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sector_config.sqf

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May 12th, 2015
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  1. /*
  2. File: sector_addon/sector_config
  3. Author: GBR Suppe
  4. Version: 0.4.0
  5. */
  6.  
  7. diag_log "***[Sector] Loading sector_config***";
  8.  
  9. /* ***************************** Configuration START ******************************** */
  10.  
  11. // Unit amount FillHouse options: (Units per Marker)
  12. unitFH = 30; // unit amount FillHouse [default 3]
  13. unitFHr= 10; // +random unit amount FillHouse [default +1 random]
  14.  
  15. // Unit amount Millitarize options: (Units per Marker)
  16. unitM = 20; // unit amount Millitarize [default 3]
  17. unitMr = 10; // +random unit amount Millitarize [default +1 random]
  18.  
  19.  
  20. // Millitarize Units options:
  21. weaponM = "akm_EPOCH"; // Weapons Millitarize Units
  22. magazineM = "30Rnd_762x39_Mag"; // Ammo Millitarize Units
  23. magazinesM = 8; // Magazines per Millitarize Units
  24. opticM = "optic_Arco"; // Optic Millitarize Units
  25. uniformM = "U_OG_leader"; // Uniform Millitarize Units
  26. vestM = "V_34_EPOCH"; // Vest Millitarize Units
  27.  
  28. // FillHouse Units options:
  29. weaponFH = "akm_EPOCH"; // Weapons FillHouse Units
  30. magazineFH = "30Rnd_762x39_Mag"; // Ammo FillHouse Units
  31. magazinesFH = 6; // Magazines per FillHouse Units
  32. opticFH = "optic_Arco"; // Optic FillHouse Units
  33. uniformFH = "U_OG_Guerilla1_1"; // Uniform FillHouse Units
  34. vestFH = "V_22_EPOCH"; // Vest FillHouse Units
  35.  
  36.  
  37. // Vehicle options:
  38. spawnHeli = true; // false to disable the Helispawn, true to activate the Helispawn
  39. Heli = "B_Heli_Transport_01_F"; // Helityp [default is "B_Heli_Transport_01_F" = "ghosthawk"]
  40. 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 !
  41. 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 !
  42. 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 !
  43. Boot = "C_Boat_Civil_01_rescue_EPOCH"; // Boottyp *INFO: LandVehicle and Boot is not really tested, only true if you now what you do !
  44.  
  45.  
  46. // AI Skill options:
  47. aiskillFH=0.7; // "FillHouse AI" Skill // INFO: from 0.01 (very bad AI) - 1.0 (Godlike AI) [default is 0.7]
  48. aiskillM =0.7; // "Millitarize AI" Skill // INFO: from 0.01 (very bad AI) - 1.0 (Godlike AI) [default is 0.7]
  49.  
  50.  
  51. // Crate / Box / Lootbox options:
  52. boxspawnposi = "sec_center"; // This is the center around which the crates will spawn, Sector B island on Tavi. // EXAMPLE: "MARKERNAME"
  53. noc = 2; // This is the number of crates that you want to spawn
  54. mini = 1; // Minimum distance from the center position (Number) in meters
  55. maxi = 10; // Example : maximum range of spawned crates, to keep them INSIDE the sector B compound
  56. watermode = 0; // Water mode (Number) 0: cannot be in water , 1: can either be in water or not , 2: must be in water
  57. marker = true; // Draw a green circle in which the crate will be spawned randomly
  58. markers = 5; // Radius of the marker in meters
  59.  
  60.  
  61. // Marker options:
  62. // 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 ()
  63. sec_center = "sec_center"; // Coordinates for the center // also good to spawn the Lootbox, Heli or LandVehicles
  64.  
  65. sec_Heli = "sec_center"; // Heli spawn
  66. sec_Land = "sec_center"; // LandVehicle spawn
  67. sec_Boot = "sec_center"; // Boot spawn
  68.  
  69. sec_AI1 = "sec1"; // FillHouse AI (spawn 1)
  70. sec_AI2 = "sec2"; // FillHouse AI (spawn 2)
  71. sec_AI3 = "sec3"; // FillHouse AI (spawn 3)
  72. sec_AI4 = "sec4"; // FillHouse AI (spawn 4)
  73. sec_AI5 = "sec5"; // FillHouse AI (spawn 5)
  74. sec_AI6 = "sec6"; // FillHouse AI (spawn 6)
  75. sec_AI7 = "sec7"; // FillHouse AI (spawn 7)
  76. sec_AI8 = "sec8"; // FillHouse AI (spawn 8)
  77. sec_AI9 = "sec9"; // FillHouse AI (spawn 9)
  78. sec_AI10= "sec10"; // FillHouse AI (spawn 10)
  79.  
  80. sec_AI11= "sec11"; // Millitarize AI (spawn 11)
  81. sec_AI12= "sec12"; // Millitarize AI (spawn 12)
  82. sec_AI13= "sec13"; // Millitarize AI (spawn 13)
  83. sec_AI14= "sec14"; // Millitarize AI (spawn 14)
  84. sec_AI15= "sec15"; // Millitarize AI (spawn 15)
  85. sec_AI16= "sec16"; // Millitarize AI (spawn 16)
  86. sec_AI17= "sec17"; // Millitarize AI (spawn 17)
  87. sec_AI18= "sec18"; // Millitarize AI (spawn 18)
  88. // 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
  89. // sec_AI20= "sec20"; // Millitarize AI (spawn 20)
  90.  
  91. /* ********************** Advanced Configuration START ******************************** */
  92.  
  93. // Radius options:
  94. radiusFH=300; // In this radius the "FillHouse AI" will Patrol (radius per Marker/Group) [default is 300] [maximal 500 !!!]
  95. radiusM =300; // In this radius the "Millitarize AI" will Patrol (radius per Marker/Group) [default is 300] [maximal 500 !!!]
  96.  
  97. // SimpleCache radius options:
  98. SCradius=1200; // Radius the FillHouse and Militarize -units spawn when player is near, and despawn when player is further. [default is 1200 Meter]
  99.  
  100. // AI Patrol options:
  101. patrolFH= true; // if false the "FillHouse AI" do not Patrol. [default is true]
  102. patrolM = false; // if true the "Millitarize AI" do not Patrol ! (at Millitarize is reversed !!!) [default is false]
  103. patroltype=2; // if 1 the "FillHouse AI" do not Patrol outside Buildings. (Only inside the Buildings) [default is 2]
  104.  
  105. /* ****************************** Configurate END ********************************* */
  106.  
  107. /* ***************************** DO NOT TOUCH BELOW ******************************** */
  108. // Main Unit options:
  109. //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 !!!
  110. //house = false; // If _nohouse is true, _house must be false !!!
  111. // If the AI should spawn on markers: replace the [] with "" // with Coordiantes [x,y,z] // with marker "markername"
  112. sector_config_loaded = true;
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