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- /*
- File: sector_addon/sector_config
- Author: GBR Suppe
- Version: 0.4.0
- */
- diag_log "***[Sector] Loading sector_config***";
- /* ***************************** Configuration START ******************************** */
- // Unit amount FillHouse options: (Units per Marker)
- unitFH = 30; // unit amount FillHouse [default 3]
- unitFHr= 10; // +random unit amount FillHouse [default +1 random]
- // Unit amount Millitarize options: (Units per Marker)
- unitM = 20; // unit amount Millitarize [default 3]
- unitMr = 10; // +random unit amount Millitarize [default +1 random]
- // Millitarize Units options:
- weaponM = "akm_EPOCH"; // Weapons Millitarize Units
- magazineM = "30Rnd_762x39_Mag"; // Ammo Millitarize Units
- magazinesM = 8; // Magazines per Millitarize Units
- opticM = "optic_Arco"; // Optic Millitarize Units
- uniformM = "U_OG_leader"; // Uniform Millitarize Units
- vestM = "V_34_EPOCH"; // Vest Millitarize Units
- // FillHouse Units options:
- weaponFH = "akm_EPOCH"; // Weapons FillHouse Units
- magazineFH = "30Rnd_762x39_Mag"; // Ammo FillHouse Units
- magazinesFH = 6; // Magazines per FillHouse Units
- opticFH = "optic_Arco"; // Optic FillHouse Units
- uniformFH = "U_OG_Guerilla1_1"; // Uniform FillHouse Units
- vestFH = "V_22_EPOCH"; // Vest FillHouse Units
- // Vehicle options:
- spawnHeli = true; // false to disable the Helispawn, true to activate the Helispawn
- Heli = "B_Heli_Transport_01_F"; // Helityp [default is "B_Heli_Transport_01_F" = "ghosthawk"]
- spawnLand = true; // false to disable the LandVehiclespawn, true to activate the LandVehiclespawn *INFO: LandVehicle and Boot is not really tested, only true if you now what you do !
- LandV = "B_MRAP_01_EPOCH"; // LandVehicletyp [default is "B_MRAP_01_EPOCH" = "hunter"] *INFO: LandVehicle and Boot is not really tested, only true if you now what you do !
- spawnBoot = true; // false to disable the Bootspawn, true to activate the Bootspawn *INFO: LandVehicle and Boot is not really tested, only true if you now what you do !
- Boot = "C_Boat_Civil_01_rescue_EPOCH"; // Boottyp *INFO: LandVehicle and Boot is not really tested, only true if you now what you do !
- // AI Skill options:
- aiskillFH=0.7; // "FillHouse AI" Skill // INFO: from 0.01 (very bad AI) - 1.0 (Godlike AI) [default is 0.7]
- aiskillM =0.7; // "Millitarize AI" Skill // INFO: from 0.01 (very bad AI) - 1.0 (Godlike AI) [default is 0.7]
- // Crate / Box / Lootbox options:
- boxspawnposi = "sec_center"; // This is the center around which the crates will spawn, Sector B island on Tavi. // EXAMPLE: "MARKERNAME"
- noc = 2; // This is the number of crates that you want to spawn
- mini = 1; // Minimum distance from the center position (Number) in meters
- maxi = 10; // Example : maximum range of spawned crates, to keep them INSIDE the sector B compound
- watermode = 0; // Water mode (Number) 0: cannot be in water , 1: can either be in water or not , 2: must be in water
- marker = true; // Draw a green circle in which the crate will be spawned randomly
- markers = 5; // Radius of the marker in meters
- // Marker options:
- // The AI spawn on the Marker // Marker 1-10 are for FillHouse AI and Marker 11-20 are for the Millitarize AI // On every Marker spawn so many Units how you want ()
- sec_center = "sec_center"; // Coordinates for the center // also good to spawn the Lootbox, Heli or LandVehicles
- sec_Heli = "sec_center"; // Heli spawn
- sec_Land = "sec_center"; // LandVehicle spawn
- sec_Boot = "sec_center"; // Boot spawn
- sec_AI1 = "sec1"; // FillHouse AI (spawn 1)
- sec_AI2 = "sec2"; // FillHouse AI (spawn 2)
- sec_AI3 = "sec3"; // FillHouse AI (spawn 3)
- sec_AI4 = "sec4"; // FillHouse AI (spawn 4)
- sec_AI5 = "sec5"; // FillHouse AI (spawn 5)
- sec_AI6 = "sec6"; // FillHouse AI (spawn 6)
- sec_AI7 = "sec7"; // FillHouse AI (spawn 7)
- sec_AI8 = "sec8"; // FillHouse AI (spawn 8)
- sec_AI9 = "sec9"; // FillHouse AI (spawn 9)
- sec_AI10= "sec10"; // FillHouse AI (spawn 10)
- sec_AI11= "sec11"; // Millitarize AI (spawn 11)
- sec_AI12= "sec12"; // Millitarize AI (spawn 12)
- sec_AI13= "sec13"; // Millitarize AI (spawn 13)
- sec_AI14= "sec14"; // Millitarize AI (spawn 14)
- sec_AI15= "sec15"; // Millitarize AI (spawn 15)
- sec_AI16= "sec16"; // Millitarize AI (spawn 16)
- sec_AI17= "sec17"; // Millitarize AI (spawn 17)
- sec_AI18= "sec18"; // Millitarize AI (spawn 18)
- // sec_AI19= "sec19"; // Millitarize AI (spawn 19) // this is an example if you not want to use so many Markers, just add two // at the start of the Line
- // sec_AI20= "sec20"; // Millitarize AI (spawn 20)
- /* ********************** Advanced Configuration START ******************************** */
- // Radius options:
- radiusFH=300; // In this radius the "FillHouse AI" will Patrol (radius per Marker/Group) [default is 300] [maximal 500 !!!]
- radiusM =300; // In this radius the "Millitarize AI" will Patrol (radius per Marker/Group) [default is 300] [maximal 500 !!!]
- // SimpleCache radius options:
- SCradius=1200; // Radius the FillHouse and Militarize -units spawn when player is near, and despawn when player is further. [default is 1200 Meter]
- // AI Patrol options:
- patrolFH= true; // if false the "FillHouse AI" do not Patrol. [default is true]
- patrolM = false; // if true the "Millitarize AI" do not Patrol ! (at Millitarize is reversed !!!) [default is false]
- patroltype=2; // if 1 the "FillHouse AI" do not Patrol outside Buildings. (Only inside the Buildings) [default is 2]
- /* ****************************** Configurate END ********************************* */
- /* ***************************** DO NOT TOUCH BELOW ******************************** */
- // Main Unit options:
- //nohouse = true; // only true if absolutely no houses in the area !!! Then spawn only the Millitarize AI. If _nohouse is true, _house must be false !!!
- //house = false; // If _nohouse is true, _house must be false !!!
- // If the AI should spawn on markers: replace the [] with "" // with Coordiantes [x,y,z] // with marker "markername"
- sector_config_loaded = true;
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