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  1. // =========================================================================================================
  2. // =========================================================================================================
  3. // SAR_AI - DayZ AI library
  4. // Version: 1.1.0
  5. // Author: Sarge (sarge@krumeich.ch)
  6. //
  7. // Wiki: to come
  8. // Forum: http://opendayz.net/index.php?threads/sarge-ai-framework-public-release.8391/
  9. //
  10. // ---------------------------------------------------------------------------------------------------------
  11. // Required:
  12. // UPSMon (special version, the standard one will NOT work
  13. // SHK_pos
  14. //
  15. // ---------------------------------------------------------------------------------------------------------
  16. // SAR_config.sqf - User adjustable config values
  17. // last modified:1.4.2013
  18. // ---------------------------------------------------------------------------------------------------------
  19.  
  20. // -----------------------------------------------
  21. // enable or disable dynamic grid spawning
  22. // -----------------------------------------------
  23. SAR_dynamic_spawning = true;
  24.  
  25. // -----------------------------------------------
  26. // default values for dynamic grid spawning
  27. // -----------------------------------------------
  28.  
  29. // maximum number of groups / grid
  30. SAR_max_grps_bandits = 2;
  31. SAR_max_grps_soldiers = 2;
  32. SAR_max_grps_survivors = 2;
  33.  
  34. // chance for a group to spawn (1-100)
  35. SAR_chance_bandits = 20;
  36. SAR_chance_soldiers = 10;
  37. SAR_chance_survivors = 15;
  38.  
  39. // maximum size of group (including Leader)
  40. SAR_max_grpsize_bandits = 6;
  41. SAR_max_grpsize_soldiers = 6;
  42. SAR_max_grpsize_survivors = 4;
  43.  
  44.  
  45. // -----------------------------------------------
  46. // run fix for the issue that bandits cant travel in a vehicle with survivors EXPERIMENTAL, might not work 100% DO NOT ENABLE for the time being
  47. // -----------------------------------------------
  48. SAR_FIX_VEHICLE_ISSUE = false;
  49.  
  50. // -----------------------------------------------
  51. // modify AI behaviour
  52. // -----------------------------------------------
  53.  
  54. // disable UPSMON AI behaviour - this means there will be no evasive/flanking, AI WILL follow players around the map outside of grids etc. EXPERIMENTAL
  55. SAR_AI_disable_UPSMON_AI = false;
  56.  
  57. // enable / disable AI stealing vehicles - if you enable this, be sure to check KRON_UPS_searchVehicledist value below
  58. SAR_AI_STEAL_VEHICLE = true;
  59.  
  60. // -----------------------------------------------
  61. // Humanity values
  62. // -----------------------------------------------
  63.  
  64. // Humanity Value that gets substracted for a survivor or soldier AI kill
  65. SAR_surv_kill_value = 1000;
  66.  
  67. // Humanity Value that gets ADDED for a bandit AI kill
  68. SAR_band_kill_value = 100;
  69.  
  70. // the humanity value below which a player will be considered hostile
  71. SAR_HUMANITY_HOSTILE_LIMIT = -500;
  72.  
  73. // -----------------------------------------------
  74. // Track and show AI kills in the debug monitor of the player
  75. // -----------------------------------------------
  76.  
  77. // Log AI kills
  78. SAR_log_AI_kills = false;
  79.  
  80. // -----------------------------------------------
  81. // Special health values for specific units
  82. // -----------------------------------------------
  83.  
  84. // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90% - EXPERIMENTAL
  85. SAR_leader_health_factor = 0.4;
  86.  
  87. // -----------------------------------------------
  88. // respawning of groups & vehicles that are dynamically spawned in the grid system
  89. // -----------------------------------------------
  90. SAR_dynamic_group_respawn = true;
  91.  
  92. // time after which AI are respawned if configured
  93. SAR_respawn_waittime = 1800; // 30 Mintues
  94.  
  95. // -----------------------------------------------
  96. // Timeout values
  97. // -----------------------------------------------
  98.  
  99. // time after which units and groups despawn after players have left the area
  100. SAR_DESPAWN_TIMEOUT = 120; // 5 minutes
  101.  
  102. // time after which dead AI bodies are deleted
  103. SAR_DELETE_TIMEOUT = 900; // 15 minutes
  104.  
  105. // -----------------------------------------------
  106. // System performance
  107. // -----------------------------------------------
  108.  
  109. // the max range within AI is detecting Zombies and player bandits and makes them hostile - the bigger this value, the more CPU needed
  110. SAR_DETECT_HOSTILE = 300;
  111.  
  112. // 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
  113. SAR_DETECT_INTERVAL = 15;
  114.  
  115. // -----------------------------------------------
  116. // Debug
  117. // -----------------------------------------------
  118.  
  119. // Show AI hits and kills by players
  120. SAR_HITKILL_DEBUG = false;
  121.  
  122. // Shows extra debug info in .rpt
  123. SAR_DEBUG = false;
  124.  
  125. // careful with setting this, this shows a LOT, including the grid properties and definitions for every spawn and despawn event
  126. SAR_EXTREME_DEBUG = false;
  127.  
  128. //
  129. // SET THIS TO 0 to hide the group markers on the map
  130. //
  131. //1=Enable or 0=disable debug. In debug could see a mark positioning de leader and another mark of the destination of movement, very useful for editing mission
  132. KRON_UPS_Debug = 0;
  133.  
  134.  
  135. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  136. //
  137. // Overwriting UPSMON standard values, so they dont have to be changed in the UPSMON package. Be careful with changing these.
  138. //
  139. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  140.  
  141. //Efective distance for doing perfect ambush (max distance is this x2)
  142. KRON_UPS_ambushdist = 100;
  143.  
  144. //Frequency for doing calculations for each squad.
  145. KRON_UPS_Cycle = 20; //org 20 , try to adjust for server performance
  146.  
  147. //Time that leader waits until doing another movement, this time reduced dynamically under fire, and on new targets
  148. KRON_UPS_react = 60;
  149.  
  150. //Min time to wait for doing another reaction
  151. KRON_UPS_minreact = 10; // org 30
  152.  
  153. //Max waiting is the maximum time patrol groups will wait when arrived to target for doing another target.
  154. KRON_UPS_maxwaiting = 15;
  155.  
  156. // how long AI units should be in alert mode after initially spotting an enemy
  157. KRON_UPS_alerttime = 90;
  158.  
  159. // how close unit has to be to target to generate a new one target or to enter stealth mode
  160. // SARGE DEBUG CHANGE
  161. KRON_UPS_closeenough = 150; // if you have vast plain areas, increase this to sth around 150-300
  162.  
  163. // 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
  164. KRON_UPS_sharedist = 500; //was 200
  165.  
  166. // If enabled IA communication between them with radio defined sharedist distance, 0/2
  167. // (must be set to 2 in order to use reinforcement !R)
  168. KRON_UPS_comradio = 2;
  169.  
  170. // Distance from destination for searching vehicles. (Search area is about 200m),
  171. // If your destination point is further than KRON_UPS_searchVehicledist, AI will try to find a vehicle to go there.
  172. KRON_UPS_searchVehicledist = 1500; // 700, 900
  173.  
  174. //Sides that are enemies of resistance // DO NOT CHANGE THIS
  175. KRON_UPS_Res_enemy = [east];
  176.  
  177.  
  178. //
  179. // ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  180. //
  181. // definition of classes and weapon loadouts
  182. //
  183.  
  184. //
  185. // type of soldier lists, only allowed DayZ classes listed. adjust if you run rmod or another map that allows different classes
  186. //
  187. // IMPORTANT: The leader types must be different to each other! So you need 3 different leader types here!
  188.  
  189. // military AI
  190. SAR_leader_sold_list = ["Rocket_DZ"]; // the potential classes of the leader of a soldier group
  191. SAR_sniper_sold_list = ["Sniper1_DZ"]; // the potential classes of the snipers of a soldier group
  192. SAR_soldier_sold_list = ["Soldier1_DZ","Soldier1_DZ","Camo1_DZ"]; // the potential classes of the riflemen of a soldier group
  193.  
  194. // bandit AI
  195. SAR_leader_band_list = ["Bandit1_DZ"]; // the potential classes of the leader of a bandit group
  196. SAR_sniper_band_list = ["Survivor2_DZ","Sniper1_DZ","Bandit1_DZ","BanditW1_DZ","Bandit1_DZ","BanditW1_DZ"]; // the potential classes of the snipers of a bandit group
  197. SAR_soldier_band_list = ["Camo1_DZ","Bandit1_DZ","BanditW1_DZ","Bandit1_DZ","Survivor2_DZ"]; // the potential classes of the bandit of a soldier group
  198.  
  199. // survivor AI
  200. SAR_leader_surv_list = ["Survivor3_DZ"]; // the potential classes of the leaders of a survivor group
  201. SAR_sniper_surv_list = ["Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the snipers of a survivor group
  202. SAR_soldier_surv_list = ["Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the riflemen of a soldier group
  203.  
  204.  
  205. // ---------------------------------------------------------------------------------------------------------------------
  206. // Skills for all possible units
  207. // ---------------------------------------------------------------------------------------------------------------------
  208.  
  209. //
  210. // military AI
  211. //
  212.  
  213. // Leader
  214. SAR_leader_sold_skills = [
  215.  
  216. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  217. ["aimingShake", 0.35, 0.10],
  218. ["aimingSpeed", 0.80, 0.20],
  219. ["spotDistance", 0.70, 0.30],
  220. ["spotTime", 0.65, 0.20],
  221. ["endurance", 0.80, 0.20],
  222. ["courage", 0.80, 0.20],
  223. ["reloadSpeed", 0.80, 0.20],
  224. ["commanding", 0.80, 0.20],
  225. ["general", 0.80, 0.20]
  226.  
  227. ];
  228.  
  229. // rifleman
  230. SAR_soldier_sold_skills = [
  231.  
  232. ["aimingAccuracy",0.25, 0.10], // skilltype, <min value>, <random value added to min>;
  233. ["aimingShake", 0.25, 0.10],
  234. ["aimingSpeed", 0.70, 0.20],
  235. ["spotDistance", 0.55, 0.30],
  236. ["spotTime", 0.30, 0.20],
  237. ["endurance", 0.60, 0.20],
  238. ["courage", 0.60, 0.20],
  239. ["reloadSpeed", 0.60, 0.20],
  240. ["commanding", 0.60, 0.20],
  241. ["general", 0.60, 0.20]
  242.  
  243. ];
  244.  
  245. // Sniper
  246. SAR_sniper_sold_skills = [
  247.  
  248. ["aimingAccuracy",0.80, 0.10], // skilltype, <min value>, <random value added to min>;
  249. ["aimingShake", 0.90, 0.10],
  250. ["aimingSpeed", 0.70, 0.20],
  251. ["spotDistance", 0.70, 0.30],
  252. ["spotTime", 0.75, 0.20],
  253. ["endurance", 0.70, 0.20],
  254. ["courage", 0.70, 0.20],
  255. ["reloadSpeed", 0.70, 0.20],
  256. ["commanding", 0.70, 0.20],
  257. ["general", 0.70, 0.20]
  258.  
  259. ];
  260.  
  261. //
  262. // bandit AI
  263. //
  264.  
  265. // Leader
  266. SAR_leader_band_skills = [
  267.  
  268. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  269. ["aimingShake", 0.35, 0.10],
  270. ["aimingSpeed", 0.60, 0.20],
  271. ["spotDistance", 0.40, 0.30],
  272. ["spotTime", 0.45, 0.20],
  273. ["endurance", 0.40, 0.20],
  274. ["courage", 0.50, 0.20],
  275. ["reloadSpeed", 0.60, 0.20],
  276. ["commanding", 0.50, 0.20],
  277. ["general", 0.50, 0.20]
  278.  
  279. ];
  280. // Rifleman
  281. SAR_soldier_band_skills = [
  282.  
  283. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  284. ["aimingShake", 0.15, 0.10],
  285. ["aimingSpeed", 0.60, 0.20],
  286. ["spotDistance", 0.45, 0.30],
  287. ["spotTime", 0.20, 0.20],
  288. ["endurance", 0.40, 0.20],
  289. ["courage", 0.40, 0.20],
  290. ["reloadSpeed", 0.40, 0.20],
  291. ["commanding", 0.40, 0.20],
  292. ["general", 0.40, 0.20]
  293.  
  294. ];
  295. // Sniper
  296. SAR_sniper_band_skills = [
  297.  
  298. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  299. ["aimingShake", 0.80, 0.10],
  300. ["aimingSpeed", 0.70, 0.20],
  301. ["spotDistance", 0.70, 0.30],
  302. ["spotTime", 0.65, 0.20],
  303. ["endurance", 0.70, 0.20],
  304. ["courage", 0.70, 0.20],
  305. ["reloadSpeed", 0.70, 0.20],
  306. ["commanding", 0.50, 0.20],
  307. ["general", 0.60, 0.20]
  308.  
  309. ];
  310.  
  311. //
  312. // survivor AI
  313. //
  314.  
  315. // Leader
  316. SAR_leader_surv_skills = [
  317.  
  318. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  319. ["aimingShake", 0.35, 0.10],
  320. ["aimingSpeed", 0.60, 0.20],
  321. ["spotDistance", 0.40, 0.30],
  322. ["spotTime", 0.45, 0.20],
  323. ["endurance", 0.40, 0.20],
  324. ["courage", 0.50, 0.20],
  325. ["reloadSpeed", 0.60, 0.20],
  326. ["commanding", 0.50, 0.20],
  327. ["general", 0.50, 0.20]
  328.  
  329. ];
  330. // Rifleman
  331. SAR_soldier_surv_skills = [
  332.  
  333. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  334. ["aimingShake", 0.15, 0.10],
  335. ["aimingSpeed", 0.60, 0.20],
  336. ["spotDistance", 0.45, 0.30],
  337. ["spotTime", 0.20, 0.20],
  338. ["endurance", 0.40, 0.20],
  339. ["courage", 0.40, 0.20],
  340. ["reloadSpeed", 0.40, 0.20],
  341. ["commanding", 0.40, 0.20],
  342. ["general", 0.40, 0.20]
  343.  
  344. ];
  345. // Sniper
  346. SAR_sniper_surv_skills = [
  347.  
  348. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  349. ["aimingShake", 0.80, 0.10],
  350. ["aimingSpeed", 0.70, 0.20],
  351. ["spotDistance", 0.70, 0.30],
  352. ["spotTime", 0.65, 0.20],
  353. ["endurance", 0.70, 0.20],
  354. ["courage", 0.70, 0.20],
  355. ["reloadSpeed", 0.70, 0.20],
  356. ["commanding", 0.50, 0.20],
  357. ["general", 0.60, 0.20]
  358.  
  359. ];
  360.  
  361.  
  362. // ---------------------------------------------------------------------------------------------------------------------
  363. // Weapon & Item Loadout
  364. // ---------------------------------------------------------------------------------------------------------------------
  365.  
  366. // a general note: you CAN use either rifles OR pistols. Do not use both. AI will get stuck after switching weapons.
  367.  
  368. //---------------------------------------------------------
  369. // Leaders
  370. //---------------------------------------------------------
  371. // potential weapon list for Leaders
  372. SAR_leader_sold_weapon_list = ["Sa58V_CCO_EP1","Sa58V_EP1","FN_FAL","BAF_L85A2_RIS_CWS","Sa58P_EP1","m16a4_acg","Sa58V_RCO_EP1","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo"];
  373. SAR_leader_sold_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  374.  
  375. SAR_leader_band_weapon_list = ["M16A2","Winchester1866","AK_74","AKS_74_kobra","LeeEnfield","M1014","AKS_74_U","M40A3","M4A1","AK_47_M","AK_47_M","M4A1_Aim"];
  376. SAR_leader_band_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  377.  
  378. //SAR_leader_surv_weapon_list = ["M16A2","Winchester1866","AK_74","LeeEnfield","M1014","MP5A5","MP5SD","M40A3","M4A1","M4A3_CCO_EP1","AK_47_M","FN_FAL","M4A1_Aim","DMR"];
  379. SAR_leader_surv_weapon_list = ["M1014","MP5A5","LeeEnfield","AKS_74_U","AK_47_M","AK_74","MP5A5","MP5SD","Winchester1866","MP5SD","M4A1_Aim"];
  380. SAR_leader_surv_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  381.  
  382.  
  383. // potential item list for leaders -> Item / Chance 1 - 100
  384. SAR_leader_sold_items = [["ItemWaterbottleBoiled",75],["FoodMRE",60],["ItemBandage",50],["ItemBloodbag",10],["ItemMorphine",10],["PipeBomb",2],["SmokeShellGreen",20],["HandGrenade_West",25],["HandGrenade_West",10],["HandGrenade_West",5] ];
  385. SAR_leader_sold_tools = [["ItemMap",50],["ItemCompass",30],["ItemFlashlightRed",80],["Binocular",60],["NVGoggles",50],["ItemRadio",100],["ItemMatchbox",30]];
  386.  
  387. SAR_leader_band_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["ItemBloodbag",5],["ItemMorphine",5],["ItemBandage",25],["ItemWaterbottle",40],["SmokeShellGreen",20],["SmokeShellRed",20],["SmokeShell",20]];
  388. SAR_leader_band_tools = [["ItemMap",30],["ItemCompass",30],["Binocular",30],["NVGoggles",1],["ItemRadio",100],["ItemMatchbox",30],["ItemFlashlight",50]];
  389.  
  390. SAR_leader_surv_items = [["ItemSodaCoke",40],["ItemWaterbottleBoiled",40],["FoodCanBakedBeans",40],["ItemBloodbag",30],["ItemMorphine",20],["SmokeShellGreen",20],["SmokeShellRed",20],["SmokeShell",20]];
  391. SAR_leader_surv_tools = [["ItemMap",50],["ItemCompass",30],["Binocular",10],["ItemRadio",100],["ItemMatchbox",30],["ItemFlashlight",50]];
  392.  
  393. //---------------------------------------------------------
  394. // RIFLEMAN
  395. //---------------------------------------------------------
  396. //potential weapon list for miliatary riflemen
  397. SAR_rifleman_sold_weapon_list = ["M16A2","bizon_silenced","M240","Mk_48_DZ","Mk_48","M40A3","M14_EP1","FN_FAL","Sa58V_RCO_EP1","M4A1","Sa58V_EP1","M1014","Sa58V_CCO_EP1","Sa58V_EP1","Sa58P_EP1","m16a4_acg","Sa58V_RCO_EP1","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo"];
  398. SAR_rifleman_sold_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  399.  
  400. //potential weapon list for bandit riflemen
  401. SAR_rifleman_band_weapon_list = ["LeeEnfield","M16A2","Winchester1866","AK_74","M1014","MP5A5","M40A3","AKS_74_U","AK_47_M","M1014","Remington870","Remington870_lamp","AK_74"];
  402. SAR_rifleman_band_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  403.  
  404. //potential weapon list for survivor riflemen
  405. SAR_rifleman_surv_weapon_list = ["Winchester1866","MR43","LeeEnfield","M1014","Remington870","Remington870_lamp","AK_74"];
  406. SAR_rifleman_surv_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  407.  
  408. // potential item list for military riflemen
  409. SAR_rifleman_sold_items = [["ItemWaterbottleBoiled",75],["FoodMRE",60],["ItemBandage",50],["ItemBloodbag",10],["ItemMorphine",10],["PipeBomb",2],["SmokeShellGreen",20],["HandGrenade_West",25],["HandGrenade_West",10],["HandGrenade_West",5]];
  410. SAR_rifleman_sold_tools = [["ItemMap",50],["ItemCompass",30],["ItemFlashlightRed",80],["Binocular",60],["NVGoggles",30],["ItemMatchbox",30]];
  411.  
  412. // potential item list for bandit riflemen
  413. SAR_rifleman_band_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["HandRoadFlare",60],["SmokeShellRed",20],["HandGrenade_West",20]];
  414. SAR_rifleman_band_tools = [["ItemMap",50],["ItemCompass",30],["ItemFlashlight",50],["ItemMatchbox",30]];
  415.  
  416. // potential item list for survivor riflemen
  417. SAR_rifleman_surv_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["HandRoadFlare",60],["SmokeShell",20],["HandGrenade_West",5]];
  418. SAR_rifleman_surv_tools = [["ItemMap",50],["ItemCompass",30],["ItemFlashlight",50],["ItemMatchbox",30]];
  419.  
  420. //---------------------------------------------------------
  421. // Snipers
  422. //---------------------------------------------------------
  423.  
  424. //potential weapon list for military snipers
  425. SAR_sniper_sold_weapon_list = ["BAF_AS50_scoped","DMR","M24","SVD_CAMO","DMR","M24","SVD_CAMO","M4A1_Aim","M107_DZ"];
  426. SAR_sniper_sold_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  427.  
  428. //potential weapon list for bandit snipers
  429. SAR_sniper_band_weapon_list = ["M4A1_Aim","Huntingrifle","LeeEnfield","M24"];
  430. SAR_sniper_band_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  431.  
  432. //potential weapon list for survivor snipers
  433. SAR_sniper_surv_weapon_list = ["Huntingrifle","LeeEnfield","Huntingrifle","LeeEnfield","M4A1_Aim"];
  434. SAR_sniper_surv_pistol_list = []; // do NOT populate, Arma still has a bug that renders AI unresponsive after switching to the sidearm
  435.  
  436. // potential item list for military snipers
  437. SAR_sniper_sold_items = [["ItemWaterbottleBoiled",75],["FoodMRE",60],["ItemBandage",50],["ItemBloodbag",10],["ItemMorphine",10],["Skin_Sniper1_DZ",10],["SmokeShellGreen",20],["HandGrenade_West",20]];
  438. SAR_sniper_sold_tools = [["ItemMap",50],["ItemCompass",30],["ItemFlashlightRed",80],["Binocular",60],["NVGoggles",30],["ItemMatchbox",30]];
  439.  
  440. // potential item list for snipers
  441. SAR_sniper_band_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["SmokeShellRed",25]];
  442. SAR_sniper_band_tools = [["ItemMap",50],["ItemCompass",30],["ItemMatchbox",30]];
  443.  
  444. // potential item list for snipers
  445. SAR_sniper_surv_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["SmokeShell",25]];
  446. SAR_sniper_surv_tools = [["ItemMap",50],["ItemCompass",30],["ItemMatchbox",30]];
  447.  
  448. //---------------------------------------------------------
  449. // Pistol
  450. //---------------------------------------------------------
  451.  
  452. //potential weapon list for military sidearm only
  453. SAR_sniper_sold_pistol_list = [];
  454. SAR_leader_sold_pistol_weapon_list= [];// do NOT populate - only using sidearms for this character class
  455.  
  456. //potential weapon list for bandit sidearm only
  457. SAR_sniper_band_pistol_list = [];
  458. SAR_leader_band_pistol_weapon_list= [];// do NOT populate - only using sidearms for this character class
  459.  
  460. //potential weapon list for survivor sidearm only
  461. SAR_sniper_surv_pistol_list = [];
  462. SAR_leader_survivor_pistol_weapon_list= [];// do NOT populate - only using sidearms for this character class
  463.  
  464.  
  465. // potential item list for military sidearm only
  466. SAR_sniper_sold_pist_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10],["SmokeShellGreen",25]];
  467. SAR_sniper_sold_pist_tools = [["ItemMap",50],["ItemCompass",30]];
  468.  
  469. // potential item list for bandit sidearm only
  470. SAR_sniper_band_pist_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10],["SmokeShellGreen",25]];
  471. SAR_sniper_band_pist_tools = [["ItemMap",50],["ItemCompass",30]];
  472.  
  473. // potential item list for survivor sidearm only
  474. SAR_sniper_surv_pist_items = [["ItemSodaCoke",75],["FoodCanBakedBeans",60],["Skin_Sniper1_DZ",10],["SmokeShellGreen",25]];
  475. SAR_sniper_surv_pist_tools = [["ItemMap",50],["ItemCompass",30]];
  476.  
  477.  
  478. // ---------------------------------------------------------------------------------------------------------------------
  479. // heli patrol definiton
  480. // ---------------------------------------------------------------------------------------------------------------------
  481.  
  482. // 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
  483. // SAR_heli_type=["UH1H_DZ","Mi17_DZ"];
  484. SAR_heli_type=["UH1H_DZ"];
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