[] spawn { sleep 1; waitUntil {!(isNil "CBAACT")}; if (CBAACT && VCM_USECBASETTINGS) then { [ "VCM_ActivateAI", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Vcom Active", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true, // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ActivateAI = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //VCM_USECBASETTINGS = true; If CBA is enabled on the host, use the CBA default settings. If false, use the filepatching settings instead. [ "VCM_USECBASETTINGS", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Use CBA-Vcom Settings?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true, // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_USECBASETTINGS = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_Debug", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Enable Debug Mode. Mostly systemchat messages.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. false,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_Debug = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_SIDEENABLED", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "LIST", // setting type "Sides impacted by Vcom.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [[[west,east,Resistance],[west,east],[west],[east],[Resistance],[Resistance,west],[Resistance,east]],[["West, East, Resistance"],["West, East"],["West"],["East"],["Resistance"],["Resistance, West"],["Resistance, East"]],0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_SIDEENABLED = _this; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ARTYENABLE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Enable AI use of Artillery", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true, // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ARTYENABLE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ARTYSIDES", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "LIST", // setting type "Sides that will use VCOM Artillery", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [[[west,east,Resistance],[west,east],[west],[east],[Resistance],[Resistance,west],[Resistance,east]],[["West, East, Resistance"],["West, East"],["West"],["East"],["Resistance"],["Resistance, West"],["Resistance, East"]],0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ARTYSIDES = _this; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_MEDICALACTIVE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI attempt to heal themselves. Medics heal others.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_MEDICALACTIVE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_CARGOCHNG", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Vcom handling of disembark/embarking for AI?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_CARGOCHNG = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_TURRETUNLOAD", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Disembark from turret positions?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_TURRETUNLOAD = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_DISEMBARKRANGE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Distance AI disembark from the enemy?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [50,1000,200,0], // data for this setting: [min, max, default, number of shown trailing decimals] true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_DISEMBARKRANGE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_StealVeh", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI steal empty/unlocked vehicles?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_StealVeh = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ClassSteal", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Class restriction for stealing vehicles", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ClassSteal = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ForceSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Enforce AI Speed 'FULL'?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_FullSpeed = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ADVANCEDMOVEMENT", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI generate new waypoints to flank.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ADVANCEDMOVEMENT = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_FRMCHANGE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI change formations based on location.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_FRMCHANGE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_SKILLCHANGE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI impacted by Vcom skill settings.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_SKILLCHANGE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AIDISTANCEVEHPATH", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Distance AI will steal vehicles from.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1000,100,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDISTANCEVEHPATH = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_RAGDOLL", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI Ragdoll when hit?", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_RAGDOLL = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_RAGDOLLCHC", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Chance for AI to ragdoll when hit.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,100,100,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_RAGDOLLCHC = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_HEARINGDISTANCE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Distance AI can hear gunfire.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,10000,1200,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_HEARINGDISTANCE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_SUPDIST", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Distance AI can hear suppressed gunfire.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,10000,200,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_SUPDIST = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_WARNDIST", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Distance AI will call for reinforcements from.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,10000,1000,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_WARNDIST = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_WARNDELAY", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Time (seconds) AI wait before support called.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,10000,30,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_WARNDELAY = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_STATICARMT", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Time (seconds) AI stay on unarmed Static Weapons", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,10000,300,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_STATICARMT = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_MINEENABLED", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Enable AI placing mines", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_MINEENABLED = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_MINECHANCE", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Chance for AI to place a mine, once in combat.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,100,75,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_MINECHANCE = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ARTYDELAY", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Delay before artillery requests. SIDE BASED.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,5000,30,0], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ARTYDELAY = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AIMagLimit", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Mag count AI begin to look for additional mags.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [2,10,5,0], // data for this setting: [min, max, default, number of shown trailing decimals] true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIMagLimit = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AISNIPERS", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Special marksman/sniper AI", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AISNIPERS = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AISUPPRESS", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI attempt to suppress enemies more, and at a further range.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AISUPPRESS = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_ADVANCEDMOVEMENT", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI generate new waypoints to flank.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_ADVANCEDMOVEMENT = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_DrivingActivated", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Experimental Improvements to AI driving.", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. false,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; Vcm_DrivingActivated = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_PlayerAISkills", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "Player AI recieve unique skill settings", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; Vcm_PlayerAISkills = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_SmokeGrenadeChance", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Chance AI throw smoke", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,100,10,2], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; Vcm_SmokeChance = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_GrenadeChance", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Chance AI throw grenades", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,100,10,2], // data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; Vcm_GrenadeChance = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //SKILL SETTINGS [ "Vcm_AISkills_SideSpecific", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI skill settings are side specific", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. false,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_SIDESPECIFICSKILL = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //WEST SIDE SKILLS //WEST SIDE SKILLS //WEST SIDE SKILLS //WEST SIDE SKILLS //West side skill VCM_AIDIFWEST = [['aimingAccuracy',0.25],['aimingShake',0.15],['aimingSpeed',0.35],['commanding',0.85],['courage',0.5],['general',1],['reloadSpeed',1],['spotDistance',0.85],['spotTime',0.85]]; [ "Vcm_AISkills_West_AimingAccuracy", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West aiming accuracy", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.25,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [0,['aimingAccuracy',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_aimingShake", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West aiming shake", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [1,['aimingShake',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_aimingSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West aiming speed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [2,['aimingSpeed',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_commanding", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West commanding", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [3,['commanding',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_courage", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West courage", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [4,['courage',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_general", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West general", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [5,['general',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_reloadSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West reloadSpeed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,1,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [6,['reloadSpeed',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_spotDistance", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West spotDistance", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [7,['spotDistance',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_West_spotTime", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "West spotTime", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI West Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFWEST set [8,['spotTime',_value]]; publicVariable "VCM_AIDIFWEST"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //EAST SIDE SKILLS //EAST SIDE SKILLS //EAST SIDE SKILLS //EAST SIDE SKILLS //EAST side skill VCM_AIDIFWEST = [['aimingAccuracy',0.25],['aimingShake',0.15],['aimingSpeed',0.35],['commanding',0.85],['courage',0.5],['general',1],['reloadSpeed',1],['spotDistance',0.85],['spotTime',0.85]]; [ "Vcm_AISkills_East_AimingAccuracy", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East aiming accuracy", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.25,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [0,['aimingAccuracy',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_aimingShake", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East aiming shake", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [1,['aimingShake',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_aimingSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East aiming speed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [2,['aimingSpeed',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_commanding", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East commanding", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [3,['commanding',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_courage", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East courage", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [4,['courage',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_general", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East general", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [5,['general',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_reloadSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East reloadSpeed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,1,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [6,['reloadSpeed',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_spotDistance", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East spotDistance", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [7,['spotDistance',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_East_spotTime", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "East spotTime", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI East Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFEast set [8,['spotTime',_value]]; publicVariable "VCM_AIDIFEast"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //Resistance SIDE SKILLS //Resistance SIDE SKILLS //Resistance SIDE SKILLS //Resistance SIDE SKILLS //Resistance side skill VCM_AIDIFWEST = [['aimingAccuracy',0.25],['aimingShake',0.15],['aimingSpeed',0.35],['commanding',0.85],['courage',0.5],['general',1],['reloadSpeed',1],['spotDistance',0.85],['spotTime',0.85]]; [ "Vcm_AISkills_Resistance_AimingAccuracy", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance aiming accuracy", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.25,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [0,['aimingAccuracy',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_aimingShake", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance aiming shake", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [1,['aimingShake',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_aimingSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance aiming speed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [2,['aimingSpeed',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_commanding", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance commanding", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [3,['commanding',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_courage", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance courage", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [4,['courage',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_general", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance general", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [5,['general',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_reloadSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance reloadSpeed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,1,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [6,['reloadSpeed',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_spotDistance", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance spotDistance", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [7,['spotDistance',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_Resistance_spotTime", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Resistance spotTime", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI Resistance Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFResistance set [8,['spotTime',_value]]; publicVariable "VCM_AIDIFResistance"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //General skills //General skills //General skills //General skills //VCM_AIDIFA = [['aimingAccuracy',0.25],['aimingShake',0.15],['aimingSpeed',0.35],['commanding',0.85],['courage',0.5],['general',1],['reloadSpeed',1],['spotDistance',0.85],['spotTime',0.85]]; [ "Vcm_AISkills_General_AimingAccuracy", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General aiming accuracy", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.25,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [0,['aimingAccuracy',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_aimingShake", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General aiming shake", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.15,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [1,['aimingShake',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_aimingSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General aiming speed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.35,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [2,['aimingSpeed',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_commanding", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General commanding", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [3,['commanding',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_courage", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General courage", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [4,['courage',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_general", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General general", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.5,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [5,['general',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_reloadSpeed", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General reloadSpeed", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,1,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [6,['reloadSpeed',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_spotDistance", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General spotDistance", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [7,['spotDistance',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "Vcm_AISkills_General_spotTime", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "General spotTime", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM AI General Skill", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1,0.85,2], // data for this setting: false, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AIDIFA set [8,['spotTime',_value]]; publicVariable "VCM_AIDIFA"; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AISkills_General_EM", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "CHECKBOX", // setting type "AI will use Enhanced Movement", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. true,// data for this setting: true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; Vcm_AI_EM = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AISkills_General_EM_CHN", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Chance AI squads will use Enhanced Movement - every 0.5 secs", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,100,10,0], // data for this setting: [min, max, default, number of shown trailing decimals] true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; Vcm_AI_EM_CHN = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; [ "VCM_AISkills_General_EM_CLDWN", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "SLIDER", // setting type "Cool down on Enhanced Movement - in secs", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "VCOM SETTINGS", // Pretty name of the category where the setting can be found. Can be stringtable entry. [0,1000,10,0], // data for this setting: [min, max, default, number of shown trailing decimals] true, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; VCM_AI_EM_CLDWN = _value; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; //VCM_AIDIFA }; diag_log "VCOM: Loaded CBA settings"; };