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- ; Global values. If something isn't defined under a map layer, it will use these global values as default. Map layers set options override for that map layer
- ; Please note that this file is edited from Improved Gameplay by khaosmaou (nexus: readyornot/mods/170)
- [Global]
- ASTimeBetweenTargetingCivilians = 15.0 ; Time Between targeting civilians in Active Shooter (After killing the first civilian)
- ASTimeBeforeTargetingFirstCivilian = 90.0 ; Time Before targeting first civilian in Active Shooter
- BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes
- BTMaxBombs = 2 ; Max Bombs in Bomb Threat
- BTMaxDistanceFromSelectedBombs = 2500.0 ; Max Distance that AI can spawn from each bomb that is selected in Bomb Threat
- HRMaxDistanceFromSelectedSpawner = 2000.0 ; Max Distance that AI can spawn from the first selecte spawn point in Hostage Rescue
- HRMaxRoamers = 5 ; Max Roamers (AI that can go anywhere) in Hostage Rescue Only
- SuspectHealth = 150.0 ; Suspect Health
- SwatHealth = 200.0 ; Swat Health
- CivilianHealth = 100.0 ; Civilian Health
- UnalertedSightRange = 2500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
- AlertedSightRange = 5000 ; Alerted Sight Range
- UnalertedPerceptionHalfAngle = 80 ; Unalerted Half Angle (90 Half Angle = 180 Degrees Vision)
- AlertedPerceptionHalfAngle = 150 ; Alerted Half Angle (160 Half Angle = 320 Degrees Vision)
- MinCivilians = 3 ; Min Civilians
- MaxCivilians = 6 ; Max Civilians
- MinSuspects = 8 ; Min Suspects
- MaxSuspects = 16 ; Max Suspects
- MaxRoamers = 8 ; Max Roamers (In All Game Modes)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- SuspectExplosiveVestAccuracy = 5.0 ; Suspect explosive vest inaccuracy multiplier, higher values are more inaccurate when using explosive vests
- TimeBetweenIdleLines = 45.0; time between playing idle conversation lines
- SuspectAccuracy = 2.25 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- SuspectDefaultFireRate = 1.0 ; Default Fire Rate if we don't find it in the weapon look up
- SuspectRifleFireRate = 0.175
- SuspectRifleFireRateDeviation = (X=-0.25,Y=0.5)
- SuspectSMGFireRate = 0.1
- SuspectSMGFireRateDeviation = (X=0.1,Y=0.5)
- SuspectPistolFireRate = 0.2
- SuspectPistolFireRateDeviation = (X=0.0,Y=2.0)
- SuspectShotgunFireRate = 1.00
- SuspectShotgunFireRateDeviation = (X=0.0,Y=0.5)
- SuspectAccuracyLostPerMeter = 0.01 ; Value of 0.1 will lose 1 degree of accuracy every 10m (which is a lot).. don't tune this higher than ~0.1.
- SuspectAccuracyLostPerMeterSecond = 0.1 ; how much speed the AI will lose per meter second of movement speed (avg speed when shooing is around ~2.3 M/S)
- SuspectTimeWithWeaponUpBeforeFiring = 0.3 ; A value in seconds
- SuspectCoverEvaluationCooldown = 5.0 ; How long between cover evaluations in Seconds
- SuspectTrackLastKnownPositionTime = 120.0 ; How long too watch and monitor the targets last known position after losing sight of them
- RequiredTimeSpentOnTarget = 0.1 ; How long we must be targetting an enemy before we can shoot (ie if we change targets we must taret them for 0.3 seconds before we can shoot even if we're already aiming at them)
- SuspectMoraleMediumReload = 0.6 ;If morale goes below this use the medium reload speed
- SuspectMoraleLowReload = 0.2 ;If morale goes below this use te slow reload speed
- SuspectKnifeFakeForwardChance = 0.2; Chance to fake when player gets closing and is facing us (with knife)
- MaxMeleeSuspects = 0 ; Max amount of melee suspects that will spawn in the level
- AIStunDuration = 10.0 ; How long the AI is stunned for (in seconds)
- BeanbagStunDuration = 3.0 ; How long the AI is stunned for by beanbags (In seconds)
- MinMorale = 0.4 ; A value from 0.0 to 1.0
- MaxMorale = 1.0 ; A value from 0.0 to 1.0
- SuspectMinMorale = 0.4 ; A value from 0.0 to 1.0
- SuspectMaxMorale = 1.0 ; A value from 0.0 to 1.0
- KickDoorMorale = -0.3 ; Amount of morale lost when door is kicked in
- KillEnemyMorale = -0.2 ; Amount of morale lost when a suspect is killed in front of another
- GrenadeDetonateMorale = -0.5 ; Amount of morale lost when a grenade detonates
- BeanbagShotgunMorale = -0.2 ; Amount of morale lost when hit with a beanbag
- PepperballMorale = -0.1 ; Amount of morale lost when hit with a CS pepperball
- PeppersprayMorale = -0.5 ; Amount of morale lost per second of spraying
- TaserMorale = -1.0 ; Amount of morale lost when shocked by the taser
- BashMorale = -1.0 ; Amount of morale lost when bashed with a weapon
- C2Morale = -0.5 ; Amount of morale lost when C2 door breach charge is used
- StunHealth = 100 ; Stun Damage ; must do X *damage* until they are stunned
- GrenadeStunDamage = 100
- BeanbagShotgunStunDamage = 100
- PepperballStunDamage = 25
- TaserStunDamage = 100
- NineBangerAccuracyPenalty = 0.05 ; Accuracy penalty percentage applied per ninebanger bang, up to 4x
- AccuracyPenaltyRecovery = 0.02 ; Accuracy penalty percentage recovery per second
- MinFlees = 0 ; Flee Settings
- MaxFlees = 1
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- MaxTrapsPrePlaced = 0 ; Max amount of traps pre-placed before game start
- MaxTrapsPlaceable = 4 ; Max amount of traps suspects can place in total
- MaxTrapsSuspectCanPlace = 1 ; Max amount of traps a single suspect can place during gameplay
- MaxLockedDoorsPercentage = 0.3 ; Percentage of locked doors in the level (0.225 = 22.5%)
- PrePlaceTrapsNearAISpawns = 1 ; Should pre-placed traps spawn closer to AI spawns, 0 or 1
- PrePlaceTrapsNearAISpawnChance = 0.5 ; When spawning near AI, chance for given door to get a trap for randomness. 0.0-1.0
- TrapType = "Explosive, Flashbang, Alarm" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.15 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxKeycards = 2 ; Maximum number of keycards allowed to spawn
- HesitationChanceToSurrender = 0.15 ; Chance that the AI should surrender if they are in a no exit state state
- HesitationChanceToFakeSurrender = 0.15 ; Chance that the AI should fake surrender if they are in a no exit state state
- HesitationChanceToGoArmedAndDangerous = 1.0; Chance that the AI should go armed and dangerous if they are in a no exit state state (Suspect Only)
- HesitationTimeToHesitateSuspectArmed = 15.0 ; Usually we don't want any kind of hesitation if a suspect as armed, this may change in the future
- HesitationTimeToHesitateUnarmed = 60.0 ; This should be a relatively high value otherwise the hesitation anim may 'pop'
- HesitationChanceForArmedSuspectToHesitate = 0.5
- SuspectChanceToSpawnWithNoWeapon = 0.0 ; If suspect has no weapon then weapon will be drawn after fleeing and breaking LOS or by fake surrendering
- TimeToFireAtDoorAfterKick = 5.0 ; How long to target a door after we're away of the door being kicked
- SwatAccuracy = 0.6 ; Swat accuracy in degrees
- SwatTimeWithWeaponUpBeforeFiring = 0.1 ; A value in seconds
- SwatRifleFireRate = 0.175
- SwatRifleFireRateDeviation = (X=-0.25,Y=0.5)
- SwatSMGFireRate = 0.1
- SwatSMGFireRateDeviation = (X=0.0,Y=0.5)
- SwatPistolFireRate = 0.2
- SwatPistolFireRateDeviation = (X=0.0,Y=2.0)
- SwatShotgunFireRate = 0.5
- SwatShotgunFireRateDeviation = (X=0.0,Y=0.5)
- SwatLessLethalFireRate = 1.0
- SwatLessLethalFireRateDeviation = (X=0.0,Y=0.5)
- SwatAccuracyLostPerMeter = 0.0
- SwatCoverEvaluationCooldown = 2.0
- SwatTrackLastKnownPositionTime = 5.0
- SwatDoorLockpickDistance = 70.0
- SwatDoorKickDistance = 50.0
- SwatDoorShotgunDistance = 50.0
- SwatDoorC2PlaceDistance = 80.0
- SwatDoorTrapDisarmDistance = 70.0
- SwatDoorMirrorDistance = 70.0
- SwatDoorWedgeDistance = 50.0
- SwatDoorOpenDistance = 25.0 ; For Open/Close Door command
- MaxDoorInteractionDistance = 1000.0
- CoverSearchExtent = 1500.0 ; The extent of the cover search area (how far to look for cover)
- CoverSearchExclusionRadiusAroundInstigator = 1100.0 ; Exclude all cover points found within the instigator's range
- CoverLandmarkSearchExtent = 1000.0 ; The extent of the cover search area (how far to look for cover landmarks)
- BoneTargetZones = "upperarm_RI, upperarm_LE, thigh_LE, thigh_RI" ; Zone 1
- BoneTargetZones = "spine_2, spine_1" ; Zone 2
- BoneTargetZones = "head, spine_3" ; Zone 3
- BoneRetargetingRate = 1.0 ; The amount of time in seconds until retargeting to another bone in the current zone
- EngagementTimeUntilReachedLastBoneZone = 1.0 ; The amount of time in seconds it takes to reach the last bone target zone while engaging on an enemy
- MoraleGainPerShot = 0.25 ; Amount of morale gained per shot of firing a weapon
- FlashlightPerceptionRange = 3000.0 ; Distance in centimeters. Max range to perceive flashlights. If flashlight goes beyond the specified range, forget the flashlight. Default 20m
- FlashlightSeenReactionTime = 0.75 ; The amount of time in seconds until reacting to the percieved flashlight. Default 0.25 seconds = Average human reaction time
- FlashlightForgetTime = 5.0 ; The amount of time in seconds to forget the flashlight after not seeing it. Default 0.5 seconds
- GrenadePerceptionRange = 4500 ; Distance in centimeters. Default 15m
- GrenadeSeenReactionTime = 0.25 ; The amount of time in seconds until reacting to seeing a thrown grenade. Default 0.25 seconds = Average human reaction time
- GrenadeHeardReactionTime = 0.25 ; The amount of time in seconds until reacting to hearing a thrown grenade hit. Default 0.25 seconds = Average human reaction time
- GrenadeDetonateReactionTime = 0.25 ; The amount of time in seconds until reacting to a grenade detonation. Default 0.25 seconds = Average human reaction time
- GrenadeForgetTime = 1.0 ; The amount of time in seconds till we forget the grenade after not sensing it anymore. Default 0.5 seconds
- GeneralExplosionReactionTime = 0.15 ; The amount of time in seconds until reacting to an explosion of any kind (excluding grenade detonations). Default 0.25 seconds = Average human reaction time
- GunShotHearingRange = 2500.0 ; Distance in centimeters. Default 7m
- GunShotReactionTime = 0.25 ; Suspect reaction time to gunshots
- GunShotForgetTime = 120.0 ; Suspect forgets gunshots after this amount of time
- DoorStimulusReactionTIme = 0.25 ; Suspect reaction time to door activity
- ; Lobby where you select missions and can practice
- [Lobby_V2]
- HesitationChanceToSurrender = 0.0
- HesitationChanceToFakeSurrender = 0.0
- HesitationChanceToGoArmedAndDangerous = 0.0
- MaxMorale = 1.0
- CivilianMaxMorale = 1.0
- CivilianMinMorale = 1.0
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- ; STABLE MAPS
- ; 4U Gas Station
- [RoN_Gas_Core_BarricadedSuspects]
- MinCivilians = 2 ; Min Civilians
- MaxCivilians = 4 ; Max Civilians
- MinSuspects = 4 ; Min Suspects
- MaxSuspects = 8 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- HesitationChanceToSurrender = 0.2
- HesitationChanceToFakeSurrender = 0.4
- [RoN_Gas_Core_Raid]
- MinCivilians = 3 ; Min Civilians
- MaxCivilians = 6 ; Max Civilians
- MinSuspects = 5 ; Min Suspects
- MaxSuspects = 10 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive, Flash" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- [RoN_Gas_Core_ActiveShooter]
- MinCivilians = 8 ; Min Civilians
- MaxCivilians = 16 ; Max Civilians
- MinSuspects = 1 ; Min Suspects
- MaxSuspects = 4 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_Gas_Core_BombThreat]
- MinCivilians = 3 ; Min Civilians
- MaxCivilians = 6 ; Max Civilians
- MinSuspects = 3 ; Min Suspects
- MaxSuspects = 6 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- BTTimeUntilBombExplodes = 360 ; Time Until Bomb Threat Explodes
- [RoN_Gas_Core_HostageRescue]
- MinCivilians = 2 ; Min Civilians
- MaxCivilians = 6 ; Max Civilians
- MinSuspects = 4 ; Min Suspects
- MaxSuspects = 8 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
- ; Wenderly Hills Hotel
- [RoN_Hotel_Core_BarricadedSuspects]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 8 ; Min Suspects
- MaxSuspects = 14 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 2 ; Max civilians with explosive vests
- [RoN_Hotel_Core_Raid]
- MinCivilians = 4 ; Min Civilians
- MaxCivilians = 8 ; Max Civilians
- MinSuspects = 10 ; Min Suspects
- MaxSuspects = 20 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests
- [RoN_Hotel_Core_ActiveShooter]
- MinCivilians = 8 ; Min Civilians
- MaxCivilians = 16 ; Max Civilians
- MinSuspects = 2 ; Min Suspects
- MaxSuspects = 6 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 0 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- ASTimeBeforeTargetingFirstCivilian = 120.0 ; Time Before targeting first civilian in Active Shooter
- MaxExplosiveVestSuspects = 1 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_Hotel_Core_BombThreat]
- MinCivilians = 4 ; Min Civilians
- MaxCivilians = 8 ; Max Civilians
- MinSuspects = 7; Min Suspects
- MaxSuspects = 14 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- BTTimeUntilBombExplodes = 600 ; Time Until Bomb Threat Explodes
- [RoN_Hotel_Core_HostageRescue]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 8 ; Min Suspects
- MaxSuspects = 16 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
- ; 213 Park Homes
- [RoN_Meth_Core_BarricadedSuspects]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 14 ; Max Civilians
- MinSuspects = 9 ; Min Suspects
- MaxSuspects = 18 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_Meth_Core_Raid]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 14 ; Max Civilians
- MinSuspects = 10 ; Min Suspects
- MaxSuspects = 20 ; Max Suspects
- MaxRoamers = 5 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- ; Caesar's Cars Dealership
- [RoN_Dealer_Core_BarricadedSuspects]
- MaxCivilians = 6 ; Max Civilians
- MinSuspects = 9 ; Min Suspects
- MaxSuspects = 18 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 3 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 2 ; Max civilians with explosive vests
- [RoN_Dealer_Core_BombThreat]
- MinCivilians = 4 ; Min Civilians
- MaxCivilians = 8 ; Max Civilians
- MinSuspects = 6 ; Min Suspects
- MaxSuspects = 12 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes
- ; Port Hokan
- [RoN_Port_Core_BarricadedSuspects]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 12 ; Min Suspects
- MaxSuspects = 18 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_Port_Core_Raid]
- MinCivilians = 9 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 15 ; Min Suspects
- MaxSuspects = 20 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_Port_Core_BombThreat]
- MinCivilians = 4 ; Min Civilians
- MaxCivilians = 8 ; Max Civilians
- MinSuspects = 7 ; Min Suspects
- MaxSuspects = 14 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes
- [RoN_Port_Core_HostageRescue]
- MinCivilians = 4 ; Min Civilians
- MaxCivilians = 8 ; Max Civilians
- MinSuspects = 7 ; Min Suspects
- MaxSuspects = 14 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
- ; Cherryessa Farm
- [RoN_Farm_Core_BarricadedSuspects]
- MaxCivilians = 5 ; Max Civilians
- MinSuspects = 15 ; Min Suspects
- MaxSuspects = 20 ; Max Suspects
- MaxRoamers = 5 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 4 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 2 ; Max civilians with explosive vests
- [RoN_Farm_Core_Raid]
- MaxCivilians = 5 ; Max Civilians
- MinSuspects = 14 ; Min Suspects
- MaxSuspects = 28 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Flashbang, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- ; Voll Health House
- [RoN_Valley_Core_BarricadedSuspects]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 14 ; Min Suspects
- MaxSuspects = 22 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- ; Brisa Cove
- [RoN_Penthouse_Core_BarricadedSuspects]
- MinCivilians = 5 ; Min Civilians
- MaxCivilians = 7 ; Max Civilians
- MinSuspects = 12 ; Min Suspects
- MaxSuspects = 18 ; Max Suspects
- MaxRoamers = 6 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- ; Neon Nightclub
- [RoN_Club_Core_BarricadedSuspects]
- MinCivilians = 10 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 14 ; Min Suspects
- MaxSuspects = 20 ; Max Suspects
- MaxRoamers = 6 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 4 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests
- ; TESTING MAPS
- ; Ridgeline
- [RoN_Ridgeline_Core_BarricadedSuspects]
- MinCivilians = 3 ; Min Civilians
- MaxCivilians = 6 ; Max Civilians
- MinSuspects = 3 ; Min Suspects
- MaxSuspects = 6 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- ; Agency
- [RoN_Agency_Core_HostageRescue]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 7 ; Min Suspects
- MaxSuspects = 12 ; Max Suspects
- MaxRoamers = 0 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
- ; Fast Food
- [RoN_FastFood_Core_BarricadedSuspects]
- MinCivilians = 5 ; Min Civilians
- MaxCivilians = 7 ; Max Civilians
- MinSuspects = 4 ; Min Suspects
- MaxSuspects = 7 ; Max Suspects
- MaxRoamers = 1 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_FastFood_Core_Raid]
- MinCivilians = 5 ; Min Civilians
- MaxCivilians = 7 ; Max Civilians
- MinSuspects = 6 ; Min Suspects
- MaxSuspects = 9 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- [RoN_FastFood_Core_ActiveShooter]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 1 ; Min Suspects
- MaxSuspects = 3 ; Max Suspects
- MaxRoamers = 0 ; Max Roamers (In All Game Modes)
- MaxTraps = 0 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
- ; Hospital
- [RoN_Hospital_Core_BarricadedSuspects]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 12 ; Min Suspects
- MaxSuspects = 18 ; Max Suspects
- MaxRoamers = 4 ; Max Roamers (In All Game Modes)
- MaxTraps = 4 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife)
- MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests
- [RoN_Hospital_Core_Raid]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 16 ; Min Suspects
- MaxSuspects = 24 ; Max Suspects
- MaxRoamers = 3 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.50 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0.2 ; Percentage of open doors in the level (0.075 = 7.5%)
- SuspectAccuracy = 2.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife)
- MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests
- [RoN_Hospital_Core_ActiveShooter]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 4 ; Min Suspects
- MaxSuspects = 6 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Explosive" ; What trap types are allowed, comma seperated
- SuspectAccuracy = 3.0 ; Suspect Accuracy in Degrees (0.0f = Perfectly Accurate, 5+ = Can't really hit anything beyond 10m)
- ASTimeBeforeTargetingFirstCivilian = 120.0 ; Time Before targeting first civilian in Active Shooter
- SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife)
- MaxExplosiveVestSuspects = 2 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 1 ; Max civilians with explosive vests
- [RoN_Hospital_Core_BombThreat]
- MinCivilians = 6 ; Min Civilians
- MaxCivilians = 12 ; Max Civilians
- MinSuspects = 4 ; Min Suspects
- MaxSuspects = 6 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 3 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- BTTimeUntilBombExplodes = 720 ; Time Until Bomb Threat Explodes
- SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife)
- [RoN_Hospital_Core_HostageRescue]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 7 ; Min Suspects
- MaxSuspects = 12 ; Max Suspects
- MaxRoamers = 0 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Alarm, Explosive" ; What trap types are allowed, comma seperated
- UnalertedSightRange = 1500 ; Unalerted Sight Range (Unalerted = Hasn't heard any noise/Hasn't spotted a swat officer)
- SuspectKnifeFakeForwardChance = 0.4; Chance to fake when player gets closing and is facing us (with knife)
- ; Data Center (Default Test Map)
- [RoN_DataCenter_Core_BarricadedSuspects]
- MinCivilians = 7 ; Min Civilians
- MaxCivilians = 9 ; Max Civilians
- MinSuspects = 11 ; Min Suspects
- MaxSuspects = 16 ; Max Suspects
- MaxRoamers = 2 ; Max Roamers (In All Game Modes)
- MaxTraps = 2 ; Max traps that should exist in a level, pre-placed and suspect-placed included
- TrapType = "Explosive" ; What trap types are allowed, comma seperated
- MaxLockedDoorsPercentage = 0.80 ; Percentage of locked doors in the level (0.225 = 22.5%)
- MaxOpenDoorsPercentage = 0 ; Percentage of open doors in the level (0.075 = 7.5%)
- MaxExplosiveVestSuspects = 0 ; Max suspects with explosive vests
- MaxExplosiveVestCivilians = 0 ; Max civilians with explosive vests
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