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- ////////////////////////////////////////////////////////////////////////
- //
- // Exile Occupation by second_coming
- // http://www.exilemod.com/profile/60-second_coming/
- //
- // For support, visit:
- // http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
- //
- // This script uses the fantastic DMS by Defent and eraser1:
- // http://www.exilemod.com/topic/61-dms-defents-mission-system/
- //
- ////////////////////////////////////////////////////////////////////////
- // Shared Config for each occupation monitor
- SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
- SC_extendedLogging = false; // set to true for additional
- SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
- SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
- SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
- SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
- SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
- SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
- SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
- SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
- SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
- SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
- SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
- 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)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Turn Modules On or Off (can be overridden in the map overrides section)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
- SC_fastNights = false; // true if you want night time to go faster than daytime
- SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
- SC_occupyTraders = true; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
- SC_occupyStatic = false; // true if you want to add AI in specific locations
- SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
- SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
- SC_occupyRandomSpawn = true; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
- SC_occupyMilitary = false; // true if you want military buildings patrolled
- SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
- SC_occupySky = true; // true if you want to have roaming AI helis
- SC_occupySea = true; // true if you want to have roaming AI boats
- SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Fast nights Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
- SC_fastNightsMultiplierNight = 24; // the time multiplier to use at night (12 = 12x speed)
- SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
- SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Random Spawn Setup (Work in progress)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn
- SC_randomSpawnMaxGroups = 4; // Maximum amount of random AI groups allowed at any time
- SC_randomSpawnMinGroupSize = 3; // Minimum amount of random AI groups allowed per group
- SC_randomSpawnMaxGroupSize = 5; // Maximum amount of random AI groups allowed per group
- SC_randomSpawnChance = 12; // Percentage chance of spawning if suitable player found
- SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
- SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
- SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
- SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
- SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
- SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
- SC_randomSpawnNameTarget = false; // true if you want to name the targeted player
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Occupy Places Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Trader Base Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_occupyTraderDetails = [
- //["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
- //["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
- //["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
- ]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Occupy Static Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
- SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
- SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
- ];
- SC_staticSurvivors = [ //[[pos],ai count,radius,search buildings]
- //[[3770,8791,0],8,250,true]
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Public Transport Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_colourTransport = true; // true if you want the public transport coloured
- SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
- SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only
- SC_occupyTransportStartPos = []; // if empty defaults to map centre
- SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
- SC_TransportAirWaypoints = [
- [1000,1000,0],
- [2000,2000,0],
- [3000,3000,0],
- [4000,4000,0]
- ];
- SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
- SC_TransportLandWaypoints = [
- [1000,1000,0],
- [2000,2000,0],
- [3000,3000,0],
- [4000,4000,0]
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Loot Crate Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
- SC_occupyLootCratesLocations = [
- [1000,1000,0],
- [2000,2000,0],
- [3000,3000,0],
- [4000,4000,0]
- ];
- SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
- SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
- SC_LootCrateGuards = 2; // number of AI to spawn at each crate
- SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
- SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
- SC_ropeAttach = false; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
- // Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
- // ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
- // to add a fixed amount make the second number 0
- SC_LootCrateItems = [
- ["Exile_Melee_Axe",1,0],
- ["Exile_Item_GloriousKnakworst",1,2],
- ["Exile_Item_PlasticBottleFreshWater",1,2],
- ["Exile_Item_Beer",5,1],
- ["Exile_Item_BaseCameraKit",0,2],
- ["Exile_Item_InstaDoc",1,1],
- ["Exile_Item_Matches",1,0],
- ["Exile_Item_CookingPot",1,0],
- ["Exile_Item_MetalPole",1,0],
- ["Exile_Item_LightBulb",1,0],
- ["Exile_Item_FuelCanisterEmpty",1,0],
- ["Exile_Item_WoodPlank",0,8],
- ["Exile_Item_woodFloorKit",0,2],
- ["Exile_Item_WoodWindowKit",0,1],
- ["Exile_Item_WoodDoorwayKit",0,1],
- ["Exile_Item_WoodFloorPortKit",0,2],
- ["Exile_Item_Laptop",0,1],
- ["Exile_Item_CodeLock",0,1],
- ["Exile_Item_Cement",2,10],
- ["Exile_Item_Sand",2,10],
- ["Exile_Item_MetalWire",1,5],
- ["Exile_Item_WaterCanisterEmpty",0,2],
- ["Exile_Item_Shovel",0,1],
- ["Exile_Item_MetalScrews",0,5]
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Blacklisted Zones
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_blackListedAreas = [
- [[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission
- [[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission
- [[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
- [[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
- [[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
- [[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
- [[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Heli Crash Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
- SC_occupyHeliCrashesLocations = [
- [1000,1000,0],
- [2000,2000,0],
- [3000,3000,0],
- [4000,4000,0]
- ];
- SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
- SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
- SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
- SC_HeliCrashGuards = 6; // number of AI to spawn at each crate
- SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
- SC_HeliCrashMarkers = true; // true if you want to have markers on the Heli Crashes
- // Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
- // ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
- // to add a fixed amount make the second number 0
- SC_HeliCrashItems = [
- ["B_Parachute",1,1],
- ["H_CrewHelmetHeli_B",1,1],
- ["ItemGPS",0,1],
- ["Exile_Item_InstaDoc",0,1],
- ["Exile_Item_PlasticBottleFreshWater",2,2],
- ["Exile_Item_EMRE",2,2]
- ];
- SC_HeliCrashRareItems = [
- ["HandGrenade",0,2],
- ["APERSBoundingMine_Range_Mag",0,2]
- ];
- SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems
- // Array of possible weapons to place in the crate
- SC_HeliCrashWeapons = [
- "srifle_DMR_02_camo_F",
- "srifle_DMR_03_woodland_F",
- "srifle_DMR_04_F",
- "srifle_DMR_05_hex_F"
- ];
- SC_HeliCrashWeaponsAmount = [1,3]; // [fixed amount to add, random amount to add]
- SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add]
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle
- SC_maximumCrewAmount = 5; // Maximum amount of AI allowed in a vehicle
- // (essential crew like drivers and gunners will always spawn regardless of these settings)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Roaming Land Vehicle Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_maxNumberofVehicles = 6; // How many roaming vehicles to spawn
- SC_occupyLandVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
- SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
- 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)
- SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
- // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
- // they will also ignore any blacklisted areas
- SC_occupyVehicleFixedPositions = [
- [[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
- [[2238,6717,0],2000,"Tanoa"],
- [[8197,9081,0],3000,"Tanoa"],
- [[13074,11817,0],3000,"Tanoa"]
- ];
- // 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)
- SC_VehicleClassToUse = [
- ["Exile_Car_LandRover_Green",0],
- ["Exile_Bike_QuadBike_Black",2],
- ["Exile_Car_UAZ_Open_Green",2]
- ];
- SC_VehicleClassToUseRare = [
- ["Exile_Car_Hunter",1],
- ["Exile_Car_HEMMT",1],
- ["Exile_Car_Zamak",1],
- ["Exile_Car_Offroad_Armed_Guerilla12",1],
- ["Exile_Car_Offroad_Armed_Guerilla03",1],
- ["Exile_Car_Tempest",1]
- ];
- // 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)
- SC_SurvivorVehicleClassToUse = [
- ["Exile_Car_LandRover_Green",0],
- ["Exile_Bike_QuadBike_Black",2],
- ["Exile_Car_UAZ_Open_Green",2]
- ];
- SC_SurvivorVehicleClassToUseRare = [
- ["Exile_Car_Hunter",1],
- ["Exile_Car_HEMMT",1],
- ["Exile_Car_Zamak",1],
- ["Exile_Car_Offroad_Armed_Guerilla12",1],
- ["Exile_Car_Offroad_Armed_Guerilla03",1],
- ["Exile_Car_Tempest",1]
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Roaming Aircraft Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Settings for roaming airborne AI (non armed helis will just fly around)
- SC_maxNumberofHelis = 1;
- SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
- // 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)
- SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
- SC_occupyHeliUseFixedPos = true; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
- // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
- // they will also ignore any blacklisted areas
- SC_occupyHeliFixedPositions = [
- [[4434,2892,400],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
- [[2238,6717,400],2000,"Tanoa"],
- [[8197,9081,400],3000,"Tanoa"],
- [[13074,11817,400],3000,"Tanoa"]
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Roaming Boats Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Settings for roaming seaborne AI (non armed boats will just sail around)
- SC_maxNumberofBoats = 1;
- SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
- // 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)
- SC_BoatClassToUse = [
- ["B_Boat_Armed_01_minigun_F",1],
- ["I_Boat_Armed_01_minigun_F",1],
- ["O_Boat_Transport_01_F",0],
- ["Exile_Boat_MotorBoat_Police",1]
- ];
- SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
- // if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
- // they will also ignore any blacklisted areas
- SC_occupyBoatFixedPositions = [
- [[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
- [[400,400,0],2000,"Tanoa"],
- [[14000,5000,0],3000,"Tanoa"],
- [[16000,16000,0],3000,"Tanoa"]
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Occupy Military Setup
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Array of buildings to add military patrols to
- SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
- "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
- "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
- "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
- "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
- "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
- "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
- "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
- "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
- "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
- "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
- "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
- "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
- "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
- // Additional Buildings
- "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
- "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
- "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
- "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
- "Land_Cargo_Tower_V4_F"
- ];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // AI Setup (used in multiple modules)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- SC_useRealNames = true;
- // Arrays of names used to generate names for AI
- SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
- SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
- SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
- SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
- SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
- SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
- // false if you want survivors to be aggressive to players
- // Possible equipment for survivor AI to spawn with
- // spawning survivors without vests or backpacks will result in them having no ammunition
- SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"];
- SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
- SC_SurvivorHeadgear = [];
- SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
- SC_SurvivorWeaponAttachments = [];
- SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
- SC_SurvivorPistol = ["hgun_Rook40_F"];
- SC_SurvivorPistolAttachments = [];
- SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
- SC_SurvivorLauncher = [];
- SC_SurvivorBackpack = [];
- // Possible equipment for bandit AI to spawn with
- // spawning bandits without vests or backpacks will result in them having no ammunition
- 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"];
- SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
- SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
- 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"];
- SC_BanditWeaponAttachments = [];
- 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"];
- SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
- SC_BanditPistolAttachments = [];
- SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
- SC_BanditLauncher = [];
- 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"];
- // Possible equipment for random ai to spawn with
- // spawning random ai without vests or backpacks will result in them having no ammunition
- SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
- SC_RandomVests = ["V_TacVest_gen_F"];
- SC_RandomHeadgear = ["H_Cap_police"];
- SC_RandomWeapon = ["SMG_05_F"];
- SC_RandomWeaponAttachments = ["muzzle_snds_L"];
- 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"];
- SC_RandomPistol = ["hgun_Rook40_F"];
- SC_RandomPistolAttachments = ["muzzle_snds_L"];
- SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
- SC_RandomLauncher = [];
- SC_RandomBackpack = ["B_AssaultPack_blk"];
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Map Specific Overrides
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- if (worldName == 'Napf' AND SC_useMapOverrides) then
- {
- SC_maxAIcount = 120;
- SC_useApexClasses = false;
- };
- if (worldName == 'Chernarus' AND SC_useMapOverrides) then
- {
- SC_maxAIcount = 120;
- SC_useApexClasses = false;
- };
- if (worldName == 'Tanoa' AND SC_useMapOverrides) then
- {
- SC_maxAIcount = 80;
- SC_useApexClasses = true;
- };
- if (worldName == 'Malden' AND SC_useMapOverrides) then
- {
- SC_maxAIcount = 70;
- SC_useApexClasses = false;
- };
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Apex Specific Settings (only used if SC_useApexClasses = true)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- if(SC_useApexClasses) then
- {
- SC_BanditWeapon = [
- "arifle_MX_khk_F",
- "arifle_MX_GL_khk_F",
- "arifle_MX_SW_khk_F",
- "arifle_MXC_khk_F",
- "arifle_MXM_khk_F",
- "arifle_AK12_F",
- "arifle_AK12_GL_F",
- "arifle_AKM_F",
- "arifle_AKS_F",
- "arifle_ARX_blk_F",
- "arifle_ARX_ghex_F",
- "arifle_ARX_hex_F",
- "arifle_CTAR_blk_F",
- "arifle_CTAR_GL_blk_F",
- "arifle_CTARS_blk_F",
- "arifle_SPAR_01_blk_F",
- "arifle_SPAR_01_khk_F",
- "arifle_SPAR_01_snd_F",
- "arifle_SPAR_01_GL_blk_F",
- "arifle_SPAR_01_GL_khk_F",
- "arifle_SPAR_01_GL_snd_F",
- "arifle_SPAR_02_blk_F",
- "arifle_SPAR_02_khk_F",
- "arifle_SPAR_02_snd_F",
- "arifle_SPAR_03_blk_F",
- "arifle_SPAR_03_khk_F",
- "arifle_SPAR_03_snd_F"
- ];
- SC_BanditUniforms = [
- "U_I_C_Soldier_Para_1_F",
- "U_I_C_Soldier_Para_2_F",
- "U_I_C_Soldier_Para_3_F",
- "U_I_C_Soldier_Para_4_F",
- "U_I_C_Soldier_Para_5_F",
- "U_I_C_Soldier_Bandit_1_F",
- "U_I_C_Soldier_Bandit_2_F",
- "U_I_C_Soldier_Bandit_3_F",
- "U_I_C_Soldier_Bandit_4_F",
- "U_I_C_Soldier_Bandit_5_F",
- "U_I_C_Soldier_Camo_F",
- "U_B_CTRG_Soldier_urb_1_F",
- "U_B_CTRG_Soldier_urb_2_F",
- "U_B_CTRG_Soldier_urb_3_F"
- ];
- SC_VehicleClassToUse = [
- ["B_GEN_Offroad_01_gen_F",0],
- ["C_Offroad_02_unarmed_F",0],
- ["I_C_Offroad_02_unarmed_F",0]
- ];
- SC_VehicleClassToUseRare = [
- ["B_LSV_01_unarmed_black_F",1],
- ["O_T_LSV_02_unarmed_black_F",1],
- ["O_T_Truck_03_device_ghex_F",1]
- ];
- };
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Debug Settings (only used if SC_debug = true)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- if (SC_debug) then
- {
- SC_extendedLogging = true;
- SC_processReporter = true;
- SC_mapMarkers = true;
- SC_occupyPlaces = false;
- SC_occupyVehicle = true;
- SC_occupyMilitary = false;
- SC_occupyRandomSpawn = true;
- SC_occupyStatic = false;
- SC_occupySky = false;
- SC_occupySea = false;
- SC_occupyTraders = false;
- SC_occupyTransport = true;
- SC_occupyLootCrates = false;
- SC_occupyHeliCrashes = false;
- SC_maxAIcount = 150;
- SC_maxNumberofVehicles = 10;
- SC_maxNumberofBoats = 5;
- SC_maxNumberofHelis = 1;
- SC_randomSpawnChance = 100;
- SC_randomSpawnIgnoreCount = true;
- SC_randomSpawnFrequency = 120;
- };
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Don't alter anything below this point, unless you want your server to explode :)
- /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- if(!SC_SurvivorsFriendly) then
- {
- CIVILIAN setFriend[RESISTANCE,0];
- };
- CIVILIAN setFriend [EAST,0];
- CIVILIAN setFriend [WEST,0];
- EAST setFriend [CIVILIAN,0];
- WEST setFriend [CIVILIAN,0];
- EAST setFriend [WEST,0];
- WEST setFriend [EAST,0];
- SC_SurvivorSide = CIVILIAN;
- SC_BanditSide = EAST;
- SC_liveVehicles = 0;
- SC_liveVehiclesArray = [];
- SC_liveHelis = 0;
- SC_liveHelisArray = [];
- SC_liveBoats = 0;
- SC_liveBoatsArray = [];
- SC_liveStaticGroups = [];
- SC_liveRandomGroups = [];
- SC_transportArray = [];
- // Remove spawn locations for roaming vehicles that aren't for this map
- _occupyVehicleFixedPositions = [];
- {
- _currentWorld = _x select 2;
- if(worldName == _currentWorld) then
- {
- _occupyVehicleFixedPositions pushback _x;
- };
- }forEach SC_occupyVehicleFixedPositions;
- SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;
- publicVariable "SC_liveVehicles";
- publicVariable "SC_liveVehiclesArray";
- publicVariable "SC_liveHelis";
- publicVariable "SC_liveHelisArray";
- publicVariable "SC_liveBoats";
- publicVariable "SC_liveBoatsArray";
- publicVariable "SC_liveStaticGroups";
- publicVariable "SC_liveRandomGroups";
- publicVariable "SC_numberofLootCrates";
- publicVariable "SC_transportArray";
- publicVariable "SC_SurvivorSide";
- publicVariable "SC_BanditSide";
- SC_CompiledOkay = true;
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