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  1. // =========================================================================================================
  2. // SAR_AI - DayZ AI library
  3. // Version: 1.5.2
  4. // Author: Sarge ([email protected])
  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. // -----------------------------------------------
  26. // default values for dynamic grid spawning
  27. // -----------------------------------------------
  28.  
  29. // maximum number of groups / grid
  30. SAR_max_grps_bandits = 1;
  31. SAR_max_grps_soldiers = 1;
  32. SAR_max_grps_survivors = 1;
  33.  
  34. // chance for a group to spawn (1-100)
  35. SAR_chance_bandits = 15;
  36. SAR_chance_soldiers = 25;
  37. SAR_chance_survivors = 35;
  38.  
  39. // maximum size of group (including Leader)
  40. SAR_max_grpsize_bandits = 3;
  41. SAR_max_grpsize_soldiers = 3;
  42. SAR_max_grpsize_survivors = 3;
  43.  
  44.  
  45. // -----------------------------------------------
  46. // modify AI behaviour
  47. // -----------------------------------------------
  48.  
  49. // disable UPSMON AI behaviour - this means there will be no evasive/flanking, AI WILL follow players around the map outside of grids etc. EXPERIMENTAL
  50. SAR_AI_disable_UPSMON_AI = false;
  51.  
  52. // enable / disable AI stealing vehicles - if you enable this, be sure to check KRON_UPS_searchVehicledist value below
  53. SAR_AI_STEAL_VEHICLE = false;
  54.  
  55. // -----------------------------------------------
  56. // Humanity values
  57. // -----------------------------------------------
  58.  
  59. // Humanity Value that gets substracted for a survivor or soldier AI kill
  60. SAR_surv_kill_value = 250;
  61.  
  62. // Humanity Value that gets ADDED for a bandit AI kill
  63. SAR_band_kill_value = 50;
  64.  
  65. // the humanity value below which a player will be considered hostile
  66. SAR_HUMANITY_HOSTILE_LIMIT = -2500;
  67.  
  68. // -----------------------------------------------
  69. // Track and show AI kills in the debug monitor of the player
  70. // -----------------------------------------------
  71.  
  72. // Log AI kills
  73. SAR_log_AI_kills = true;
  74.  
  75.  
  76. // -----------------------------------------------
  77. // Show AI kills in sidechat
  78. // -----------------------------------------------
  79.  
  80. // Send AI kills to sidechat
  81. SAR_KILL_MSG = true;
  82.  
  83. // -----------------------------------------------
  84. // AI XP system
  85. // -----------------------------------------------
  86.  
  87. // Enable / disable AI xp system
  88. SAR_AI_XP_SYSTEM = true;
  89.  
  90. // xp needed to reach this level
  91. SAR_AI_XP_LVL_1 = 0;
  92. // name of the level range
  93. SAR_AI_XP_NAME_1 = "Rookie";
  94. // armor specific for this level
  95. 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%
  96.  
  97. // xp needed to reach this level
  98. SAR_AI_XP_LVL_2 = 5;
  99. // name of the level range
  100. SAR_AI_XP_NAME_2 = "Veteran";
  101. // armor specific for this level
  102. 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%
  103.  
  104. // xp needed to reach this level
  105. SAR_AI_XP_LVL_3 = 20;
  106. // name of the level range
  107. SAR_AI_XP_NAME_3 = "Legendary";
  108. // armor specific for this level
  109. 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%
  110.  
  111. // -----------------------------------------------
  112. // Special health values for specific units
  113. // -----------------------------------------------
  114.  
  115. // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90% - EXPERIMENTAL
  116. SAR_leader_health_factor = 1;
  117.  
  118. // enable this for near invincible helicopters
  119. SAR_heli_shield = false;
  120.  
  121. // -----------------------------------------------
  122. // respawning of groups & vehicles that are dynamically spawned in the grid system
  123. // -----------------------------------------------
  124. SAR_dynamic_group_respawn = true;
  125.  
  126. // time after which AI are respawned if configured (can be overwritten in the static AI calls)
  127. SAR_respawn_waittime = 600; // default 30 seconds
  128.  
  129. // -----------------------------------------------
  130. // Timeout values
  131. // -----------------------------------------------
  132.  
  133. // time after which DYNAMIC units and groups despawn after players have left the area/ dynamic grid
  134. SAR_DESPAWN_TIMEOUT = 60; // 1 minutes
  135.  
  136. // time after which dead AI bodies are deleted
  137. SAR_DELETE_TIMEOUT = 600; // 10 minutes
  138.  
  139. // -----------------------------------------------
  140. // System performance
  141. // -----------------------------------------------
  142.  
  143. // 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
  144. SAR_DETECT_HOSTILE = 300;
  145.  
  146. // 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
  147. SAR_DETECT_HOSTILE_FROM_VEHICLE = 500;
  148.  
  149. // 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
  150. SAR_DETECT_INTERVAL = 15;
  151.  
  152. // 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
  153. SAR_DETECT_FROM_VEHICLE_INTERVAL = 5;
  154.  
  155. // the interval in seconds after that AI and AI in vehicles get new ammo and new fuel if needed
  156. SAR_REAMMO_INTERVAL = 30;
  157.  
  158. // -----------------------------------------------
  159. // Debug options
  160. // -----------------------------------------------
  161.  
  162. // Show AI hits and kills by players in the rpt
  163. SAR_HITKILL_DEBUG = false;
  164.  
  165. //
  166. // SET THIS TO 0 to hide the group markers on the map and see the UPSMON group debug messages
  167. // Possible values: 1 = enabled, 0 = disabled
  168. KRON_UPS_Debug = 0;
  169.  
  170. //
  171. // SET THIS TO 1 to see waypoints and pathfinding information in your rpt
  172. // Possible values: 1 = enabled, 0 = disabled
  173.  
  174. KRON_UPS_WP_Debug = 0;
  175.  
  176. //
  177. // SET THIS TO 1 to enable AI debugging in the rpt. You will be able to debug targets / enemy handling
  178. // Possible values: 1 = enabled, 0 = disabled
  179. KRON_UPS_AI_Debug = 0;
  180.  
  181.  
  182. // Show AI ingame markers to see their xplevel, and logs to the rpt
  183. SAR_SHOW_XP_LVL = false;
  184.  
  185. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  186. //
  187. // Overwriting UPSMON standard values, so they dont have to be changed in the UPSMON package. Be careful with changing these.
  188. //
  189. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  190.  
  191. //Efective distance for doing perfect ambush (max distance is this x2)
  192. KRON_UPS_ambushdist = 100;
  193.  
  194. //Frequency for doing calculations for each squad.
  195. KRON_UPS_Cycle = 10; //org 20 , try to adjust for server performance
  196.  
  197. //Time that leader waits until doing another movement, this time reduced dynamically under fire, and on new targets
  198. KRON_UPS_react = 60;
  199.  
  200. //Min time to wait for doing another reaction
  201. KRON_UPS_minreact = 30; // org 30
  202.  
  203. //Max waiting is the maximum time patrol groups will wait when arrived to target for doing another target.
  204. KRON_UPS_maxwaiting = 60;
  205.  
  206. //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.
  207. KRON_UPS_wp_maxwaiting = 120;
  208.  
  209. // how long AI units should be in alert mode after initially spotting an enemy
  210. KRON_UPS_alerttime = 90;
  211.  
  212. // how close unit has to be to target to generate a new one target or to enter stealth mode
  213. KRON_UPS_closeenough = 100; // if you have vast plain areas, increase this to sth around 150-300
  214.  
  215. // 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
  216. KRON_UPS_sharedist = 200;
  217.  
  218. // If enabled IA communication between them with radio defined sharedist distance, 0/2
  219. // (must be set to 2 in order to use reinforcement !R)
  220. KRON_UPS_comradio = 0;
  221.  
  222. // Distance from destination for searching vehicles. (Search area is about 200m),
  223. // If your destination point is further than KRON_UPS_searchVehicledist, AI will try to find a vehicle to go there.
  224. KRON_UPS_searchVehicledist = 600; // 700, 900
  225.  
  226. //Sides that are enemies of resistance // DO NOT CHANGE THIS
  227. KRON_UPS_Res_enemy = [east];
  228.  
  229. // 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)
  230. // 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
  231. //
  232. // 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.
  233. // If you set this lower, the AI share your position earlier and all of the group attack you earlier.
  234. //
  235. // Recommended values: 0.4 -> hard!
  236. //
  237. // 1.0 -> medium
  238. //
  239. // 2.5 -> easy
  240. //
  241. R_knowsAboutEnemy = 1.3;
  242.  
  243. //
  244. // ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  245. //
  246. // definition of classes and weapon loadouts
  247. //
  248.  
  249. //
  250. // type of soldier lists, only allowed DayZ classes listed. adjust if you run rmod or another map that allows different classes
  251. //
  252. // IMPORTANT: The leader types must be different to each other! So you need 3 different leader types here!
  253.  
  254. // military AI
  255. SAR_leader_sold_list = ["Rocket_DZ"]; // the potential classes of the leader of a soldier group
  256. SAR_sniper_sold_list = ["Sniper1_DZ"]; // the potential classes of the snipers of a soldier group
  257. SAR_soldier_sold_list = ["Soldier1_DZ"];
  258.  
  259. // bandit AI
  260. SAR_leader_band_list = ["TK_INS_Warlord_EP1_DZ"];
  261. SAR_sniper_band_list = ["TK_INS_Soldier_EP1_DZ"];
  262. SAR_soldier_band_list = ["TK_INS_Soldier_EP1_DZ"];
  263.  
  264. // bandit AI Missions
  265. SAR_leader_bandit_mission_list = ["TK_INS_Warlord_EP1_DZ"];
  266. SAR_sniper_bandit_mission_list = ["TK_INS_Soldier_EP1_DZ"];
  267. SAR_soldier_bandit_mission_list = ["TK_INS_Soldier_EP1_DZ"];
  268.  
  269. // survivor AI
  270. SAR_leader_surv_list = ["RU_Policeman_DZ"];
  271. SAR_sniper_surv_list = ["RU_Policeman_DZ"];
  272. SAR_soldier_surv_list = ["RU_Policeman_DZ"];
  273.  
  274.  
  275. // ---------------------------------------------------------------------------------------------------------------------
  276. // Skills for all possible units
  277. // ---------------------------------------------------------------------------------------------------------------------
  278.  
  279. //
  280. // military AI
  281. //
  282.  
  283. // Leader
  284. SAR_leader_sold_skills = [
  285.  
  286. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  287. ["aimingShake", 0.35, 0.10],
  288. ["aimingSpeed", 0.80, 0.20],
  289. ["spotDistance", 0.70, 0.30],
  290. ["spotTime", 0.65, 0.20],
  291. ["endurance", 0.80, 0.20],
  292. ["courage", 0.80, 0.20],
  293. ["reloadSpeed", 0.80, 0.20],
  294. ["commanding", 0.80, 0.20],
  295. ["general", 0.80, 0.20]
  296.  
  297. ];
  298.  
  299. // rifleman
  300. SAR_soldier_sold_skills = [
  301.  
  302. ["aimingAccuracy",0.25, 0.10], // skilltype, <min value>, <random value added to min>;
  303. ["aimingShake", 0.25, 0.10],
  304. ["aimingSpeed", 0.70, 0.20],
  305. ["spotDistance", 0.55, 0.30],
  306. ["spotTime", 0.30, 0.20],
  307. ["endurance", 0.60, 0.20],
  308. ["courage", 0.60, 0.20],
  309. ["reloadSpeed", 0.60, 0.20],
  310. ["commanding", 0.60, 0.20],
  311. ["general", 0.60, 0.20]
  312.  
  313. ];
  314.  
  315. // Sniper
  316. SAR_sniper_sold_skills = [
  317.  
  318. ["aimingAccuracy",0.80, 0.10], // skilltype, <min value>, <random value added to min>;
  319. ["aimingShake", 0.90, 0.10],
  320. ["aimingSpeed", 0.70, 0.20],
  321. ["spotDistance", 0.70, 0.30],
  322. ["spotTime", 0.75, 0.20],
  323. ["endurance", 0.70, 0.20],
  324. ["courage", 0.70, 0.20],
  325. ["reloadSpeed", 0.70, 0.20],
  326. ["commanding", 0.70, 0.20],
  327. ["general", 0.70, 0.20]
  328.  
  329. ];
  330.  
  331. //
  332. // bandit AI
  333. //
  334.  
  335. // Leader
  336. SAR_leader_band_skills = [
  337.  
  338. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  339. ["aimingShake", 0.35, 0.10],
  340. ["aimingSpeed", 0.60, 0.20],
  341. ["spotDistance", 0.40, 0.30],
  342. ["spotTime", 0.45, 0.20],
  343. ["endurance", 0.40, 0.20],
  344. ["courage", 0.50, 0.20],
  345. ["reloadSpeed", 0.60, 0.20],
  346. ["commanding", 0.50, 0.20],
  347. ["general", 0.50, 0.20]
  348.  
  349. ];
  350. // Rifleman
  351. SAR_soldier_band_skills = [
  352.  
  353. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  354. ["aimingShake", 0.15, 0.10],
  355. ["aimingSpeed", 0.60, 0.20],
  356. ["spotDistance", 0.40, 0.20],
  357. ["spotTime", 0.40, 0.20],
  358. ["endurance", 0.40, 0.20],
  359. ["courage", 0.40, 0.20],
  360. ["reloadSpeed", 0.40, 0.20],
  361. ["commanding", 0.40, 0.20],
  362. ["general", 0.40, 0.20]
  363.  
  364. ];
  365. // Sniper
  366. SAR_sniper_band_skills = [
  367.  
  368. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  369. ["aimingShake", 0.80, 0.10],
  370. ["aimingSpeed", 0.70, 0.20],
  371. ["spotDistance", 0.90, 0.10],
  372. ["spotTime", 0.55, 0.20],
  373. ["endurance", 0.70, 0.20],
  374. ["courage", 0.70, 0.20],
  375. ["reloadSpeed", 0.70, 0.20],
  376. ["commanding", 0.50, 0.20],
  377. ["general", 0.60, 0.20]
  378.  
  379. ];
  380.  
  381.  
  382.  
  383. //
  384. // bandit AI
  385. //
  386.  
  387. // Leader
  388. SAR_leader_bandit_mission_skills = [
  389.  
  390. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  391. ["aimingShake", 0.35, 0.10],
  392. ["aimingSpeed", 0.60, 0.20],
  393. ["spotDistance", 0.40, 0.30],
  394. ["spotTime", 0.45, 0.20],
  395. ["endurance", 0.40, 0.20],
  396. ["courage", 0.50, 0.20],
  397. ["reloadSpeed", 0.60, 0.20],
  398. ["commanding", 0.50, 0.20],
  399. ["general", 0.50, 0.20]
  400.  
  401. ];
  402. // Rifleman
  403. SAR_soldier_bandit_mission_skills = [
  404.  
  405. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  406. ["aimingShake", 0.15, 0.10],
  407. ["aimingSpeed", 0.60, 0.20],
  408. ["spotDistance", 0.40, 0.20],
  409. ["spotTime", 0.40, 0.20],
  410. ["endurance", 0.40, 0.20],
  411. ["courage", 0.40, 0.20],
  412. ["reloadSpeed", 0.40, 0.20],
  413. ["commanding", 0.40, 0.20],
  414. ["general", 0.40, 0.20]
  415.  
  416. ];
  417. // Sniper
  418. SAR_sniper_bandit_mission_skills = [
  419.  
  420. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  421. ["aimingShake", 0.80, 0.10],
  422. ["aimingSpeed", 0.70, 0.20],
  423. ["spotDistance", 0.90, 0.10],
  424. ["spotTime", 0.55, 0.20],
  425. ["endurance", 0.70, 0.20],
  426. ["courage", 0.70, 0.20],
  427. ["reloadSpeed", 0.70, 0.20],
  428. ["commanding", 0.50, 0.20],
  429. ["general", 0.60, 0.20]
  430.  
  431. ];
  432.  
  433. //
  434. // survivor AI
  435. //
  436.  
  437. // Leader
  438. SAR_leader_surv_skills = [
  439.  
  440. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  441. ["aimingShake", 0.35, 0.10],
  442. ["aimingSpeed", 0.60, 0.20],
  443. ["spotDistance", 0.40, 0.30],
  444. ["spotTime", 0.45, 0.20],
  445. ["endurance", 0.40, 0.20],
  446. ["courage", 0.50, 0.20],
  447. ["reloadSpeed", 0.60, 0.20],
  448. ["commanding", 0.50, 0.20],
  449. ["general", 0.50, 0.20]
  450.  
  451. ];
  452. // Rifleman
  453. SAR_soldier_surv_skills = [
  454.  
  455. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  456. ["aimingShake", 0.15, 0.10],
  457. ["aimingSpeed", 0.60, 0.20],
  458. ["spotDistance", 0.45, 0.30],
  459. ["spotTime", 0.20, 0.20],
  460. ["endurance", 0.40, 0.20],
  461. ["courage", 0.40, 0.20],
  462. ["reloadSpeed", 0.40, 0.20],
  463. ["commanding", 0.40, 0.20],
  464. ["general", 0.40, 0.20]
  465.  
  466. ];
  467. // Sniper
  468. SAR_sniper_surv_skills = [
  469.  
  470. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  471. ["aimingShake", 0.80, 0.10],
  472. ["aimingSpeed", 0.70, 0.20],
  473. ["spotDistance", 0.70, 0.30],
  474. ["spotTime", 0.65, 0.20],
  475. ["endurance", 0.70, 0.20],
  476. ["courage", 0.70, 0.20],
  477. ["reloadSpeed", 0.70, 0.20],
  478. ["commanding", 0.50, 0.20],
  479. ["general", 0.60, 0.20]
  480.  
  481. ];
  482.  
  483.  
  484. // ---------------------------------------------------------------------------------------------------------------------
  485. // Weapon & Item Loadout
  486. // ---------------------------------------------------------------------------------------------------------------------
  487.  
  488. // a general note: you CAN use either rifles OR pistols. Do not use both. AI will get stuck after switching weapons.
  489.  
  490. // military
  491.  
  492. // potential weapon list for leaders
  493. SAR_sold_leader_weapon_list = [
  494. "M16A4_ACG",
  495. "M4A1_AIM_SD_camo",
  496. "M4A3_CCO_EP1",
  497. "M16A2GL"
  498. ];
  499.  
  500. SAR_sold_leader_pistol_list = [];
  501.  
  502. // potential item list for leaders -> Item / Chance 1 - 100
  503.  
  504. SAR_sold_leader_items = [
  505. ["ItemWaterbottle",20],
  506. ["ItemBandage",75],
  507. ["FoodMRE",60],
  508. ["ItemWaterbottleUnfilled",60],
  509. ["ItemMorphine",60],
  510. ["ItemPainkiller",60],
  511. ["ItemHeatPack",60],
  512. ["ItemGoldBar10oz",1]
  513. ];
  514.  
  515. SAR_sold_leader_tools = [
  516. ["ItemMap",80],
  517. ["ItemCompass",50],
  518. ["ItemKnife",50],
  519. ["ItemFlashlightRed",50],
  520. ["Binocular_Vector",5],
  521. ["NVGoggles",50],
  522. ["ItemEtool",5],
  523. ["ItemWatch",100],
  524. ["ItemRadio",100],
  525. ["ItemGPS",20]
  526. ];
  527.  
  528. //potential weapon list for riflemen
  529.  
  530.  
  531.  
  532. SAR_sold_rifleman_weapon_list = [
  533. "M16A4",
  534. "M16A2",
  535. "M4A1_Aim_camo",
  536. "M4A1_Aim",
  537. "M4A1",
  538. "M249_DZ",
  539. "Mk_48_DZ"
  540. ];
  541. SAR_sold_rifleman_pistol_list = [];
  542.  
  543. // potential item list for riflemen
  544.  
  545.  
  546.  
  547. SAR_sold_rifleman_items = [
  548. ["ItemWaterbottle",20],
  549. ["ItemBandage",75],
  550. ["FoodMRE",60],
  551. ["HandChemGreen",60],
  552. ["ItemSandbag",5],
  553. ["ItemTrashRazor",60],
  554. ["HandRoadFlare",60],
  555. ["ItemWaterbottleUnfilled",60]
  556. ];
  557.  
  558. SAR_sold_rifleman_tools = [
  559. ["ItemToolbox",50],
  560. ["ItemCompass",30],
  561. ["ItemWatch",100],
  562. ["ItemEtool",5],
  563. ["ItemKnife",50],
  564. ["ItemMatchbox_DZE",50]
  565. ];
  566.  
  567. //potential weapon list for snipers
  568.  
  569. SAR_sold_sniper_weapon_list = [
  570. "M24",
  571. "M24_des_EP1",
  572. "M107"
  573. ];
  574.  
  575. SAR_sold_sniper_pistol_list = [];
  576.  
  577. // potential item list for snipers
  578.  
  579.  
  580.  
  581. SAR_sold_sniper_items = [
  582. ["ItemWaterbottle",20],
  583. ["ItemBandage",75],
  584. ["FoodMRE",60],
  585. ["ItemWaterbottleUnfilled",60],
  586. ["ItemMorphine",60],
  587. ["ItemPainkiller",60],
  588. ["ItemHeatPack",70]
  589. ];
  590.  
  591. SAR_sold_sniper_tools = [
  592. ["ItemMap",50],
  593. ["NVGoggles",100],
  594. ["ItemKnife",60],
  595. ["ItemWatch",100],
  596. ["Binocular_Vector",5]
  597. ];
  598.  
  599. //
  600. // survivors
  601. //
  602.  
  603. // potential weapon list for leaders
  604.  
  605. SAR_surv_leader_weapon_list = [
  606. "Remington870_lamp",
  607. "MR43"
  608. ];
  609.  
  610. SAR_surv_leader_pistol_list = [];
  611.  
  612. // potential item list for leaders -> Item / Chance 1 - 100
  613.  
  614. SAR_surv_leader_items = [
  615. ["ItemSodaCoke",75],
  616. ["ItemBandage",75],
  617. ["FoodCanBakedBeans",60],
  618. ["ItemAntibiotic",20],
  619. ["ItemSodaMdew",10],
  620. ["HandChemBlue",60],
  621. ["ItemGoldBar10oz",1]
  622. ];
  623.  
  624. SAR_surv_leader_tools = [
  625. ["ItemMap",50],
  626. ["ItemCompass",60],
  627. ["Binocular_Vector",5],
  628. ["NVGoggles",5],
  629. ["ItemGPS",10],
  630. ["ItemRadio",100],
  631. ["ItemWatch",100]
  632. ];
  633.  
  634. //potential weapon list for riflemen
  635.  
  636. SAR_surv_rifleman_weapon_list = [
  637. "M1014",
  638. "MR43"
  639. ];
  640. SAR_surv_rifleman_pistol_list = [
  641. "UZI_EP1"
  642. ];
  643.  
  644. // potential item list for riflemen
  645.  
  646. SAR_surv_rifleman_items = [
  647. ["ItemSodaCoke",75],
  648. ["ItemBandage",75],
  649. ["FoodCanSardines",30],
  650. ["ItemAntibiotic",5],
  651. ["ItemBloodbag",5],
  652. ["ItemPainkiller",10]
  653. ];
  654.  
  655. SAR_surv_rifleman_tools = [
  656. ["ItemMap",50],
  657. ["ItemCompass",30],
  658. ["ItemWatch",100]
  659. ];
  660.  
  661. //potential weapon list for snipers
  662.  
  663. SAR_surv_sniper_weapon_list = [
  664. "LeeEnfield",
  665. "Huntingrifle"
  666. ];
  667.  
  668. SAR_surv_sniper_pistol_list = [];
  669.  
  670. // potential item list for snipers
  671.  
  672.  
  673. SAR_surv_sniper_items = [
  674. ["ItemSodaCoke",75],
  675. ["ItemBandage",75],
  676. ["FoodCanPasta",60],
  677. ["ItemCanvas",5],
  678. ["ItemBurlap",1]
  679. ];
  680.  
  681. SAR_surv_sniper_tools = [
  682. ["ItemMap",50],
  683. ["ItemCompass",30],
  684. ["ItemWatch",100]
  685. ];
  686.  
  687. //
  688. // bandits
  689. //
  690.  
  691. // potential weapon list for leaders
  692.  
  693. SAR_band_leader_weapon_list = [
  694. "AKS_GOLD",
  695. "AKS_74_UN_kobra",
  696. "AKS_74_pso",
  697. "AK_107_pso"
  698. ];
  699.  
  700. SAR_band_leader_pistol_list = [];
  701.  
  702. // potential item list for leaders -> Item / Chance 1 - 100
  703.  
  704. SAR_band_leader_items = [
  705. ["ItemBandage",75],
  706. ["ItemWaterbottle",50],
  707. ["ItemSeaBassCooked",50],
  708. ["ItemGoldBar",10],
  709. ["ItemGoldBar10oz",1]
  710. ];
  711.  
  712. SAR_band_leader_tools = [
  713. ["ItemMap",75],
  714. ["NVGoggles",75],
  715. ["ItemKnife",60],
  716. ["ItemRadio",30]
  717. ];
  718.  
  719. //potential weapon list for riflemen
  720.  
  721. SAR_band_rifleman_weapon_list = [
  722. "AK_74",
  723. "AK_47_M",
  724. "AK_47_S",
  725. "AKS_74",
  726. "AKS_74_U",
  727. "AKS_74_kobra",
  728. "AK_107_kobra",
  729. "RPK_74",
  730. "Sa58V_RCO_EP1"
  731. ];
  732.  
  733. SAR_band_rifleman_pistol_list = [];
  734.  
  735. // potential item list for riflemen
  736.  
  737. SAR_band_rifleman_items = [
  738. ["ItemBandage",75],
  739. ["ItemWaterbottle",50],
  740. ["FoodmuttonCooked",50]
  741. ];
  742.  
  743. SAR_band_rifleman_tools = [
  744. ["ItemWatch",75],
  745. ["ItemKnife",60],
  746. ["ItemMatchbox_DZE",50]
  747. ];
  748.  
  749. //potential weapon list for snipers
  750.  
  751. SAR_band_sniper_weapon_list = [
  752. "SVD",
  753. "SVD_CAMO",
  754. "SVD_des_EP1"
  755. ];
  756.  
  757. SAR_band_sniper_pistol_list = [];
  758.  
  759. // potential item list for snipers
  760.  
  761. SAR_band_sniper_items = [
  762. ["ItemBandage",75],
  763. ["ItemWaterbottle",50],
  764. ["FoodchickenCooked",50]
  765. ];
  766.  
  767. SAR_band_sniper_tools = [
  768. ["ItemWatch",75],
  769. ["ItemKnife",60],
  770. ["ItemCompass",50],
  771. ["NVGoggles",50],
  772. ["Binocular",10],
  773. ["Binocular_Vector",5]
  774. ];
  775.  
  776.  
  777. // ---------------------------------------------------------------------------------------------------------------------
  778. // AI Mission Loadouts
  779. // ---------------------------------------------------------------------------------------------------------------------//
  780.  
  781. //
  782. // bandits @ missions
  783. //
  784.  
  785. // potential weapon list for leaders
  786.  
  787. SAR_bandit_mission_leader_weapon_list = [
  788. "AKS_GOLD",
  789. "AKS_74_UN_kobra",
  790. "AKS_74_pso",
  791. "AK_107_pso"
  792. ];
  793.  
  794. SAR_bandit_mission_leader_pistol_list = [];
  795.  
  796. // potential item list for leaders -> Item / Chance 1 - 100
  797.  
  798. SAR_bandit_mission_leader_items = [
  799. ["ItemBandage",75],
  800. ["ItemWaterbottle",50],
  801. ["ItemSeaBassCooked",50],
  802. ["ItemGoldBar",10],
  803. ["ItemGoldBar10oz",1]
  804. ];
  805.  
  806. SAR_bandit_mission_leader_tools = [
  807. ["ItemMap",75],
  808. ["NVGoggles",75],
  809. ["ItemKnife",60],
  810. ["ItemRadio",30]
  811. ];
  812.  
  813. //potential weapon list for riflemen
  814.  
  815. SAR_bandit_mission_rifleman_weapon_list = [
  816. "AK_74",
  817. "AK_47_M",
  818. "AK_47_S",
  819. "AKS_74",
  820. "AKS_74_U",
  821. "AKS_74_kobra",
  822. "AK_107_kobra",
  823. "RPK_74",
  824. "Sa58V_RCO_EP1"
  825. ];
  826.  
  827. SAR_bandit_mission_rifleman_pistol_list = [];
  828.  
  829. // potential item list for riflemen
  830.  
  831. SAR_bandit_mission_rifleman_items = [
  832. ["ItemBandage",75],
  833. ["ItemWaterbottle",50],
  834. ["FoodmuttonCooked",50]
  835. ];
  836.  
  837. SAR_bandit_mission_rifleman_tools = [
  838. ["ItemWatch",75],
  839. ["ItemKnife",60],
  840. ["ItemMatchbox_DZE",50]
  841. ];
  842.  
  843. //potential weapon list for snipers
  844.  
  845. SAR_bandit_mission_sniper_weapon_list = [
  846. "SVD",
  847. "SVD_CAMO",
  848. "SVD_des_EP1"
  849. ];
  850.  
  851. SAR_bandit_mission_sniper_pistol_list = [];
  852.  
  853. // potential item list for snipers
  854.  
  855. SAR_bandit_mission_sniper_items = [
  856. ["ItemBandage",75],
  857. ["ItemWaterbottle",50],
  858. ["FoodchickenCooked",50]
  859. ];
  860.  
  861. SAR_bandit_mission_sniper_tools = [
  862. ["ItemWatch",75],
  863. ["ItemKnife",60],
  864. ["ItemCompass",50],
  865. ["NVGoggles",50],
  866. ["Binocular",10],
  867. ["Binocular_Vector",5]
  868. ];
  869.  
  870.  
  871. // ---------------------------------------------------------------------------------------------------------------------
  872. // heli patrol definiton
  873. // ---------------------------------------------------------------------------------------------------------------------
  874.  
  875. // 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
  876. //SAR_heli_type=["UH1H_DZ","Mi17_DZ"];
  877. SAR_heli_type=["UH1H_DZ","Mi17_DZ","UH1Y_DZ","CH_47F_EP1_DZ","Su34","A10_US_EP1"];
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