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  1. ////////////////////////////////////////////////////////////////////////
  2. //
  3. //      Server Occupation script by second_coming
  4. //
  5. //
  6. //      http://www.exilemod.com/profile/60-second_coming/
  7. //
  8.     SC_mapMarkers               = true;             // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
  9. //  SC_LootCrateGuards          = 4;                    // number of AI to spawn at each crate
  10.  
  11. //      This script uses the fantastic DMS by Defent and eraser1
  12. //
  13. //      http://www.exilemod.com/topic/61-dms-defents-mission-system/
  14. //
  15. ////////////////////////////////////////////////////////////////////////
  16.  
  17. // Shared Config for each occupation monitor
  18.  
  19. SC_debug                    = false;                // set to true to turn on debug features (not for live servers)
  20. SC_extendedLogging          = true;                 // set to true for additional logging
  21. SC_infiSTAR_log             = false;                // true Use infiSTAR logging, false logs to server rpt
  22. SC_maxAIcount               = 100;                  // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
  23.  
  24. SC_mapMarkers               = true;                 // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
  25. SC_minFPS                   = 25;                   // any lower than minFPS on the server and additional AI won't spawn
  26.  
  27. SC_scaleAI                  = 10;                   // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
  28.  
  29. SC_useWaypoints             = true;                 // When spawning AI create waypoints to make them enter buildings
  30.                                                     // (can affect performance when the AI is spawned and the waypoints are calculated)
  31.  
  32.                                                     // Occupation Places (towns, villages & cities roaming AI)
  33. SC_occupyPlaces             = true;                 // true if you want villages,towns,cities patrolled
  34.  
  35.                                                     // Occupation Military (roaming AI near military buildings)
  36. SC_occupyMilitary           = false;                // true if you want military buildings patrolled (specify which types of building below)
  37.  
  38. SC_buildings                = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
  39.                                 "Land_Cargo_House_V1_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_Patrol_V2_F",
  40.                                 "Land_Cargo_Patrol_V3_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
  41.                                 "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
  42.                                 "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
  43.                                 "Land_Radar_F","Land_Radar_Small_F","Land_Dome_Big_F","Land_Dome_Small_F","Land_Army_hut3_long_int",
  44.                                 "Land_Army_hut_int","Land_Army_hut2_int"
  45.                                 ];
  46.  
  47. SC_occupyStatic             = false;                // true if you want to garrison AI in specific locations (not working yet)
  48.  
  49. SC_occupyVehicle            = true;                 // true if you want to have roaming AI vehicles
  50. SC_occupySky                = true;                 // true if you want to have roaming AI helis
  51. SC_occupySea                = false;                // true if you want to have roaming AI boats
  52.  
  53.  
  54.  
  55. SC_occupyLootCrates         = true;                 // true if you want to have random loot crates with guards
  56. SC_numberofLootCrates       = 6;                    // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
  57. SC_LootCrateGuards          = 6;                    // number of AI to spawn at each crate
  58. SC_LootCrateGuardsRandomize = true;                 // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards)
  59. SC_occupyLootCratesMarkers  = true;                 // true if you want to have markers on the loot crate spawns
  60.  
  61.  
  62. SC_occupyHeliCrashes        = true;                 // true if you want to have Dayz style helicrashes
  63. SC_numberofHeliCrashes      = 5;                    // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)
  64.  
  65. SC_statics                  = [ [[1178,2524,0],8,250,true]  ];      //[[pos],ai count,radius,search buildings]
  66.  
  67.  
  68.  
  69. // Settings for roaming ground vehicle AI
  70. SC_maxNumberofVehicles      = 4;                       
  71. SC_VehicleClassToUse        = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_Octavius_White"];
  72.  
  73. // Settings for roaming airborne AI (non armed helis will just fly around)
  74. SC_maxNumberofHelis         = 2;
  75. SC_HeliClassToUse           = [ "Exile_Chopper_Huey_Armed_Green"];
  76.  
  77. // Settings for roaming seaborne AI (non armed boats will just sail around)
  78. SC_maxNumberofBoats         = 0;
  79. SC_BoatClassToUse           = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","Exile_Boat_MotorBoat_Police" ];
  80.        
  81. // AI Custom Loadouts                      
  82.  
  83.  // namalsk specific settings
  84. if (worldName == 'Namalsk') then
  85. {
  86.     SC_maxAIcount           = 80;
  87.     SC_occupySky            = false;
  88.     SC_maxNumberofVehicles  = 2;
  89.     SC_numberofLootCrates   = 3;
  90.     SC_numberofHeliCrashes  = 2;
  91.     SC_maxNumberofBoats     = 1;
  92. };
  93.  
  94.  
  95.  
  96. // Don't alter anything below this point
  97. SC_liveVehicles         = 0;
  98. SC_liveVehiclesArray    = [];
  99. SC_liveHelis            = 0;
  100. SC_liveHelisArray       = [];
  101. SC_liveBoats            = 0;
  102. SC_liveBoatsArray       = [];
  103.  
  104. publicVariable "SC_liveVehicles";
  105. publicVariable "SC_liveVehiclesArray";
  106. publicVariable "SC_liveHelis";
  107. publicVariable "SC_liveHelisArray";
  108. publicVariable "SC_liveBoats";
  109. publicVariable "SC_liveBoatsArray";
  110. publicVariable "SC_numberofLootCrates";
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