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  1. // =========================================================================================================
  2. // SAR_AI - DayZ AI library
  3. // Version: 1.5.2
  4. // Author: Sarge (sarge@krumeich.ch)
  5. //
  6. // Wiki: to come
  7. // Forum: http://opendayz.net/#sarge-ai.131
  8. //
  9. // ---------------------------------------------------------------------------------------------------------
  10. // Required:
  11. // UPSMon (special version, the standard one will NOT work
  12. // SHK_pos
  13. //
  14. // ---------------------------------------------------------------------------------------------------------
  15. // SAR_config.sqf - User adjustable config values
  16. // last modified: 21.6.2013 (By Bungle)
  17. // ---------------------------------------------------------------------------------------------------------
  18.  
  19. // -----------------------------------------------
  20. // enable or disable dynamic grid spawning
  21. // -----------------------------------------------
  22. SAR_dynamic_spawning = true;
  23.  
  24. // -----------------------------------------------
  25. // enable or disable the AI debug monitor
  26. // -----------------------------------------------
  27.  
  28. SAR_DEBUGMONITOR= false;
  29.  
  30. // -----------------------------------------------
  31. // default values for dynamic grid spawning
  32. // -----------------------------------------------
  33.  
  34. // maximum number of groups / grid
  35. SAR_max_grps_bandits = 1;
  36. SAR_max_grps_soldiers = 1;
  37. SAR_max_grps_survivors = 0;
  38.  
  39. // chance for a group to spawn (1-100)
  40. SAR_chance_bandits = 60;
  41. SAR_chance_soldiers = 60;
  42. SAR_chance_survivors = 40;
  43.  
  44. // maximum size of group (including Leader)
  45. SAR_max_grpsize_bandits = 6;
  46. SAR_max_grpsize_soldiers = 4;
  47. SAR_max_grpsize_survivors = 4;
  48.  
  49.  
  50. // -----------------------------------------------
  51. // run fix for the issue that bandits cant travel in a vehicle with survivors EXPERIMENTAL, might not work 100%
  52. // -----------------------------------------------
  53. SAR_FIX_VEHICLE_ISSUE = true;
  54.  
  55. // -----------------------------------------------
  56. // modify AI behaviour
  57. // -----------------------------------------------
  58.  
  59. // disable UPSMON AI behaviour - this means there will be no evasive/flanking, AI WILL follow players around the map outside of grids etc. EXPERIMENTAL
  60. SAR_AI_disable_UPSMON_AI = false;
  61.  
  62. // enable / disable AI stealing vehicles - if you enable this, be sure to check KRON_UPS_searchVehicledist value below
  63. SAR_AI_STEAL_VEHICLE = true;
  64.  
  65. // -----------------------------------------------
  66. // Humanity values
  67. // -----------------------------------------------
  68.  
  69. // Humanity Value that gets substracted for a survivor or soldier AI kill
  70. SAR_surv_kill_value = 100;
  71.  
  72. // Humanity Value that gets ADDED for a bandit AI kill
  73. SAR_band_kill_value = 150;
  74.  
  75. // the humanity value below which a player will be considered hostile
  76. SAR_HUMANITY_HOSTILE_LIMIT = -2500;
  77.  
  78. // -----------------------------------------------
  79. // Track and show AI kills in the debug monitor of the player
  80. // -----------------------------------------------
  81.  
  82. // Log AI kills
  83. SAR_log_AI_kills = true;
  84.  
  85.  
  86. // -----------------------------------------------
  87. // Show AI kills in sidechat
  88. // -----------------------------------------------
  89.  
  90. // Send AI kills to sidechat
  91. SAR_KILL_MSG = true;
  92.  
  93. // -----------------------------------------------
  94. // AI XP system
  95. // -----------------------------------------------
  96.  
  97. // Enable / disable AI xp system
  98. SAR_AI_XP_SYSTEM = true;
  99.  
  100. // xp needed to reach this level
  101. SAR_AI_XP_LVL_1 = 0;
  102. // name of the level range
  103. SAR_AI_XP_NAME_1 = "Rookie";
  104. // armor specific for this level
  105. SAR_AI_XP_ARMOR_1 = 1; // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
  106.  
  107. // xp needed to reach this level
  108. SAR_AI_XP_LVL_2 = 5;
  109. // name of the level range
  110. SAR_AI_XP_NAME_2 = "Veteran";
  111. // armor specific for this level
  112. SAR_AI_XP_ARMOR_2 = 0.5; // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
  113.  
  114. // xp needed to reach this level
  115. SAR_AI_XP_LVL_3 = 20;
  116. // name of the level range
  117. SAR_AI_XP_NAME_3 = "Legendary";
  118. // armor specific for this level
  119. SAR_AI_XP_ARMOR_3 = 0.3; // values: 0 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
  120.  
  121. // -----------------------------------------------
  122. // Special health values for specific units
  123. // -----------------------------------------------
  124.  
  125. // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90% - EXPERIMENTAL
  126. SAR_leader_health_factor = 0.7;
  127.  
  128. // enable this for near invincible helicopters
  129. SAR_heli_shield = false;
  130.  
  131. // -----------------------------------------------
  132. // respawning of groups & vehicles that are dynamically spawned in the grid system
  133. // -----------------------------------------------
  134. SAR_dynamic_group_respawn = true;
  135.  
  136. // time after which AI are respawned if configured (can be overwritten in the static AI calls)
  137. SAR_respawn_waittime = 90; // default 30 seconds
  138.  
  139. // -----------------------------------------------
  140. // Timeout values
  141. // -----------------------------------------------
  142.  
  143. // time after which DYNAMIC units and groups despawn after players have left the area/ dynamic grid
  144. SAR_DESPAWN_TIMEOUT = 120; // 2 minutes
  145.  
  146. // time after which dead AI bodies are deleted
  147. SAR_DELETE_TIMEOUT = 300; // 2 minutes
  148.  
  149. // -----------------------------------------------
  150. // System performance
  151. // -----------------------------------------------
  152.  
  153. // the max range in meters within AI is detecting Zombies and player bandits and makes them hostile - the bigger this value, the more CPU needed
  154. SAR_DETECT_HOSTILE = 400;
  155.  
  156. // the max range in meters within AI is detecting player bandits from a vehicle, e.g. heli or land vehicle and makes them hostile - the bigger this value, the more CPU needed
  157. SAR_DETECT_HOSTILE_FROM_VEHICLE = 800;
  158.  
  159. // the interval in seconds that an AI scans for new hostiles. The lower this value, the more accurate, but your server will see an impact. Recommended value: 15
  160. SAR_DETECT_INTERVAL = 20;
  161.  
  162. // the interval in seconds that an AI scans for new hostiles from WITHIN a vehicle. The lower this value, the more accurate, but your server will see an impact. Recommended value: 5
  163. SAR_DETECT_FROM_VEHICLE_INTERVAL = 5;
  164.  
  165. // the interval in seconds after that AI and AI in vehicles get new ammo and new fuel if needed
  166. SAR_REAMMO_INTERVAL = 30;
  167.  
  168. // -----------------------------------------------
  169. // Debug options
  170. // -----------------------------------------------
  171.  
  172. // Show AI hits and kills by players in the rpt
  173. SAR_HITKILL_DEBUG = false;
  174.  
  175. // Shows extra debug info in .rpt
  176. SAR_DEBUG = false;
  177.  
  178. // careful with setting this, this shows a LOT, including the grid properties and definitions for every spawn and despawn event
  179. SAR_EXTREME_DEBUG = false;
  180.  
  181. //
  182. // SET THIS TO 0 to hide the group markers on the map and see the UPSMON group debug messages
  183. // Possible values: 1 = enabled, 0 = disabled
  184. KRON_UPS_Debug = 0;
  185.  
  186. //
  187. // SET THIS TO 1 to see waypoints and pathfinding information in your rpt
  188. // Possible values: 1 = enabled, 0 = disabled
  189.  
  190. KRON_UPS_WP_Debug = 0;
  191.  
  192. //
  193. // SET THIS TO 1 to enable AI debugging in the rpt. You will be able to debug targets / enemy handling
  194. // Possible values: 1 = enabled, 0 = disabled
  195. KRON_UPS_AI_Debug = 0;
  196.  
  197.  
  198. // Show AI ingame markers to see their xplevel, and logs to the rpt
  199. SAR_SHOW_XP_LVL = false;
  200.  
  201. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  202. //
  203. // Overwriting UPSMON standard values, so they dont have to be changed in the UPSMON package. Be careful with changing these.
  204. //
  205. //---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  206.  
  207. //Efective distance for doing perfect ambush (max distance is this x2)
  208. KRON_UPS_ambushdist = 200;
  209.  
  210. //Frequency for doing calculations for each squad.
  211. KRON_UPS_Cycle = 10; //org 20 , try to adjust for server performance
  212.  
  213. //Time that leader waits until doing another movement, this time reduced dynamically under fire, and on new targets
  214. KRON_UPS_react = 60;
  215.  
  216. //Min time to wait for doing another reaction
  217. KRON_UPS_minreact = 30; // org 30
  218.  
  219. //Max waiting is the maximum time patrol groups will wait when arrived to target for doing another target.
  220. KRON_UPS_maxwaiting = 60;
  221.  
  222. //Max waiting is the maximum time infantry patrol groups will wait when arrived at a waypoint before moving to the next waypoint. Air and land vehicles will move instantly to a new one.
  223. KRON_UPS_wp_maxwaiting = 120;
  224.  
  225. // how long AI units should be in alert mode after initially spotting an enemy
  226. KRON_UPS_alerttime = 90;
  227.  
  228. // how close unit has to be to target to generate a new one target or to enter stealth mode
  229. KRON_UPS_closeenough = 100; // if you have vast plain areas, increase this to sth around 150-300
  230.  
  231. // if you are spotted by AI group, how close the other AI group have to be to You , to be informed about your present position. over this, will lose target
  232. KRON_UPS_sharedist = 250;
  233.  
  234. // If enabled IA communication between them with radio defined sharedist distance, 0/2
  235. // (must be set to 2 in order to use reinforcement !R)
  236. KRON_UPS_comradio = 0;
  237.  
  238. // Distance from destination for searching vehicles. (Search area is about 200m),
  239. // If your destination point is further than KRON_UPS_searchVehicledist, AI will try to find a vehicle to go there.
  240. KRON_UPS_searchVehicledist = 600; // 700, 900
  241.  
  242. //Sides that are enemies of resistance // DO NOT CHANGE THIS
  243. KRON_UPS_Res_enemy = [east];
  244.  
  245. // knowsAbout 0 - 4 to add this enemy to the "target list" (1-4) the higher number the less detect ability (original in 5.0.7 was 0.5)
  246. // it does not mean the AI will not shoot at you. This means: what must be KNOWN about you to allow the AI to share that information
  247. //
  248. // If you set this higher, only the AI that spotted you will shoot at you, the rest of the group will not know where you are.
  249. // If you set this lower, the AI share your position earlier and all of the group attack you earlier.
  250. //
  251. // Recommended values: 0.4 -> hard!
  252. //
  253. // 1.0 -> medium
  254. //
  255. // 2.5 -> easy
  256. //
  257. R_knowsAboutEnemy = 0.4;
  258.  
  259. //
  260. // ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  261. //
  262. // definition of classes and weapon loadouts
  263. //
  264.  
  265. //
  266. // type of soldier lists, only allowed DayZ classes listed. adjust if you run rmod or another map that allows different classes
  267. //
  268. // IMPORTANT: The leader types must be different to each other! So you need 3 different leader types here!
  269.  
  270. // military AI
  271. // the potential classes of the leader of a soldier group
  272. SAR_leader_sold_list = ["Rocket_DZ"];
  273. // the potential classes of the snipers of a soldier group
  274. SAR_sniper_sold_list = [
  275. "Sniper1_DZ",
  276. "CZ_Soldier_Sniper_EP1_DZ"
  277. ];
  278. // the potential classes of the riflemen of a soldier group
  279. SAR_soldier_sold_list = [
  280. "Soldier1_DZ",
  281. "Camo1_DZ",
  282. "FR_OHara_DZ",
  283. "FR_Rodriguez_DZ",
  284. "Graves Light DZ"
  285. ];
  286.  
  287. // bandit AI
  288. // the potential classes of the leader of a bandit group
  289. SAR_leader_band_list = ["GUE_Commander_DZ"];
  290. // the potential classes of the snipers of a bandit group
  291. SAR_sniper_band_list = ["GUE_Soldier_Sniper_DZ"];
  292. // the potential classes of the riflemen of a bandit group
  293. SAR_soldier_band_list = [
  294. "GUE_Soldier_MG_DZ",
  295. "GUE_Soldier_Crew_DZ",
  296. "GUE_Soldier_CO_DZ",
  297. "GUE_Soldier_2_DZ",
  298. "Ins_Soldier_GL_DZ",
  299. "BanditW1_DZ",
  300. "BanditW2_DZ"
  301. ];
  302.  
  303. // survivor AI
  304. // the potential classes of the leaders of a survivor group
  305. SAR_leader_surv_list = ["Survivor3_DZ"];
  306. // the potential classes of the snipers of a survivor group
  307. SAR_sniper_surv_list = ["Pilot_EP1_DZ"];
  308. // the potential classes of the riflemen of a survivor group
  309. SAR_soldier_surv_list = [
  310. "Survivor2_DZ",
  311. "SurvivorW2_DZ",
  312. "Haris_Press_EP1_DZ",
  313. "SurvivorW3_DZ",
  314. "Skin_SurvivorWdesert_DZ",
  315. "RU_Policeman_DZ"
  316. ];
  317.  
  318.  
  319. // ---------------------------------------------------------------------------------------------------------------------
  320. // Skills for all possible units
  321. // ---------------------------------------------------------------------------------------------------------------------
  322.  
  323. //
  324. // military AI
  325. //
  326.  
  327. // Leader
  328. SAR_leader_sold_skills = [
  329.  
  330. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  331. ["aimingShake", 0.35, 0.10],
  332. ["aimingSpeed", 0.80, 0.20],
  333. ["spotDistance", 0.70, 0.30],
  334. ["spotTime", 0.65, 0.20],
  335. ["endurance", 0.80, 0.20],
  336. ["courage", 0.80, 0.20],
  337. ["reloadSpeed", 0.80, 0.20],
  338. ["commanding", 0.80, 0.20],
  339. ["general", 0.80, 0.20]
  340.  
  341. ];
  342.  
  343. // rifleman
  344. SAR_soldier_sold_skills = [
  345.  
  346. ["aimingAccuracy",0.25, 0.10], // skilltype, <min value>, <random value added to min>;
  347. ["aimingShake", 0.25, 0.10],
  348. ["aimingSpeed", 0.70, 0.20],
  349. ["spotDistance", 0.55, 0.30],
  350. ["spotTime", 0.30, 0.20],
  351. ["endurance", 0.60, 0.20],
  352. ["courage", 0.60, 0.20],
  353. ["reloadSpeed", 0.60, 0.20],
  354. ["commanding", 0.60, 0.20],
  355. ["general", 0.60, 0.20]
  356.  
  357. ];
  358.  
  359. // Sniper
  360. SAR_sniper_sold_skills = [
  361.  
  362. ["aimingAccuracy",0.80, 0.10], // skilltype, <min value>, <random value added to min>;
  363. ["aimingShake", 0.90, 0.10],
  364. ["aimingSpeed", 0.70, 0.20],
  365. ["spotDistance", 0.70, 0.30],
  366. ["spotTime", 0.75, 0.20],
  367. ["endurance", 0.70, 0.20],
  368. ["courage", 0.70, 0.20],
  369. ["reloadSpeed", 0.70, 0.20],
  370. ["commanding", 0.70, 0.20],
  371. ["general", 0.70, 0.20]
  372.  
  373. ];
  374.  
  375. //
  376. // bandit AI
  377. //
  378.  
  379. // Leader
  380. SAR_leader_band_skills = [
  381.  
  382. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  383. ["aimingShake", 0.35, 0.10],
  384. ["aimingSpeed", 0.60, 0.20],
  385. ["spotDistance", 0.40, 0.30],
  386. ["spotTime", 0.45, 0.20],
  387. ["endurance", 0.40, 0.20],
  388. ["courage", 0.50, 0.20],
  389. ["reloadSpeed", 0.60, 0.20],
  390. ["commanding", 0.50, 0.20],
  391. ["general", 0.50, 0.20]
  392.  
  393. ];
  394. // Rifleman
  395. SAR_soldier_band_skills = [
  396.  
  397. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  398. ["aimingShake", 0.15, 0.10],
  399. ["aimingSpeed", 0.60, 0.20],
  400. ["spotDistance", 0.40, 0.20],
  401. ["spotTime", 0.40, 0.20],
  402. ["endurance", 0.40, 0.20],
  403. ["courage", 0.40, 0.20],
  404. ["reloadSpeed", 0.40, 0.20],
  405. ["commanding", 0.40, 0.20],
  406. ["general", 0.40, 0.20]
  407.  
  408. ];
  409. // Sniper
  410. SAR_sniper_band_skills = [
  411.  
  412. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  413. ["aimingShake", 0.80, 0.10],
  414. ["aimingSpeed", 0.70, 0.20],
  415. ["spotDistance", 0.90, 0.10],
  416. ["spotTime", 0.55, 0.20],
  417. ["endurance", 0.70, 0.20],
  418. ["courage", 0.70, 0.20],
  419. ["reloadSpeed", 0.70, 0.20],
  420. ["commanding", 0.50, 0.20],
  421. ["general", 0.60, 0.20]
  422.  
  423. ];
  424.  
  425. //
  426. // survivor AI
  427. //
  428.  
  429. // Leader
  430. SAR_leader_surv_skills = [
  431.  
  432. ["aimingAccuracy",0.35, 0.10], // skilltype, <min value>, <random value added to min>;
  433. ["aimingShake", 0.35, 0.10],
  434. ["aimingSpeed", 0.60, 0.20],
  435. ["spotDistance", 0.40, 0.30],
  436. ["spotTime", 0.45, 0.20],
  437. ["endurance", 0.40, 0.20],
  438. ["courage", 0.50, 0.20],
  439. ["reloadSpeed", 0.60, 0.20],
  440. ["commanding", 0.50, 0.20],
  441. ["general", 0.50, 0.20]
  442.  
  443. ];
  444. // Rifleman
  445. SAR_soldier_surv_skills = [
  446.  
  447. ["aimingAccuracy",0.15, 0.10], // skilltype, <min value>, <random value added to min>;
  448. ["aimingShake", 0.15, 0.10],
  449. ["aimingSpeed", 0.60, 0.20],
  450. ["spotDistance", 0.45, 0.30],
  451. ["spotTime", 0.20, 0.20],
  452. ["endurance", 0.40, 0.20],
  453. ["courage", 0.40, 0.20],
  454. ["reloadSpeed", 0.40, 0.20],
  455. ["commanding", 0.40, 0.20],
  456. ["general", 0.40, 0.20]
  457.  
  458. ];
  459. // Sniper
  460. SAR_sniper_surv_skills = [
  461.  
  462. ["aimingAccuracy",0.70, 0.10], // skilltype, <min value>, <random value added to min>;
  463. ["aimingShake", 0.80, 0.10],
  464. ["aimingSpeed", 0.70, 0.20],
  465. ["spotDistance", 0.70, 0.30],
  466. ["spotTime", 0.65, 0.20],
  467. ["endurance", 0.70, 0.20],
  468. ["courage", 0.70, 0.20],
  469. ["reloadSpeed", 0.70, 0.20],
  470. ["commanding", 0.50, 0.20],
  471. ["general", 0.60, 0.20]
  472.  
  473. ];
  474.  
  475.  
  476. // ---------------------------------------------------------------------------------------------------------------------
  477. // Weapon & Item Loadout
  478. // ---------------------------------------------------------------------------------------------------------------------
  479.  
  480. // a general note: you CAN use either rifles OR pistols. Do not use both. AI will get stuck after switching weapons.
  481.  
  482. //
  483. // military
  484. //
  485.  
  486. // potential weapon list for leaders
  487. SAR_sold_leader_weapon_list = [
  488. "M4A3_CCO_EP1",
  489. "M8_carbine",
  490. "M249_DZ",
  491. "Mk_48_DZ",
  492. "m8_compact",
  493. "G36C_camo",
  494. "G36A_camo",
  495. "Mk_48_DZ"
  496. ];
  497.  
  498. SAR_sold_leader_pistol_list = [];
  499.  
  500. // potential item list for leaders -> Item / Chance 1 - 100
  501.  
  502. SAR_sold_leader_items = [
  503. ["ItemWaterbottle",20],
  504. ["ItemBandage",75],
  505. ["FoodMRE",60],
  506. ["ItemWaterbottleUnfilled",60],
  507. ["ItemMorphine",60],
  508. ["ItemPainkiller",60],
  509. ["ItemHeatPack",60],
  510. ["ItemGoldBar",25]
  511. ];
  512.  
  513. SAR_sold_leader_tools = [
  514. ["ItemMap",80],
  515. ["ItemCompass",50],
  516. ["ItemKnife",50],
  517. ["ItemFlashlightRed",50],
  518. ["Binocular_Vector",5],
  519. ["NVGoggles",100],
  520. ["ItemEtool",5],
  521. ["ItemWatch",100],
  522. ["ItemRadio",100],
  523. ["ItemGPS",20],
  524. ["ItemGoldBar",25]
  525. ];
  526.  
  527. //potential weapon list for riflemen
  528.  
  529. SAR_sold_rifleman_weapon_list = [
  530. "M4A1",
  531. "M3A3_CCO_EP1",
  532. "M16A4_ACG",
  533. "G36C","FN_FAL",
  534. "FN_FAL_ANPVS4"
  535. ];
  536. SAR_sold_rifleman_pistol_list = [
  537. "glock17_EP1",
  538. "M9",
  539. "UZI_EP1"
  540. ];
  541.  
  542. // potential item list for riflemen
  543.  
  544. SAR_sold_rifleman_items = [
  545. ["ItemWaterbottle",20],
  546. ["ItemBandage",75],
  547. ["FoodMRE",60],
  548. ["HandChemGreen",60],
  549. ["ItemSandbag",5],
  550. ["ItemTrashRazor",60],
  551. ["HandRoadFlare",60],
  552. ["ItemWaterbottleUnfilled",60],
  553. ["ItemGoldBar",25]
  554. ];
  555.  
  556. SAR_sold_rifleman_tools = [
  557. ["ItemToolbox",50],
  558. ["ItemCompass",30],
  559. ["ItemWatch",100],
  560. ["ItemEtool",5],
  561. ["ItemKnife",50],
  562. ["ItemMatchbox",50]
  563. ];
  564.  
  565. //potential weapon list for snipers
  566.  
  567. SAR_sold_sniper_weapon_list = [
  568. "M24",
  569. "SVD_CAMO",
  570. "M107_DZ",
  571. "M40A3",
  572. "SVD_des_EP1",
  573. "m8_sharpshooter"
  574. ];
  575.  
  576. SAR_sold_sniper_pistol_list = [];
  577.  
  578. // potential item list for snipers
  579.  
  580. SAR_sold_sniper_items = [
  581. ["ItemWaterbottle",20],
  582. ["ItemBandage",75],
  583. ["FoodMRE",60],
  584. ["ItemWaterbottleUnfilled",60],
  585. ["ItemMorphine",60],
  586. ["ItemPainkiller",60],
  587. ["ItemHeatPack",70],
  588. ["ItemGoldBar",25]
  589. ];
  590.  
  591. SAR_sold_sniper_tools = [
  592. ["ItemMap",50],
  593. ["ItemCompass",100],
  594. ["ItemKnife",60],
  595. ["NVGoggles",100],
  596. ["ItemWatch",100],
  597. ["Binocular_Vector",5]
  598. ];
  599.  
  600. //
  601. // survivors
  602. //
  603.  
  604. // potential weapon list for leaders
  605.  
  606. SAR_surv_leader_weapon_list = [
  607. "M4A1",
  608. "M16A4_ACG",
  609. "G36C","FN_FAL",
  610. "FN_FAL_ANPVS4"
  611. ];
  612.  
  613. SAR_surv_leader_pistol_list = [];
  614.  
  615. // potential item list for leaders -> Item / Chance 1 - 100
  616.  
  617. SAR_surv_leader_items = [
  618. ["ItemSodaCoke",75],
  619. ["ItemBandage",75],
  620. ["FoodCanBakedBeans",60],
  621. ["ItemAntibiotic",20],
  622. ["ItemSodaMdew",10],
  623. ["HandChemBlue",60],
  624. ["ItemGoldBar",25]
  625. ];
  626.  
  627. SAR_surv_leader_tools = [
  628. ["ItemMap",50],
  629. ["ItemCompass",60],
  630. ["Binocular_Vector",5],
  631. ["NVGoggles",100],
  632. ["ItemGPS",10],
  633. ["ItemRadio",100],
  634. ["ItemWatch",100]
  635. ];
  636.  
  637. //potential weapon list for riflemen
  638.  
  639. SAR_surv_rifleman_weapon_list = [];
  640. SAR_surv_rifleman_pistol_list = [
  641. "Colt1911",
  642. "revolver_EP1",
  643. "Makarov"
  644. ];
  645.  
  646. // potential item list for riflemen
  647.  
  648. SAR_surv_rifleman_items = [
  649. ["ItemSodaCoke",75],
  650. ["ItemBandage",75],
  651. ["FoodCanSardines",30],
  652. ["ItemAntibiotic",5],
  653. ["ItemBloodbag",5],
  654. ["ItemPainkiller",10],
  655. ["ItemTent",5],
  656. ["ItemGoldBar",25]
  657. ];
  658.  
  659. SAR_surv_rifleman_tools = [
  660. ["ItemMap",50],
  661. ["ItemCompass",30],
  662. ["ItemWatch",100]
  663. ];
  664.  
  665. //potential weapon list for snipers
  666.  
  667. SAR_surv_sniper_weapon_list = [];
  668.  
  669. SAR_surv_sniper_pistol_list = [
  670. "glock17_EP1",
  671. "M9"
  672. ];
  673.  
  674. // potential item list for snipers
  675.  
  676. SAR_surv_sniper_items = [
  677. ["ItemSodaCoke",75],
  678. ["ItemBandage",75],
  679. ["FoodCanPasta",60],
  680. ["ItemCanvas",5],
  681. ["ItemBurlap",1],
  682. ["ItemGoldBar",25]
  683. ];
  684.  
  685. SAR_surv_sniper_tools = [
  686. ["ItemMap",50],
  687. ["NVGoggles",100],
  688. ["ItemCompass",30],
  689. ["ItemWatch",100]
  690. ];
  691.  
  692. //
  693. // bandits
  694. //
  695.  
  696. // potential weapon list for leaders
  697.  
  698. SAR_band_leader_weapon_list = [
  699. "Sa58V_RCO_EP1",
  700. "AKS_74_kobra",
  701. "AKS_GOLD",
  702. "M4A3_CCO_EP1",
  703. "Sa58V_CCO_EP1"
  704. ];
  705.  
  706. SAR_band_leader_pistol_list = [];
  707.  
  708. // potential item list for leaders -> Item / Chance 1 - 100
  709.  
  710. SAR_band_leader_items = [
  711. ["ItemWaterbottle",20],
  712. ["ItemBandage",75],
  713. ["ItemSeaBassCooked",60],
  714. ["ItemSodaXdrink",5],
  715. ["SmokeShellRed",60],
  716. ["ItemGoldBar",25]
  717. ];
  718.  
  719. SAR_band_leader_tools = [
  720. ["ItemMap",100],
  721. ["ItemKnife",60],
  722. ["Binocular_Vector",10],
  723. ["NVGoggles",100],
  724. ["ItemKeyKit",80],
  725. ["ItemWatch",100],
  726. ["ItemMachete",30],
  727. ["ItemRadio",30]
  728. ];
  729.  
  730. //potential weapon list for riflemen
  731.  
  732. SAR_band_rifleman_weapon_list = [
  733. "Sa58V_RCO_EP1",
  734. "AKS_74_kobra",
  735. "AKS_GOLD",
  736. "M4A3_CCO_EP1",
  737. "Sa58V_CCO_EP1"
  738. ];
  739.  
  740. SAR_band_rifleman_pistol_list = [
  741. "MakarovSD",
  742. "revolver_gold_EP1",
  743. "revolver_EP1",
  744. "Colt1911"
  745. ];
  746.  
  747. // potential item list for riflemen
  748.  
  749. SAR_band_rifleman_items = [
  750. ["ItemSodaCoke",75],
  751. ["ItemBandage",75],
  752. ["FoodmuttonCooked",60],
  753. ["ItemBurlap",1],
  754. ["ItemTankTrap",5],
  755. ["ItemGoldBar",25]
  756. ];
  757.  
  758. SAR_band_rifleman_tools = [
  759. ["ItemWatch",100],
  760. ["ItemCrowbar",30],
  761. ["ItemMatchbox",50],
  762. ["ItemKnife",60]
  763. ];
  764.  
  765. //potential weapon list for snipers
  766.  
  767. SAR_band_sniper_weapon_list = [
  768. "M24_des_EP1",
  769. "M40A3",
  770. "DMR",
  771. "M107_DZ",
  772. "Huntingrifle"
  773. ];
  774.  
  775. SAR_band_sniper_pistol_list = [];
  776.  
  777. // potential item list for snipers
  778.  
  779. SAR_band_sniper_items = [
  780. ["ItemSodaCoke",75],
  781. ["ItemBandage",75],
  782. ["FoodchickenCooked",60],
  783. ["PipeBomb",1],
  784. ["ItemGoldBar",25]
  785. ];
  786.  
  787. SAR_band_sniper_tools = [
  788. ["ItemMap",10],
  789. ["ItemCompass",50],
  790. ["Binocular_Vector",5],
  791. ["Binocular",10],
  792. ["NVGoggles",100],
  793. ["ItemFlashlight",20],
  794. ["ItemWatch",100],
  795. ["ItemMatchbox",50],
  796. ["ItemKnife",60]
  797. ];
  798.  
  799.  
  800. // ---------------------------------------------------------------------------------------------------------------------
  801. // heli patrol definiton
  802. // ---------------------------------------------------------------------------------------------------------------------
  803.  
  804. // 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
  805. //SAR_heli_type=["UH1H_DZ","Mi17_DZ"];
  806. SAR_heli_type=["UH1H_DZ","Mi17_DZ","CH_47F_EP1_DZ"];
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