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Configuration file translation of RA2SA module [RA2SA] Red Police 2 Salvation Minecraft Game

2024-12-10 17:58:30|Myriagame |source:minecraft skins

Configuration file location: .minecraft/config/ra2sa.cfg


# Configuration file

debag {

// Test function

B: CFG_WORLDLEVEL_DEBAG = FALSE

}

Entity {

// Anti -parasitic mode, if it is opened, the Upsen camp will become a friend, attacking monsters (in fact, it was convenient to take pictures)

B: CFG_ANTI_PARASITE = FALSE

// Test function

B: cfg_damage_relief_mob = true

// Test function

B: cfg_damage_relief_vehicle = true

// Whether the grenade explosion, the biological explosion weapon, the player's explosive weapon destroys the terrain

B: CFG_EXPLOSION_GRENADE = FALSE

B: CFG_EXPLOSION_MOB = TRUE

B: CFG_EXPLOSION_PLAYER = TRUE

// Whether the vehicle will be destroyed when the vehicle is moved (currently the original wood, iron fence, cactus)

B: CFG_MOVEBREAK = TRUE

// Test mode, after the player puts on the golden helmet, whether the hostile creatures stop the attack and facilitate the test (convenient for the base)

B: cfg_test = false

// Whether the vehicle model will tilt according to the terrain

B: cfg_vehicle_angle = true}

// The first limit of the generation of various creatures is the total number. If the number of creatures loaded in the world exceeds this number, then it will not be reappeared.

// max and min are generally generated by the two.

mob_spawn_limit {

// The number of vehicles is generated (currently an air defense car belongs to this type)

I: CFG_SPAWN_LIMIT_CAR = 20

I: CFG_SPAWN_LIMIT_CAR_MAX = 10

I: CFG_SPAWN_LIMIT_CAR_MIN = 5

// The number of enemy soldiers (the high -level enemy forces are divided by a certain value, for example, the number of enemy sniper is the number of enemy forces/4)

I: CFG_SPAWN_LIMIT_ENEMY = 100

I: CFG_SPAWN_LIMIT_ENEMY_MAX = 200

I: CFG_SPAWN_LIMIT_ENEMY_MIN = 100

// The number of friendly soldiers (the high -level enemy forces are divided by a certain value, for example, the number of half robots is the number of friends/4)

I: CFG_SPAWN_LIMIT_FRIEND = 20

I: CFG_SPAWN_LIMIT_FRIEND_MAX = 80

I: CFG_SPAWN_LIMIT_FRIEND_MIN = 50

// The number of helicopters and tanks (high -level vehicles are divided into a certain value, for example, the number of tanks is the number of tanks/4)

// The hostile relationship of the vehicle has nothing to do with the soldiers above. The naturally generated vehicle has a probability of 2/3 of the enemy driver. The probability of 1/3 is the friendly driver.

I: CFG_SPAWN_LIMIT_HELI = 10

I: CFG_SPAWN_LIMIT_HELI_MAX = 2

I: CFG_SPAWN_LIMIT_HELI_MIN = 1

I: CFG_SPAWN_LIMIT_TANK = 10

I: CFG_SPAWN_LIMIT_TANK_MAX = 2

I: CFG_SPAWN_LIMIT_TANK_MIN = 1

}

spawn {

// Naturally generate a total switch of creatures

B: CFG_CANSPAWN = TRUE

// Whether the creature is generated in the last ground

B: cfg_canspawn_anotherworld = false

// Whether the vehicle is generated

B: cfg_canspawn_car = true

// Whether the enemy is generated

B: cfg_cansPawn_nemy = TRUE

// Whether the mobilized soldiers controlled by the mind will be equipped with anti -tank weapons

B: cfg_canspawn_nemy_rpg = true

// Whether the friendly army generates

B: CFG_CANSPAWN_FRIEND = TRUE

// Whether helicopter is generating

B: cfg_canspawn_heli = true

// Whether the creature is generated in hell

B: cfg_canspawn_hell = true

// Whether the creature is generated in the sky

B: CFG_CANSPAWN_SKY = FALSE

// Whether the tank is generated

B: cfg_canspawn_tank = true

// Whether the creature generates in the mine b: cfg_canspawn_underground = false

}

structure

// Whether to enable a biological automatic generator. If it is closed, the generator square will disappear as soon as

B: cfg_building_dungeon_spawner = true

}