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May 10th, 2013
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  1. _this = createTrigger ["EmptyDetector", [2420.89,8819.29]];
  2. _this setTriggerArea [800, 800, 0, false];
  3. _this setTriggerActivation ["ANY", "PRESENT", true];
  4. _this setTriggerTimeout [30, 60, 90, true];
  5. _this setTriggerText "DZAI Trigger";
  6. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [4,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  7. _trigger_6 = _this;
  8.  
  9. //Enable/Disable Zombies, Zombie Hostility
  10. DZAI_zombieEnemy = false; //Enable or disable AI hostility to zombies. If enabled, AI will attack zombies. (default: true)
  11. DZAI_zombiesEnabled = true; //Enable or disable zombie spawns (default: true)
  12. if (!isServer) exitWith {}; //End of client-sided work.
  13.  
  14. //Internal Use Variables: DO NOT EDIT THESE
  15. DZAI_numAIUnits = 0; //Counter variable used to keep track of currently live AI units.
  16.  
  17. //DZAI Settings
  18. DZAI_debugLevel = 0; //Enable or disable event logging to arma2oaserver.rpt. Debug level setting. 0: Off, 1: Basic Debug, 2: Extended Debug. (Default: 1)
  19. DZAI_debugMarkers = 0; //Enable or disable debug markers. Track AI position, locate waypoints, locate randomly-placed triggers. (Default: 0)
  20. DZAI_modName = "default"; //If using a non-standard version of a DayZ mod, edit this variable, other leave it as "default". Possible values: "skarolingor" (DayZ Lingor Skaronator Version), "2017" (DayZ 2017).
  21.  
  22. //AI Variables
  23. DZAI_weaponNoise = 0.00; //AI weapon noise for zombie aggro purposes. No effect if DZAI_zombieEnemy is set to false. Note: AI cannot be attacked or damaged by zombies.(Default: 0.00. Player equivalent: 1.00)
  24. DZAI_maxAIUnits = 300000; //Limit of total AI spawned by DZAI (0: Disables AI spawning completely)
  25. DZAI_spawnExtra = 0; //Number of extra AI to spawn for each trigger. Affects building and marker AI spawns. (Default: 0)
  26. DZAI_spawnRandom = 0; //Number of randomly-placed triggers to spawn across the map on server start. These triggers will spawn a specified number of AI when activated (see lines below). (Default: 0)
  27. DZAI_spawnRandomDelay = 60; //Time to wait between creating each randomly-placed trigger (seconds). (Default: 60)
  28. DZAI_randMinAI = 3; //Minimum number of randomly-spawned AI to create.
  29. DZAI_randAddAI = 2; //Maximum number of bonus randomly-spawned AI to create.
  30. DZAI_respawnTime1 = 120; //Minimum wait time for AI respawn timer (seconds). (Default: 180)
  31. DZAI_respawnTime2 = 60; //Maximum additional wait time for AI respawn timer (seconds). Total Respawn Time = DZAI_respawnTime1 + random(DZAI_respawnTime2) (Default: 120)
  32. DZAI_dmgFactors1 =[1.0,1.0,1.0,1.0,1.0]; //Multipliers for bullet-type damage done to different body parts: Structural, Head, Body, Hands, Legs. Example: to make AI take 50% reduced damage to a body part, set the appropriate value to 0.50.
  33. DZAI_dmgFactors2 =[1.0,1.0,1.0,1.0,1.0]; //Multipliers for non-bullet-type (ie: explosions, collisions) damage done to different body parts: Structural, Head, Body, Hands, Legs.
  34. DZAI_refreshRate = 15; //Amount of time in seconds between AI ammo and zombie check. (Default: 15)
  35. DZAI_zDetectRange = 200; //Maximum distance for AI to detect zombies. (Default: 200)
  36. DZAI_allowFleeing = false; //Enable/disable AI fleeing (Default: false)
  37. DZAI_minFleeChance = 0.05; //Minimum chance that AI will flee. (Default: 0.05)
  38. DZAI_addFleeChance = 0.05;
  39. DZAI_despawnWait = 120;
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  53. **********************************************************************************
  54.  
  55.  
  56.  
  57. //Panthera Configuration 0.05
  58.  
  59. _this = createTrigger ["EmptyDetector", [2513.85,9032.66]];
  60. _this setTriggerArea [800, 800, 0, false];
  61. _this setTriggerActivation ["ANY", "PRESENT", true];
  62. _this setTriggerTimeout [30, 60, 90, true];
  63. _this setTriggerText "Zappado";
  64. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [3,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  65. _trigger_0 = _this;
  66.  
  67.  
  68. _this = createTrigger ["EmptyDetector", [2556.18,8906.6]];
  69. _this setTriggerArea [800, 800, 0, false];
  70. _this setTriggerActivation ["ANY", "PRESENT", true];
  71. _this setTriggerTimeout [30, 60, 90, true];
  72. _this setTriggerText "Cato";
  73. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [3,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  74. _trigger_2 = _this;
  75.  
  76. _this = createTrigger ["EmptyDetector", [2420.89,8819.29]];
  77. _this setTriggerArea [800, 800, 0, false];
  78. _this setTriggerActivation ["ANY", "PRESENT", true];
  79. _this setTriggerTimeout [30, 60, 90, true];
  80. _this setTriggerText "DZAI Trigger";
  81. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [4,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  82. _trigger_6 = _this;
  83.  
  84. _this = createTrigger ["EmptyDetector", [2347.68,8792.84]];
  85. _this setTriggerArea [800, 800, 0, false];
  86. _this setTriggerActivation ["ANY", "PRESENT", true];
  87. _this setTriggerTimeout [30, 60, 90, true];
  88. _this setTriggerText "Foxhill";
  89. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [3,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  90. _trigger_8 = _this;
  91.  
  92. _this = createTrigger ["EmptyDetector", [2196.23,8934.58]];
  93. _this setTriggerArea [800, 800, 0, false];
  94. _this setTriggerActivation ["ANY", "PRESENT", true];
  95. _this setTriggerTimeout [30, 60, 90, true];
  96. _this setTriggerText "FOB Brown";
  97. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [4,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  98. _trigger_10 = _this;
  99.  
  100. _this = createTrigger ["EmptyDetector", [2148.52,8981.38]];
  101. _this setTriggerArea [800, 800, 0, false];
  102. _this setTriggerActivation ["ANY", "PRESENT", true];
  103. _this setTriggerTimeout [30, 60, 90, true];
  104. _this setTriggerText "Sela Pri Volcah";
  105. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [3,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  106. _trigger_12 = _this;
  107.  
  108. _this = createTrigger ["EmptyDetector", [2103.63,9085.88]];
  109. _this setTriggerArea [800, 800, 0, false];
  110. _this setTriggerActivation ["ANY", "PRESENT", true];
  111. _this setTriggerTimeout [30, 60, 90, true];
  112. _this setTriggerText "Klavze-Kneza";
  113. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [3,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  114. _trigger_16 = _this;
  115.  
  116. _this = createTrigger ["EmptyDetector", [2252.65,9162.37]];
  117. _this setTriggerArea [800, 800, 0, false];
  118. _this setTriggerActivation ["ANY", "PRESENT", true];
  119. _this setTriggerTimeout [30, 60, 90, true];
  120. _this setTriggerText "Tolmin-Podljubinj";
  121. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [4,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  122. _trigger_18 = _this;
  123.  
  124. _this = createTrigger ["EmptyDetector", [2096.8 8532.2]];
  125. _this setTriggerArea [800, 800, 0, false];
  126. _this setTriggerActivation ["ANY", "PRESENT", true];
  127. _this setTriggerTimeout [30, 60, 90, true];
  128. _this setTriggerText "Kobarid-Idrsko-Ladra-Dreznica";
  129. _this setTriggerStatements ["{isPlayer _x} count thisList > 0;", "nul = [6,1,100,thisTrigger] call fnc_spawnBandits_bldgs;", "nul = [thisTrigger] spawn fnc_despawnBandits;"];
  130. _trigger_20 = _this;
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