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//#if __has_include("\z\mjb\addons\arsenal\missionTemplateDesc.hpp")
// #include "\z\mjb\addons\arsenal\missionTemplateDesc.hpp"
//#else
tmf_version[] = {1,1,0}; // DO NOT CHANGE THIS. This is the core version of the template that your mission was started with.
enableDebugConsole = 1; // Allows the logged in admin to use the debug console from the escape page.
enableTargetDebug = 1;
respawnButton = 1;
disabledAI = 0;
class CfgDebriefing
{
class Success
{
title = "Mission Success";
subtitle = "";
description = "";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
class Failed
{
title = "Mission Failed";
subtitle = "";
description = "";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
class CustomEnding1
{
title = "Custom Ending #1";
subtitle = "";
description = "*** Explanation for the debriefing page ***";
// pictureBackground = "";
// picture = "";
// pictureColor[] = {0.0,0.3,0.6,1};
};
};
// DO NOT REMOVE. Include the macros for custom loadouts.
#include "loadouts\_macros.hpp"
class CfgLoadouts
{
#if __has_include("\z\mjb\addons\arsenal\player_loadout.hpp")
import rats from CfgLoadouts;
import example_enemy from CfgLoadouts;
class PLAYER_LOADOUT : rats
{
displayName = "Example Player Loadout";
//#include "loadouts\player_loadout.hpp" // Uncomment if altering player loadouts
};
class xENEMY_LOADOUT : example_enemy
{
//displayName = "xExample Enemy Loadout";
//#include "loadouts\enemy_loadout.hpp" // Uncomment if altering enemy loadouts
};
#else
class PLAYER_LOADOUT
{
displayName = "Example Player Loadout";
#include "loadouts\player_loadout.hpp"
};
class xENEMY_LOADOUT
{
displayName = "Example Enemy Loadout";
#include "loadouts\enemy_loadout.hpp"
};
#endif
};//*/
class CfgDebriefingSections
{
class tmf_adminlog
{
title = "TMF Log";
variable = "TMF_adminmenu_debrief";
};
class acex_killTracker
{
title = "ACEX Killed Events";
variable = "acex_killTracker_outputText";
};
};
//#endif
class Extended_InitPost_EventHandlers
{
/*/ Copy below block for each unit class in your group compositions.
class CUP_B_USMC_Soldier { // class to add role to, (typeOf unit)
class varInit {
// gear assignment, third argument is the role to add
init = "if !(local _this) exitWith {}; [_this select 0, 'xENEMY_LOADOUT', 'r'] call tmf_assigngear_fnc_assigngear;";
};
};//*/
};
class Params
{
/*/ Time of Day
class time
{
title = "Time of Day (Default: Noon)";
texts[] = {"Random", "Dawn", "Morning", "Noon", "Afternoon", "Dusk", "Midnight"};
values[] = {0,1,2,3,4,5,6};
default = 3;
};//*/
};
/*/ Moved to MJB ARMA V2, can be altered here
class ACEX_Fortify_Presets {
class rats {
displayName = "RATS";
objects[] = {
{"FootBridge_0_ACR", 5},
{"Land_Plank_01_4m_F", 5},
{"Land_tires_EP1", 10},
{"Land_Tyres_F", 10},
{"ClutterCutter_small_2_EP1", 10},
{"TyreBarrier_01_black_F", 15},
{"Land_Misc_ConcPipeline_EP1", 25},
{"Land_BagBunker_Small_F", 35},
{"Land_fort_rampart", 40} // replace with one appropriate to weather if needed
};
};
};//*/