = 1800 (default 60) //set ex_heli_timer "60" // Heli chain gun // 0 = disabled // 1 = enabled (default) //set ex_heli_gun "1" // Heli chain gun field of view (degrees in both directions) // min = 20, max = 80 (default 40) //set ex_heli_gun_fov "40" // Heli chain gun radius // min = 500, max = 9999 (default 2000) //set ex_heli_gun_radius "2000" // Heli missiles // 0 = disabled // 1 - 4 = enable 1 to 4 missiles (default 4) //set ex_heli_missile "4" // Heli missile targeting mode // Order of targeting: GMLs, flaks, gunship, WMD airplanes, ambient airplanes, players // 1 = target enemy players // 2 = target enemy airplanes (ambient) // 4 = target enemy airplanes (WMD) // 8 = target enemy gunship // 16 = target enemy flaks // 32 = target enemy GMLs // --- + // ... = value to set (default 63) //set ex_heli_missile_target "63" // Heli missile field of view (degrees in both directions) // min = 20, max = 80 (default 80) //set ex_heli_missile_fov "80" // Heli missile radius // min = 1000, max = 99999 (default 5000) //set ex_heli_missile_radius "5000" // Heli tubes (grenade launcher; each tube holds 19 grenades) // 0 = disabled // 1 - 2 = enable 1 or 2 tubes (default 2) //set ex_heli_tube "2" // Heli tube field of view (degrees in both directions) // min = 20, max = 80 (default 40) //set ex_heli_tube_fov "40" // Heli missile radius // min = 1000, max = 99999 (default 5000) //set ex_heli_tube_radius "5000" // Heli destructable by gunfire, panzerschreck or bazooka // 0 = disabled // 1 = enabled (default) //set ex_heli_candamage "1" // Heli health // min = 1000, max = 99999 (default 2000) //set ex_heli_maxhealth "2000" // Show damage HUD when shooting heli // 0 = disabled // 1 = enabled (default) //set ex_heli_damagehud "1" // Heli random crash // 0 = disabled (default) // 1 - 100 = enabled, percentage chance to crash //set ex_heli_crash "0" // Heli dust FX // 0 = disabled (default) // 1 = enabled //set ex_heli_dust "0"