"cpsetup.txt" { "navfile" "ramelle" "nightlighting" "0" "theater_conditions" { "?has_stg44_access" "1" "?has_fg42_access" "1" "?has_m1para_access" "1" } "allowed_units" { //commonwealth "unit" "unit_commonwealth_british" "unit" "unit_commonwealth_canada" "unit" "unit_commonwealth_no2commando" "unit" "unit_commonwealth_princess_patricia" "unit" "unit_commonwealth_highlander" "unit" "unit_commonwealth_12thfrontier" "unit" "unit_commonwealth_argyll" "unit" "unit_commonwealth_unit_commonwealth_seaforth" "unit" "unit_commonwealth_royal_hamilton" "unit" "unit_commonwealth_grenadier" "unit" "unit_commonwealth_fusilier" // german "unit" "unit_german_wehrmacht" // american "unit" "unit_american_usarmy" "unit" "unit_american_101stairborne" "unit" "unit_american_2ndrangers" "unit" "unit_american_29thinfantry" } "stronghold" { "TeamOne" "americans" "TeamTwo" "axis" "AttackingTeam" "TEAM_TWO" "controlpoint" "courtyard" // 0 - A "controlpoint" "alley" // 1 - B "controlpoint" "market" // 2 - C "controlpoint" "alamo" // 3 - D "entities" { "obj_ammo_crate" //places resupply crate in the map { "origin" "8329.48 7261.76 76" //crate's map position "angles" "0 180 0" "targetname" "ammocrate_02_axis" //"ammocrate_02_allies", etc..."ammocrate_01_axis" for axis team "teamnumber" "3" //"2" for allied and "3" for axis "ResupplyProximity" "400" //max distance from crate to access } } "ai" { "allied_count_minimum_players_base" "4" //friendly ai count with minimum human players in-game "enemy_count_minimum_players_base" "14" //enemy ai count with minimum human players in-game "allied_count_maximum_players_base" "0" //friendly ai count with maximum human players in-game "enemy_count_maximum_players_base" "18" //enemy ai count with maximum human players in-game "friendly_count_solo_base" "7" //friendly ai count for solo game mode "enemy_count_solo_base" "18" //enemy ai count for solo game mode "max_vision_range" "3200" //overrides the bot's visual distance "objectives" { "objective_index" "0" //corresponds to the first objective "flank_points" //tells some AI to use a designated flanking position before moving to objective { "location" "407 1123 123" //position in map that marks a flanking route to objective } } "objectives" { "objective_index" "1" //corresponds to the first objective "respawn_time" "15" //adjusts the respawn time for the objective } "objectives" { "objective_index" "2" //corresponds to the first objective "required_objectives" "1" //requires objectives 0 and 1 to be completed before activating "respawn_time" "20" //adjusts the respawn time for the objective "fortify_ranking_center" "2524 230 -1015" //tells AI to focus their forces in a specific area "fortify_ranking_amount" "200" //Prioity of that area...range from 0 to 1000 "fortify_ranking_radius" "1000" } "objectives" { "objective_index" "3" //corresponds to the first objective "required_objectives" "2" "respawn_time" "20" //adjusts the respawn time for the objective } "objectives" { "objective_index" "4" //corresponds to the first objective "required_objectives" "3" "respawn_time" "20" //adjusts the respawn time for the objective } "objectives" { "objective_index" "5" //corresponds to the first objective "required_objectives" "4" "respawn_time" "20" //adjusts the respawn time for the objective } } "navspawns" //entrenchment mode will cycle regroup points, starting with 0. As the enemy team captures an objective, it will cycle to the next spawn { "start_spawns" { "location_allies" "427.34 1977.44 76" //location of initial allied spawnpoint...only used at start "location_axis" "2988.58 2922.64 76" //"4860.79 2866.17 75.19" //location of initial axis spawnpoint...only used at start } "objective_based_spawns" { "objective_index" "0"//A Courtyard / Fountain "location_allies" "-63.09 1494.11 90" //location of first allied spawnpoint. If no point is identified, it will go to the next available "location_axis" "2988.58 2922.64 76" } "objective_based_spawns" { "objective_index" "1"//B Cafe "location_allies" "-1538.13 1096.57 76" "location_axis" "2954.95 1768.64 73.97" } "objective_based_spawns" { "objective_index" "2"//C Market "location_allies" "-3103.04 2390.66 76" "location_axis" "560.09 1243.19 76" } "objective_based_spawns" { "objective_index" "3"//D Alamo "location_allies" "-3103.04 2390.66 76" "location_axis" "549.94 1627.05 76" } "fallback_spawns" { "location_allies" "-1538.13 1096.57 76" "location_axis" "2988.58 2922.64 76" } } } "entrenchment" { "TeamOne" "americans" "TeamTwo" "axis" "AttackingTeam" "TEAM_TWO" "controlpoint" "Courtyard" //0 - A "controlpoint" "Cafe" //1 - B "controlpoint" "Market" //2 - C "controlpoint" "Alamo" //3 - D "controlpoint" "regroup_cap" "spawnzones" { "disablespawns" "1" } "entities" { "obj_ammo_crate" { "origin" "-1242.21 1357.26 70" "angles" "0 0 0" "targetname" "ammocrate_01_allies" "teamnumber" "2" "ResupplyProximity" "400" } } "ai" { "allied_count_minimum_players_base" "4" "enemy_count_minimum_players_base" "18" "allied_count_maximum_players_base" "0" "enemy_count_maximum_players_base" "22" "friendly_count_solo_base" "5" "enemy_count_solo_base" "14" "objectives" { "objective_index" "2" //assigns the objective "fortify_radius" "2500" //AI will search for cover when defending, tells them how far to investigate "fortify_overwatch_stay_back" "0" //By default, AI finds over closest to frontline...tells overwatch AI (snipers/mgs) to stay as far away as possible } "objectives" { "objective_index" "3" //assigns the objective "fortify_ranking_center" "3408 168 -1015" //tells AI to focus their forces in a specific area "fortify_ranking_amount" "200" //Prioity of that area...range from 0 to 1000 "fortify_ranking_radius" "1000" } } "navspawns" //entrenchment mode will cycle regroup points, starting with 0. As the enemy team captures an objective, it will cycle to the next spawn { "start_spawns" { "location_allies" "427.34 1977.44 76" //location of initial allied spawnpoint...only used at start "location_axis" "6332.34 6244.95 96" //location of initial axis spawnpoint...only used at start } "objective_based_spawns" { "objective_index" "0"//A Courtyard / Fountain "location_allies" "-63.09 1494.11 90" //location of first allied spawnpoint. If no point is identified, it will go to the next available "location_axis" "2988.58 2922.64 76" } "objective_based_spawns" { "objective_index" "1"//B Cafe "location_allies" "-1538.13 1096.57 76" "location_axis" "2954.95 1768.64 73.97" } "objective_based_spawns" { "objective_index" "2"//C Market "location_allies" "-3103.04 2390.66 76" "location_axis" "560.09 1243.19 76" } "objective_based_spawns" { "objective_index" "3"//D Alamo "location_allies" "-3103.04 2390.66 76" "location_axis" "549.94 1627.05 76" } "fallback_spawns" { "location_allies" "-1538.13 1096.57 76" "location_axis" "2988.58 2922.64 76" } } } "invasion" //Set up is the same as offensive mode without the regroup control point { "TeamOne" "americans" "TeamTwo" "axis" "AttackingTeam" "TEAM_TWO" "controlpoint" "Courtyard" "controlpoint" "Cafe" "controlpoint" "Market" //"controlpoint" "Alamo" "controlpoint" "radiopoint_allies_final" "spawnzones" { "disablespawns" "1" "0" "spawnzone_offensive_a" "1" "spawnzone_offensive_b" "2" "spawnzone_offensive_c" //"3" "spawnzone_offensive_d" } "entities" { // Radio point "obj_destructible" { "origin" "-3102.71 2369.08 76" "angles" "0 90 0" "targetname" "radio_allies_final" "teamnumber" "2" "ControlPoint" "radiopoint_allies_final" } "point_controlpoint" { "origin" "-3102.71 2369.08 76" "angles" "0 90 0" "targetname" "radiopoint_allies_final" "printname" "#CP_Allies_Radio" } } } "sandbox" { "TeamOne" "americans" "TeamTwo" "axis" } }