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SAR_config Petunia

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  1. // =========================================================================================================
  2. // SAR_AI - DayZ AI library
  3. // Version: 1.5.2
  4. // Author: Sarge (sarge@krumeich.ch)
  5. //
  6. // Wiki: to come
  7. // Forum: http://opendayz.net/#sarge-ai.131
  8. //
  9. // ---------------------------------------------------------------------------------------------------------
  10. // Required:
  11. // UPSMon (special version, the standard one will NOT work
  12. // SHK_pos
  13. //
  14. // ---------------------------------------------------------------------------------------------------------
  15. // SAR_config.sqf - User adjustable config values
  16. // last modified: 28.5.2013
  17. // ---------------------------------------------------------------------------------------------------------
  18.  
  19. // -----------------------------------------------
  20. // enable or disable dynamic grid spawning
  21. // -----------------------------------------------
  22. SAR_dynamic_spawning = true;
  23.  
  24. // -----------------------------------------------
  25. // enable or disable the AI debug monitor
  26. // -----------------------------------------------
  27.  
  28. SAR_DEBUGMONITOR= false;
  29.  
  30. // -----------------------------------------------
  31. // default values for dynamic grid spawning
  32. // -----------------------------------------------
  33.  
  34. // maximum number of groups / grid
  35. SAR_max_grps_bandits = 3;
  36. SAR_max_grps_soldiers = 0;
  37. SAR_max_grps_survivors = 2;
  38.  
  39. // chance for a group to spawn (1-100)
  40. SAR_chance_bandits = 75;
  41. SAR_chance_soldiers = 0;
  42. SAR_chance_survivors = 50;
  43.  
  44. // maximum size of group (including Leader)
  45. SAR_max_grpsize_bandits = 7;
  46. SAR_max_grpsize_soldiers = 0;
  47. SAR_max_grpsize_survivors = 4;
  48.  
  49.  
  50. // -----------------------------------------------
  51. // run fix for the issue that bandits cant travel in a vehicle with survivors EXPERIMENTAL, might not work 100%
  52. // -----------------------------------------------
  53. SAR_FIX_VEHICLE_ISSUE = true;
  54.  
  55. // -----------------------------------------------
  56. // modify AI behaviour
  57. // -----------------------------------------------
  58.  
  59. // disable UPSMON AI behaviour - this means there will be no evasive/flanking, AI WILL follow players around the map outside of grids etc. EXPERIMENTAL
  60. SAR_AI_disable_UPSMON_AI = false;
  61.  
  62. // enable / disable AI stealing vehicles - if you enable this, be sure to check KRON_UPS_searchVehicledist value below
  63. SAR_AI_STEAL_VEHICLE = true;
  64.  
  65. // -----------------------------------------------
  66. // Humanity values
  67. // -----------------------------------------------
  68.  
  69. // Humanity Value that gets substracted for a survivor or soldier AI kill
  70. SAR_surv_kill_value = 550;
  71.  
  72. // Humanity Value that gets ADDED for a bandit AI kill
  73. SAR_band_kill_value = 100;
  74.  
  75. // the humanity value below which a player will be considered hostile
  76. SAR_HUMANITY_HOSTILE_LIMIT = -2000;
  77.  
  78. // -----------------------------------------------
  79. // Track and show AI kills in the debug monitor of the player
  80. // -----------------------------------------------
  81.  
  82. // Log AI kills
  83. SAR_log_AI_kills = true;
  84.  
  85.  
  86. // -----------------------------------------------
  87. // Show AI kills in sidechat
  88. // -----------------------------------------------
  89.  
  90. // Send AI kills to sidechat
  91. SAR_KILL_MSG = true;
  92.  
  93. // -----------------------------------------------
  94. // AI XP system
  95. // -----------------------------------------------
  96.  
  97. // Enable / disable AI xp system
  98. SAR_AI_XP_SYSTEM = false;
  99.  
  100. // xp needed to reach this level
  101. SAR_AI_XP_LVL_1 = 0;
  102. // name of the level range
  103. SAR_AI_XP_NAME_1 = "Rookie";
  104. // armor specific for this level
  105. SAR_AI_XP_ARMOR_1 = 1; // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
  106.  
  107. // xp needed to reach this level
  108. SAR_AI_XP_LVL_2 = 5;
  109. // name of the level range
  110. SAR_AI_XP_NAME_2 = "Veteran";
  111. // armor specific for this level
  112. SAR_AI_XP_ARMOR_2 = 0.5; // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
  113.  
  114. // xp needed to reach this level
  115. SAR_AI_XP_LVL_3 = 20;
  116. // name of the level range
  117. SAR_AI_XP_NAME_3 = "Legendary";
  118. // armor specific for this level
  119. SAR_AI_XP_ARMOR_3 = 0.3; // values: 0 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
  120.  
  121. // -----------------------------------------------
  122. // Special health values for specific units
  123. // -----------------------------------------------
  124.  
  125. // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90% - EXPERIMENTAL
  126. SAR_leader_health_factor = 0.5;
  127.  
  128. // enable this for near invincible helicopters
  129. SAR_heli_shield = false;
  130.  
  131. // -----------------------------------------------
  132. // respawning of groups & vehicles that are dynamically spawned in the grid system
  133. // -----------------------------------------------
  134. SAR_dynamic_group_respawn = true;
  135.  
  136. // time after which AI are respawned if configured (can be overwritten in the static AI calls)
  137. SAR_respawn_waittime = 240; // default 30 seconds
  138.  
  139. // -----------------------------------------------
  140. // Timeout values
  141. // -----------------------------------------------
  142.  
  143. // time after which DYNAMIC units and groups despawn after players have left the area/ dynamic grid
  144. SAR_DESPAWN_TIMEOUT = 120; // 2 minutes
  145.  
  146. // time after which dead AI bodies are deleted
  147. SAR_DELETE_TIMEOUT = 120; // 2 minutes
  148.  
  149. // -----------------------------------------------
  150. // System performance
  151. // -----------------------------------------------
  152.  
  153. // the max range in meters within AI is detecting Zombies and player bandits and makes them hostile - the bigger this value, the more CPU needed
  154. SAR_DETECT_HOSTILE = 125;
  155.  
  156. // the max range in meters within AI is detecting player bandits from a vehicle, e.g. heli or land vehicle and makes them hostile - the bigger this value, the more CPU needed
  157. SAR_DETECT_HOSTILE_FROM_VEHICLE = 300;
  158.  
  159. // the interval in seconds that an AI scans for new hostiles. The lower this value, the more accurate, but your server will see an impact. Recommended value: 15
  160. SAR_DETECT_INTERVAL = 25;
  161.  
  162. // the interval in seconds that an AI scans for new hostiles from WITHIN a vehicle. The lower this value, the more accurate, but your server will see an impact. Recommended value: 5
  163. SAR_DETECT_FROM_VEHICLE_INTERVAL = 10;
  164.  
  165. // the interval in seconds after that AI and AI in vehicles get new ammo and new fuel if needed
  166. SAR_REAMMO_INTERVAL = 60;
  167.  
  168. // -----------------------------------------------
  169. // Debug options
  170. // -----------------------------------------------
  171.  
  172. // Show AI hits and kills by players in the rpt
  173. SAR_HITKILL_DEBUG = false;
  174.  
  175. // Shows extra debug info in .rpt
  176. SAR_DEBUG = false;
  177.  
  178. // careful with setting this, this shows a LOT, including the grid properties and definitions for every spawn and despawn event
  179. SAR_EXTREME_DEBUG = false;
  180.  
  181. //
  182. // SET THIS TO 0 to hide the group markers on the map and see the UPSMON group debug messages
  183. // Possible values: 1 = enabled, 0 = disabled
  184. KRON_UPS_Debug = 0;
  185.  
  186. //
  187. // SET THIS TO 1 to see waypoints and pathfinding information in your rpt
  188. // Possible values: 1 = enabled, 0 = disabled
  189.  
  190. KRON_UPS_WP_Debug = 0;
  191.  
  192. //
  193. // SET THIS TO 1 to enable AI debugging in the rpt. You will be able to debug targets / enemy handling
  194. // Possible values: 1 = enabled, 0 = disabled
  195. KRON_UPS_AI_Debug = 0;
  196.  
  197.  
  198. // Show AI ingame markers to see their xplevel, and logs to the rpt
  199. SAR_SHOW_XP_LVL = false;
  200.  
  201. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  202. //
  203. // Overwriting UPSMON standard values, so they dont have to be changed in the UPSMON package. Be careful with changing these.
  204. //
  205. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  206.  
  207. //Efective distance for doing perfect ambush (max distance is this x2)
  208. KRON_UPS_ambushdist = 100;
  209.  
  210. //Frequency for doing calculations for each squad.
  211. KRON_UPS_Cycle = 30; //org 20 , try to adjust for server performance
  212.  
  213. //Time that leader waits until doing another movement, this time reduced dynamically under fire, and on new targets
  214. KRON_UPS_react = 40;
  215.  
  216. //Min time to wait for doing another reaction
  217. KRON_UPS_minreact = 40; // org 30
  218.  
  219. //Max waiting is the maximum time patrol groups will wait when arrived to target for doing another target.
  220. KRON_UPS_maxwaiting = 60;
  221.  
  222. //Max waiting is the maximum time infantry patrol groups will wait when arrived at a waypoint before moving to the next waypoint. Air and land vehicles will move instantly to a new one.
  223. KRON_UPS_wp_maxwaiting = 120;
  224.  
  225. // how long AI units should be in alert mode after initially spotting an enemy
  226. KRON_UPS_alerttime = 60;
  227.  
  228. // how close unit has to be to target to generate a new one target or to enter stealth mode
  229. KRON_UPS_closeenough = 100; // if you have vast plain areas, increase this to sth around 150-300
  230.  
  231. // if you are spotted by AI group, how close the other AI group have to be to You , to be informed about your present position. over this, will lose target
  232. KRON_UPS_sharedist = 200;
  233.  
  234. // If enabled IA communication between them with radio defined sharedist distance, 0/2
  235. // (must be set to 2 in order to use reinforcement !R)
  236. KRON_UPS_comradio = 0;
  237.  
  238. // Distance from destination for searching vehicles. (Search area is about 200m),
  239. // If your destination point is further than KRON_UPS_searchVehicledist, AI will try to find a vehicle to go there.
  240. KRON_UPS_searchVehicledist = 400; // 700, 900
  241.  
  242. //Sides that are enemies of resistance // DO NOT CHANGE THIS
  243. KRON_UPS_Res_enemy = [east];
  244.  
  245. // knowsAbout 0 - 4 to add this enemy to the "target list" (1-4) the higher number the less detect ability (original in 5.0.7 was 0.5)
  246. // it does not mean the AI will not shoot at you. This means: what must be KNOWN about you to allow the AI to share that information
  247. //
  248. // If you set this higher, only the AI that spotted you will shoot at you, the rest of the group will not know where you are.
  249. // If you set this lower, the AI share your position earlier and all of the group attack you earlier.
  250. //
  251. // Recommended values: 0.4 -> hard!
  252. //
  253. // 1.0 -> medium
  254. //
  255. // 2.5 -> easy
  256. //
  257. R_knowsAboutEnemy = 0.4;
  258.  
  259. //
  260. // ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  261. //
  262. // definition of classes and weapon loadouts
  263. //
  264.  
  265. //
  266. // type of soldier lists, only allowed DayZ classes listed. adjust if you run rmod or another map that allows different classes
  267. //
  268. // IMPORTANT: The leader types must be different to each other! So you need 3 different leader types here!
  269.  
  270. // military AI
  271. SAR_leader_sold_list = ["Rocket_DZ"]; // the potential classes of the leader of a soldier group
  272. SAR_sniper_sold_list = ["Rocket_DZ"]; // the potential classes of the snipers of a soldier group
  273. SAR_soldier_sold_list = ["Soldier1_DZ","Camo1_DZ"]; // the potential classes of the riflemen of a soldier group
  274.  
  275. // bandit AI
  276. SAR_leader_band_list = ["Bandit1_DZ"]; // the potential classes of the leader of a bandit group
  277. SAR_sniper_band_list = ["Bandit1_DZ"]; // the potential classes of the snipers of a bandit group
  278. SAR_soldier_band_list = ["Bandit1_DZ", "BanditW1_DZ","Soldier_Crew_PMC"]; // the potential classes of the riflemen of a bandit group
  279.  
  280. // survivor AI
  281. SAR_leader_surv_list = ["Survivor3_DZ"]; // the potential classes of the leaders of a survivor group
  282. SAR_sniper_surv_list = ["Survivor3_DZ"]; // the potential classes of the snipers of a survivor group
  283. SAR_soldier_surv_list = ["Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the riflemen of a survivor group
  284.  
  285.  
  286. // ---------------------------------------------------------------------------------------------------------------------
  287. // Skills for all possible units
  288. // ---------------------------------------------------------------------------------------------------------------------
  289.  
  290. //
  291. // military AI
  292. //
  293.  
  294. // Leader
  295. SAR_leader_sold_skills = [
  296.  
  297. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  298. ["aimingShake", 0.35, 0.10],
  299. ["aimingSpeed", 0.80, 0.20],
  300. ["spotDistance", 0.70, 0.30],
  301. ["spotTime", 0.65, 0.20],
  302. ["endurance", 0.80, 0.20],
  303. ["courage", 0.80, 0.20],
  304. ["reloadSpeed", 0.80, 0.20],
  305. ["commanding", 0.80, 0.20],
  306. ["general", 0.80, 0.20]
  307.  
  308. ];
  309.  
  310. // rifleman
  311. SAR_soldier_sold_skills = [
  312.  
  313. ["aimingAccuracy",0.25, 0.10], // skilltype, <min value>, <random value added to min>;
  314. ["aimingShake", 0.25, 0.10],
  315. ["aimingSpeed", 0.70, 0.20],
  316. ["spotDistance", 0.55, 0.30],
  317. ["spotTime", 0.30, 0.20],
  318. ["endurance", 0.60, 0.20],
  319. ["courage", 0.60, 0.20],
  320. ["reloadSpeed", 0.60, 0.20],
  321. ["commanding", 0.60, 0.20],
  322. ["general", 0.60, 0.20]
  323.  
  324. ];
  325.  
  326. // Sniper
  327. SAR_sniper_sold_skills = [
  328.  
  329. ["aimingAccuracy",0.80, 0.10], // skilltype, <min value>, <random value added to min>;
  330. ["aimingShake", 0.90, 0.10],
  331. ["aimingSpeed", 0.70, 0.20],
  332. ["spotDistance", 0.70, 0.30],
  333. ["spotTime", 0.75, 0.20],
  334. ["endurance", 0.70, 0.20],
  335. ["courage", 0.70, 0.20],
  336. ["reloadSpeed", 0.70, 0.20],
  337. ["commanding", 0.70, 0.20],
  338. ["general", 0.70, 0.20]
  339.  
  340. ];
  341.  
  342. //
  343. // bandit AI
  344. //
  345.  
  346. // Leader
  347. SAR_leader_band_skills = [
  348.  
  349. ["aimingAccuracy",0.80, 0.10], // skilltype, <min value>, <random value added to min>;
  350. ["aimingShake", 0.50, 0.10],
  351. ["aimingSpeed", 0.70, 0.20],
  352. ["spotDistance", 0.80, 0.20],
  353. ["spotTime", 0.45, 0.20],
  354. ["endurance", 0.70, 0.20],
  355. ["courage", 0.70, 0.20],
  356. ["reloadSpeed", 0.70, 0.20],
  357. ["commanding", 0.80, 0.20],
  358. ["general", 0.70, 0.20]
  359.  
  360. ];
  361. // Rifleman
  362. SAR_soldier_band_skills = [
  363.  
  364. ["aimingAccuracy",0.75, 0.15], // skilltype, <min value>, <random value added to min>;
  365. ["aimingShake", 0.45, 0.10],
  366. ["aimingSpeed", 0.40, 0.20],
  367. ["spotDistance", 0.50, 0.20],
  368. ["spotTime", 0.40, 0.20],
  369. ["endurance", 0.80, 0.20],
  370. ["courage", 0.70, 0.20],
  371. ["reloadSpeed", 0.80, 0.20],
  372. ["commanding", 0.60, 0.20],
  373. ["general", 0.60, 0.20]
  374.  
  375. ];
  376. // Sniper
  377. SAR_sniper_band_skills = [
  378.  
  379. ["aimingAccuracy",0.90, 0.10], // skilltype, <min value>, <random value added to min>;
  380. ["aimingShake", 0.80, 0.10],
  381. ["aimingSpeed", 0.80, 0.10],
  382. ["spotDistance", 0.90, 0.10],
  383. ["spotTime", 0.65, 0.20],
  384. ["endurance", 0.90, 0.10],
  385. ["courage", 0.70, 0.20],
  386. ["reloadSpeed", 0.70, 0.20],
  387. ["commanding", 0.50, 0.20],
  388. ["general", 0.70, 0.10]
  389.  
  390. ];
  391.  
  392. //
  393. // survivor AI
  394. //
  395.  
  396. // Leader
  397. SAR_leader_surv_skills = [
  398.  
  399. ["aimingAccuracy",0.80, 0.10], // skilltype, <min value>, <random value added to min>;
  400. ["aimingShake", 0.50, 0.10],
  401. ["aimingSpeed", 0.70, 0.20],
  402. ["spotDistance", 0.80, 0.20],
  403. ["spotTime", 0.45, 0.20],
  404. ["endurance", 0.70, 0.20],
  405. ["courage", 0.70, 0.20],
  406. ["reloadSpeed", 0.70, 0.20],
  407. ["commanding", 0.80, 0.20],
  408. ["general", 0.70, 0.20]
  409.  
  410. ];
  411. // Rifleman
  412. SAR_soldier_surv_skills = [
  413.  
  414. ["aimingAccuracy",0.75, 0.15], // skilltype, <min value>, <random value added to min>;
  415. ["aimingShake", 0.45, 0.10],
  416. ["aimingSpeed", 0.40, 0.20],
  417. ["spotDistance", 0.50, 0.20],
  418. ["spotTime", 0.40, 0.20],
  419. ["endurance", 0.80, 0.20],
  420. ["courage", 0.70, 0.20],
  421. ["reloadSpeed", 0.80, 0.20],
  422. ["commanding", 0.60, 0.20],
  423. ["general", 0.60, 0.20]
  424.  
  425. ];
  426. // Sniper
  427. SAR_sniper_surv_skills = [
  428.  
  429. ["aimingAccuracy",0.90, 0.10], // skilltype, <min value>, <random value added to min>;
  430. ["aimingShake", 0.80, 0.10],
  431. ["aimingSpeed", 0.80, 0.10],
  432. ["spotDistance", 0.90, 0.10],
  433. ["spotTime", 0.65, 0.20],
  434. ["endurance", 0.90, 0.10],
  435. ["courage", 0.70, 0.20],
  436. ["reloadSpeed", 0.70, 0.20],
  437. ["commanding", 0.50, 0.20],
  438. ["general", 0.70, 0.10]
  439.  
  440.  
  441. ];
  442.  
  443.  
  444. // ---------------------------------------------------------------------------------------------------------------------
  445. // Weapon & Item Loadout
  446. // ---------------------------------------------------------------------------------------------------------------------
  447.  
  448. // a general note: you CAN use either rifles OR pistols. Do not use both. AI will get stuck after switching weapons.
  449.  
  450. // military
  451.  
  452. // potential weapon list for leaders
  453. SAR_sold_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","AK_47_M"];
  454. SAR_sold_leader_pistol_list = [];
  455.  
  456. // potential item list for leaders -> Item / Chance 1 - 100
  457. SAR_sold_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]];
  458. SAR_sold_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]];
  459.  
  460. //potential weapon list for riflemen
  461. SAR_sold_rifleman_weapon_list = ["M16A2","Winchester1866","Mk_48_DZ","Remington870_lamp","M1014"];
  462. SAR_sold_rifleman_pistol_list = [];
  463.  
  464. // potential item list for riflemen
  465. SAR_sold_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60]];
  466. SAR_sold_rifleman_tools = [["ItemMap",50],["ItemCompass",30]];
  467.  
  468. //potential weapon list for snipers
  469. SAR_sold_sniper_weapon_list = ["m107_DZ","DMR","m107_DZ"];
  470. SAR_sold_sniper_pistol_list = [];
  471.  
  472. // potential item list for snipers
  473. SAR_sold_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  474. SAR_sold_sniper_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",60],["Binocular_Vector",60]];
  475.  
  476. //
  477. // survivors
  478. //
  479.  
  480. // potential weapon list for leaders
  481. SAR_surv_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","Mk_48_DZ"];
  482. SAR_surv_leader_pistol_list = [];
  483.  
  484. // potential item list for leaders -> Item / Chance 1 - 100
  485. SAR_surv_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  486. SAR_surv_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]];
  487.  
  488. //potential weapon list for riflemen
  489. SAR_surv_rifleman_weapon_list = ["M16A2","Winchester1866","M1014","Remington870_lamp","M1014"];
  490. SAR_surv_rifleman_pistol_list = [];
  491.  
  492. // potential item list for riflemen
  493. SAR_surv_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  494. SAR_surv_rifleman_tools = [["ItemMap",50],["ItemCompass",30]];
  495.  
  496. //potential weapon list for snipers
  497. SAR_surv_sniper_weapon_list = ["DMR","SVD_CAMO","m107_DZ"];
  498. SAR_surv_sniper_pistol_list = [];
  499.  
  500. // potential item list for snipers
  501. SAR_surv_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Camo1_DZ",10],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  502. SAR_surv_sniper_tools = [["ItemMap",50],["ItemCompass",30]];
  503.  
  504. //
  505. // bandits
  506. //
  507.  
  508. // potential weapon list for leaders
  509. SAR_band_leader_weapon_list = ["M4A1","M4A3_CCO_EP1","AK_47_M"];
  510. SAR_band_leader_pistol_list = [];
  511.  
  512. // potential item list for leaders -> Item / Chance 1 - 100
  513. SAR_band_leader_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  514. SAR_band_leader_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",5],["NVGoggles",5],["ItemRadio",100]];
  515.  
  516. //potential weapon list for riflemen
  517. SAR_band_rifleman_weapon_list = ["M16A2","Winchester1866","AK_74","LeeEnfield","M1014"];
  518. SAR_band_rifleman_pistol_list = [];
  519.  
  520. // potential item list for riflemen
  521. SAR_band_rifleman_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  522. SAR_band_rifleman_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",2]];
  523.  
  524. //potential weapon list for snipers
  525. SAR_band_sniper_weapon_list = ["M4A1_Aim","SVD_CAMO","Huntingrifle"];
  526. SAR_band_sniper_pistol_list = [];
  527.  
  528. // potential item list for snipers
  529. SAR_band_sniper_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemMorphine",99],["ItemBloodbag",99],["ItemBandage",99]];
  530. SAR_band_sniper_tools = [["ItemMap",50],["ItemCompass",30],["Binocular_Vector",10],["ItemFlashlight",100]];
  531.  
  532.  
  533. // ---------------------------------------------------------------------------------------------------------------------
  534. // heli patrol definiton
  535. // ---------------------------------------------------------------------------------------------------------------------
  536.  
  537. // define the type of heli(s) you want to use here for the heli patrols - make sure you include helis that have minimum 2 gunner positions, anything else might fail
  538. //SAR_heli_type=["UH1H_DZ","Mi17_DZ"];
  539. SAR_heli_type=["UH1H_DZ"];
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