CVariable<uint32>OutpostFightRoundCount("egs","OutpostFightRoundCount","number of rounds in an outpost fight",24,0,true);
CVariable<uint32>OutpostFightRoundCount("egs","OutpostFightRoundCount","number of rounds in an outpost fight",24,0,true);
CVariable<uint32>OutpostInTestFightRoundCount("egs","OutpostInTestFightRoundCount","number of rounds in an outpost (in test) fight",11,0,true);
CVariable<float>OutpostInTestFightSquadCount("egs","OutpostInTestFightSquadCount","Coef for squad count per round",1.2f,0,true);
CVariable<uint32>OutpostFightRoundTime("egs","OutpostFightRoundTime","time of a round in an outpost fight, in seconds",5*minutes,0,true);
CVariable<uint32>OutpostFightRoundTime("egs","OutpostFightRoundTime","time of a round in an outpost fight, in seconds",5*minutes,0,true);
CVariable<uint32>OutpostLevelDecrementTime("egs","OutpostLevelDecrementTime","time to decrement an outpost level in seconds (in peace time)",2*days,0,true);
CVariable<uint32>OutpostLevelDecrementTime("egs","OutpostLevelDecrementTime","time to decrement an outpost level in seconds (in peace time)",2*days,0,true);
CVariable<uint32>OutpostEditingConcurrencyCheckDelay("egs","OutpostEditingConcurrencyCheckDelay","delay in ticks used to check if 2 actions for editing an outpost are concurrent",50,0,true);
CVariable<uint32>OutpostEditingConcurrencyCheckDelay("egs","OutpostEditingConcurrencyCheckDelay","delay in ticks used to check if 2 actions for editing an outpost are concurrent",50,0,true);
CVariable<bool>LoadOutposts("egs","LoadOutposts","If false outposts won't be loaded",true,0,true);
CVariable<bool>LoadOutposts("egs","LoadOutposts","If false outposts won't be loaded",true,0,true);
CVariable<bool>OutpostInTestTeleportOutNeutrals("egs","OutpostInTestTeleportOutNeutrals","If true, teleport out of OP zone the neutrals",false,0,true);