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a3_exile_occupation\config.sqf

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  1. ////////////////////////////////////////////////////////////////////////
  2. //
  3. // Exile Occupation by second_coming
  4. // http://www.exilemod.com/profile/60-second_coming/
  5. //
  6. // For support, visit:
  7. // http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
  8. //
  9. // This script uses the fantastic DMS by Defent and eraser1:
  10. // http://www.exilemod.com/topic/61-dms-defents-mission-system/
  11. //
  12. ////////////////////////////////////////////////////////////////////////
  13.  
  14. // Shared Config for each occupation monitor
  15.  
  16. SC_debug = true; // set to true to turn on debug features (not recommended for live servers)
  17. SC_extendedLogging = true; // set to true for additional
  18. SC_infiSTAR_log = false; // true Use infiSTAR logging, false logs to server rpt
  19.  
  20. SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
  21. SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
  22.  
  23. SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
  24. SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
  25. SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
  26. SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
  27.  
  28. SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
  29. SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
  30. SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
  31. SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
  32. SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
  33.  
  34.  
  35. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  36. // Turn Modules On or Off (can be overridden in the map overrides section)
  37. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  38.  
  39. SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
  40. SC_fastNights = true; // true if you want night time to go faster than daytime
  41. SC_occupyPlaces = false; // true if you want villages,towns,cities patrolled by bandits
  42. SC_occupyTraders = false; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
  43. SC_occupyStatic = false; // true if you want to add AI in specific locations
  44. SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
  45. SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
  46. SC_occupyRandomSpawn = false; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
  47. SC_occupyMilitary = false; // true if you want military buildings patrolled
  48. SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
  49. SC_occupySky = false; // true if you want to have roaming AI helis
  50. SC_occupySea = true; // true if you want to have roaming AI boats
  51. SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
  52.  
  53. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  54. // Fast nights Setup
  55. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  56.  
  57. SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
  58. SC_fastNightsMultiplierNight = 36; // the time multiplier to use at night (12 = 12x speed)
  59. SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
  60. SC_fastNightsMultiplierDay = 18; // the time multiplier to use during daylight hours (4 = 4x speed)
  61.  
  62. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  63. // Random Spawn Setup (Work in progress)
  64. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  65.  
  66. SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn
  67. SC_randomSpawnMaxGroups = 4; // Maximum amount of random AI groups allowed at any time
  68. SC_randomSpawnMinGroupSize = 3; // Minimum amount of random AI groups allowed per group
  69. SC_randomSpawnMaxGroupSize = 5; // Maximum amount of random AI groups allowed per group
  70. SC_randomSpawnChance = 5; // Percentage chance of spawning if suitable player found
  71. SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
  72. SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
  73. SC_randomSpawnNearBases = false; // true if you want to allow random spawns in range of territories
  74. SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
  75. SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
  76. SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
  77. SC_randomSpawnNameTarget = false; // true if you want to name the targeted player
  78.  
  79. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  80. // Occupy Places Setup
  81. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  82.  
  83. SC_occupyPlacesSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
  84.  
  85. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  86. // Trader Base Setup
  87. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  88.  
  89. SC_occupyTraderDetails = [
  90. //["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
  91. //["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
  92. //["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
  93. ]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
  94.  
  95. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  96. // Occupy Static Setup
  97. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  98.  
  99. SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
  100. SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
  101. SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
  102.  
  103. ];
  104. SC_staticSurvivors = [ //[[pos],ai count,radius,search buildings]
  105. //[[3770,8791,0],8,250,true]
  106. ];
  107.  
  108. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  109. // Public Transport Setup
  110. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  111.  
  112. SC_colourTransport = true; // true if you want the public transport coloured
  113. SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
  114. SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only
  115.  
  116. SC_occupyTransportStartPos = [14653.59,16780.135,0]; // if empty defaults to map centre
  117.  
  118. SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
  119. SC_TransportAirWaypoints = [
  120. [14653.59,16780.135,0],
  121. [23372.102,24236.617,0],
  122. [3039.408,18190.875,0]
  123. ];
  124. SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
  125. SC_TransportLandWaypoints = [
  126. [1000,1000,0],
  127. [2000,2000,0],
  128. [3000,3000,0],
  129. [4000,4000,0]
  130. ];
  131.  
  132. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  133. // Loot Crate Setup
  134. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  135.  
  136.  
  137. SC_occupyLootCratesStatic = true; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
  138. SC_occupyLootCratesLocations = [
  139. [1000,1000,0],
  140. [2000,2000,0],
  141. [3000,3000,0],
  142. [4000,4000,0]
  143. ];
  144. SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
  145. SC_numberofLootCrates = 4; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
  146. SC_LootCrateGuards = 3; // number of AI to spawn at each crate
  147. SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
  148. SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
  149.  
  150. SC_ropeAttach = false; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
  151.  
  152. // Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
  153. // ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
  154. // to add a fixed amount make the second number 0
  155. SC_LootCrateItems = [
  156. ["Exile_Melee_Axe",1,2],
  157. ["Exile_Item_GloriousKnakworst",1,2],
  158. ["Exile_Item_PlasticBottleFreshWater",2,3],
  159. ["Exile_Item_Beer",5,1],
  160. ["Exile_Item_BaseCameraKit",0,2],
  161. ["Exile_Item_InstaDoc",1,4],
  162. ["Exile_Item_Matches",1,0],
  163. ["Exile_Item_CookingPot",1,0],
  164. ["Exile_Item_MetalPole",1,0],
  165. ["Exile_Item_LightBulb",1,4],
  166. ["Exile_Item_FuelCanisterEmpty",1,0],
  167. ["Exile_Item_WoodPlank",0,8],
  168. ["Exile_Item_woodFloorKit",0,2],
  169. ["Exile_Item_WoodWindowKit",0,1],
  170. ["Exile_Item_WoodDoorwayKit",0,1],
  171. ["Exile_Item_WoodFloorPortKit",0,2],
  172. ["Exile_Item_Laptop",0,1],
  173. ["Exile_Item_CodeLock",0,3],
  174. ["Exile_Item_Cement",2,10],
  175. ["Exile_Item_Sand",2,10],
  176. ["Exile_Item_MetalWire",1,5],
  177. ["Exile_Item_WaterCanisterEmpty",0,5],
  178. ["Exile_Item_Shovel",0,1],
  179. ["Exile_Item_MetalScrews",0,5],
  180. ["Exile_Melee_SledgeHammer",1,2]
  181. ];
  182.  
  183. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  184. // Blacklisted Zones
  185. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  186.  
  187. SC_blackListedAreas = [
  188. [[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission
  189. [[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission
  190. [[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
  191. [[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
  192. [[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
  193. [[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
  194. [[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
  195. ];
  196.  
  197. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  198. // Heli Crash Setup
  199. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  200.  
  201. SC_occupyHeliCrashesStatic = true; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
  202. SC_occupyHeliCrashesLocations = [
  203. [1000,1000,0],
  204. [2000,2000,0],
  205. [3000,3000,0],
  206. [4000,4000,0]
  207. ];
  208. SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
  209. SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
  210. SC_numberofHeliCrashes = 3; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
  211. SC_HeliCrashGuards = 6; // number of AI to spawn at each crate
  212. SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
  213.  
  214. // Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
  215. // ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
  216. // to add a fixed amount make the second number 0
  217.  
  218. SC_HeliCrashItems = [
  219. ["B_Parachute",1,1],
  220. ["H_CrewHelmetHeli_B",1,1],
  221. ["ItemGPS",0,1],
  222. ["Exile_Item_InstaDoc",1,4],
  223. ["Exile_Item_PlasticBottleFreshWater",2,2],
  224. ["Exile_Item_EMRE",2,2]
  225. ];
  226.  
  227. SC_HeliCrashRareItems = [
  228. ["HandGrenade",1,2],
  229. ["APERSBoundingMine_Range_Mag",1,2]
  230. ];
  231. SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems
  232.  
  233. // Array of possible weapons to place in the crate
  234. SC_HeliCrashWeapons = [
  235. "srifle_DMR_02_camo_F",
  236. "srifle_DMR_03_woodland_F",
  237. "srifle_DMR_04_F",
  238. "srifle_DMR_05_hex_F",
  239. "srifle_DMR_06_camo_F",
  240. "srifle_LRR_tna_LRPS_F",
  241. "srifle_GM6_LRPS_F",
  242. "srifle_LRR_LRPS_F"
  243. ];
  244.  
  245. SC_HeliCrashWeaponsAmount = [3,7]; // [fixed amount to add, random amount to add]
  246. SC_HeliCrashMagazinesAmount = [2,3]; // [fixed amount to add, random amount to add]
  247.  
  248. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  249. // Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
  250. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  251.  
  252. SC_minimumCrewAmount = 1; // Minimum amount of AI allowed in a vehicle
  253. SC_maximumCrewAmount = 10; // Maximum amount of AI allowed in a vehicle
  254. // (essential crew like drivers and gunners will always spawn regardless of these settings)
  255.  
  256. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  257. // Roaming Land Vehicle Setup
  258. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  259.  
  260. SC_maxNumberofVehicles = 30; // How many roaming vehicles to spawn
  261. SC_occupyLandVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
  262. SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
  263. SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
  264.  
  265. SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  266.  
  267. // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
  268. // they will also ignore any blacklisted areas
  269. SC_occupyVehicleFixedPositions = [
  270. [[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  271. [[2238,6717,0],2000,"Tanoa"],
  272. [[8197,9081,0],3000,"Tanoa"],
  273. [[13074,11817,0],3000,"Tanoa"]
  274. ];
  275.  
  276. // Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
  277. SC_VehicleClassToUse = [
  278. ["Exile_Car_LandRover_Green",0],
  279. //["Exile_Bike_QuadBike_Black",2],
  280. ["Exile_Car_Van_White",0], // Caminhãozinho (Van)
  281. ["Exile_Car_Hatchback_Sport_White",0],
  282. ["Exile_Car_SUV_Grey",0],
  283. ["B_T_LSV_01_unarmed_F",0], // Prowler Unarmed
  284. ["O_LSV_02_unarmed_F",0], // Qilin Unarmed
  285. ["Exile_Car_Ifrit",0], // Ifrit
  286. ["Exile_Car_UAZ_Open_Green",0]
  287. ];
  288. SC_VehicleClassToUseRare = [
  289. ["Exile_Car_Hunter",3],
  290. ["Exile_Car_HEMMT",3],
  291. ["Exile_Car_Zamak",3],
  292. ["Exile_Car_Offroad_Armed_Guerilla12",3],
  293. ["Exile_Car_Offroad_Armed_Guerilla03",3],
  294. ["Exile_Car_Tempest",3]
  295. ];
  296.  
  297. // Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
  298. SC_SurvivorVehicleClassToUse = [
  299. ["Exile_Car_LandRover_Green",0],
  300. ["Exile_Bike_QuadBike_Black",2],
  301. ["Exile_Car_UAZ_Open_Green",2]
  302. ];
  303. SC_SurvivorVehicleClassToUseRare = [
  304. ["Exile_Car_Hunter",1],
  305. ["Exile_Car_HEMMT",1],
  306. ["Exile_Car_Zamak",1],
  307. ["Exile_Car_Offroad_Armed_Guerilla12",1],
  308. ["Exile_Car_Offroad_Armed_Guerilla03",1],
  309. ["Exile_Car_Tempest",1]
  310. ];
  311.  
  312. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  313. // Roaming Aircraft Setup
  314. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  315.  
  316. // Settings for roaming airborne AI (non armed helis will just fly around)
  317. SC_maxNumberofHelis = 0;
  318. SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
  319.  
  320. // Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
  321. SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
  322.  
  323. SC_occupyHeliUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  324.  
  325. // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
  326. // they will also ignore any blacklisted areas
  327. SC_occupyHeliFixedPositions = [
  328. [[4434,2892,400],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  329. [[2238,6717,400],2000,"Tanoa"],
  330. [[8197,9081,400],3000,"Tanoa"],
  331. [[13074,11817,400],3000,"Tanoa"]
  332. ];
  333.  
  334. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  335. // Roaming Boats Setup
  336. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  337.  
  338. // Settings for roaming seaborne AI (non armed boats will just sail around)
  339. SC_maxNumberofBoats = 5;
  340.  
  341. // Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
  342. SC_BoatClassToUse = [
  343. ["B_Boat_Armed_01_minigun_F",1],
  344. ["I_Boat_Armed_01_minigun_F",1],
  345. ["O_Boat_Transport_01_F",0],
  346. ["Exile_Boat_MotorBoat_Police",1]
  347. ];
  348.  
  349. SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  350.  
  351. // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
  352. // they will also ignore any blacklisted areas
  353. SC_occupyBoatFixedPositions = [
  354. [[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  355. [[400,400,0],2000,"Tanoa"],
  356. [[14000,5000,0],3000,"Tanoa"],
  357. [[16000,16000,0],3000,"Tanoa"]
  358. ];
  359.  
  360. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  361. // Occupy Military Setup
  362. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  363.  
  364. // Array of buildings to add military patrols to
  365. SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
  366. "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
  367. "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
  368. "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
  369. "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
  370. "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
  371. "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
  372. "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
  373. "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
  374. "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
  375. "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
  376. "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
  377. "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
  378. "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
  379. // Additional Buildings
  380. "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
  381. "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
  382. "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
  383. "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
  384. "Land_Cargo_Tower_V4_F"
  385. ];
  386.  
  387. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  388. // AI Setup (used in multiple modules)
  389. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  390.  
  391. SC_useRealNames = true;
  392.  
  393. // Arrays of names used to generate names for AI
  394. SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
  395. SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
  396. SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
  397. SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
  398.  
  399. SC_SurvivorsChance = 5; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
  400.  
  401.  
  402. SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
  403. // false if you want survivors to be aggressive to players
  404.  
  405. // Possible equipment for survivor AI to spawn with
  406. // spawning survivors without vests or backpacks will result in them having no ammunition
  407. SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"];
  408. SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
  409. SC_SurvivorHeadgear = [];
  410. SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
  411. SC_SurvivorWeaponAttachments = [];
  412. SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
  413. SC_SurvivorPistol = ["hgun_Rook40_F"];
  414. SC_SurvivorPistolAttachments = [];
  415. SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
  416. SC_SurvivorLauncher = [];
  417. SC_SurvivorBackpack = [];
  418.  
  419. // Possible equipment for bandit AI to spawn with
  420. // spawning bandits without vests or backpacks will result in them having no ammunition
  421. SC_BanditUniforms = ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"];
  422. SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
  423. SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
  424. SC_BanditWeapon = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
  425. SC_BanditWeaponAttachments = [];
  426. SC_BanditMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
  427. SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
  428. SC_BanditPistolAttachments = [];
  429. SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
  430. SC_BanditLauncher = [];
  431. SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
  432.  
  433. // Possible equipment for random ai to spawn with
  434. // spawning random ai without vests or backpacks will result in them having no ammunition
  435. SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
  436. SC_RandomVests = ["V_TacVest_gen_F"];
  437. SC_RandomHeadgear = ["H_Cap_police"];
  438. SC_RandomWeapon = ["SMG_05_F"];
  439. SC_RandomWeaponAttachments = ["muzzle_snds_L"];
  440. SC_RandomMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
  441. SC_RandomPistol = ["hgun_Rook40_F"];
  442. SC_RandomPistolAttachments = ["muzzle_snds_L"];
  443. SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
  444. SC_RandomLauncher = [];
  445. SC_RandomBackpack = ["B_AssaultPack_blk"];
  446.  
  447. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  448. // Map Specific Overrides
  449. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  450.  
  451.  
  452. if (worldName == 'Napf' AND SC_useMapOverrides) then
  453. {
  454. SC_maxAIcount = 120;
  455. SC_useApexClasses = false;
  456.  
  457. };
  458.  
  459. if (worldName == 'Chernarus' AND SC_useMapOverrides) then
  460. {
  461. SC_maxAIcount = 120;
  462. SC_useApexClasses = false;
  463. };
  464.  
  465. if (worldName == 'Tanoa' AND SC_useMapOverrides) then
  466. {
  467. SC_useApexClasses = true;
  468. SC_maxAIcount = 80;
  469.  
  470. };
  471.  
  472. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  473. // Apex Specific Settings (only used if SC_useApexClasses = true)
  474. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  475.  
  476. if(SC_useApexClasses) then
  477. {
  478. SC_BanditWeapon = [
  479. "arifle_MX_khk_F",
  480. "arifle_MX_GL_khk_F",
  481. "arifle_MX_SW_khk_F",
  482. "arifle_MXC_khk_F",
  483. "arifle_MXM_khk_F",
  484. "arifle_AK12_F",
  485. "arifle_AK12_GL_F",
  486. "arifle_AKM_F",
  487. "arifle_AKS_F",
  488. "arifle_ARX_blk_F",
  489. "arifle_ARX_ghex_F",
  490. "arifle_ARX_hex_F",
  491. "arifle_CTAR_blk_F",
  492. "arifle_CTAR_GL_blk_F",
  493. "arifle_CTARS_blk_F",
  494. "arifle_SPAR_01_blk_F",
  495. "arifle_SPAR_01_khk_F",
  496. "arifle_SPAR_01_snd_F",
  497. "arifle_SPAR_01_GL_blk_F",
  498. "arifle_SPAR_01_GL_khk_F",
  499. "arifle_SPAR_01_GL_snd_F",
  500. "arifle_SPAR_02_blk_F",
  501. "arifle_SPAR_02_khk_F",
  502. "arifle_SPAR_02_snd_F",
  503. "arifle_SPAR_03_blk_F",
  504. "arifle_SPAR_03_khk_F",
  505. "arifle_SPAR_03_snd_F"
  506. ];
  507.  
  508. SC_BanditUniforms = [
  509. "U_I_C_Soldier_Para_1_F",
  510. "U_I_C_Soldier_Para_2_F",
  511. "U_I_C_Soldier_Para_3_F",
  512. "U_I_C_Soldier_Para_4_F",
  513. "U_I_C_Soldier_Para_5_F",
  514. "U_I_C_Soldier_Bandit_1_F",
  515. "U_I_C_Soldier_Bandit_2_F",
  516. "U_I_C_Soldier_Bandit_3_F",
  517. "U_I_C_Soldier_Bandit_4_F",
  518. "U_I_C_Soldier_Bandit_5_F",
  519. "U_I_C_Soldier_Camo_F",
  520. "U_B_CTRG_Soldier_urb_1_F",
  521. "U_B_CTRG_Soldier_urb_2_F",
  522. "U_B_CTRG_Soldier_urb_3_F"
  523. ];
  524.  
  525. SC_VehicleClassToUse = [
  526. ["B_GEN_Offroad_01_gen_F",0],
  527. ["C_Offroad_02_unarmed_F",0],
  528. ["I_C_Offroad_02_unarmed_F",0]
  529. ];
  530.  
  531. SC_VehicleClassToUseRare = [
  532. ["B_LSV_01_unarmed_black_F",1],
  533. ["O_T_LSV_02_unarmed_black_F",1],
  534. ["O_T_Truck_03_device_ghex_F",1]
  535. ];
  536. };
  537.  
  538. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  539. // Debug Settings (only used if SC_debug = true)
  540. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  541.  
  542. if (SC_debug) then
  543. {
  544. SC_extendedLogging = true;
  545. SC_processReporter = true;
  546. SC_mapMarkers = true;
  547. SC_occupyPlaces = false;
  548. SC_occupyVehicle = true;
  549. SC_occupyMilitary = false;
  550. SC_occupyRandomSpawn = false;
  551. SC_occupyStatic = false;
  552. SC_occupySky = false;
  553. SC_occupySea = true;
  554. SC_occupyTraders = false;
  555. SC_occupyTransport = true;
  556. SC_occupyLootCrates = true;
  557. SC_occupyHeliCrashes = true;
  558. SC_maxAIcount = 150;
  559. SC_maxNumberofVehicles = 30;
  560. SC_maxNumberofBoats = 5;
  561. SC_maxNumberofHelis = 0;
  562. SC_randomSpawnChance = 100;
  563. SC_randomSpawnIgnoreCount = true;
  564. SC_randomSpawnFrequency = 120;
  565. };
  566.  
  567. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  568. // Don't alter anything below this point, unless you want your server to explode :)
  569. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  570.  
  571. if(!SC_SurvivorsFriendly) then
  572. {
  573. CIVILIAN setFriend[RESISTANCE,0];
  574. };
  575. CIVILIAN setFriend [EAST,0];
  576. CIVILIAN setFriend [WEST,0];
  577. EAST setFriend [CIVILIAN,0];
  578. WEST setFriend [CIVILIAN,0];
  579. EAST setFriend [WEST,0];
  580. WEST setFriend [EAST,0];
  581.  
  582.  
  583. SC_SurvivorSide = CIVILIAN;
  584. SC_BanditSide = EAST;
  585. SC_liveVehicles = 0;
  586. SC_liveVehiclesArray = [];
  587. SC_liveHelis = 0;
  588. SC_liveHelisArray = [];
  589. SC_liveBoats = 0;
  590. SC_liveBoatsArray = [];
  591. SC_liveStaticGroups = [];
  592. SC_liveRandomGroups = [];
  593. SC_transportArray = [];
  594.  
  595. // Remove spawn locations for roaming vehicles that aren't for this map
  596. _occupyVehicleFixedPositions = [];
  597. {
  598. _currentWorld = _x select 2;
  599. if(worldName == _currentWorld) then
  600. {
  601. _occupyVehicleFixedPositions pushback _x;
  602. };
  603. }forEach SC_occupyVehicleFixedPositions;
  604. SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;
  605.  
  606. publicVariable "SC_liveVehicles";
  607. publicVariable "SC_liveVehiclesArray";
  608. publicVariable "SC_liveHelis";
  609. publicVariable "SC_liveHelisArray";
  610. publicVariable "SC_liveBoats";
  611. publicVariable "SC_liveBoatsArray";
  612. publicVariable "SC_liveStaticGroups";
  613. publicVariable "SC_liveRandomGroups";
  614. publicVariable "SC_numberofLootCrates";
  615. publicVariable "SC_transportArray";
  616. publicVariable "SC_SurvivorSide";
  617. publicVariable "SC_BanditSide";
  618.  
  619. SC_CompiledOkay = true;
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