wardbeek

Untitled

Dec 3rd, 2016
112
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 76.08 KB | None | 0 0
  1. /*
  2. A lot of these configs are influenced by WAI :P
  3. https://github.com/nerdalertdk/WICKED-AI
  4.  
  5. Created by eraser1
  6. */
  7.  
  8.  
  9. // Enables debug logging in DMS functions.
  10. // Logs will be written in the RPT, and if you have infiSTAR's "ARMA_LOG" DLL loaded, it will also produce logs in the server directory.
  11. // If you have mARMA by maca134, DMS will also utilize mARMA logs.
  12. // This will produce A LOT of logs, so make sure you leave it to false unless you know what you're doing.
  13. DMS_DEBUG = false;
  14.  
  15.  
  16.  
  17. DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific to the map.
  18. /*
  19. If you are using a map other than Altis, Bornholm, Esseker, or Tavi (Taviana) you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
  20. To share your map-specific config, please create a merge request on GitHub and/or leave a message on the DMS thread in the Exile forums.
  21. For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
  22. */
  23.  
  24.  
  25. /* Mission System Settings */
  26. /*General settings for dynamic missions*/
  27. DMS_DynamicMission = true; // Enable/disable dynamic mission system.
  28. DMS_MaxBanditMissions = 14; // Maximum number of Bandit Missions running at the same time
  29. DMS_TimeToFirstMission = [110,220]; // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
  30. DMS_TimeBetweenMissions = [600,700]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
  31. DMS_MissionTimeOut = [900,1100]; // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
  32. DMS_MissionTimeoutResetRange = 2500; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
  33. /*General settings for dynamic missions*/
  34.  
  35. /*General settings for static missions*/
  36. DMS_StaticMission = true; // Enable/disable static mission system.
  37. DMS_MaxStaticMissions = 3; // Maximum number of Static Missions running at the same time. It's recommended you set this to the same amount of static missions that you have in total.
  38. DMS_TimeToFirstStaticMission = [180,420]; // [Minimum,Maximum] time between first static mission spawn. | DEFAULT: 3-7 minutes.
  39. DMS_TimeBetweenStaticMissions = [900,1100]; // [Minimum,Maximum] time between static missions (if static mission limit is not reached) | DEFAULT: 15-30 mins
  40. DMS_StaticMissionTimeOut = [1800,2100]; // [Minimum,Maximum] time it will take for a static mission to timeout | DEFAULT: 30-60 mins
  41. DMS_StaticMissionTimeoutResetRange = 2500; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
  42. DMS_StaticMinPlayerDistance = 2500; // If a player is this close to a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it.
  43. DMS_AllowStaticReinforcements = true; // Whether or not static missions will receive reinforcements. This will simply disable the calling of GroupReinforcementsMonitor;
  44. DMS_SpawnFlareOnReinforcements = true; // Whether or not to spawn a flare and noise when AI reinforcements have spawned.
  45. /*General settings for static missions*/
  46.  
  47. DMS_playerNearRadius = 100; // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission).
  48.  
  49. DMS_AI_KillPercent = 70; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
  50.  
  51. /*Mission Marker settings*/
  52. DMS_MissionMarkerCount = 2; // If you modify your CreateMarker and have multiple markers, you probably want to change this. *cough*Vish*cough*
  53. DMS_ShowDifficultyColorLegend = true; // Whether or not to show a "color legend" at the bottom left of the map that shows which color corresponds to which difficulty. I know it's not very pretty, meh.
  54. DMS_MarkerText_ShowMissionPrefix = true; // Whether or not to place a prefix before the mission marker text. Enable this if your players get confused by the marker names :P
  55. DMS_MarkerText_MissionPrefix = "Mission:"; // The text displayed before the mission name in the mission marker.
  56. DMS_MarkerText_ShowAICount = false; // Whether or not to display the number of remaining AI in the marker name.
  57. DMS_MarkerText_ShowAICount_Static = false; // Whether or not to display the number of remaining AI in the marker name for STATIC missions.
  58. DMS_MarkerText_AIName = "Units"; // What the AI will be called in the map marker. For example, the marker text can show: "Car Dealer (3 Units remaining)"
  59. DMS_MarkerPosRandomization = false; // Randomize the position of the circle marker of a mission
  60. DMS_MarkerPosRandomRadius = [25,100]; // Minimum/Maximum distance that the circle marker position will be randomized | DEFAULT: 0 meters to 200 meters
  61. DMS_RandomMarkerBrush = "Cross"; // See: https://community.bistudio.com/wiki/setMarkerBrush
  62. DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
  63. DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
  64. DMS_MissionMarkerWinDot_Type = "mil_end"; // The marker type to show when a mission is completed. Refer to: https://community.bistudio.com/wiki/cfgMarkers
  65. DMS_MissionMarkerLoseDot_Type = "KIA"; // The marker type to show when a mission fails. Refer to: https://community.bistudio.com/wiki/cfgMarkers
  66. DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
  67. DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
  68. DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
  69. DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
  70. /*Mission Marker settings*/
  71.  
  72. /*Mission Cleanup settings*/
  73. DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
  74. DMS_CompletedMissionCleanupTime = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up
  75. DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object
  76. DMS_AIVehCleanUpTime = 300; // Time until a destroyed AI vehicle is cleaned up.
  77. /*Mission Cleanup settings*/
  78.  
  79. /*Mission spawn location settings*/
  80. DMS_UsePredefinedMissionLocations = false; // Whether or not to use a list of pre-defined mission locations instead before attempting to find a random (valid) position. The positions will still be checked for validity. If none of the provided positions are valid, a random one will be generated.
  81. DMS_PredefinedMissionLocations = [ // List of Preset/Predefined mission locations.
  82. /* List of positions:
  83. position1: [x_1,y_1,z_1],
  84. position2: [x_2,y_2,z_2],
  85. ...
  86. positionN: [x_N,y_N,z_N]
  87. */
  88.  
  89. ];
  90.  
  91. DMS_PredefinedMissionLocations_WEIGHTED = [ // List of Preset/Predefined mission locations WITH WEIGHTED CHANCES. This will NOT override "DMS_PredefinedMissionLocations", and everything from "DMS_PredefinedMissionLocations" will behave as though it has 1 weight per position.
  92. /* List of arrays with position and weighted chance:
  93. [[x_1,y_1,z_1], chance_1],
  94. [[x_2,y_2,z_2], chance_2],
  95. ...
  96. [[x_N,y_N,z_N], chance_N]
  97. */
  98.  
  99. ];
  100. DMS_ThrottleBlacklists = true; // Whether or not to "throttle" the blacklist distance parameters in DMS_fnc_FindSafePos. This will reduce the values of the minimum
  101. //distances for some of the below parameters if several attempts have been made, but a suitable position was not yet found. This
  102. //should help with server performance drops when spawning a mission, as DMS_fnc_findSafePos is the most resource-intensive function.
  103. DMS_AttemptsUntilThrottle = 15; // How many attempts until the parameters are throttled.
  104. DMS_ThrottleCoefficient = 0.9; // How much the parameters are throttled. The parameters are multiplied by the coefficient, so 0.9 means 90% of whatever the parameter was.
  105. DMS_MinThrottledDistance = 100; // The minimum distance to which it will throttle. If the throttled value is less than this, then this value is used instead.
  106. DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
  107. DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
  108. DMS_TraderZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a trader zone
  109. DMS_MissionNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to another mission
  110. DMS_WaterNearBlacklist = 500; // Missions won't spawn in a position this many meters close to water
  111. DMS_TerritoryNearBlacklist = 100; // Missions won't spawn in a position this many meters close to a territory flag
  112. DMS_MinSurfaceNormal = 0.9; // Missions won't spawn in a position where its surfaceNormal is less than this amount. The lower the value, the steeper the location. Greater values means flatter locations. Values can range from 0-1, with 0 being sideways, and 1 being perfectly flat. For reference: SurfaceNormal of about 0.7 is when you are forced to walk up a surface. If you want to convert surfaceNormal to degrees, use the arc-cosine of the surfaceNormal. 0.9 is about 25 degrees. Google "(arccos 0.9) in degrees"
  113. DMS_MinDistFromWestBorder = 250; // Missions won't spawn in a position this many meters close to the western map border.
  114. DMS_MinDistFromEastBorder = 250; // Missions won't spawn in a position this many meters close to the easter map border.
  115. DMS_MinDistFromSouthBorder = 250; // Missions won't spawn in a position this many meters close to the southern map border.
  116. DMS_MinDistFromNorthBorder = 250; // Missions won't spawn in a position this many meters close to the northern map border.
  117. /*Mission spawn location settings*/
  118.  
  119. DMS_MinWaterDepth = 20; // Minimum depth of water that an underwater mission can spawn at.
  120.  
  121. /*Crate/Box settings*/
  122. DMS_HideBox = false; // "Hide" the box from being visible by players until the mission is completed.
  123. DMS_EnableBoxMoving = true; // Whether or not to allow the box to move and/or be lifted by choppers.
  124. DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion during daytime
  125. DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion during nighttime
  126. /*Crate/Box settings*/
  127.  
  128. /*Mine settings*/
  129. DMS_SpawnMinefieldForEveryMission = false; // Whether or not to spawn a minefield for every dynamic mission.
  130. DMS_SpawnMinesAroundMissions = false; // Whether or not to spawn mines around AI missions that have them.
  131. DMS_despawnMines_onCompletion = true; // Despawn mines spawned around missions when the mission is completed
  132. DMS_MineInfo_easy = [5,50]; // Mine info for "easy" missions. This will spawn 5 mines within a 50m radius.
  133. DMS_MineInfo_moderate = [10,50]; // Mine info for "moderate" missions. This will spawn 10 mines within a 50m radius.
  134. DMS_MineInfo_difficult = [15,75]; // Mine info for "difficult" missions. This will spawn 15 mines within a 75m radius.
  135. DMS_MineInfo_hardcore = [25,100]; // Mine info for "hardcore" missions. This will spawn 25 mines within a 100m radius.
  136. DMS_SpawnMineWarningSigns = true; // Whether or not to spawn mine warning signs around a minefield.
  137. DMS_BulletProofMines = true; // Whether or not you want to make the mines bulletproof. Prevents players from being able to shoot the mines and creating explosions.
  138. /*Mine settings*/
  139.  
  140. DMS_MinPlayerCount = 0; // Minimum number of players until mission start
  141. DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
  142.  
  143. /*Mission notification settings*/
  144. DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest"]
  145. "dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better.
  146. //"standardHintRequest", // Hints are a bit wonky...
  147. //"textTilesRequest", // Keep in mind you can only have 1 "text tile" message up at a time, so the message will disappear if the player gets a kill or something while the message is shown.
  148. "systemChatRequest" // Always nice to show in chat so that players can scroll up to read the info if they need to.
  149. ];
  150.  
  151. /*Dynamic Text Notification Settings*/
  152. DMS_dynamicText_Duration = 7; // Number of seconds that the message will last on the screen.
  153. DMS_dynamicText_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
  154. DMS_dynamicText_Title_Size = 1.2; // Size for Client Dynamic Text mission titles.
  155. DMS_dynamicText_Title_Font = "puristaMedium"; // Font for Client Dynamic Text mission titles.
  156. DMS_dynamicText_Message_Color = "#FFFFFF"; // Dynamic Text color for "dynamicTextRequest" client notification type.
  157. DMS_dynamicText_Message_Size = 0.65; // Dynamic Text size for "dynamicTextRequest" client notification type.
  158. DMS_dynamicText_Message_Font = "OrbitronMedium"; // Dynamic Text font for "dynamicTextRequest" client notification type.
  159. /*Dynamic Text Notification Settings*/
  160.  
  161. /*Standard Hint Notification Settings*/
  162. DMS_standardHint_Title_Size = 2.5; // Size for Client Standard Hint mission titles.
  163. DMS_standardHint_Title_Font = "puristaMedium"; // Font for Client Standard Hint mission titles.
  164. DMS_standardHint_Message_Color = "#FFFFFF"; // Standard Hint color for "standardHintRequest" client notification type.
  165. DMS_standardHint_Message_Size = 1; // Standard Hint size for "standardHintRequest" client notification type.
  166. DMS_standardHint_Message_Font = "OrbitronMedium"; // Standard Hint font for "standardHintRequest" client notification type.
  167. /*Standard Hint Notification Settings*/
  168.  
  169. /*Text Tiles Notification Settings*/
  170. DMS_textTiles_Duration = 7; // Number of seconds that the message will last on the screen.
  171. DMS_textTiles_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
  172. DMS_textTiles_Title_Size = 2.3; // Size for Client Text Tiles mission titles.
  173. DMS_textTiles_Title_Font = "puristaMedium"; // Font for Client Text Tiles mission titles.
  174. DMS_textTiles_Message_Color = "#FFFFFF"; // Text Tiles color for "textTilesRequest" client notification type.
  175. DMS_textTiles_Message_Size = 1.25; // Text Tiles size for "textTilesRequest" client notification type.
  176. DMS_textTiles_Message_Font = "OrbitronMedium"; // Text Tiles font for "textTilesRequest" client notification type.
  177. /*Text Tiles Notification Settings*/
  178.  
  179. /*Mission notification settings*/
  180.  
  181.  
  182.  
  183. DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
  184. ["bandits",3],
  185. ["bauhaus",3],
  186. ["beertransport",3],
  187. ["behindenemylines",3],
  188. ["blackhawkdown",3],
  189. ["cardealer",3],
  190. ["construction",3],
  191. ["donthasslethehoff",3],
  192. ["foodtransport",3],
  193. ["guntransport",3],
  194. ["humanitarian",3],
  195. ["lost_battalion",3],
  196. ["medical",3],
  197. ["mercbase",2],
  198. ["mercenaries",3],
  199. ["nedbandit1_mission",3],
  200. ["nedbuilding1_mission",3],
  201. ["nedcar_mission",4],
  202. ["nedguns1_mission",3],
  203. ["nedhatchback_mission",3],
  204. ["nedhunter_mission",2],
  205. ["nedifrit_mission",2],
  206. ["nedlittlebird_mission",2],
  207. ["nedmedical1_mission",3],
  208. ["nedoffroad_mission",3],
  209. ["nedresearch_mission",3],
  210. ["nedsnipercamp_mission",3],
  211. ["nedstrider_mission",2],
  212. ["nedural_mission",3],
  213. ["roguenavyseals",3],
  214. ["thieves",3],
  215. ["walmart",3]
  216. ];
  217.  
  218.  
  219. DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances.
  220.  
  221. ];
  222.  
  223. DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here.
  224.  
  225. ];
  226.  
  227.  
  228.  
  229. DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: http://www.exilemod.com/topic/61-dms-defents-mission-system/?page=18#comment-31190
  230. // An example is given in the altis_config.sqf (it blacklists the salt flats).
  231. ];
  232. /* Mission System Settings */
  233.  
  234.  
  235. /* AI Settings */
  236. DMS_AI_Classname = "O_recon_F"; // Since some of you wanted this...
  237.  
  238. DMS_Show_Kill_Poptabs_Notification = true; // Whether or not to show the poptabs gained/lost message on the player's screen when killing an AI. (It will still change the player's money, it just won't show the "Money Received" notification)
  239. DMS_Show_Kill_Respect_Notification = true; // Whether or not to show the "Frag Message" on the player's screen when killing an AI. (It will still change the player's respect, it just won't show the "AI Killed" frag message)
  240.  
  241. DMS_Bandit_Soldier_MoneyGain = 500; // The amount of Poptabs gained for killing a bandit soldier
  242. DMS_Bandit_Soldier_RepGain = 100; // The amount of Respect gained for killing a bandit soldier
  243. DMS_Bandit_Static_MoneyGain = 750; // The amount of Poptabs gained for killing a bandit static gunner
  244. DMS_Bandit_Static_RepGain = 150; // The amount of Respect gained for killing a bandit static gunner
  245. DMS_Bandit_Vehicle_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit vehicle crew member
  246. DMS_Bandit_Vehicle_RepGain = 250; // The amount of Respect gained for killing a bandit vehicle crew member
  247.  
  248. DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
  249. DMS_AIKill_DistanceBonusCoefficient = 0.05; // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.
  250.  
  251. DMS_Diff_RepOrTabs_on_roadkill = true; // Whether or not you want to use different values for giving respect/poptabs when you run an AI over. Default values are NEGATIVE. This means player will LOSE respect or poptabs.
  252. DMS_Bandit_Soldier_RoadkillMoney = 10; // The amount of Poptabs gained/lost for running over a bandit soldier
  253. DMS_Bandit_Soldier_RoadkillRep = 5; // The amount of Respect gained/lost for running over a bandit soldier
  254. DMS_Bandit_Static_RoadkillMoney = 10; // The amount of Poptabs gained/lost for running over a bandit static gunner
  255. DMS_Bandit_Static_RoadkillRep = 5; // The amount of Respect gained/lost for running over a bandit static gunner
  256. DMS_Bandit_Vehicle_RoadkillMoney = 10; // The amount of Poptabs gained/lost for running over a bandit vehicle crew member
  257. DMS_Bandit_Vehicle_RoadkillRep = 5; // The amount of Respect gained/lost for running over a bandit vehicle crew member
  258.  
  259. DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
  260. DMS_clear_AI_body = false; // Clear AI body as soon as they die
  261. DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
  262. DMS_ai_disable_ramming_damage = true; // Disables damage due to ramming into AI. !!!NOTE: THIS WILL NOT BE RELIABLE WITH "DMS_ai_offload_to_client"!!!
  263. DMS_remove_roadkill = true; // Remove gear from AI bodies that are roadkilled
  264. DMS_remove_roadkill_chance = 50; // Percentage chance that roadkilled AI bodies will be deleted
  265. DMS_explode_onRoadkill = true; // Whether or not to spawn an explosion when an AI gets run over. It will likely take out the 2 front wheels. Should help mitigate the ineffective AI vs. striders issue ;)
  266. DMS_RemoveNVG = false; // Remove NVGs from AI bodies
  267.  
  268. DMS_MaxAIDistance = 500; // The maximum distance an AI unit can be from a mission before he is killed. Helps with AI running away and forcing the mission to keep running. Set to 0 if you don't want it.
  269. DMS_AIDistanceCheckFrequency = 60; // How often to check within DMS_fnc_TargetsKilled whether or not the AI is out of the maximum radius. Lower values increase frequency and increase server load, greater values decrease frequency and may cause longer delays for "runaway" AI.
  270.  
  271. DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
  272. DMS_ai_offload_Only_DMS_AI = false; // Do you use other mission systems on your server but still want to offload AI? You should probably enable this then, unless you have tested it for compatibility.
  273.  
  274. DMS_ai_share_info = true; // Share info about killer
  275. DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
  276.  
  277. DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
  278. DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
  279.  
  280. // https://community.bistudio.com/wiki/AI_Sub-skills#general
  281. DMS_ai_skill_static = [["aimingAccuracy",0.40],["aimingShake",0.40],["aimingSpeed",0.45],["spotDistance",0.40],["spotTime",0.40],["courage",0.70],["reloadSpeed",0.40],["commanding",0.50],["general",0.40]]; // Static AI Skills
  282. DMS_ai_skill_easy = [["aimingAccuracy",0.20],["aimingShake",0.25],["aimingSpeed",0.20],["spotDistance",0.20],["spotTime",0.20],["courage",0.70],["reloadSpeed",0.60],["commanding",0.70],["general",0.20]]; // Easy
  283. DMS_ai_skill_moderate = [["aimingAccuracy",0.30],["aimingShake",0.30],["aimingSpeed",0.30],["spotDistance",0.30],["spotTime",0.30],["courage",0.90],["reloadSpeed",0.80],["commanding",0.90],["general",0.30]]; // Moderate
  284. DMS_ai_skill_difficult = [["aimingAccuracy",0.40],["aimingShake",0.40],["aimingSpeed",0.40],["spotDistance",0.40],["spotTime",0.40],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.40]]; // Difficult
  285. DMS_ai_skill_hardcore = [["aimingAccuracy",0.50],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Hardcore
  286. DMS_ai_skill_random = ["hardcore","difficult","difficult","difficult","moderate","moderate","moderate","moderate","easy","easy"]; // Skill frequencies for "random" AI skills | Default: 10% hardcore, 30% difficult, 40% moderate, and 20% easy
  287. DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI
  288. DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI
  289. DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI
  290. DMS_AI_WP_Radius_hardcore = 60; // Waypoint radius for "hardcore" AI
  291. DMS_AI_AimCoef_easy = 1.0; // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
  292. DMS_AI_AimCoef_moderate = 0.95; // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
  293. DMS_AI_AimCoef_difficult = 0.90; // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
  294. DMS_AI_AimCoef_hardcore = 0.80; // "Custom Aim Coefficient" (weapon sway multiplier) for "hardcore" AI
  295. DMS_AI_EnableStamina_easy = true; // Whether or not to keep the stamina system for "easy" AI.
  296. DMS_AI_EnableStamina_moderate = true; // Whether or not to keep the stamina system for "moderate" AI.
  297. DMS_AI_EnableStamina_difficult = true; // Whether or not to keep the stamina system for "difficult" AI.
  298. DMS_AI_EnableStamina_hardcore = true; // Whether or not to keep the stamina system for "hardcore" AI.
  299. DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases
  300.  
  301. DMS_AI_destroyStaticWeapon = true; // Whether or not to destroy static HMGs after AI death.
  302. DMS_AI_destroyStaticWeapon_chance = 95; // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)
  303.  
  304. DMS_static_weapons = [ // Static weapons for AI
  305. "O_HMG_01_high_F"
  306. ];
  307.  
  308. DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
  309. "ItemWatch",
  310. "ItemMap",
  311. "ItemCompass",
  312. "ItemRadio"
  313. ];
  314.  
  315. DMS_ai_BipodList = [
  316. "bipod_01_F_blk",
  317. "bipod_01_F_mtp",
  318. "bipod_01_F_snd",
  319. "bipod_02_F_blk",
  320. "bipod_02_F_hex",
  321. "bipod_02_F_tan",
  322. "bipod_03_F_blk",
  323. "bipod_03_F_oli"
  324. ];
  325.  
  326. //Assault Class
  327. DMS_assault_weps = [ // Assault Rifles
  328. "arifle_Katiba_GL_F",
  329. "arifle_MX_GL_Black_F",
  330. "arifle_Mk20_GL_F",
  331. "arifle_TRG21_GL_F",
  332. "arifle_Katiba_F",
  333. "arifle_MX_Black_F",
  334. "arifle_TRG21_F",
  335. "arifle_TRG20_F",
  336. "arifle_Mk20_plain_F",
  337. "arifle_Mk20_F",
  338. "LMG_Zafir_F",
  339. "LMG_Mk200_F",
  340. "arifle_MX_SW_Black_F",
  341. "srifle_EBR_F",
  342. "srifle_DMR_01_F",
  343. "srifle_GM6_F",
  344. "srifle_LRR_F",
  345. "arifle_MXM_F",
  346. "arifle_MXM_Black_F",
  347. "srifle_DMR_02_F",
  348. "CUP_arifle_AK74",
  349. "CUP_arifle_AK74M",
  350. "CUP_arifle_AK74_GL",
  351. "CUP_arifle_AK74_GL_kobra",
  352. "CUP_arifle_AKS",
  353. "CUP_arifle_AKS_Gold",
  354. "CUP_arifle_AKS74",
  355. "CUP_arifle_AKS74_kobra",
  356. "CUP_arifle_AKS74_pso",
  357. "CUP_arifle_AKS74_NSPU",
  358. "CUP_arifle_AKS74_Goshawk",
  359. "CUP_arifle_AKS74U",
  360. "CUP_arifle_AK107",
  361. "CUP_arifle_AK107_kobra",
  362. "CUP_arifle_AK107_pso",
  363. "CUP_arifle_AK107_GL",
  364. "CUP_arifle_AK107_GL_kobra",
  365. "CUP_arifle_AKM",
  366. "CUP_arifle_CZ805_A1",
  367. "CUP_arifle_CZ805_GL",
  368. "CUP_arifle_CZ805_A2",
  369. "CUP_arifle_CZ805_B",
  370. "CUP_arifle_CZ805_B_GL",
  371. "CUP_arifle_FNFAL",
  372. "CUP_arifle_FNFAL_railed",
  373. "CUP_arifle_G36A",
  374. "CUP_arifle_G36A_camo",
  375. "CUP_arifle_G36K",
  376. "CUP_arifle_G36K_camo",
  377. "CUP_arifle_G36C",
  378. "CUP_arifle_G36C_camo",
  379. "CUP_arifle_L85A2",
  380. "CUP_arifle_L85A2_GL",
  381. "CUP_arifle_M16A2",
  382. "CUP_arifle_M16A2_GL",
  383. "CUP_arifle_M16A4_Base",
  384. "CUP_arifle_M16A4_GL",
  385. "CUP_arifle_M4A1_BUIS_GL",
  386. "CUP_arifle_M4A1_BUIS_camo_GL",
  387. "CUP_arifle_M4A1_BUIS_desert_GL",
  388. "CUP_arifle_M4A1",
  389. "CUP_arifle_M4A1_camo",
  390. "CUP_arifle_M4A1_black",
  391. "CUP_arifle_M4A1_desert",
  392. "CUP_arifle_M4A3_desert",
  393. "CUP_arifle_Sa58P",
  394. "CUP_arifle_Sa58V",
  395. "CUP_arifle_Sa58RIS1",
  396. "CUP_arifle_Sa58RIS2",
  397. "CUP_arifle_Sa58RIS2_gl",
  398. "CUP_arifle_Sa58P_des",
  399. "CUP_arifle_Sa58V_camo",
  400. "CUP_arifle_Sa58RIS1_des",
  401. "CUP_arifle_Sa58RIS2_camo",
  402. "CUP_arifle_Mk16_STD",
  403. "CUP_arifle_Mk16_STD_FG",
  404. "CUP_arifle_Mk16_STD_SFG",
  405. "CUP_arifle_Mk16_STD_EGLM",
  406. "CUP_arifle_Mk16_CQC",
  407. "CUP_arifle_Mk16_CQC_FG",
  408. "CUP_arifle_Mk16_CQC_SFG",
  409. "CUP_arifle_Mk16_CQC_EGLM",
  410. "CUP_arifle_Mk16_SV",
  411. "CUP_arifle_Mk17_CQC",
  412. "CUP_arifle_Mk17_CQC_FG",
  413. "CUP_arifle_Mk17_CQC_SFG",
  414. "CUP_arifle_Mk17_CQC_EGLM",
  415. "CUP_arifle_Mk17_STD",
  416. "CUP_arifle_Mk17_STD_FG",
  417. "CUP_arifle_Mk17_STD_SFG",
  418. "CUP_arifle_Mk17_STD_EGLM",
  419. "CUP_arifle_Mk20",
  420. "CUP_arifle_Mk20_LeupoldMk4MRT",
  421. "CUP_arifle_Mk20_SB11420_snds",
  422. "CUP_arifle_XM8_Carbine",
  423. "CUP_arifle_XM8_Carbine_GL",
  424. "CUP_arifle_xm8_sharpshooter",
  425. "CUP_arifle_XM8_Compact",
  426. "CUP_arifle_XM8_Compact_Rail",
  427. "CUP_arifle_XM8_Railed",
  428. "CUP_arifle_XM8_Carbine_FG"
  429. ];
  430. DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  431. "hgun_ACPC2_F",
  432. "hgun_Rook40_F",
  433. "hgun_P07_F",
  434. "hgun_Pistol_heavy_01_F",
  435. "hgun_Pistol_heavy_02_F"
  436. ];
  437. DMS_assault_optics = [ // Optics for Assault Class
  438. "optic_Arco",
  439. "optic_Hamr",
  440. "optic_Aco",
  441. "optic_Holosight",
  442. "optic_MRCO",
  443. "optic_DMS",
  444. "CUP_optic_MAAWS_Scope",
  445. "CUP_optic_SMAW_Scope",
  446. "CUP_optic_AN_PAS_13c1",
  447. "CUP_optic_AN_PAS_13c2",
  448. "CUP_optic_GOSHAWK",
  449. "CUP_optic_AN_PVS_10",
  450. "CUP_optic_AN_PVS_4",
  451. "CUP_optic_NSPU",
  452. "CUP_optic_SB_3_12x50_PMII",
  453. "CUP_optic_LeupoldMk4",
  454. "CUP_optic_Leupold_VX3",
  455. "CUP_optic_LeupoldM3LR",
  456. "CUP_optic_LeupoldMk4_10x40_LRT_Desert",
  457. "CUP_optic_LeupoldMk4_10x40_LRT_Woodland",
  458. "CUP_optic_LeupoldMk4_CQ_T",
  459. "CUP_optic_LeupoldMk4_MRT_tan",
  460. "CUP_optic_PechenegScope",
  461. "CUP_optic_PSO_1",
  462. "CUP_optic_PSO_3",
  463. "CUP_optic_SUSAT",
  464. "CUP_optic_ElcanM145",
  465. "CUP_optic_ELCAN_SpecterDR",
  466. "CUP_optic_CWS",
  467. "CUP_optic_RCO",
  468. "CUP_optic_RCO_desert",
  469. "CUP_optic_RCO",
  470. "CUP_optic_ZDDot",
  471. "CUP_optic_MRad",
  472. "CUP_optic_SB_11_4x20_PM",
  473. "CUP_optic_TrijiconRx01_desert",
  474. "CUP_optic_TrijiconRx01_black",
  475. "CUP_optic_CompM4",
  476. "CUP_optic_CompM2_Black",
  477. "CUP_optic_CompM2_Woodland",
  478. "CUP_optic_CompM2_Woodland2",
  479. "CUP_optic_CompM2_Desert",
  480. "CUP_optic_HoloBlack",
  481. "CUP_optic_HoloWdl",
  482. "CUP_optic_HoloDesert",
  483. "CUP_optic_Eotech533",
  484. "CUP_optic_Eotech533Grey",
  485. "CUP_optic_Eotech533Grey"
  486. ];
  487. DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic
  488. DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod
  489. DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor
  490.  
  491. DMS_assault_items = [ // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
  492. "Exile_Item_BBQSandwich",
  493. "Exile_Item_Energydrink",
  494. "Exile_Item_InstaDoc",
  495. "Exile_Item_PlasticBottleFreshWater",
  496. "Exile_Item_Bandage",
  497. "Exile_Item_BeefParts",
  498. "Exile_Item_DuctTape",
  499. "Exile_Item_CanOpener"
  500. ];
  501. DMS_assault_equipment = [ // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
  502. "ItemGPS"
  503. ];
  504. DMS_assault_helmets = [ // Helmets for Assault Class
  505. "H_HelmetSpecB_paint1",
  506. "H_HelmetIA_camo",
  507. "H_HelmetLeaderO_ocamo",
  508. "H_HelmetLeaderO_oucamo"
  509. ];
  510. DMS_assault_clothes = [ // Uniforms for Assault Class
  511. "U_O_CombatUniform_ocamo",
  512. "U_O_PilotCoveralls",
  513. "U_B_Wetsuit",
  514. "U_BG_Guerilla3_1",
  515. "U_BG_Guerilla2_3",
  516. "U_BG_Guerilla2_2",
  517. "U_BG_Guerilla1_1",
  518. "U_BG_Guerrilla_6_1",
  519. "U_IG_Guerilla3_2",
  520. "U_B_SpecopsUniform_sgg",
  521. "U_I_OfficerUniform",
  522. "U_B_CTRG_3",
  523. "U_I_G_resistanceLeader_F",
  524. "CUP_U_B_USMC_MARPAT_WDL_Sleeves",
  525. "CUP_U_B_USMC_MARPAT_WDL_RolledUp",
  526. "CUP_U_B_USMC_MARPAT_WDL_Kneepad",
  527. "CUP_U_B_USMC_MARPAT_WDL_TwoKneepads",
  528. "CUP_U_B_USMC_MARPAT_WDL_RollUpKneepad",
  529. "CUP_U_B_FR_SpecOps",
  530. "CUP_U_B_FR_Scout",
  531. "CUP_U_B_FR_Scout1",
  532. "CUP_U_B_FR_Scout2",
  533. "CUP_U_B_FR_Scout3",
  534. "CUP_U_B_FR_Officer",
  535. "CUP_U_B_FR_Corpsman",
  536. "CUP_U_B_FR_DirAction",
  537. "CUP_U_B_FR_DirAction2",
  538. "CUP_U_B_FR_Light",
  539. "CUP_U_I_GUE_Flecktarn",
  540. "CUP_U_I_GUE_Flecktarn2",
  541. "CUP_U_I_GUE_Flecktarn3",
  542. "CUP_U_I_GUE_Woodland1",
  543. "CUP_U_I_Ghillie_Top",
  544. "CUP_U_I_RACS_PilotOverall",
  545. "CUP_U_I_RACS_Desert_1",
  546. "CUP_U_I_RACS_Desert_2",
  547. "CUP_U_I_RACS_Urban_1",
  548. "CUP_U_I_RACS_Urban_2",
  549. "CUP_U_O_SLA_Officer",
  550. "CUP_U_O_SLA_Officer_Suit",
  551. "CUP_U_O_SLA_MixedCamo",
  552. "CUP_U_O_SLA_Green",
  553. "CUP_U_O_SLA_Urban",
  554. "CUP_U_O_SLA_Desert",
  555. "CUP_U_O_SLA_Overalls_Pilot",
  556. "CUP_U_O_SLA_Overalls_Tank",
  557. "CUP_U_O_Partisan_TTsKO",
  558. "CUP_U_O_Partisan_TTsKO_Mixed",
  559. "CUP_U_O_Partisan_VSR_Mixed1",
  560. "CUP_U_O_Partisan_VSR_Mixed2",
  561. "CUP_U_O_TK_Officer",
  562. "CUP_U_O_TK_MixedCamo",
  563. "CUP_U_O_TK_Green",
  564. "CUP_U_O_TK_Ghillie",
  565. "CUP_U_O_TK_Ghillie_Top"
  566. ];
  567. DMS_assault_vests = [ // Vests for Assault Class
  568. "V_PlateCarrierH_CTRG",
  569. "V_PlateCarrierSpec_rgr",
  570. "V_PlateCarrierGL_blk",
  571. "V_PlateCarrierGL_mtp",
  572. "V_PlateCarrierGL_rgr",
  573. "V_PlateCarrierSpec_blk",
  574. "V_PlateCarrierSpec_mtp",
  575. "V_PlateCarrierL_CTRG",
  576. "V_TacVest_blk_POLICE",
  577. "V_PlateCarrierIA2_dgtl",
  578. "CUP_V_B_GER_Carrier_Rig",
  579. "CUP_V_B_GER_Carrier_Rig_2",
  580. "CUP_V_B_GER_Carrier_Vest",
  581. "CUP_V_B_GER_Carrier_Vest_2",
  582. "CUP_V_B_GER_Carrier_Vest_3",
  583. "CUP_V_B_GER_Vest_1",
  584. "CUP_V_B_GER_Vest_2",
  585. "CUP_V_B_MTV",
  586. "CUP_V_B_MTV_Patrol",
  587. "CUP_V_B_MTV_Pouches",
  588. "CUP_V_B_MTV_noCB",
  589. "CUP_V_B_MTV_Marksman",
  590. "CUP_V_B_MTV_PistolBlack",
  591. "CUP_V_B_MTV_LegPouch",
  592. "CUP_V_B_MTV_MG",
  593. "CUP_V_B_MTV_Mine",
  594. "CUP_V_B_MTV_TL",
  595. "CUP_V_B_PilotVest",
  596. "CUP_V_B_RRV_TL",
  597. "CUP_V_B_RRV_Officer",
  598. "CUP_V_B_RRV_Medic",
  599. "CUP_V_B_RRV_DA1",
  600. "CUP_V_B_RRV_DA2",
  601. "CUP_V_B_RRV_MG",
  602. "CUP_V_B_RRV_Light",
  603. "CUP_V_B_RRV_Scout",
  604. "CUP_V_B_RRV_Scout2",
  605. "CUP_V_B_RRV_Scout3",
  606. "CUP_V_B_LHDVest_Blue",
  607. "CUP_V_B_LHDVest_Brown",
  608. "CUP_V_B_LHDVest_Green",
  609. "CUP_V_B_LHDVest_Red",
  610. "CUP_V_B_LHDVest_Violet",
  611. "CUP_V_B_LHDVest_White",
  612. "CUP_V_B_LHDVest_Yellow",
  613. "CUP_V_I_Carrier_Belt",
  614. "CUP_V_I_Guerilla_Jacket",
  615. "CUP_V_I_RACS_Carrier_Vest",
  616. "CUP_V_I_RACS_Carrier_Vest_2",
  617. "CUP_V_I_RACS_Carrier_Vest_3",
  618. "CUP_V_O_SLA_Carrier_Belt",
  619. "CUP_V_O_SLA_Carrier_Belt02",
  620. "CUP_V_O_SLA_Carrier_Belt03",
  621. "CUP_V_O_SLA_Flak_Vest01",
  622. "CUP_V_O_SLA_Flak_Vest02",
  623. "CUP_V_O_SLA_Flak_Vest03",
  624. "CUP_V_O_TK_CrewBelt",
  625. "CUP_V_O_TK_OfficerBelt",
  626. "CUP_V_O_TK_OfficerBelt2",
  627. "CUP_V_O_TK_Vest_1",
  628. "CUP_V_O_TK_Vest_2",
  629. "CUP_V_OI_TKI_Jacket1_01",
  630. "CUP_V_OI_TKI_Jacket1_02",
  631. "CUP_V_OI_TKI_Jacket1_03",
  632. "CUP_V_OI_TKI_Jacket1_04",
  633. "CUP_V_OI_TKI_Jacket1_05",
  634. "CUP_V_OI_TKI_Jacket1_06",
  635. "CUP_V_OI_TKI_Jacket2_01",
  636. "CUP_V_OI_TKI_Jacket2_02",
  637. "CUP_V_OI_TKI_Jacket2_03",
  638. "CUP_V_OI_TKI_Jacket2_04",
  639. "CUP_V_OI_TKI_Jacket2_05",
  640. "CUP_V_OI_TKI_Jacket2_06",
  641. "CUP_V_OI_TKI_Jacket3_01",
  642. "CUP_V_OI_TKI_Jacket3_02",
  643. "CUP_V_OI_TKI_Jacket3_03",
  644. "CUP_V_OI_TKI_Jacket3_04",
  645. "CUP_V_OI_TKI_Jacket3_05",
  646. "CUP_V_OI_TKI_Jacket3_06",
  647. "CUP_V_OI_TKI_Jacket4_01",
  648. "CUP_V_OI_TKI_Jacket4_02",
  649. "CUP_V_OI_TKI_Jacket4_03",
  650. "CUP_V_OI_TKI_Jacket4_04",
  651. "CUP_V_OI_TKI_Jacket4_05",
  652. "CUP_V_OI_TKI_Jacket4_06"
  653. ];
  654. DMS_assault_backpacks = [ // Backpacks for Assault Class
  655. "B_Bergen_rgr",
  656. "B_Carryall_oli",
  657. "B_Kitbag_mcamo",
  658. "B_Carryall_cbr",
  659. "B_FieldPack_oucamo",
  660. "B_FieldPack_cbr",
  661. "B_Bergen_blk",
  662. "CUP_B_USPack_Coyote",
  663. "CUP_B_GER_Medic_Desert",
  664. "CUP_B_CivPack_WDL",
  665. "CUP_B_AlicePack_Khaki",
  666. "CUP_B_RPGPack_Khaki",
  667. "CUP_B_TK_Medic_Desert"
  668. ];
  669.  
  670. //Machine Gun Class
  671. DMS_MG_weps = [ // Machine Guns
  672. "LMG_Zafir_F",
  673. "LMG_Mk200_F",
  674. "arifle_MX_SW_Black_F",
  675. "CUP_RPK_74",
  676. "CUP_lmg_Pecheneg",
  677. "CUP_Pecheneg",
  678. "CUP_lmg_PKM",
  679. "CUP_PK",
  680. "CUP_lmg_UK59",
  681. "CUP_UK59_ACR",
  682. "CUP_arifle_L86A2",
  683. "CUP_lmg_L110A1",
  684. "CUP_lmg_L7A2",
  685. "CUP_lmg_M249",
  686. "CUP_M249_m145_EP1",
  687. "CUP_lmg_M240",
  688. "CUP_lmg_M60A4",
  689. "CUP_lmg_Mk48_des",
  690. "CUP_lmg_Mk48_wdl"
  691. ];
  692. DMS_MG_pistols = [ // Pistols for MG Class (Set to empty array if you don't want to give them any pistols)
  693. "hgun_ACPC2_F",
  694. "hgun_Rook40_F",
  695. "hgun_P07_F",
  696. "hgun_Pistol_heavy_01_F",
  697. "hgun_Pistol_heavy_02_F",
  698. "CUP_hgun_Colt1911",
  699. "CUP_hgun_Colt1911_snds",
  700. "CUP_Colt1911",
  701. "CUP_hgun_Compact",
  702. "CUP_hgun_Duty",
  703. "CUP_hgun_Duty_M3X",
  704. "CUP_hgun_Phantom",
  705. "CUP_hgun_Phantom_Flashlight",
  706. "CUP_hgun_Phantom_Flashlight_snds",
  707. "CUP_CZ_75_D_COMPACT",
  708. "CUP_CZ_75_P_07_DUTY",
  709. "CUP_CZ_75_SP_01_PHANTOM",
  710. "CUP_CZ_75_SP_01_PHANTOM_SD",
  711. "CUP_hgun_glock17_flashlight",
  712. "CUP_hgun_glock17_flashlight_snds",
  713. "CUP_hgun_glock17_snds",
  714. "CUP_Glock17_EP1",
  715. "CUP_hgun_M9",
  716. "CUP_hgun_M9_snds",
  717. "CUP_M9",
  718. "CUP_M9SD",
  719. "CUP_hgun_Makarov",
  720. "CUP_Makarov",
  721. "CUP_MakarovSD",
  722. "CUP_hgun_PB6P9",
  723. "CUP_hgun_PB6P9_snds",
  724. "CUP_hgun_SA61",
  725. "CUP_Sa61_EP1",
  726. "CUP_hgun_MicroUzi",
  727. "CUP_hgun_MicroUzi_snds",
  728. "CUP_UZI_EP1",
  729. "CUP_UZI_SD_EP1",
  730. "CUP_hgun_TaurusTracker455",
  731. "CUP_Revolver_EP1",
  732. "CUP_hgun_TaurusTracker455_gold",
  733. "CUP_Revolver_gold_EP1"
  734. ];
  735. DMS_MG_optics = [ // Optics for MG Class
  736. "optic_Hamr",
  737. "optic_Aco",
  738. "optic_Holosight",
  739. "optic_MRCO",
  740. "CUP_optic_MAAWS_Scope",
  741. "CUP_optic_SMAW_Scope",
  742. "CUP_optic_AN_PAS_13c1",
  743. "CUP_optic_AN_PAS_13c2",
  744. "CUP_optic_GOSHAWK",
  745. "CUP_optic_AN_PVS_10",
  746. "CUP_optic_AN_PVS_4",
  747. "CUP_optic_NSPU",
  748. "CUP_optic_SB_3_12x50_PMII",
  749. "CUP_optic_LeupoldMk4",
  750. "CUP_optic_Leupold_VX3",
  751. "CUP_optic_LeupoldM3LR",
  752. "CUP_optic_LeupoldMk4_10x40_LRT_Desert",
  753. "CUP_optic_LeupoldMk4_10x40_LRT_Woodland",
  754. "CUP_optic_LeupoldMk4_CQ_T",
  755. "CUP_optic_LeupoldMk4_MRT_tan",
  756. "CUP_optic_PechenegScope",
  757. "CUP_optic_PSO_1",
  758. "CUP_optic_PSO_3",
  759. "CUP_optic_SUSAT",
  760. "CUP_optic_ElcanM145",
  761. "CUP_optic_ELCAN_SpecterDR",
  762. "CUP_optic_CWS",
  763. "CUP_optic_RCO",
  764. "CUP_optic_RCO_desert",
  765. "CUP_optic_RCO",
  766. "CUP_optic_ZDDot",
  767. "CUP_optic_MRad",
  768. "CUP_optic_SB_11_4x20_PM",
  769. "CUP_optic_TrijiconRx01_desert",
  770. "CUP_optic_TrijiconRx01_black",
  771. "CUP_optic_CompM4",
  772. "CUP_optic_CompM2_Black",
  773. "CUP_optic_CompM2_Woodland",
  774. "CUP_optic_CompM2_Woodland2",
  775. "CUP_optic_CompM2_Desert",
  776. "CUP_optic_HoloBlack",
  777. "CUP_optic_HoloWdl",
  778. "CUP_optic_HoloDesert",
  779. "CUP_optic_Eotech533",
  780. "CUP_optic_Eotech533Grey",
  781. "CUP_optic_Eotech533Grey"
  782. ];
  783. DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic
  784. DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod
  785. DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor
  786.  
  787. DMS_MG_items = [ // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
  788. "Exile_Item_Catfood_Cooked",
  789. "Exile_Item_PlasticBottleFreshWater",
  790. "Exile_Item_CookingPot",
  791. "Exile_Item_InstaDoc",
  792. "Exile_Item_EMRE",
  793. "Exile_Item_Bandage",
  794. "Exile_Item_BeefParts",
  795. "Exile_Item_ExtensionCord",
  796. "Exile_Item_DuctTape"
  797. ];
  798. DMS_MG_equipment = [ // Equipment for MG Class AI (stuff that goes in toolbelt slots)
  799. "Binocular"
  800. ];
  801. DMS_MG_helmets = [ // Helmets for MG Class
  802. "H_PilotHelmetHeli_I",
  803. "H_PilotHelmetHeli_O",
  804. "H_PilotHelmetFighter_I",
  805. "H_PilotHelmetFighter_O",
  806. "H_HelmetCrew_O",
  807. "H_CrewHelmetHeli_I",
  808. "H_HelmetSpecB_paint1",
  809. "H_HelmetIA_camo",
  810. "H_HelmetLeaderO_ocamo",
  811. "H_HelmetLeaderO_oucamo",
  812. "CUP_H_C_Ushanka_01",
  813. "CUP_H_C_Ushanka_02",
  814. "CUP_H_C_Ushanka_03",
  815. "CUP_H_C_Ushanka_04",
  816. "CUP_H_C_Beanie_01",
  817. "CUP_H_C_Beanie_02",
  818. "CUP_H_C_Beanie_03",
  819. "CUP_H_C_Beanie_04",
  820. "CUP_H_C_Beret_01",
  821. "CUP_H_C_Beret_02",
  822. "CUP_H_C_Beret_03",
  823. "CUP_H_C_Beret_04",
  824. "CUP_H_GER_Boonie_desert",
  825. "CUP_H_GER_Boonie_Flecktarn",
  826. "CUP_H_NAPA_Fedora",
  827. "CUP_H_PMC_PRR_Headset",
  828. "CUP_H_PMC_EP_Headset",
  829. "CUP_H_PMC_Cap_Tan",
  830. "CUP_H_PMC_Cap_Grey",
  831. "CUP_H_PMC_Cap_PRR_Tan",
  832. "CUP_H_PMC_Cap_PRR_Grey",
  833. "CUP_H_RACS_Beret_Blue",
  834. "CUP_H_RACS_Helmet_Des",
  835. "CUP_H_RACS_Helmet_Goggles_Des",
  836. "CUP_H_RACS_Helmet_Headset_Des",
  837. "CUP_H_RACS_Helmet_DPAT",
  838. "CUP_H_RACS_Helmet_Goggles_DPAT",
  839. "CUP_H_RACS_Helmet_Headset_DPAT",
  840. "CUP_H_SLA_TankerHelmet",
  841. "CUP_H_SLA_Helmet",
  842. "CUP_H_SLA_Pilot_Helmet",
  843. "CUP_H_SLA_OfficerCap",
  844. "CUP_H_SLA_SLCap",
  845. "CUP_H_SLA_Boonie",
  846. "CUP_H_SLA_Beret",
  847. "CUP_H_TK_TankerHelmet",
  848. "CUP_H_TK_PilotHelmet",
  849. "CUP_H_TK_Helmet",
  850. "CUP_H_TK_Lungee",
  851. "CUP_H_TK_Beret",
  852. "CUP_H_TKI_SkullCap_01",
  853. "CUP_H_TKI_SkullCap_02",
  854. "CUP_H_TKI_SkullCap_03",
  855. "CUP_H_TKI_SkullCap_04",
  856. "CUP_H_TKI_SkullCap_05",
  857. "CUP_H_TKI_SkullCap_06",
  858. "CUP_H_TKI_Lungee_01",
  859. "CUP_H_TKI_Lungee_02",
  860. "CUP_H_TKI_Lungee_03",
  861. "CUP_H_TKI_Lungee_04",
  862. "CUP_H_TKI_Lungee_05",
  863. "CUP_H_TKI_Lungee_06",
  864. "CUP_H_TKI_Lungee_Open_01",
  865. "CUP_H_TKI_Lungee_Open_02",
  866. "CUP_H_TKI_Lungee_Open_03",
  867. "CUP_H_TKI_Lungee_Open_04",
  868. "CUP_H_TKI_Lungee_Open_05",
  869. "CUP_H_TKI_Lungee_Open_06",
  870. "CUP_H_TKI_Pakol_1_01",
  871. "CUP_H_TKI_Pakol_1_02",
  872. "CUP_H_TKI_Pakol_1_03",
  873. "CUP_H_TKI_Pakol_1_04",
  874. "CUP_H_TKI_Pakol_1_05",
  875. "CUP_H_TKI_Pakol_1_06",
  876. "CUP_H_TKI_Pakol_2_01",
  877. "CUP_H_TKI_Pakol_2_02",
  878. "CUP_H_TKI_Pakol_2_03",
  879. "CUP_H_TKI_Pakol_2_04",
  880. "CUP_H_TKI_Pakol_2_05",
  881. "CUP_H_TKI_Pakol_2_06",
  882. "CUP_H_USMC_Officer_Cap",
  883. "CUP_H_USMC_HelmetWDL",
  884. "CUP_H_USMC_HeadSet_HelmetWDL",
  885. "CUP_H_USMC_HeadSet_GoggleW_HelmetWDL",
  886. "CUP_H_USMC_Crew_Helmet",
  887. "CUP_H_USMC_Goggles_HelmetWDL",
  888. "CUP_H_USMC_Helmet_Pilot",
  889. "CUP_H_FR_Headset",
  890. "CUP_H_FR_Cap_Headset_Green",
  891. "CUP_H_FR_Cap_Officer_Headset",
  892. "CUP_H_FR_BandanaGreen",
  893. "CUP_H_FR_BandanaWdl",
  894. "CUP_H_FR_Bandana_Headset",
  895. "CUP_H_FR_Headband_Headset",
  896. "CUP_H_FR_ECH",
  897. "CUP_H_FR_BoonieMARPAT",
  898. "CUP_H_FR_BoonieWDL",
  899. "CUP_H_FR_BeanieGreen",
  900. "CUP_H_FR_PRR_BoonieWDL",
  901. "CUP_H_Navy_CrewHelmet_Blue",
  902. "CUP_H_Navy_CrewHelmet_Brown",
  903. "CUP_H_Navy_CrewHelmet_Green",
  904. "CUP_H_Navy_CrewHelmet_Red",
  905. "CUP_H_Navy_CrewHelmet_Violet",
  906. "CUP_H_Navy_CrewHelmet_White",
  907. "CUP_H_Navy_CrewHelmet_Yellow"
  908. ];
  909. DMS_MG_clothes = [ // Uniforms for MG Class
  910. "U_O_CombatUniform_ocamo",
  911. "U_O_PilotCoveralls",
  912. "U_B_Wetsuit",
  913. "U_BG_Guerilla3_1",
  914. "U_BG_Guerilla2_3",
  915. "U_BG_Guerilla2_2",
  916. "U_BG_Guerilla1_1",
  917. "U_BG_Guerrilla_6_1",
  918. "U_IG_Guerilla3_2",
  919. "U_B_SpecopsUniform_sgg",
  920. "U_I_OfficerUniform",
  921. "U_B_CTRG_3",
  922. "U_I_G_resistanceLeader_F",
  923. "CUP_U_B_USMC_MARPAT_WDL_Sleeves",
  924. "CUP_U_B_USMC_MARPAT_WDL_RolledUp",
  925. "CUP_U_B_USMC_MARPAT_WDL_Kneepad",
  926. "CUP_U_B_USMC_MARPAT_WDL_TwoKneepads",
  927. "CUP_U_B_USMC_MARPAT_WDL_RollUpKneepad",
  928. "CUP_U_B_FR_SpecOps",
  929. "CUP_U_B_FR_Scout",
  930. "CUP_U_B_FR_Scout1",
  931. "CUP_U_B_FR_Scout2",
  932. "CUP_U_B_FR_Scout3",
  933. "CUP_U_B_FR_Officer",
  934. "CUP_U_B_FR_Corpsman",
  935. "CUP_U_B_FR_DirAction",
  936. "CUP_U_B_FR_DirAction2",
  937. "CUP_U_B_FR_Light",
  938. "CUP_U_I_GUE_Flecktarn",
  939. "CUP_U_I_GUE_Flecktarn2",
  940. "CUP_U_I_GUE_Flecktarn3",
  941. "CUP_U_I_GUE_Woodland1",
  942. "CUP_U_I_Ghillie_Top",
  943. "CUP_U_I_RACS_PilotOverall",
  944. "CUP_U_I_RACS_Desert_1",
  945. "CUP_U_I_RACS_Desert_2",
  946. "CUP_U_I_RACS_Urban_1",
  947. "CUP_U_I_RACS_Urban_2",
  948. "CUP_U_O_SLA_Officer",
  949. "CUP_U_O_SLA_Officer_Suit",
  950. "CUP_U_O_SLA_MixedCamo",
  951. "CUP_U_O_SLA_Green",
  952. "CUP_U_O_SLA_Urban",
  953. "CUP_U_O_SLA_Desert",
  954. "CUP_U_O_SLA_Overalls_Pilot",
  955. "CUP_U_O_SLA_Overalls_Tank",
  956. "CUP_U_O_Partisan_TTsKO",
  957. "CUP_U_O_Partisan_TTsKO_Mixed",
  958. "CUP_U_O_Partisan_VSR_Mixed1",
  959. "CUP_U_O_Partisan_VSR_Mixed2",
  960. "CUP_U_O_TK_Officer",
  961. "CUP_U_O_TK_MixedCamo",
  962. "CUP_U_O_TK_Green",
  963. "CUP_U_O_TK_Ghillie",
  964. "CUP_U_O_TK_Ghillie_Top"
  965. ];
  966. DMS_MG_vests = [ // Vests for MG Class
  967. "V_PlateCarrierH_CTRG",
  968. "V_PlateCarrierSpec_rgr",
  969. "V_PlateCarrierGL_blk",
  970. "V_PlateCarrierGL_mtp",
  971. "V_PlateCarrierGL_rgr",
  972. "V_PlateCarrierSpec_blk",
  973. "V_PlateCarrierSpec_mtp",
  974. "V_PlateCarrierL_CTRG",
  975. "V_TacVest_blk_POLICE",
  976. "V_PlateCarrierIA2_dgtl",
  977. "V_HarnessO_brn",
  978. "V_HarnessO_gry",
  979. "CUP_V_B_GER_Carrier_Rig_2",
  980. "CUP_V_B_GER_Carrier_Vest",
  981. "CUP_V_B_GER_Carrier_Vest_2",
  982. "CUP_V_B_GER_Carrier_Vest_3",
  983. "CUP_V_B_GER_Vest_1",
  984. "CUP_V_B_GER_Vest_2",
  985. "CUP_V_B_MTV",
  986. "CUP_V_B_MTV_Patrol",
  987. "CUP_V_B_MTV_Pouches",
  988. "CUP_V_B_MTV_noCB",
  989. "CUP_V_B_MTV_Marksman",
  990. "CUP_V_B_MTV_PistolBlack",
  991. "CUP_V_B_MTV_LegPouch",
  992. "CUP_V_B_MTV_MG",
  993. "CUP_V_B_MTV_Mine",
  994. "CUP_V_B_MTV_TL",
  995. "CUP_V_B_PilotVest",
  996. "CUP_V_B_RRV_TL",
  997. "CUP_V_B_RRV_Officer",
  998. "CUP_V_B_RRV_Medic",
  999. "CUP_V_B_RRV_DA1",
  1000. "CUP_V_B_RRV_DA2",
  1001. "CUP_V_B_RRV_MG",
  1002. "CUP_V_B_RRV_Light",
  1003. "CUP_V_B_RRV_Scout",
  1004. "CUP_V_B_RRV_Scout2",
  1005. "CUP_V_B_RRV_Scout3",
  1006. "CUP_V_B_LHDVest_Blue",
  1007. "CUP_V_B_LHDVest_Brown",
  1008. "CUP_V_B_LHDVest_Green",
  1009. "CUP_V_B_LHDVest_Red",
  1010. "CUP_V_B_LHDVest_Violet",
  1011. "CUP_V_B_LHDVest_White",
  1012. "CUP_V_B_LHDVest_Yellow",
  1013. "CUP_V_I_Carrier_Belt",
  1014. "CUP_V_I_Guerilla_Jacket",
  1015. "CUP_V_I_RACS_Carrier_Vest",
  1016. "CUP_V_I_RACS_Carrier_Vest_2",
  1017. "CUP_V_I_RACS_Carrier_Vest_3",
  1018. "CUP_V_O_SLA_Carrier_Belt",
  1019. "CUP_V_O_SLA_Carrier_Belt02",
  1020. "CUP_V_O_SLA_Carrier_Belt03",
  1021. "CUP_V_O_SLA_Flak_Vest01",
  1022. "CUP_V_O_SLA_Flak_Vest02",
  1023. "CUP_V_O_SLA_Flak_Vest03",
  1024. "CUP_V_O_TK_CrewBelt",
  1025. "CUP_V_O_TK_OfficerBelt",
  1026. "CUP_V_O_TK_OfficerBelt2",
  1027. "CUP_V_O_TK_Vest_1",
  1028. "CUP_V_O_TK_Vest_2",
  1029. "CUP_V_OI_TKI_Jacket1_01",
  1030. "CUP_V_OI_TKI_Jacket1_02",
  1031. "CUP_V_OI_TKI_Jacket1_03",
  1032. "CUP_V_OI_TKI_Jacket1_04",
  1033. "CUP_V_OI_TKI_Jacket1_05",
  1034. "CUP_V_OI_TKI_Jacket1_06",
  1035. "CUP_V_OI_TKI_Jacket2_01",
  1036. "CUP_V_OI_TKI_Jacket2_02",
  1037. "CUP_V_OI_TKI_Jacket2_03",
  1038. "CUP_V_OI_TKI_Jacket2_04",
  1039. "CUP_V_OI_TKI_Jacket2_05",
  1040. "CUP_V_OI_TKI_Jacket2_06",
  1041. "CUP_V_OI_TKI_Jacket3_01",
  1042. "CUP_V_OI_TKI_Jacket3_02",
  1043. "CUP_V_OI_TKI_Jacket3_03",
  1044. "CUP_V_OI_TKI_Jacket3_04",
  1045. "CUP_V_OI_TKI_Jacket3_05",
  1046. "CUP_V_OI_TKI_Jacket3_06",
  1047. "CUP_V_OI_TKI_Jacket4_01",
  1048. "CUP_V_OI_TKI_Jacket4_02",
  1049. "CUP_V_OI_TKI_Jacket4_03",
  1050. "CUP_V_OI_TKI_Jacket4_04",
  1051. "CUP_V_OI_TKI_Jacket4_05",
  1052. "CUP_V_OI_TKI_Jacket4_06"
  1053.  
  1054. ];
  1055. DMS_MG_backpacks = [ // Backpacks for MG Class
  1056. "B_Bergen_rgr",
  1057. "B_Carryall_oli",
  1058. "B_Kitbag_mcamo",
  1059. "B_Carryall_cbr",
  1060. "B_Bergen_blk",
  1061. "CUP_B_USPack_Coyote",
  1062. "CUP_B_GER_Medic_Desert",
  1063. "CUP_B_CivPack_WDL",
  1064. "CUP_B_AlicePack_Khaki",
  1065. "CUP_B_RPGPack_Khaki",
  1066. "CUP_B_TK_Medic_Desert"
  1067. ];
  1068.  
  1069. //Sniper Class
  1070. DMS_sniper_weps = [ // Sniper Rifles
  1071. "srifle_EBR_F",
  1072. "srifle_DMR_01_F",
  1073. "srifle_GM6_F",
  1074. "srifle_LRR_F",
  1075. "arifle_MXM_F",
  1076. "arifle_MXM_Black_F",
  1077. "srifle_DMR_02_F",
  1078. "CUP_SVD",
  1079. "CUP_SVD_CAMO",
  1080. "CUP_SVD_des_EP1",
  1081. "CUP_SVD_NSPU_EP1",
  1082. "CUP_srifle_SVD",
  1083. "CUP_srifle_SVD_des",
  1084. "CUP_srifle_SVD_des_ghillie_pso",
  1085. "CUP_srifle_SVD_wdl_ghillie",
  1086. "CUP_srifle_SVD_pso",
  1087. "CUP_srifle_SVD_Des_pso",
  1088. "CUP_srifle_SVD_NSPU",
  1089. "CUP_srifle_VSSVintorez",
  1090. "CUP_srifle_VSSVintorez_pso",
  1091. "CUP_VSS_vintorez",
  1092. "CUP_srifle_LeeEnfield",
  1093. "CUP_LeeEnfield"
  1094. ];
  1095. DMS_sniper_pistols = [ // Pistols for Sniper Class (Set to empty array if you don't want to give them any pistols)
  1096. "hgun_ACPC2_F",
  1097. "hgun_Rook40_F",
  1098. "hgun_P07_F",
  1099. "hgun_Pistol_heavy_01_F",
  1100. "hgun_Pistol_heavy_02_F",
  1101. "CUP_hgun_Colt1911",
  1102. "CUP_hgun_Colt1911_snds",
  1103. "CUP_Colt1911",
  1104. "CUP_hgun_Compact",
  1105. "CUP_hgun_Duty",
  1106. "CUP_hgun_Duty_M3X",
  1107. "CUP_hgun_Phantom",
  1108. "CUP_hgun_Phantom_Flashlight",
  1109. "CUP_hgun_Phantom_Flashlight_snds",
  1110. "CUP_CZ_75_D_COMPACT",
  1111. "CUP_CZ_75_P_07_DUTY",
  1112. "CUP_CZ_75_SP_01_PHANTOM",
  1113. "CUP_CZ_75_SP_01_PHANTOM_SD",
  1114. "CUP_hgun_glock17_snds",
  1115. "CUP_Glock17_EP1",
  1116. "CUP_hgun_M9",
  1117. "CUP_hgun_M9_snds",
  1118. "CUP_M9",
  1119. "CUP_M9SD",
  1120. "CUP_hgun_Makarov",
  1121. "CUP_Makarov",
  1122. "CUP_MakarovSD",
  1123. "CUP_hgun_PB6P9",
  1124. "CUP_hgun_PB6P9_snds",
  1125. "CUP_hgun_SA61",
  1126. "CUP_Sa61_EP1",
  1127. "CUP_hgun_MicroUzi",
  1128. "CUP_hgun_MicroUzi_snds",
  1129. "CUP_UZI_EP1",
  1130. "CUP_UZI_SD_EP1",
  1131. "CUP_hgun_TaurusTracker455",
  1132. "CUP_Revolver_EP1",
  1133. "CUP_hgun_TaurusTracker455_gold",
  1134. "CUP_Revolver_gold_EP1"
  1135. ];
  1136. DMS_sniper_optics = [ // Optics for Sniper Class
  1137. "optic_SOS",
  1138. "optic_DMS",
  1139. "optic_LRPS"
  1140. ];
  1141. DMS_sniper_optic_chance = 30; // Percentage chance that a Sniper Class AI will get an optic
  1142. DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod
  1143. DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor
  1144.  
  1145. DMS_sniper_items = [ // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
  1146. "Exile_Item_InstaDoc",
  1147. "Exile_Item_PlasticBottleFreshWater",
  1148. "Exile_Item_EMRE",
  1149. "Exile_Item_Bandage",
  1150. "Exile_Item_BeefParts",
  1151. "Exile_Item_ExtensionCord",
  1152. "Exile_Item_DuctTape"
  1153. ];
  1154. DMS_sniper_equipment = [ // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
  1155. "Rangefinder",
  1156. "ItemGPS"
  1157. ];
  1158. DMS_sniper_helmets = [ // Helmets for Sniper Class
  1159. "H_HelmetSpecB_paint1",
  1160. "H_HelmetIA_camo",
  1161. "H_HelmetLeaderO_ocamo",
  1162. "H_HelmetLeaderO_oucamo"
  1163. ];
  1164. DMS_sniper_clothes = [ // Uniforms for Sniper Class
  1165. "U_O_GhillieSuit",
  1166. "U_B_FullGhillie_ard",
  1167. "U_B_FullGhillie_lsh",
  1168. "U_B_FullGhillie_sard",
  1169. "U_B_GhillieSuit",
  1170. "U_I_FullGhillie_ard",
  1171. "U_I_FullGhillie_lsh",
  1172. "U_I_FullGhillie_sard",
  1173. "U_I_GhillieSuit",
  1174. "U_O_FullGhillie_ard",
  1175. "U_O_FullGhillie_lsh",
  1176. "U_O_FullGhillie_sard",
  1177. "CUP_U_I_Ghillie_Top",
  1178. "CUP_U_O_TK_Ghillie",
  1179. "CUP_U_O_TK_Ghillie_Top"
  1180. ];
  1181. DMS_sniper_vests = [ // Vests for Sniper Class
  1182. "V_PlateCarrierH_CTRG",
  1183. "V_PlateCarrierSpec_rgr",
  1184. "V_PlateCarrierGL_blk",
  1185. "V_PlateCarrierGL_mtp",
  1186. "V_PlateCarrierGL_rgr",
  1187. "V_PlateCarrierSpec_blk",
  1188. "V_PlateCarrierSpec_mtp",
  1189. "V_PlateCarrierL_CTRG",
  1190. "V_TacVest_blk_POLICE",
  1191. "V_PlateCarrierIA2_dgtl",
  1192. "V_HarnessO_brn",
  1193. "V_HarnessO_gry",
  1194. "CUP_V_B_GER_Carrier_Rig_2",
  1195. "CUP_V_B_GER_Carrier_Vest",
  1196. "CUP_V_B_GER_Carrier_Vest_2",
  1197. "CUP_V_B_GER_Carrier_Vest_3",
  1198. "CUP_V_B_GER_Vest_1",
  1199. "CUP_V_B_GER_Vest_2",
  1200. "CUP_V_B_MTV",
  1201. "CUP_V_B_MTV_Patrol",
  1202. "CUP_V_B_MTV_Pouches",
  1203. "CUP_V_B_MTV_noCB",
  1204. "CUP_V_B_MTV_Marksman",
  1205. "CUP_V_B_MTV_PistolBlack",
  1206. "CUP_V_B_MTV_LegPouch",
  1207. "CUP_V_B_MTV_MG",
  1208. "CUP_V_B_MTV_Mine",
  1209. "CUP_V_B_MTV_TL",
  1210. "CUP_V_B_PilotVest",
  1211. "CUP_V_B_RRV_TL",
  1212. "CUP_V_B_RRV_Officer",
  1213. "CUP_V_B_RRV_Medic",
  1214. "CUP_V_B_RRV_DA1",
  1215. "CUP_V_B_RRV_DA2",
  1216. "CUP_V_B_RRV_MG",
  1217. "CUP_V_B_RRV_Light",
  1218. "CUP_V_B_RRV_Scout",
  1219. "CUP_V_B_RRV_Scout2",
  1220. "CUP_V_B_RRV_Scout3",
  1221. "CUP_V_B_LHDVest_Blue",
  1222. "CUP_V_B_LHDVest_Brown",
  1223. "CUP_V_B_LHDVest_Green",
  1224. "CUP_V_B_LHDVest_Red",
  1225. "CUP_V_B_LHDVest_Violet",
  1226. "CUP_V_B_LHDVest_White",
  1227. "CUP_V_B_LHDVest_Yellow",
  1228. "CUP_V_I_Carrier_Belt",
  1229. "CUP_V_I_Guerilla_Jacket",
  1230. "CUP_V_I_RACS_Carrier_Vest",
  1231. "CUP_V_I_RACS_Carrier_Vest_2",
  1232. "CUP_V_I_RACS_Carrier_Vest_3",
  1233. "CUP_V_O_SLA_Carrier_Belt",
  1234. "CUP_V_O_SLA_Carrier_Belt02",
  1235. "CUP_V_O_SLA_Carrier_Belt03",
  1236. "CUP_V_O_SLA_Flak_Vest01",
  1237. "CUP_V_O_SLA_Flak_Vest02",
  1238. "CUP_V_O_SLA_Flak_Vest03",
  1239. "CUP_V_O_TK_CrewBelt",
  1240. "CUP_V_O_TK_OfficerBelt",
  1241. "CUP_V_O_TK_OfficerBelt2",
  1242. "CUP_V_O_TK_Vest_1",
  1243. "CUP_V_O_TK_Vest_2",
  1244. "CUP_V_OI_TKI_Jacket1_01",
  1245. "CUP_V_OI_TKI_Jacket1_02",
  1246. "CUP_V_OI_TKI_Jacket1_03",
  1247. "CUP_V_OI_TKI_Jacket1_04",
  1248. "CUP_V_OI_TKI_Jacket1_05",
  1249. "CUP_V_OI_TKI_Jacket1_06",
  1250. "CUP_V_OI_TKI_Jacket2_01",
  1251. "CUP_V_OI_TKI_Jacket2_02",
  1252. "CUP_V_OI_TKI_Jacket2_03",
  1253. "CUP_V_OI_TKI_Jacket2_04",
  1254. "CUP_V_OI_TKI_Jacket2_05",
  1255. "CUP_V_OI_TKI_Jacket2_06",
  1256. "CUP_V_OI_TKI_Jacket3_01",
  1257. "CUP_V_OI_TKI_Jacket3_02",
  1258. "CUP_V_OI_TKI_Jacket3_03",
  1259. "CUP_V_OI_TKI_Jacket3_04",
  1260. "CUP_V_OI_TKI_Jacket3_05",
  1261. "CUP_V_OI_TKI_Jacket3_06",
  1262. "CUP_V_OI_TKI_Jacket4_01",
  1263. "CUP_V_OI_TKI_Jacket4_02",
  1264. "CUP_V_OI_TKI_Jacket4_03",
  1265. "CUP_V_OI_TKI_Jacket4_04",
  1266. "CUP_V_OI_TKI_Jacket4_05",
  1267. "CUP_V_OI_TKI_Jacket4_06"
  1268. ];
  1269. DMS_sniper_backpacks = [ // Backpacks for Sniper Class
  1270. "B_Bergen_rgr",
  1271. "B_Carryall_oli",
  1272. "B_Kitbag_mcamo",
  1273. "B_Carryall_cbr",
  1274. "B_Bergen_blk",
  1275. "CUP_B_USPack_Coyote",
  1276. "CUP_B_GER_Medic_Desert",
  1277. "CUP_B_CivPack_WDL",
  1278. "CUP_B_AlicePack_Khaki",
  1279. "CUP_B_RPGPack_Khaki",
  1280. "CUP_B_TK_Medic_Desert"
  1281. ];
  1282.  
  1283. DMS_ai_SupportedClasses = [ // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here
  1284. "assault",
  1285. "MG",
  1286. "sniper"
  1287. ];
  1288.  
  1289. DMS_ai_SupportedRandomClasses = [ // Allowed "random" AI presets here if you want to create different random presets.
  1290. "random",
  1291. "random_non_assault",
  1292. "random_non_MG",
  1293. "random_non_sniper"
  1294. ];
  1295.  
  1296. DMS_random_AI = [ // Random AI preset that contains all default classes | DEFAULT: 60% Assault, 20% MG, 20% Sniper
  1297. "assault",
  1298. "assault",
  1299. "assault",
  1300. "MG",
  1301. "sniper"
  1302. ];
  1303.  
  1304. DMS_random_non_assault_AI = [ // Random AI preset that excludes the "assault" class
  1305. "MG",
  1306. "MG",
  1307. "sniper"
  1308. ];
  1309.  
  1310. DMS_random_non_MG_AI = [ // Random AI preset that excludes the "MG" class
  1311. "assault",
  1312. "assault",
  1313. "sniper"
  1314. ];
  1315.  
  1316. DMS_random_non_sniper_AI = [ // Random AI preset that excludes the "sniper" class
  1317. "assault",
  1318. "assault",
  1319. "MG"
  1320. ];
  1321.  
  1322. DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
  1323. DMS_ai_launchers_per_group = 2; // How many units per AI group can get a launcher.
  1324. DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-unit). With "DMS_ai_launchers_per_group" set to 2, and "DMS_ai_use_launchers_chance" set to 50, there will be an average of 1 launcher per group.
  1325. DMS_AI_launcher_ammo_count = 1; // How many rockets an AI will get with its launcher
  1326. DMS_ai_remove_launchers = false; // Remove rocket launchers on AI death
  1327.  
  1328. DMS_AI_wep_launchers_AT = [ // AT Launchers
  1329. "launch_NLAW_F",
  1330. "launch_RPG32_F",
  1331. "launch_B_Titan_short_F"
  1332. ];
  1333. DMS_AI_wep_launchers_AA = [ // AA Launchers
  1334. "launch_B_Titan_F"
  1335. ];
  1336.  
  1337. /* AI Settings */
  1338.  
  1339.  
  1340. /* Loot Settings */
  1341. DMS_GodmodeCrates = true; // Whether or not crates will have godmode after being filled with loot.
  1342. DMS_CrateCase_Sniper = [ // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
  1343. [
  1344. ["Rangefinder",1],
  1345. ["srifle_GM6_F",1],
  1346. ["srifle_LRR_F",1],
  1347. ["srifle_EBR_F",1],
  1348. ["hgun_Pistol_heavy_01_F",1],
  1349. ["hgun_PDW2000_F",1]
  1350. ],
  1351. [
  1352. ["ItemGPS",1],
  1353. ["U_B_FullGhillie_ard",1],
  1354. ["U_I_FullGhillie_lsh",1],
  1355. ["U_O_FullGhillie_sard",1],
  1356. ["U_O_GhillieSuit",1],
  1357. ["V_PlateCarrierGL_blk",1],
  1358. ["V_HarnessO_brn",1],
  1359. ["Exile_Item_InstaDoc",3],
  1360. ["Exile_Item_Surstromming_Cooked",5],
  1361. ["Exile_Item_PlasticBottleFreshWater",5],
  1362. ["optic_DMS",1],
  1363. ["acc_pointer_IR",1],
  1364. ["muzzle_snds_B",1],
  1365. ["optic_LRPS",1],
  1366. ["optic_MRD",1],
  1367. ["muzzle_snds_acp",1],
  1368. ["optic_Holosight_smg",1],
  1369. ["muzzle_snds_L",1],
  1370. ["5Rnd_127x108_APDS_Mag",3],
  1371. ["7Rnd_408_Mag",3],
  1372. ["20Rnd_762x51_Mag",5],
  1373. ["11Rnd_45ACP_Mag",3],
  1374. ["30Rnd_9x21_Mag",3]
  1375. ],
  1376. [
  1377. ["B_Carryall_cbr",1],
  1378. ["B_Kitbag_mcamo",1]
  1379. ]
  1380. ];
  1381. DMS_BoxWeapons = [ // List of weapons that can spawn in a crate
  1382. "arifle_Katiba_GL_F",
  1383. "arifle_MX_GL_Black_F",
  1384. "arifle_Mk20_GL_F",
  1385. "Exile_Item_InstaDoc"
  1386. "arifle_TRG21_GL_F",
  1387. "arifle_Katiba_F",
  1388. "arifle_MX_Black_F",
  1389. "arifle_TRG21_F",
  1390. "arifle_TRG20_F",
  1391. "arifle_Mk20_plain_F",
  1392. "arifle_Mk20_F",
  1393. "LMG_Zafir_F",
  1394. "LMG_Mk200_F",
  1395. "arifle_MX_SW_Black_F",
  1396. "srifle_EBR_F",
  1397. "srifle_DMR_01_F",
  1398. "srifle_GM6_F",
  1399. "arifle_MXM_F",
  1400. "arifle_MXM_Black_F",
  1401. "srifle_DMR_02_F",
  1402. "CUP_arifle_AK74",
  1403. "CUP_arifle_AK74M",
  1404. "CUP_arifle_AK74_GL",
  1405. "CUP_arifle_AKS",
  1406. "CUP_arifle_AKS_Gold",
  1407. "CUP_arifle_AKS74",
  1408. "CUP_arifle_AKS74U",
  1409. "CUP_arifle_AK107",
  1410. "CUP_arifle_AK107_kobra",
  1411. "CUP_arifle_AK107_pso",
  1412. "CUP_arifle_AK107_GL",
  1413. "CUP_arifle_AK107_GL_kobra",
  1414. "CUP_arifle_AKM",
  1415. "CUP_arifle_CZ805_A1",
  1416. "CUP_arifle_CZ805_GL",
  1417. "CUP_arifle_CZ805_A2",
  1418. "CUP_arifle_CZ805_B",
  1419. "CUP_arifle_CZ805_B_GL",
  1420. "CUP_arifle_FNFAL",
  1421. "CUP_arifle_FNFAL_railed",
  1422. "CUP_arifle_FNFAL_ANPVS4",
  1423. "CUP_arifle_G36A",
  1424. "CUP_arifle_G36A_camo",
  1425. "CUP_arifle_G36K",
  1426. "CUP_arifle_G36K_camo",
  1427. "CUP_arifle_G36C",
  1428. "CUP_arifle_G36C_camo",
  1429. "CUP_arifle_L85A2",
  1430. "CUP_arifle_L85A2_GL",
  1431. "CUP_arifle_M16A2",
  1432. "CUP_arifle_M16A2_GL",
  1433. "CUP_arifle_M16A4_Base",
  1434. "CUP_arifle_M16A4_GL",
  1435. "CUP_arifle_M4A1_BUIS_GL",
  1436. "CUP_arifle_M4A1_BUIS_camo_GL",
  1437. "CUP_arifle_M4A1_BUIS_desert_GL",
  1438. "CUP_arifle_M4A1",
  1439. "CUP_arifle_M4A1_camo",
  1440. "CUP_arifle_M4A1_black",
  1441. "CUP_arifle_M4A1_desert",
  1442. "CUP_arifle_M4A3_desert",
  1443. "CUP_arifle_M4A1_camo_Aim",
  1444. "CUP_arifle_M4A1_Aim",
  1445. "CUP_arifle_M4A1_camo_AIM_snds",
  1446. "CUP_arifle_Sa58RIS2",
  1447. "CUP_arifle_Sa58RIS2_gl",
  1448. "CUP_arifle_Sa58P_des",
  1449. "CUP_arifle_Sa58V_camo",
  1450. "CUP_arifle_Sa58RIS1_des",
  1451. "CUP_arifle_Sa58RIS2_camo",
  1452. "CUP_arifle_Mk16_CQC",
  1453. "CUP_arifle_Mk16_CQC_FG",
  1454. "CUP_arifle_Mk16_CQC_SFG",
  1455. "CUP_arifle_Mk16_CQC_EGLM",
  1456. "CUP_arifle_Mk17_CQC",
  1457. "CUP_arifle_Mk20",
  1458. "CUP_arifle_Mk20_LeupoldMk4MRT",
  1459. "CUP_arifle_Mk20_SB11420_snds",
  1460. "CUP_arifle_XM8_Carbine",
  1461. "CUP_arifle_XM8_Carbine_GL",
  1462. "CUP_arifle_xm8_sharpshooter"
  1463. ];
  1464. DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) that can spawn in a crate
  1465. "Exile_Item_EMRE",
  1466. "Exile_Item_GloriousKnakworst",
  1467. "Exile_Item_Surstromming",
  1468. "Exile_Item_MacasCheese",
  1469. "Exile_Item_Energydrink",
  1470. "Exile_Item_Dogfood",
  1471. "Exile_Item_BeefParts",
  1472. "Exile_Item_MountainDupe",
  1473. "Exile_Item_Cheathas",
  1474. "Exile_Item_InstantCoffee",
  1475. "Exile_Item_Vishpirin",
  1476. "Exile_Item_PlasticBottleFreshWater",
  1477. "Exile_Item_PlasticBottleCoffee"
  1478. ];
  1479. DMS_BoxBuildingSupplies = [ // List of building supplies that can spawn in a crate
  1480. "Exile_Item_CamoTentKit",
  1481. "Exile_Item_MetalPole",
  1482. "Exile_Item_Cement",
  1483. "Exile_Item_Sand",
  1484. "Exile_Item_MetalBoard",
  1485. "Exile_Item_JunkMetal",
  1486. "Exile_Item_ExtensionCord",
  1487. "Exile_Item_DuctTape",
  1488. "Exile_Construction_FloodLight_Static",
  1489. "Exile_Construction_SandBags_Long_Static",
  1490. "Exile_Container_Storagecrate",
  1491. "Exile_Item_ConcreteDoorKit",
  1492. "Exile_Item_ConcreteFloorKit",
  1493. "Exile_Item_WoodFloorKit",
  1494. "Exile_Item_WoodGateKit",
  1495. "Exile_Item_WoodStairsKit",
  1496. "Exile_Item_WoodSupportKit",
  1497. "Exile_Item_WoodWallKit",
  1498. "Exile_Headgear_GasMask",
  1499. "Exile_Item_Knife",
  1500. "Exile_Melee_SledgeHammer",
  1501. "Exile_Item_InstaDoc"
  1502. ];
  1503. DMS_BoxOptics = [ // List of optics that can spawn in a crate
  1504. "optic_Arco",
  1505. "optic_Hamr",
  1506. "optic_SOS",
  1507. "optic_DMS",
  1508. "optic_LRPS",
  1509. "CUP_optic_MAAWS_Scope",
  1510. "CUP_optic_SMAW_Scope",
  1511. "CUP_optic_AN_PAS_13c1",
  1512. "CUP_optic_AN_PAS_13c2",
  1513. "CUP_optic_GOSHAWK",
  1514. "CUP_optic_AN_PVS_10",
  1515. "CUP_optic_AN_PVS_4",
  1516. "CUP_optic_NSPU",
  1517. "CUP_optic_SB_3_12x50_PMII",
  1518. "CUP_optic_LeupoldMk4",
  1519. "CUP_optic_Leupold_VX3",
  1520. "CUP_optic_LeupoldM3LR",
  1521. "CUP_optic_LeupoldMk4_10x40_LRT_Desert",
  1522. "CUP_optic_LeupoldMk4_10x40_LRT_Woodland",
  1523. "CUP_optic_LeupoldMk4_CQ_T",
  1524. "CUP_optic_LeupoldMk4_MRT_tan",
  1525. "CUP_optic_PechenegScope",
  1526. "CUP_optic_PSO_1",
  1527. "CUP_optic_PSO_3",
  1528. "CUP_optic_SUSAT",
  1529. "CUP_optic_ElcanM145",
  1530. "CUP_optic_ELCAN_SpecterDR",
  1531. "CUP_optic_CWS",
  1532. "CUP_optic_RCO",
  1533. "CUP_optic_RCO_desert",
  1534. "CUP_optic_RCO",
  1535. "CUP_optic_ZDDot",
  1536. "CUP_optic_MRad",
  1537. "CUP_optic_SB_11_4x20_PM",
  1538. "CUP_optic_TrijiconRx01_desert",
  1539. "CUP_optic_TrijiconRx01_black",
  1540. "CUP_optic_CompM4",
  1541. "CUP_optic_CompM2_Black",
  1542. "CUP_optic_CompM2_Woodland",
  1543. "CUP_optic_CompM2_Woodland2",
  1544. "CUP_optic_CompM2_Desert",
  1545. "CUP_optic_HoloBlack",
  1546. "CUP_optic_HoloWdl",
  1547. "CUP_optic_HoloDesert",
  1548. "CUP_optic_Eotech533",
  1549. "CUP_optic_Eotech533Grey",
  1550. "CUP_optic_Eotech533Grey"
  1551. ];
  1552. DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate
  1553. "B_Bergen_rgr",
  1554. "B_Carryall_oli",
  1555. "B_Carryall_cbr",
  1556. "B_Bergen_blk",
  1557. "CUP_B_USPack_Coyote",
  1558. "CUP_B_GER_Medic_Desert",
  1559. "CUP_B_CivPack_WDL",
  1560. "CUP_B_AlicePack_Khaki",
  1561. "CUP_B_RPGPack_Khaki",
  1562. "CUP_B_TK_Medic_Desert"
  1563. ];
  1564. DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxOptics+DMS_BoxBuildingSupplies; // Random "items" can spawn optics, survival supplies, or building supplies
  1565.  
  1566. DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
  1567. DMS_RareLootList = [ // List of rare loot to spawn
  1568. "Exile_Item_SafeKit",
  1569. "Exile_Item_CodeLock",
  1570. "srifle_LRR_F",
  1571. "Exile_Item_ConcreteFloorKit",
  1572. "Exile_Item_ConcreteGateKit",
  1573. "Exile_Item_ConcreteStairsKit",
  1574. "Exile_Item_ConcreteDoorKit",
  1575. "Exile_Construction_MetalHedgehog_Static",
  1576. "CUP_srifle_ksvk",
  1577. "CUP_Stinger",
  1578. "CUP_srifle_AS50",
  1579. "CUP_M107",
  1580. "CUP_RPG18"
  1581. ];
  1582. DMS_RareLootChance = 30; // Percentage Chance to spawn rare loot in any crate | Default: 10%
  1583.  
  1584. // Vehicles
  1585. DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
  1586. "Exile_Car_Offroad_Armed_Guerilla01",
  1587. "CUP_I_BRDM2_HQ_UN",
  1588. "CUP_B_UAZ_AGS30_ACR",
  1589. "CUP_B_UAZ_SPG9_ACR",
  1590. "CUP_O_UAZ_AGS30_RU",
  1591. "CUP_B_HMMWV_Crows_M2_USA"
  1592. ];
  1593.  
  1594. DMS_MilitaryVehicles = [ // List of military vehicles that can spawn
  1595. "Exile_Car_Strider",
  1596. "Exile_Car_Hunter",
  1597. "Exile_Car_Ifrit",
  1598. "HMMWV_M2_des"
  1599. ];
  1600.  
  1601. DMS_TransportTrucks = [ // List of transport trucks that can spawn
  1602. "Exile_Car_Van_Guerilla01",
  1603. "Exile_Car_Zamak",
  1604. "Exile_Car_Tempest",
  1605. "Exile_Car_HEMMT",
  1606. "CUP_C_Ural_Civ_01",
  1607. "CUP_C_Ural_Civ_02",
  1608. "CUP_C_Ural_Civ_03"
  1609. ];
  1610.  
  1611. DMS_RefuelTrucks = [ // List of refuel trucks that can spawn
  1612. "Exile_Car_Van_Fuel_Black",
  1613. "Exile_Car_Van_Fuel_White",
  1614. "Exile_Car_Van_Fuel_Red",
  1615. "Exile_Car_Van_Fuel_Guerilla01",
  1616. "Exile_Car_Van_Fuel_Guerilla02",
  1617. "Exile_Car_Van_Fuel_Guerilla03",
  1618. "CUP_O_Ural_Refuel_CHDKZ",
  1619. "CUP_O_Ural_Refuel_RU",
  1620. "CUP_O_Ural_Refuel_SLA",
  1621. "CUP_O_Ural_Refuel_TKA"
  1622. ];
  1623.  
  1624. DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn
  1625. "Exile_Car_SUV_Red",
  1626. "Exile_Car_Hatchback_Rusty1",
  1627. "Exile_Car_Hatchback_Rusty2",
  1628. "Exile_Car_Hatchback_Sport_Red",
  1629. "Exile_Car_SUV_Red",
  1630. "Exile_Car_Offroad_Rusty2",
  1631. "Exile_Bike_QuadBike_Fia",
  1632. "Exile_Car_Volha_Black",
  1633. "CUP_C_LR_Transport_CTK"
  1634. ];
  1635.  
  1636. DMS_TransportHelis = [ // List of transport helis that can spawn
  1637. "Exile_Chopper_Hummingbird_Green",
  1638. "Exile_Chopper_Orca_BlackCustom",
  1639. "Exile_Chopper_Mohawk_FIA",
  1640. "Exile_Chopper_Huron_Black",
  1641. "Exile_Chopper_Hellcat_Green",
  1642. "Exile_Chopper_Taru_Transport_Black",
  1643. "CUP_B_UH60M_Unarmed_FFV_MEV_US"
  1644. ];
  1645. /* Loot Settings */
Add Comment
Please, Sign In to add comment