Tanoa Map and Preset

Added Tanoa Map sqm and fitting preset for tanoa.
Some small other tweaks
This commit is contained in:
Christian 2017-03-14 11:46:29 +01:00
parent 5f01d71f32
commit 2224c207b3
8 changed files with 29032 additions and 5 deletions

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@ -0,0 +1,36 @@
GRLIB_save_key = "KP_LIBERATION_TANOA_SAVEGAME"; // change this value if you want different savegames on different map
GRLIB_side_friendly = WEST;
GRLIB_side_enemy = EAST;
GRLIB_side_resistance = RESISTANCE;
GRLIB_side_civilian = CIVILIAN;
GRLIB_respawn_marker = "respawn_west";
GRLIB_color_friendly = "ColorBLUFOR";
GRLIB_color_enemy = "ColorOPFOR";
GRLIB_color_enemy_bright = "ColorRED";
GRLIB_sector_size = 1000;
GRLIB_capture_size = 175;
GRLIB_radiotower_size = 2500;
GRLIB_recycling_percentage = 0.65;
GRLIB_endgame = 0;
GRLIB_vulnerability_timer = 1200;
GRLIB_defended_buildingpos_part = 0.4;
GRLIB_sector_military_value = 3;
GRLIB_secondary_objective_impact = 0.6;
GRLIB_blufor_cap = 100 * GRLIB_unitcap;
GRLIB_sector_cap = 180 * GRLIB_unitcap;
GRLIB_battlegroup_cap = 150 * GRLIB_unitcap;
GRLIB_patrol_cap = 150 * GRLIB_unitcap;
GRLIB_battlegroup_size = 6 * (sqrt GRLIB_unitcap) * (sqrt GRLIB_csat_aggressivity);
GRLIB_civilians_amount = 10 * GRLIB_civilian_activity;
GRLIB_fob_range = 125;
GRLIB_cleanup_delay = 1200;
GRLIB_surrender_chance = 80;
GRLIB_secondary_missions_costs = [ 10, 10, 10 ];
GRLIB_halo_altitude = 4000;
GRLIB_civ_killing_penalty = 100;
if ( GRLIB_blufor_cap > 100 ) then { GRLIB_blufor_cap = 100 }; // Don't forget that the human commander manages those, not the server
GRLIB_offload_diag = false;

File diff suppressed because it is too large Load Diff

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@ -12,6 +12,7 @@ switch (KP_liberation_preset) do {
case 2: {[] call compileFinal preprocessFileLineNumbers "presets\rhs_takistan.sqf";};
case 3: {[] call compileFinal preprocessFileLineNumbers "presets\rhs.sqf";};
case 4: {[] call compileFinal preprocessFileLineNumbers "presets\rhs_bw.sqf";};
case 5: {[] call compileFinal preprocessFileLineNumbers "presets\apex_tanoa.sqf";};
default {[] call compileFinal preprocessFileLineNumbers "presets\vanilla.sqf";};
};

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@ -20,6 +20,7 @@ KP_liberation_medical_vehicles = [
// 2 = RHS and Project OPFOR Takistan Setting
// 3 = RHS Setting
// 4 = RHS with BW Mod Setting
// 5 = Vanilla Apex Tanoa
KP_liberation_preset = 0;
// Little Bird placement positions on LHD

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@ -0,0 +1,512 @@
// This file allows you to add content to the mission without conflict issues after each update of the original classnames.sqf
// If you want more modifications to be supported by this file, let's discuss it on the forums.
// *** SUPPORT STUFF ***
// Setting a value here will overwrite the original value found from the mission. Do that if you're doing a total conversion.
// Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try.
FOB_typename = "Land_Cargo_HQ_V4_F"; // Default "Land_Cargo_HQ_V1_F";
FOB_box_typename = "B_Slingload_01_Cargo_F"; // Default "B_Slingload_01_Cargo_F";
FOB_truck_typename = "B_T_Truck_01_box_F"; // Default "B_Truck_01_box_F";
Arsenal_typename = "B_supplyCrate_F"; // Default "B_supplyCrate_F";
Respawn_truck_typename = "B_T_Truck_01_medical_F"; // Default "B_Truck_01_medical_F";
huron_typename = "B_Heli_Transport_03_unarmed_F"; // Default "B_Heli_Transport_03_unarmed_F";
ammobox_b_typename = "Box_NATO_AmmoVeh_F"; // Default "Box_NATO_AmmoVeh_F";
ammobox_o_typename = "Box_East_AmmoVeh_F"; // Default "Box_East_AmmoVeh_F";
opfor_ammobox_transport = "O_T_Truck_03_transport_ghex_F"; // Default "O_Truck_03_transport_F"; // Make sure this thing can transport ammo boxes (see box_transport_config down below) otherwise things will break
commander_classname = "B_officer_F"; // Default "B_officer_F"
crewman_classname = "B_crew_F"; // Default "B_crew_F";
pilot_classname = "B_Helipilot_F"; // Default "B_Helipilot_F";
KP_liberation_little_bird_classname = "B_Heli_Light_01_F"; // Default "B_Heli_Light_01_F" // classname of little birds that spawn on the lhd or chimera base
// *** FRIENDLIES ***
// Each array below represents one page of the build menu
// Format : [ "classname", manpower, ammo, fuel ]
// Example : [ "B_APC_Tracked_01_AA_F", 0, 40, 15 ],
// If overwrite is set to true, then the extension list will entirely replace the original list defined in classnames.sqf. Otherwise it will be appended to it.
// Useful for total conversions to RHS and such, without having to alter the original file.
infantry_units_overwrite = true;
infantry_units_extension = [
["B_T_Soldier_F",2,0,0],
["B_T_Soldier_GL_F",3,0,0],
["B_T_Soldier_AR_F",3,0,0],
["B_T_Medic_F",3,0,0],
["B_T_Soldier_M_F",3,0,0],
["B_T_Engineer_F",3,0,0],
["B_T_Soldier_LAT_F",4,0,0],
["B_T_Recon_F",4,0,0],
["B_T_Recon_Medic_F",4,0,0],
["B_T_Recon_M_F",5,0,0],
["B_T_Soldier_AA_F",5,10,0],
["B_T_Soldier_AT_F",5,10,0],
["B_T_Sniper_F",10,0,0],
["B_T_Soldier_PG_F",2,0,0],
["B_T_Crew_F",1,0,0],
["B_T_Helipilot_F",1,0,0]
];
light_vehicles_overwrite = true;
light_vehicles_extension = [
["B_T_Quadbike_01_F",0,0,1],
["B_T_MRAP_01_F",0,0,2],
["I_MRAP_03_F",0,0,2]],
["B_T_LSV_01_unarmed_F",0,0,2],
["B_T_MRAP_01_hmg_F",0,10,2],
["B_T_LSV_01_armed_F",0,10,2],
["I_MRAP_03_hmg_F",0,10,2],
["B_T_MRAP_01_gmg_F",0,20,2],
["I_MRAP_03_gmg_F",0,20,2],
["B_T_Truck_01_transport_F",0,0,5],
["B_T_Truck_01_covered_F",0,0,5],
["B_UGV_01_F",0,0,5],
["B_UGV_01_rcws_F",0,50,5],
["B_T_Boat_Transport_01_F",0,0,2],
["B_T_Boat_Armed_01_minigun_F",0,30,10]
];
heavy_vehicles_overwrite = true;
heavy_vehicles_extension = [
["B_T_APC_Wheeled_01_cannon_F",0,30,8],
["I_APC_Wheeled_03_cannon_F",0,30,8],
["B_T_APC_Tracked_01_rcws_F",0,30,15],
["I_APC_tracked_03_cannon_F",0,30,15],
["B_T_APC_Tracked_01_AA_F",0,40,15],
["B_T_MBT_01_cannon_F",0,75,20],
["I_MBT_03_cannon_F",0,75,20],
["B_T_MBT_01_TUSK_F",0,100,25],
["B_T_MBT_01_arty_F",0,750,30],
["B_T_MBT_01_mlrs_F",0,2500,100]
];
air_vehicles_overwrite = true;
air_vehicles_extension = [
["B_Heli_Light_01_F",0,0,10],
["B_Heli_Light_01_armed_F",0,40,10],
["I_Heli_light_03_unarmed_F",0,0,15]
["B_Heli_Transport_01_camo_F",0,25,15],
["B_Heli_Transport_03_F",0,25,20],
["B_T_VTOL_01_infantry_F",0,100,30],
["B_T_VTOL_01_vehicle_F",0,100,30],
["B_Heli_Attack_01_F",0,150,30],
["I_Plane_Fighter_03_CAS_F",0,400,50],
["B_Plane_CAS_01_F",0,500,50],
["B_T_VTOL_01_armed_F",0,750,50],
["B_UAV_01_F",0,0,5],
["B_UAV_02_F",0,250,20],
["B_UAV_02_CAS_F",0,250,20],
["B_T_UAV_03_F",0,250,20]
];
static_vehicles_overwrite = true;
static_vehicles_extension = [
["B_HMG_01_F",0,10,0],
["B_HMG_01_high_F",0,10,0],
["B_GMG_01_F",0,20,0],
["B_GMG_01_high_F",0,20,0],
["B_static_AA_F",0,25,0],
["B_static_AT_F",0,30,0],
["B_Mortar_01_F",0,50,0]
];
buildings_overwrite = true;
buildings_extension = [
["Land_Medevac_house_V1_F",0,0,0],
["Land_Medevac_HQ_V1_F",0,0,0],
["Land_CncBarrierMedium4_F",0,0,0],
["Land_CncWall4_F",0,0,0],
["Land_CncShelter_F",0,0,0],
["Land_HBarrier_01_line_5_green_F",0,0,0],
["Land_HBarrier_01_big_4_green_F",0,0,0],
["Land_HBarrier_01_wall_6_green_F",0,0,0],
["Land_HBarrier_01_wall_corner_green_F",0,0,0],
["Land_HBarrier_01_big_tower_green_F",0,0,0],
["Land_BagBunker_01_large_green_F",0,0,0],
["Land_BagBunker_01_small_green_F",0,0,0],
["Land_HBarrier_01_tower_green_F",0,0,0],
["Land_PortableLight_single_F",0,0,0],
["Land_PortableLight_double_F",0,0,0],
["CamoNet_BLUFOR_open_F",0,0,0],
["CamoNet_BLUFOR_big_F",0,0,0],
["Land_Cargo_House_V4_F",0,0,0],
["Land_Cargo_Patrol_V4_F",0,0,0],
["Flag_NATO_F",0,0,0],
["Land_HelipadSquare_F",0,0,0],
["Land_Razorwire_F",0,0,0],
["Land_BagFence_01_round_green_F",0,0,0],
["Land_ToolTrolley_02_F",0,0,0],
["Land_WeldingTrolley_01_F",0,0,0],
["Land_GasTank_02_F",0,0,0],
["Land_Workbench_01_F",0,0,0],
["Land_WaterTank_F",0,0,0],
["Land_WaterBarrel_F",0,0,0],
["Land_MetalCase_01_large_F",0,0,0],
["CargoNet_01_box_F",0,0,0],
["Land_CampingChair_V1_F",0,0,0],
["Land_CampingChair_V2_F",0,0,0],
["Land_CampingTable_F",0,0,0],
["MapBoard_altis_F",0,0,0],
["Land_Metal_rack_Tall_F",0,0,0],
["PortableHelipadLight_01_blue_F",0,0,0],
["Land_DieselGroundPowerUnit_01_F",0,0,0],
["Land_Pallet_MilBoxes_F",0,0,0],
["Land_PaperBox_open_full_F",0,0,0],
["Land_ClutterCutter_large_F",0,0,0]
];
support_vehicles_overwrite = true; // If you're going to overwrite this, make sure you have at least Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there
support_vehicles_extension = [
[Arsenal_typename,10,0,0],
[Respawn_truck_typename,20,0,5],
[FOB_box_typename,30,50,0],
[FOB_truck_typename,30,50,5],
["B_T_APC_Tracked_01_CRV_F",0,30,10],
["C_Offroad_01_repair_F",5,0,2],
["B_T_Truck_01_Repair_F",10,0,5],
["B_T_Truck_01_fuel_F",10,0,5],
["B_T_Truck_01_ammo_F",10,0,5],
["B_Slingload_01_Repair_F",5,0,0],
["B_Slingload_01_Fuel_F",5,0,0],
["B_Slingload_01_Ammo_F",5,0,0],
["Box_NATO_AmmoVeh_F",0,154,0],
["Box_East_AmmoVeh_F",0,115,0]
];
// All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them.
uavs = [
"B_UAV_01_F",
"B_UAV_02_F",
"B_UAV_02_CAS_F",
"B_UGV_01_F",
"B_UGV_01_rcws_F"
"B_T_UAV_03_F"
];
// Pre-made squads for the commander build menu. These shouldn't exceed 10 members.
// Light infantry squad
blufor_squad_inf_light = [
"B_T_Soldier_SL_F",
"B_T_Soldier_TL_F",
"B_T_Soldier_GL_F",
"B_T_Soldier_AR_F",
"B_T_Soldier_GL_F",
"B_T_Medic_F",
"B_T_Soldier_LAT_F",
"B_T_Soldier_F",
"B_T_Soldier_F"
];
// Heavy infantry squad
blufor_squad_inf = [
"B_T_Soldier_SL_F",
"B_T_Soldier_TL_F",
"B_T_Soldier_AR_F",
"B_T_Medic_F",
"B_T_Soldier_GL_F",
"B_T_Soldier_LAT_F",
"B_T_Soldier_LAT_F",
"B_T_Soldier_M_F"
];
// AT specialists squad
blufor_squad_at = [
"B_T_Soldier_SL_F",
"B_T_Soldier_AT_F",
"B_T_Soldier_AT_F",
"B_T_Soldier_AT_F",
"B_T_Medic_F",
"B_T_Soldier_F"
];
// AA specialists squad
blufor_squad_aa = [
"B_T_Soldier_SL_F",
"B_T_Soldier_AA_F",
"B_T_Soldier_AA_F",
"B_T_Soldier_AA_F",
"B_T_Medic_F",
"B_T_Soldier_F"
];
// Force recon squad
blufor_squad_recon = [
"B_T_Recon_TL_F",
"B_T_Recon_F",
"B_T_Recon_Exp_F",
"B_T_Recon_Medic_F",
"B_T_Recon_LAT_F",
"B_T_Recon_LAT_F",
"B_T_Recon_M_F",
"B_T_ghillie_tna_F",
"B_T_Recon_F"
];
// Paratroopers squad
blufor_squad_para = [
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F",
"B_T_Soldier_PG_F"
];
// *** BADDIES ***
// All OPFOR infantry. Defining a value here will replace the default value from the original mission.
opfor_sentry = "O_T_Soldier_F";
opfor_rifleman = "O_T_Soldier_F";
opfor_grenadier = "O_T_Soldier_GL_F";
opfor_squad_leader = "O_T_Soldier_SL_F";
opfor_team_leader = "O_T_Soldier_TL_F";
opfor_marksman = "O_T_Soldier_M_F";
opfor_machinegunner = "O_T_Soldier_AR_F";
opfor_heavygunner = "O_T_Soldier_AR_F";
opfor_medic = "O_T_Medic_F";
opfor_rpg = "O_T_Soldier_LAT_F";
opfor_at = "O_T_Soldier_AT_F";
opfor_aa = "O_T_Soldier_AA_F";
opfor_officer = "O_T_Officer_F";
opfor_sharpshooter = "O_T_ghillie_tna_F";
opfor_sniper = "O_T_Sniper_F";
opfor_engineer = "O_T_Engineer_F";
opfor_paratrooper = "O_T_Soldier_PG_F";
// OPFOR Vehicles to be used in secondary objectives
opfor_mrap = "O_T_LSV_02_unarmed_F";
opfor_mrap_armed = "O_T_LSV_02_armed_F";
opfor_transport_helo = "O_Heli_Transport_04_bench_F";
opfor_transport_truck = "O_T_Truck_03_covered_ghex_F";
opfor_fuel_truck = "O_T_Truck_03_fuel_ghex_F";
opfor_ammo_truck = "O_T_Truck_03_ammo_ghex_F";
opfor_fuel_container = "Land_Pod_Heli_Transport_04_fuel_F";
opfor_ammo_container = "Land_Pod_Heli_Transport_04_ammo_F";
opfor_flag = "Flag_CSAT_F";
// Militia infantry. Soldier classnames the game will pick from randomly
militia_squad_overwrite = true;
militia_squad_extension = [
"O_G_Soldier_SL_F",
"O_G_Soldier_A_F",
"O_G_Soldier_AR_F",
"O_G_medic_F",
"O_G_engineer_F",
"O_G_Soldier_exp_F",
"O_G_Soldier_GL_F",
"O_G_Soldier_M_F",
"O_G_Soldier_F",
"O_G_Soldier_LAT_F",
"O_G_Soldier_lite_F",
"O_G_Sharpshooter_F",
"O_G_Soldier_TL_F"
];
// Militia vehicles to choose from
militia_vehicles_overwrite = true;
militia_vehicles_extension = [
"O_G_Offroad_01_armed_F"
];
// All the vehicles that can spawn as sector defenders and patrols
opfor_vehicles_overwrite = true;
opfor_vehicles_extension = [
"O_T_APC_Tracked_02_cannon_ghex_F",
"O_T_APC_Wheeled_02_rcws_ghex_F",
"O_T_APC_Tracked_02_cannon_ghex_F",
"O_T_APC_Wheeled_02_rcws_ghex_F",
"O_T_MBT_02_cannon_ghex_F",
"O_T_MBT_02_cannon_ghex_F",
"O_T_APC_Tracked_02_AA_ghex_F",
"O_T_LSV_02_armed_F",
"O_T_LSV_02_armed_F",
"O_T_MRAP_02_hmg_ghex_F",
"O_T_MRAP_02_gmg_ghex_F"
];
// Same with lighter choices to be used when the alert level is low
opfor_vehicles_low_intensity_overwrite = true;
opfor_vehicles_low_intensity_extension = [
"O_T_APC_Tracked_02_cannon_ghex_F",
"O_T_APC_Wheeled_02_rcws_ghex_F",
"O_T_LSV_02_armed_F",
"O_T_LSV_02_armed_F",
"O_T_MRAP_02_hmg_ghex_F",
"O_T_MRAP_02_gmg_ghex_F"
];
// All the vehicles that can spawn as battlegroup members
opfor_battlegroup_vehicles_overwrite = true;
opfor_battlegroup_vehicles_extension = [
"O_T_LSV_02_armed_F",
"O_T_LSV_02_armed_F",
"O_T_MRAP_02_hmg_ghex_F",
"O_T_MRAP_02_gmg_ghex_F"
"O_T_APC_Tracked_02_cannon_ghex_F",
"O_T_APC_Wheeled_02_rcws_ghex_F",
"O_T_Truck_03_covered_ghex_F",
"O_T_MBT_02_cannon_ghex_F",
"O_T_MBT_02_cannon_ghex_F",
"O_T_APC_Tracked_02_AA_ghex_F",
"O_Heli_Attack_02_F",
"O_Heli_Light_02_F",
"O_Heli_Transport_04_bench_F",
"O_T_Truck_03_transport_ghex_F"
];
// Same with lighter choices to be used when the alert level is low
opfor_battlegroup_vehicles_low_intensity_overwrite = true;
opfor_battlegroup_vehicles_low_intensity_extension = [
"O_T_APC_Tracked_02_cannon_ghex_F",
"O_T_APC_Wheeled_02_rcws_ghex_F",
"O_T_LSV_02_armed_F",
"O_T_LSV_02_armed_F",
"O_T_MRAP_02_hmg_ghex_F",
"O_T_MRAP_02_gmg_ghex_F"
"O_T_Truck_03_covered_ghex_F",
"O_Heli_Transport_04_bench_F",
"O_T_Truck_03_transport_ghex_F"
];
// All the vehicles that can spawn as battlegroup members (see above) and also hold 8 soldiers as passengers.
// If something in here can't hold all 8 soldiers then buggy behaviours may occur
opfor_troup_transports_overwrite = true;
opfor_troup_transports_extension = [
"O_T_APC_Wheeled_02_rcws_ghex_F",
"O_T_Truck_03_covered_ghex_F",
"O_Heli_Transport_04_bench_F",
"O_T_Truck_03_transport_ghex_F",
"O_Heli_Light_02_F"
];
// Battlegroup members that will need to spawn in flight. Should be only helos but, who knows
opfor_choppers_overwrite = true;
opfor_choppers_extension = [
"O_Heli_Attack_02_F",
"O_Heli_Light_02_F",
"O_Heli_Transport_04_bench_F"
];
// Opfor military aircrafts
opfor_air_overwrite = true;
opfor_air_extension = [
"O_Plane_CAS_02_F"
];
// Other stuff
// civilians
civilians_overwrite = true;
civilians_extension = [
"C_Man_casual_1_F_tanoan",
"C_Man_casual_2_F_tanoan",
"C_Man_casual_3_F_tanoan",
"C_Man_casual_4_F_tanoan",
"C_Man_casual_5_F_tanoan",
"C_Man_casual_6_F_tanoan",
"C_man_sport_1_F_tanoan",
"C_man_sport_2_F_tanoan",
"C_man_sport_3_F_tanoan"
];
// Civilian vehicles
civilian_vehicles_overwrite = true;
civilian_vehicles_extension = [
"C_Hatchback_01_F",
"C_Hatchback_01_sport_F",
"C_Offroad_01_F",
"C_SUV_01_F",
"C_Van_01_transport_F",
"C_Van_01_box_F",
"C_Van_01_fuel_F",
"C_Quadbike_01_F",
"C_Offroad_02_unarmed_F",
"C_Truck_02_covered_F"
];
// Everything the AI troups should be able to resupply from
ai_resupply_sources_extension = [
"B_T_Truck_01_ammo_F"
];
// Everything that can resupply other vehicles
vehicle_repair_sources_extension = [
"B_T_Truck_01_Repair_F"
];
vehicle_rearm_sources_extension = [
"B_T_Truck_01_ammo_F"
];
vehicle_refuel_sources_extension = [
"B_T_Truck_01_fuel_F"
];
// Elite vehicles that should be unlocked through military base capture.
elite_vehicles_extension = [
"B_UGV_01_rcws_F",
"B_T_MBT_01_TUSK_F",
"B_T_MBT_01_arty_F",
"B_T_MBT_01_mlrs_F",
"B_Heli_Attack_01_F",
"I_Plane_Fighter_03_CAS_F",
"B_Plane_CAS_01_F",
"B_T_VTOL_01_armed_F",
"B_UAV_02_F",
"B_UAV_02_CAS_F",
"B_T_UAV_03_F"
];
// Blacklisted arsenal items such as deployable weapons that should be bought instead
// Useless if you're using a predefined arsenal in arsenal.sqf
// REMEMBER: Using of the Blacklist will decrease performance while entering the arsenal. Usage of Whitelist is highly recommended.
// Classnames of weapons which should not be available in the arsenal
blacklisted_from_arsenal_weapons = [
];
// Classnames of items (optics, uniforms, vests, etc.) which should not be available in the arsenal
blacklisted_from_arsenal_items = [
"optic_Nightstalker",
"optic_tws",
"optic_tws_mg"
];
// Classnames of magazines or explosives which should not be available in the arsenal
blacklisted_from_arsenal_magazines = [
];
// Classnames of backpacks which should not be available in the arsenal
blacklisted_from_arsenal_extension = [
];
// Configuration for ammo boxes transport
// First entry: classname
// Second entry: how far behind the vehicle the boxes should be unloaded
// Following entries: attachTo position for each box, the number of boxes that can be loaded is derived from the number of entries
box_transport_config_extension = [
[ "greuh_eh101_gr", -6.5, [0, 4.2, -1.45], [0, 2.5, -1.45], [0, 0.8, -1.45], [0, -0.9, -1.45] ]
];

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@ -171,7 +171,10 @@ support_vehicles_extension = [
// All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them.
uavs = [
"B_UAV_01_F",
"B_UAV_02_CAS_F"
"B_UAV_02_F",
"B_UAV_02_CAS_F",
"B_UGV_01_F",
"B_UGV_01_rcws_F"
];
// Pre-made squads for the commander build menu. These shouldn't exceed 10 members.

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@ -28,12 +28,9 @@ infantry_units = [
["B_soldier_M_F",3,0,0],
["B_engineer_F",3,0,0],
["B_soldier_LAT_F",4,0,0],
["B_Sharpshooter_F",5,0,0],
["B_HeavyGunner_F",5,0,0],
["B_recon_F",4,0,0],
["B_recon_medic_F",4,0,0],
["B_recon_M_F",5,0,0],
["B_Recon_Sharpshooter_F",8,0,0],
["B_soldier_AA_F",5,10,0],
["B_soldier_AT_F",5,10,0],
["B_sniper_F",10,0,0],

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@ -88,7 +88,7 @@ class Params
title = $STR_PARAMS_RESOURCESMULTIPLIER;
values[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 };
texts[] = { "x0.25", "x0.5", "x0.75", "x1", "x1.25","x1.5","x2","x3","x5","x10","x20","x50" };
default = 1;
default = 3;
};
class Spacer1 {
title = "";