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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 = false; // set to true to turn on debug features (not recommended for live servers)
  17. SC_extendedLogging = false; // set to true for additional
  18. SC_infiSTAR_log = true; // 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 = 300; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
  24. SC_mapMarkers = false; // 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 = false; // 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 = true; // true if you want to have roaming AI helis
  50. SC_occupySea = false; // 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 = 30; // 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 = 4; // 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 = 12; // 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 = true; // 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 = true;// 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 = ["CUP_B_Merlin_HC3_GB"]; // to always use the same vehicle, specify one option only
  115.  
  116. SC_occupyTransportStartPos = [[13328.468,11792.64,0]]; // if empty defaults to map centre
  117.  
  118. SC_TransportAirFixed = true; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
  119. SC_TransportAirWaypoints = [
  120. [2187.244,6000.369,0],
  121. [14708.125,16716,0],
  122. [20253.5,8828,0],
  123. [14708.125,16716,0],
  124. [16937.5,12893.125,0],
  125. [14708.125,16716,0],
  126. [25760.727,21205.81,0],
  127. [14708.125,16716,0],
  128. [8590.846,18463.518,0],
  129. [14708.125,16716,0],
  130. [3650.819,13384.497,0],
  131. [14708.125,16716,0],
  132. [9248,11962.875,0],
  133. [14708.125,16716,0]
  134. ];
  135. SC_TransportLandFixed = true; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
  136. SC_TransportLandWaypoints = [
  137. [2187.244,6000.369,0],
  138. [20253.5,8828,0],
  139. [16937.5,12893.125,0],
  140. [25760.727,21205.81,0],
  141. [14708.125,16716,0],
  142. [8590.846,18463.518,0],
  143. [3650.819,13384.497,0],
  144. [9248,11962.875,0]
  145. ];
  146.  
  147. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  148. // Loot Crate Setup
  149. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  150.  
  151.  
  152. SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
  153. SC_occupyLootCratesLocations = [
  154. [1000,1000,0],
  155. [2000,2000,0],
  156. [3000,3000,0],
  157. [4000,4000,0]
  158. ];
  159. SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
  160. SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
  161. SC_LootCrateGuards = 2; // number of AI to spawn at each crate
  162. SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
  163. SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
  164.  
  165. SC_ropeAttach = false; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
  166.  
  167. // Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
  168. // ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
  169. // to add a fixed amount make the second number 0
  170. SC_LootCrateItems = [
  171. ["Exile_Melee_Axe",1,0],
  172. ["Exile_Item_GloriousKnakworst",1,2],
  173. ["Exile_Item_PlasticBottleFreshWater",1,2],
  174. ["Exile_Item_Beer",5,1],
  175. ["Exile_Item_BaseCameraKit",0,2],
  176. ["Exile_Item_InstaDoc",1,1],
  177. ["Exile_Item_Matches",1,0],
  178. ["Exile_Item_CookingPot",1,0],
  179. ["Exile_Item_MetalPole",1,0],
  180. ["Exile_Item_LightBulb",1,0],
  181. ["Exile_Item_FuelCanisterEmpty",1,0],
  182. ["Exile_Item_WoodPlank",0,8],
  183. ["Exile_Item_woodFloorKit",0,2],
  184. ["Exile_Item_WoodWindowKit",0,1],
  185. ["Exile_Item_WoodDoorwayKit",0,1],
  186. ["Exile_Item_WoodFloorPortKit",0,2],
  187. ["Exile_Item_Laptop",0,1],
  188. ["Exile_Item_CodeLock",0,1],
  189. ["Exile_Item_Cement",2,10],
  190. ["Exile_Item_Sand",2,10],
  191. ["Exile_Item_MetalWire",1,5],
  192. ["Exile_Item_WaterCanisterEmpty",0,2],
  193. ["Exile_Item_Shovel",0,1],
  194. ["Exile_Item_MetalScrews",0,5]
  195. ];
  196.  
  197. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  198. // Blacklisted Zones
  199. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  200.  
  201. SC_blackListedAreas = [
  202. [[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission
  203. [[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission
  204. [[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
  205. [[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
  206. [[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
  207. [[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
  208. [[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
  209. ];
  210.  
  211. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  212. // Heli Crash Setup
  213. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  214.  
  215. SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
  216. SC_occupyHeliCrashesLocations = [
  217. [1000,1000,0],
  218. [2000,2000,0],
  219. [3000,3000,0],
  220. [4000,4000,0]
  221. ];
  222. SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
  223. SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
  224. SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
  225. SC_HeliCrashGuards = 5; // number of AI to spawn at each crate
  226. SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
  227. SC_HeliCrashMarkers = true; // true if you want to have markers on the Heli Crashes
  228.  
  229. // Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
  230. // ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
  231. // to add a fixed amount make the second number 0
  232.  
  233. SC_HeliCrashItems = [
  234. ["B_Parachute",1,1],
  235. ["H_CrewHelmetHeli_B",1,1],
  236. ["ItemGPS",0,1],
  237. ["Exile_Item_InstaDoc",0,1],
  238. ["Exile_Item_PlasticBottleFreshWater",2,2],
  239. ["Exile_Item_EMRE",2,2]
  240. ];
  241.  
  242. SC_HeliCrashRareItems = [
  243. ["HandGrenade",0,2],
  244. ["APERSBoundingMine_Range_Mag",0,2]
  245. ];
  246. SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems
  247.  
  248. // Array of possible weapons to place in the crate
  249. SC_HeliCrashWeapons = [
  250. "srifle_DMR_02_camo_F",
  251. "srifle_DMR_03_woodland_F",
  252. "srifle_DMR_04_F",
  253. "srifle_DMR_05_hex_F"
  254. ];
  255.  
  256. SC_HeliCrashWeaponsAmount = [1,3]; // [fixed amount to add, random amount to add]
  257. SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add]
  258.  
  259. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  260. // Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
  261. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  262.  
  263. SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle
  264. SC_maximumCrewAmount = 5; // Maximum amount of AI allowed in a vehicle
  265. // (essential crew like drivers and gunners will always spawn regardless of these settings)
  266.  
  267. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  268. // Roaming Land Vehicle Setup
  269. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  270.  
  271. SC_maxNumberofVehicles = 8; // How many roaming vehicles to spawn
  272. SC_occupyLandVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
  273. SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
  274. 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)
  275.  
  276. SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  277.  
  278. // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
  279. // they will also ignore any blacklisted areas
  280. SC_occupyVehicleFixedPositions = [
  281. [[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  282. [[2238,6717,0],2000,"Tanoa"],
  283. [[8197,9081,0],3000,"Tanoa"],
  284. [[13074,11817,0],3000,"Tanoa"]
  285. ];
  286.  
  287. // 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)
  288. SC_VehicleClassToUse = [
  289. ["CUP_B_M1151_Mk19_DSRT_USMC",1],
  290. ["CUP_B_HMMWV_Crows_M2_NATO_T",1],
  291. ["B_MRAP_01_gmg_F",1],
  292. ["O_MRAP_02_gmg_F",1],
  293. ["I_MRAP_03_gmg_F",1],
  294. ["CUP_I_FENNEK_HGM_ION",1],
  295. ["ffaa_et_vamtac_crows",1],
  296. ["CUP_B_BAF_Coyote_L2A1_D",1]
  297. ];
  298. SC_VehicleClassToUseRare = [
  299. ["CUP_O_BMP2_ZU_CSAT_T",1],
  300. ["I_APC_Wheeled_03_cannon_F",1]
  301. ];
  302.  
  303. // 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)
  304. SC_SurvivorVehicleClassToUse = [
  305. ["Exile_Car_LandRover_Green",0],
  306. ["Exile_Bike_QuadBike_Black",2],
  307. ["Exile_Car_UAZ_Open_Green",2]
  308. ];
  309. SC_SurvivorVehicleClassToUseRare = [
  310. ["Exile_Car_Hunter",1],
  311. ["Exile_Car_HEMMT",1],
  312. ["Exile_Car_Zamak",1],
  313. ["Exile_Car_Offroad_Armed_Guerilla12",1],
  314. ["Exile_Car_Offroad_Armed_Guerilla03",1],
  315. ["Exile_Car_Tempest",1]
  316. ];
  317.  
  318. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  319. // Roaming Aircraft Setup
  320. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  321.  
  322. // Settings for roaming airborne AI (non armed helis will just fly around)
  323. SC_maxNumberofHelis = 5;
  324. SC_occupySkyVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
  325.  
  326. // 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)
  327. SC_HeliClassToUse = [
  328. ["B-Heli_Light_01_armed_F",2],
  329. ["CUP_B_UH1Y_Gunship_F",2],
  330. ["CUP_I_Ka60_GL_Blk_ION",2],
  331. ["B_CTRG_Heli_Transport_01_tropic_F",2],
  332. ["I_Heli_light_03_F",2],
  333. ["O_Heli_light_02_v2_F",2],
  334. ["CUP_B_MH60S_USMC",2],
  335. ["O_Heli_Attack_02_F",1]
  336. ];
  337.  
  338. SC_occupyHeliUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  339.  
  340. // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
  341. // they will also ignore any blacklisted areas
  342. SC_occupyHeliFixedPositions = [
  343. [[4434,2892,400],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  344. [[2238,6717,400],2000,"Tanoa"],
  345. [[8197,9081,400],3000,"Tanoa"],
  346. [[13074,11817,400],3000,"Tanoa"]
  347. ];
  348.  
  349. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  350. // Roaming Boats Setup
  351. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  352.  
  353. // Settings for roaming seaborne AI (non armed boats will just sail around)
  354. SC_maxNumberofBoats = 1;
  355. SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
  356.  
  357. // 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)
  358. SC_BoatClassToUse = [
  359. ["B_Boat_Armed_01_minigun_F",1],
  360. ["I_Boat_Armed_01_minigun_F",1],
  361. ["O_Boat_Transport_01_F",0],
  362. ["Exile_Boat_MotorBoat_Police",1]
  363. ];
  364.  
  365. SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  366.  
  367. // if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
  368. // they will also ignore any blacklisted areas
  369. SC_occupyBoatFixedPositions = [
  370. [[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  371. [[400,400,0],2000,"Tanoa"],
  372. [[14000,5000,0],3000,"Tanoa"],
  373. [[16000,16000,0],3000,"Tanoa"]
  374. ];
  375.  
  376. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  377. // Occupy Military Setup
  378. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  379.  
  380. // Array of buildings to add military patrols to
  381. SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
  382. "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
  383. "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
  384. "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
  385. "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
  386. "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
  387. "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
  388. "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
  389. "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
  390. "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
  391. "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
  392. "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
  393. "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
  394. "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
  395. // Additional Buildings
  396. "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
  397. "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
  398. "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
  399. "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
  400. "Land_Cargo_Tower_V4_F"
  401. ];
  402.  
  403. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  404. // AI Setup (used in multiple modules)
  405. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  406.  
  407. SC_useRealNames = true;
  408.  
  409. // Arrays of names used to generate names for AI
  410. SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
  411. SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
  412. SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
  413. SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
  414.  
  415. SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
  416.  
  417.  
  418. SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
  419. // false if you want survivors to be aggressive to players
  420.  
  421. // Possible equipment for survivor AI to spawn with
  422. // spawning survivors without vests or backpacks will result in them having no ammunition
  423. SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"];
  424. SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
  425. SC_SurvivorHeadgear = [];
  426. SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
  427. SC_SurvivorWeaponAttachments = [];
  428. SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
  429. SC_SurvivorPistol = ["hgun_Rook40_F"];
  430. SC_SurvivorPistolAttachments = [];
  431. SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
  432. SC_SurvivorLauncher = [];
  433. SC_SurvivorBackpack = [];
  434.  
  435. // Possible equipment for bandit AI to spawn with
  436. // spawning bandits without vests or backpacks will result in them having no ammunition
  437. 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"];
  438. SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
  439. SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
  440. 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"];
  441. SC_BanditWeaponAttachments = [];
  442. 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"];
  443. SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
  444. SC_BanditPistolAttachments = [];
  445. SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
  446. SC_BanditLauncher = [];
  447. 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"];
  448.  
  449. // Possible equipment for random ai to spawn with
  450. // spawning random ai without vests or backpacks will result in them having no ammunition
  451. SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
  452. SC_RandomVests = ["V_TacVest_gen_F"];
  453. SC_RandomHeadgear = ["H_Cap_police"];
  454. SC_RandomWeapon = ["SMG_05_F"];
  455. SC_RandomWeaponAttachments = ["muzzle_snds_L"];
  456. 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"];
  457. SC_RandomPistol = ["hgun_Rook40_F"];
  458. SC_RandomPistolAttachments = ["muzzle_snds_L"];
  459. SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
  460. SC_RandomLauncher = [];
  461. SC_RandomBackpack = ["B_AssaultPack_blk"];
  462.  
  463. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  464. // Map Specific Overrides
  465. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  466.  
  467.  
  468. if (worldName == 'Altis' AND SC_useMapOverrides) then
  469. {
  470. SC_maxAIcount = 300;
  471. SC_useApexClasses = true;
  472.  
  473. };
  474.  
  475. if (worldName == 'Chernarus' AND SC_useMapOverrides) then
  476. {
  477. SC_maxAIcount = 120;
  478. SC_useApexClasses = false;
  479. };
  480.  
  481. if (worldName == 'Tanoa' AND SC_useMapOverrides) then
  482. {
  483. SC_maxAIcount = 80;
  484. SC_useApexClasses = true;
  485.  
  486. };
  487.  
  488. if (worldName == 'Malden' AND SC_useMapOverrides) then
  489. {
  490. SC_maxAIcount = 70;
  491. SC_useApexClasses = false;
  492.  
  493. };
  494.  
  495. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  496. // Apex Specific Settings (only used if SC_useApexClasses = true)
  497. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  498.  
  499. if(SC_useApexClasses) then
  500. {
  501. SC_BanditWeapon = [
  502. "arifle_MX_khk_F",
  503. "arifle_MX_GL_khk_F",
  504. "arifle_MX_SW_khk_F",
  505. "arifle_MXC_khk_F",
  506. "arifle_MXM_khk_F",
  507. "arifle_AK12_F",
  508. "arifle_AK12_GL_F",
  509. "arifle_AKM_F",
  510. "arifle_AKS_F",
  511. "arifle_ARX_blk_F",
  512. "arifle_ARX_ghex_F",
  513. "arifle_ARX_hex_F",
  514. "arifle_CTAR_blk_F",
  515. "arifle_CTAR_GL_blk_F",
  516. "arifle_CTARS_blk_F",
  517. "arifle_SPAR_01_blk_F",
  518. "arifle_SPAR_01_khk_F",
  519. "arifle_SPAR_01_snd_F",
  520. "arifle_SPAR_01_GL_blk_F",
  521. "arifle_SPAR_01_GL_khk_F",
  522. "arifle_SPAR_01_GL_snd_F",
  523. "arifle_SPAR_02_blk_F",
  524. "arifle_SPAR_02_khk_F",
  525. "arifle_SPAR_02_snd_F",
  526. "arifle_SPAR_03_blk_F",
  527. "arifle_SPAR_03_khk_F",
  528. "arifle_SPAR_03_snd_F"
  529. ];
  530.  
  531. SC_BanditUniforms = [
  532. "U_I_C_Soldier_Para_1_F",
  533. "U_I_C_Soldier_Para_2_F",
  534. "U_I_C_Soldier_Para_3_F",
  535. "U_I_C_Soldier_Para_4_F",
  536. "U_I_C_Soldier_Para_5_F",
  537. "U_I_C_Soldier_Bandit_1_F",
  538. "U_I_C_Soldier_Bandit_2_F",
  539. "U_I_C_Soldier_Bandit_3_F",
  540. "U_I_C_Soldier_Bandit_4_F",
  541. "U_I_C_Soldier_Bandit_5_F",
  542. "U_I_C_Soldier_Camo_F",
  543. "U_B_CTRG_Soldier_urb_1_F",
  544. "U_B_CTRG_Soldier_urb_2_F",
  545. "U_B_CTRG_Soldier_urb_3_F"
  546. ];
  547.  
  548. SC_VehicleClassToUse = [
  549.  
  550. ];
  551.  
  552. SC_VehicleClassToUseRare = [
  553.  
  554. ];
  555. };
  556.  
  557. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  558. // Debug Settings (only used if SC_debug = true)
  559. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  560.  
  561. if (SC_debug) then
  562. {
  563. SC_extendedLogging = true;
  564. SC_processReporter = true;
  565. SC_mapMarkers = true;
  566. SC_occupyPlaces = false;
  567. SC_occupyVehicle = true;
  568. SC_occupyMilitary = false;
  569. SC_occupyRandomSpawn = true;
  570. SC_occupyStatic = false;
  571. SC_occupySky = false;
  572. SC_occupySea = false;
  573. SC_occupyTraders = false;
  574. SC_occupyTransport = true;
  575. SC_occupyLootCrates = false;
  576. SC_occupyHeliCrashes = false;
  577. SC_maxAIcount = 150;
  578. SC_maxNumberofVehicles = 10;
  579. SC_maxNumberofBoats = 5;
  580. SC_maxNumberofHelis = 1;
  581. SC_randomSpawnChance = 100;
  582. SC_randomSpawnIgnoreCount = true;
  583. SC_randomSpawnFrequency = 120;
  584. };
  585.  
  586. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  587. // Don't alter anything below this point, unless you want your server to explode :)
  588. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  589.  
  590. if(!SC_SurvivorsFriendly) then
  591. {
  592. CIVILIAN setFriend[RESISTANCE,0];
  593. };
  594. CIVILIAN setFriend [EAST,0];
  595. CIVILIAN setFriend [WEST,0];
  596. EAST setFriend [CIVILIAN,0];
  597. WEST setFriend [CIVILIAN,0];
  598. EAST setFriend [WEST,0];
  599. WEST setFriend [EAST,0];
  600.  
  601.  
  602. SC_SurvivorSide = CIVILIAN;
  603. SC_BanditSide = EAST;
  604. SC_liveVehicles = 0;
  605. SC_liveVehiclesArray = [];
  606. SC_liveHelis = 0;
  607. SC_liveHelisArray = [];
  608. SC_liveBoats = 0;
  609. SC_liveBoatsArray = [];
  610. SC_liveStaticGroups = [];
  611. SC_liveRandomGroups = [];
  612. SC_transportArray = [];
  613.  
  614. // Remove spawn locations for roaming vehicles that aren't for this map
  615. _occupyVehicleFixedPositions = [];
  616. {
  617. _currentWorld = _x select 2;
  618. if(worldName == _currentWorld) then
  619. {
  620. _occupyVehicleFixedPositions pushback _x;
  621. };
  622. }forEach SC_occupyVehicleFixedPositions;
  623. SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;
  624.  
  625. publicVariable "SC_liveVehicles";
  626. publicVariable "SC_liveVehiclesArray";
  627. publicVariable "SC_liveHelis";
  628. publicVariable "SC_liveHelisArray";
  629. publicVariable "SC_liveBoats";
  630. publicVariable "SC_liveBoatsArray";
  631. publicVariable "SC_liveStaticGroups";
  632. publicVariable "SC_liveRandomGroups";
  633. publicVariable "SC_numberofLootCrates";
  634. publicVariable "SC_transportArray";
  635. publicVariable "SC_SurvivorSide";
  636. publicVariable "SC_BanditSide";
  637.  
  638. SC_CompiledOkay = true;
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