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  1. /*
  2. Main DMS Config File
  3.  
  4. Created by eraser1
  5. Several revisions and additions have been made by community members.
  6.  
  7.  
  8. A lot of these configs are influenced by WAI :P
  9. https://github.com/nerdalertdk/WICKED-AI
  10. */
  11.  
  12. // You dawg... heard you like configs... so here's some configs for your config.... so you can configure your configuration to make it easier to configure your configuration http://i.imgur.com/9eJjEEo.jpg
  13.  
  14.  
  15. // If you don't want the AI to have marksman DLC weapons, then simply remove the line below, or comment it by putting // at the beginning of the line
  16. #define GIVE_AI_MARKSMAN_DLC_WEAPONS 1
  17.  
  18. // If you don't want crates to spawn with marksman DLC weapons, simply remove the line below or comment it out.
  19. #define USE_MARKSMAN_DLC_WEAPONS_IN_CRATES 1
  20.  
  21. // Uncomment this if you want Apex weapons on AI.
  22. //#define GIVE_AI_APEX_WEAPONS 1
  23.  
  24. // Uncomment this if you want Apex gear on AI. Uniforms, Vests, Backpacks, Helmets,Scopes
  25. //#define GIVE_AI_APEX_GEAR 1
  26.  
  27. // Uncomment this if you want Apex weapons in loot crates
  28. //#define USE_APEX_WEAPONS_IN_CRATES 1
  29.  
  30. // Uncomment this if you want Apex vehicles to spawn for AI/missions
  31. //#define USE_APEX_VEHICLES 1
  32.  
  33.  
  34.  
  35.  
  36. DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific to the map.
  37. /*
  38. If you are using a map other than a map listed in the "map_configs" folder, you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
  39. To share your map-specific config, please create a merge request on GitHub and/or leave a message on the DMS thread in the Exile forums.
  40. For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
  41. */
  42.  
  43. DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)
  44. /*
  45. I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
  46. */
  47.  
  48. DMS_Add_AIKill2DB = false; // Adds killstat for player in the database ;)
  49.  
  50. DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a scheduled environment. Setting to true may help with lag when certain missions spawn.
  51.  
  52. /* Mission System Settings */
  53. /*General settings for dynamic missions*/
  54. DMS_DynamicMission = true; // Enable/disable dynamic mission system.
  55. DMS_MaxBanditMissions = 5; // Maximum number of Bandit Missions running at the same time
  56. DMS_TimeToFirstMission = [180,420]; // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
  57. DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
  58. DMS_MissionTimeout = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
  59. DMS_MissionTimeoutResetRange = 1500; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
  60. DMS_MissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout.
  61. DMS_ResetMissionTimeoutOnKill = true; // Whether or not to reset the mission timeout when an AI is killed.
  62. /*General settings for dynamic missions*/
  63.  
  64. /*General settings for static missions*/
  65. DMS_StaticMission = true; // Enable/disable static mission system.
  66. DMS_MaxStaticMissions = 1; // Maximum number of Static Missions running at the same time. It's recommended you set this to the same amount of static missions that you have in total. This config will be ignored by "DMS_StaticMissionsOnServerStart".
  67. DMS_TimeToFirstStaticMission = [30,30]; // [Minimum,Maximum] time between first static mission spawn. | DEFAULT: 3-7 minutes.
  68. DMS_TimeBetweenStaticMissions = [900,1800]; // [Minimum,Maximum] time between static missions (if static mission limit is not reached) | DEFAULT: 15-30 mins
  69. DMS_StaticMissionTimeOut = [1800,3600]; // [Minimum,Maximum] time it will take for a static mission to timeout | DEFAULT: 30-60 mins
  70. DMS_StaticMissionTimeoutResetRange = 1500; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
  71. DMS_SMissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout for static missions.
  72. DMS_ResetStaticMissionTimeoutOnKill = true; // Whether or not to reset the mission timeout when an AI is killed (for Static Missions).
  73. DMS_StaticMinPlayerDistance = 1500; // If a player is this close to a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it.
  74. DMS_AllowStaticReinforcements = true; // Whether or not static missions will receive reinforcements. This will simply disable the calling of GroupReinforcementsMonitor;
  75. DMS_SpawnFlareOnReinforcements = true; // Whether or not to spawn a flare and noise when AI reinforcements have spawned.
  76. /*General settings for static missions*/
  77.  
  78. DMS_playerNearRadius = 100; // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission).
  79.  
  80. DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
  81.  
  82. /*Mission Marker settings*/
  83. DMS_ShowDifficultyColorLegend = true; // Whether or not to show a "color legend" at the bottom left of the map that shows which color corresponds to which difficulty. I know it's not very pretty, meh.
  84. DMS_ShowMarkerCircle = true; // Whether or not to show the colored "circle" around a mission marker.
  85. DMS_MarkerText_ShowMissionPrefix = true; // Whether or not to place a prefix before the mission marker text. Enable this if your players get confused by the marker names :P
  86. DMS_MarkerText_MissionPrefix = "Mission:"; // The text displayed before the mission name in the mission marker.
  87. DMS_MarkerText_ShowAICount = false; // Whether or not to display the number of remaining AI in the marker name.
  88. DMS_MarkerText_ShowAICount_Static = false; // Whether or not to display the number of remaining AI in the marker name for STATIC missions.
  89. DMS_MarkerText_AIName = "Units"; // What the AI will be called in the map marker. For example, the marker text can show: "Car Dealer (3 Units remaining)"
  90. DMS_MarkerPosRandomization = false; // Randomize the position of the circle marker of a mission
  91. DMS_MarkerPosRandomRadius = [25,100]; // Minimum/Maximum distance that the circle marker position will be randomized | DEFAULT: 0 meters to 200 meters
  92. DMS_RandomMarkerBrush = "Cross"; // See: https://community.bistudio.com/wiki/setMarkerBrush
  93. DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
  94. DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
  95. DMS_MissionMarkerWinDot_Type = "mil_end"; // The marker type to show when a mission is completed. Refer to: https://community.bistudio.com/wiki/cfgMarkers
  96. DMS_MissionMarkerLoseDot_Type = "KIA"; // The marker type to show when a mission fails. Refer to: https://community.bistudio.com/wiki/cfgMarkers
  97. DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
  98. DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
  99. DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
  100. DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
  101. /*Mission Marker settings*/
  102.  
  103. /*Mission Cleanup settings*/
  104. DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
  105. DMS_CompletedMissionCleanupTime = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up
  106. DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object
  107. DMS_AIVehCleanUpTime = 300; // Time until a destroyed AI vehicle is cleaned up.
  108. /*Mission Cleanup settings*/
  109.  
  110. /*Mission spawn location settings*/
  111. DMS_UsePredefinedMissionLocations = false; // Whether or not to use a list of pre-defined mission locations instead before attempting to find a random (valid) position. The positions will still be checked for validity. If none of the provided positions are valid, a random one will be generated.
  112. DMS_PredefinedMissionLocations = [ // List of Preset/Predefined mission locations.
  113. /* List of positions:
  114. position1: [x_1,y_1,z_1],
  115. position2: [x_2,y_2,z_2],
  116. ...
  117. positionN: [x_N,y_N,z_N]
  118. */
  119.  
  120. ];
  121.  
  122. DMS_PredefinedMissionLocations_WEIGHTED = [ // List of Preset/Predefined mission locations WITH WEIGHTED CHANCES. This will NOT override "DMS_PredefinedMissionLocations", and everything from "DMS_PredefinedMissionLocations" will behave as though it has 1 weight per position.
  123. /* List of arrays with position and weighted chance:
  124. [[x_1,y_1,z_1], chance_1],
  125. [[x_2,y_2,z_2], chance_2],
  126. ...
  127. [[x_N,y_N,z_N], chance_N]
  128. */
  129.  
  130. ];
  131. DMS_ThrottleBlacklists = true; // Whether or not to "throttle" the blacklist distance parameters in DMS_fnc_FindSafePos. This will reduce the values of the minimum
  132. //distances for some of the below parameters if several attempts have been made, but a suitable position was not yet found. This
  133. //should help with server performance drops when spawning a mission, as DMS_fnc_findSafePos is the most resource-intensive function.
  134. DMS_AttemptsUntilThrottle = 15; // How many attempts until the parameters are throttled.
  135. DMS_ThrottleCoefficient = 0.9; // How much the parameters are throttled. The parameters are multiplied by the coefficient, so 0.9 means 90% of whatever the parameter was.
  136. DMS_MinThrottledDistance = 500; // The minimum distance to which it will throttle. If the throttled value is less than this value, then this value is used instead.
  137. DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
  138. DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
  139. DMS_TraderZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a trader zone
  140. DMS_MissionNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to another mission
  141. DMS_WaterNearBlacklist = 500; // Missions won't spawn in a position this many meters close to water
  142. DMS_TerritoryNearBlacklist = 100; // Missions won't spawn in a position this many meters close to a territory flag. This is a resource intensive check, don't set this value too high!
  143. DMS_MixerNearBlacklist = 1000; // Missions won't spawn in a position this many meters close to a concrete mixer
  144. DMS_ContaminatedZoneNearBlacklist = 1000; // Missions won't spawn in a position this many meters close to a contaminated zone
  145. DMS_MinSurfaceNormal = 0.9; // Missions won't spawn in a position where its surfaceNormal is less than this amount. The lower the value, the steeper the location. Greater values means flatter locations. Values can range from 0-1, with 0 being sideways, and 1 being perfectly flat. For reference: SurfaceNormal of about 0.7 is when you are forced to walk up a surface. If you want to convert surfaceNormal to degrees, use the arc-cosine of the surfaceNormal. 0.9 is about 25 degrees. Google "(arccos 0.9) in degrees"
  146. DMS_MinDistFromWestBorder = 250; // Missions won't spawn in a position this many meters close to the western map border.
  147. DMS_MinDistFromEastBorder = 250; // Missions won't spawn in a position this many meters close to the easter map border.
  148. DMS_MinDistFromSouthBorder = 250; // Missions won't spawn in a position this many meters close to the southern map border.
  149. DMS_MinDistFromNorthBorder = 250; // Missions won't spawn in a position this many meters close to the northern map border.
  150. DMS_SpawnZoneMarkerTypes = [ // If you're using custom spawn zone markers, make sure you define them here. CASE SENSITIVE!!!
  151. "ExileSpawnZoneIcon"
  152. ];
  153. DMS_TraderZoneMarkerTypes = [ // If you're using custom trader markers, make sure you define them here. CASE SENSITIVE!!!
  154. "ExileTraderZoneIcon"
  155. ];
  156. DMS_MixerMarkerTypes = [ // If you're using custom concrete mixer map markers, make sure you define them here. CASE SENSITIVE!!!
  157. "ExileConcreteMixerZoneIcon"
  158. ];
  159. DMS_ContaminatedZoneMarkerTypes = [ // If you're using custom contaminated zone markers, make sure you define them here. CASE SENSITIVE!!!
  160. "ExileContaminatedZoneIcon"
  161. ];
  162. /*Mission spawn location settings*/
  163.  
  164. DMS_MinWaterDepth = 20; // Minimum depth of water that an underwater mission can spawn at.
  165.  
  166. /*Crate/Box settings*/
  167. DMS_HideBox = false; // "Hide" the box from being visible by players until the mission is completed.
  168. DMS_EnableBoxMoving = true; // Whether or not to allow the box to move and/or be lifted by choppers.
  169. DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion during daytime
  170. DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion during nighttime
  171. /*Crate/Box settings*/
  172.  
  173. /*Mine settings*/
  174. DMS_SpawnMinefieldForEveryMission = false; // Whether or not to spawn a minefield for every dynamic mission.
  175. DMS_SpawnMinesAroundMissions = true; // Whether or not to spawn mines around AI missions that have them.
  176. DMS_despawnMines_onCompletion = true; // Despawn mines spawned around missions when the mission is completed
  177. DMS_MineInfo_easy = [5,50]; // Mine info for "easy" missions. This will spawn 5 mines within a 50m radius.
  178. DMS_MineInfo_moderate = [10,50]; // Mine info for "moderate" missions. This will spawn 10 mines within a 50m radius.
  179. DMS_MineInfo_difficult = [15,75]; // Mine info for "difficult" missions. This will spawn 15 mines within a 75m radius.
  180. DMS_MineInfo_hardcore = [25,100]; // Mine info for "hardcore" missions. This will spawn 25 mines within a 100m radius.
  181. DMS_SpawnMineWarningSigns = true; // Whether or not to spawn mine warning signs around a minefield.
  182. DMS_BulletProofMines = true; // Whether or not you want to make the mines bulletproof. Prevents players from being able to shoot the mines and creating explosions.
  183. /*Mine settings*/
  184.  
  185. DMS_MinPlayerCount = 0; // Minimum number of players until mission start
  186. DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
  187.  
  188. /*Mission notification settings*/
  189. DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest", "ExileToasts"]. Details below.
  190. //"dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
  191. //"standardHintRequest", // Hints are a bit wonky...
  192. //"textTilesRequest", // Keep in mind you can only have 1 "text tile" message up at a time, so the message will disappear if the player gets a kill or something while the message is shown. This message type is also performance-intensive, so I advise against it.
  193. //"systemChatRequest", // Always nice to show in chat so that players can scroll up to read the info if they need to.
  194. "ExileToasts" // Default notification type since Exile 0.98, see (http://www.exilemod.com/devblog/new-ingame-notifications/)
  195. ];
  196.  
  197. /*Exile Toasts Notification Settings*/
  198. DMS_ExileToasts_Title_Size = 22; // Size for Client Exile Toasts mission titles.
  199. DMS_ExileToasts_Title_Font = "puristaMedium"; // Font for Client Exile Toasts mission titles.
  200. DMS_ExileToasts_Message_Color = "#FFFFFF"; // Exile Toasts color for "ExileToast" client notification type.
  201. DMS_ExileToasts_Message_Size = 19; // Exile Toasts size for "ExileToast" client notification type.
  202. DMS_ExileToasts_Message_Font = "PuristaLight"; // Exile Toasts font for "ExileToast" client notification type.
  203. /*Exile Toasts Notification Settings*/
  204.  
  205. /*Dynamic Text Notification Settings*/
  206. DMS_dynamicText_Duration = 7; // Number of seconds that the message will last on the screen.
  207. DMS_dynamicText_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
  208. DMS_dynamicText_Title_Size = 1.2; // Size for Client Dynamic Text mission titles.
  209. DMS_dynamicText_Title_Font = "puristaMedium"; // Font for Client Dynamic Text mission titles.
  210. DMS_dynamicText_Message_Color = "#FFFFFF"; // Dynamic Text color for "dynamicTextRequest" client notification type.
  211. DMS_dynamicText_Message_Size = 0.65; // Dynamic Text size for "dynamicTextRequest" client notification type.
  212. DMS_dynamicText_Message_Font = "OrbitronMedium"; // Dynamic Text font for "dynamicTextRequest" client notification type.
  213. /*Dynamic Text Notification Settings*/
  214.  
  215. /*Standard Hint Notification Settings*/
  216. DMS_standardHint_Title_Size = 2; // Size for Client Standard Hint mission titles.
  217. DMS_standardHint_Title_Font = "puristaMedium"; // Font for Client Standard Hint mission titles.
  218. DMS_standardHint_Message_Color = "#FFFFFF"; // Standard Hint color for "standardHintRequest" client notification type.
  219. DMS_standardHint_Message_Size = 1; // Standard Hint size for "standardHintRequest" client notification type.
  220. DMS_standardHint_Message_Font = "OrbitronMedium"; // Standard Hint font for "standardHintRequest" client notification type.
  221. /*Standard Hint Notification Settings*/
  222.  
  223. /*Text Tiles Notification Settings*/
  224. DMS_textTiles_Duration = 7; // Number of seconds that the message will last on the screen.
  225. DMS_textTiles_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
  226. DMS_textTiles_Title_Size = 2.3; // Size for Client Text Tiles mission titles.
  227. DMS_textTiles_Title_Font = "puristaMedium"; // Font for Client Text Tiles mission titles.
  228. DMS_textTiles_Message_Color = "#FFFFFF"; // Text Tiles color for "textTilesRequest" client notification type.
  229. DMS_textTiles_Message_Size = 1.25; // Text Tiles size for "textTilesRequest" client notification type.
  230. DMS_textTiles_Message_Font = "OrbitronMedium"; // Text Tiles font for "textTilesRequest" client notification type.
  231. /*Text Tiles Notification Settings*/
  232.  
  233. /*Mission notification settings*/
  234.  
  235. DMS_RandomBanditMissionsOnStart = 3; // Number of (random) bandit missions to spawn when the server starts, just so players don't have to wait for missions to spawn.
  236. DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
  237. ["bandits",3],
  238. ["bauhaus",3],
  239. ["beertransport",3],
  240. ["behindenemylines",3],
  241. ["blackhawkdown",3],
  242. ["cardealer",3],
  243. ["construction",3],
  244. ["donthasslethehoff",3],
  245. ["foodtransport",3],
  246. ["guntransport",3],
  247. ["humanitarian",3],
  248. ["lost_battalion",3],
  249. ["medical",3],
  250. ["mercbase",2],
  251. ["mercenaries",3],
  252. ["nedbuilding1_mission",3],
  253. ["nedcar_mission",4],
  254. ["nedguns1_mission",3],
  255. ["nedhatchback_mission",3],
  256. ["nedhunter_mission",2],
  257. ["nedifrit_mission",2],
  258. ["nedlittlebird_mission",2],
  259. ["nedmedical1_mission",3],
  260. ["nedoffroad_mission",3],
  261. ["nedresearch_mission",3],
  262. ["nedsnipercamp_mission",3],
  263. ["nedstrider_mission",2],
  264. ["nedural_mission",3],
  265. ["roguenavyseals",3],
  266. ["thieves",3],
  267. ["walmart",3]
  268. ];
  269.  
  270.  
  271. DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances.
  272. //["saltflats",1] //<--Example (already imported by default on Altis in map configs)
  273. //["slums",1] //<--Example (already imported by default on Altis in map configs)
  274. //["occupation",1] //<--Example
  275. //["sectorB",1] //<--Example for Taviana
  276. ];
  277.  
  278. DMS_SpecialMissions = [ // List of special missions with restrictions. Each element must be defined as [mission<STRING>, minPlayers<SCALAR>, maxPlayers<SCALAR>, timesPerRestart<SCALAR>, _timeBetween<SCALAR>].
  279. //["specops",15,60,2,900] //<-- Example for a mission named "specops.sqf" that must be placed in the "special" folder. It will only spawn when there are at least 15 players, less than 60 players, it will only spawn up to twice per restart, and at least 900 seconds must pass before another instance of the mission can spawn.
  280. ];
  281.  
  282. DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here.
  283. //"saltflatsbase", //<--Example (already imported by default on Altis)
  284. //"slums_objects" //<--Example (already imported by default on Altis)
  285. ];
  286.  
  287. DMS_BanditMissionsOnServerStart = [
  288. //"construction" //<-- Example
  289. ];
  290.  
  291. DMS_StaticMissionsOnServerStart = [ // List of STATIC missions with spawn chances.
  292. //"saltflats" //<--Example
  293. //"slums" //<--Example
  294. //"occupation" //<--Example
  295. //"sectorB" //<--Example for Taviana
  296. ];
  297.  
  298.  
  299.  
  300. DMS_findSafePosBlacklist = [ // This list defines areas where missions WILL NOT spawn. For position blacklist info refer to: http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=31190
  301. // There are examples in the altis map config (it blacklists the salt flats) and in the tavi/taviana map configs.
  302.  
  303. //[[2350,4680],100] // This random example blacklists any position within 100 meters of coordinates "[2350,4680]"
  304. ];
  305. /* Mission System Settings */
  306.  
  307.  
  308. /* AI Settings */
  309. DMS_AI_Classname = "O_recon_F"; // Since some of you wanted this...
  310.  
  311. DMS_AI_NamingType = 0; // This specifies the "naming scheme" for the AI. 0 corresponds with the default ArmA names; 1 means you want a DMS name (eg: [DMS BANDIT SOLDIER 123]); 2 means you want to generate a name from a list of first and last names (DMS_AI_FirstNames, DMS_AI_LastNames).
  312. DMS_AI_FirstNames = [ // List of "first names" that an AI can have. Only used when DMS_AI_NamingType = 2.
  313. "Adam",
  314. "Benjamin",
  315. "Charles",
  316. "David",
  317. "Eric"
  318. // etc.
  319. ];
  320. DMS_AI_LastNames = [ // List of "last names" that an AI can have. Only used when DMS_AI_NamingType = 2.
  321. "Smith",
  322. "Johnson",
  323. "Williams",
  324. "Jones",
  325. "Brown"
  326. // etc.
  327. ];
  328.  
  329. DMS_Show_Kill_Poptabs_Notification = true; // Whether or not to show the poptabs gained/lost message on the player's screen when killing an AI. (It will still change the player's money, it just won't show the "Money Received" notification)
  330. DMS_Show_Kill_Respect_Notification = true; // Whether or not to show the "Frag Message" on the player's screen when killing an AI. (It will still change the player's respect, it just won't show the "AI Killed" frag message)
  331. DMS_Show_Kill_Rank_Notification = true;
  332. DMS_Show_Party_Kill_Notification = true; // Whether or not to show in chat when a party member kills an AI.
  333.  
  334. DMS_Spawn_AI_With_Money = true; // Whether or not to spawn AI with money that can be looted from the body.
  335. DMS_AIMoney_PopulationMultiplier = 5; // This determines how much EXTRA money an AI will have on his body. For example, setting this to 5 and having a server population of 30 means the AI will have an extra 150 poptabs on the body. Set to 0 to disable.
  336.  
  337. DMS_GiveMoneyToPlayer_OnAIKill = true; // Whether or not to give money directly to players when they kill AI (old method of giving money).
  338. DMS_GiveRespectToPlayer_OnAIKill = true; // Whether or not to give respect to players when they kill AI.
  339.  
  340. DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
  341. DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
  342. DMS_Bandit_Soldier_RankGain = 15;
  343. DMS_Bandit_Soldier_SpawnMoney = 50; // The amount of Poptabs carried by a bandit soldier
  344.  
  345. DMS_Bandit_Static_MoneyGain = 75; // The amount of Poptabs gained for killing a bandit static gunner
  346. DMS_Bandit_Static_RepGain = 15; // The amount of Respect gained for killing a bandit static gunner
  347. DMS_Bandit_Static_RankGain = 30;
  348. DMS_Bandit_Static_SpawnMoney = 75; // The amount of Poptabs carried by a bandit static gunner
  349.  
  350. DMS_Bandit_Vehicle_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit vehicle crew member
  351. DMS_Bandit_Vehicle_RepGain = 25; // The amount of Respect gained for killing a bandit vehicle crew member
  352. DMS_Bandit_Vehicle_RankGain = 50;
  353. DMS_Bandit_Vehicle_SpawnMoney = 100; // The amount of Poptabs carried by a bandit vehicle crew member
  354.  
  355. /* DonkeyPunchDMS Custom Settings for Hero AI*/
  356. DMS_Hero_Soldier_MoneyGain = 100; // The amount of Poptabs gained for killing a hero soldier
  357. DMS_Hero_Soldier_RepGain = 20; // The amount of Respect gained for killing a hero soldier
  358. DMS_Hero_Soldier_RankGain = -30;
  359. DMS_Hero_Soldier_SpawnMoney = 100; // The amount of Poptabs carried by a hero soldier
  360.  
  361. DMS_Hero_Static_MoneyGain = 120; // The amount of Poptabs gained for killing a hero static gunner
  362. DMS_Hero_Static_RepGain = 30; // The amount of Respect gained for killing a hero static gunner
  363. DMS_Hero_Static_RankGain = -60;
  364. DMS_Hero_Static_SpawnMoney = 120; // The amount of Poptabs carried by a hero static gunner
  365.  
  366. DMS_Hero_Vehicle_MoneyGain = 200; // The amount of Poptabs gained for killing a hero vehicle crew member
  367. DMS_Hero_Vehicle_RepGain = 50; // The amount of Respect gained for killing a hero vehicle crew member
  368. DMS_Hero_Vehicle_RankGain = -100;
  369. DMS_Hero_Vehicle_SpawnMoney = 200; // The amount of Poptabs carried by a hero vehicle crew member
  370. /* DonkeyPunchDMS Custom Settings for Survivor AI*/
  371. DMS_Survivor_Soldier_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor soldier
  372. DMS_Survivor_Soldier_RepGain = -100; // The amount of Respect gained for killing a Survivor soldier
  373. DMS_Survivor_Soldier_RankGain = -250;
  374. DMS_Survivor_Soldier_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor soldier
  375.  
  376. DMS_Survivor_Static_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor static gunner
  377. DMS_Survivor_Static_RepGain = -100; // The amount of Respect gained for killing a Survivor static gunner
  378. DMS_Survivor_Static_RankGain = -400;
  379. DMS_Survivor_Static_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor static gunner
  380.  
  381. DMS_Survivor_Vehicle_MoneyGain = -500; // The amount of Poptabs gained for killing a Survivor vehicle crew member
  382. DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
  383. DMS_Survivor_Vehicle_RankGain = -600;
  384. DMS_Survivor_Vehicle_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor vehicle crew member
  385.  
  386. DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
  387. DMS_AIKill_DistanceBonusCoefficient = 0.05; // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.
  388.  
  389. DMS_Diff_RepOrTabs_on_roadkill = true; // Whether or not you want to use different values for giving respect/poptabs when you run an AI over. Default values are NEGATIVE. This means player will LOSE respect or poptabs.
  390. DMS_Bandit_Soldier_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit soldier
  391. DMS_Bandit_Soldier_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit soldier
  392. DMS_Bandit_Soldier_RoadkillRank = 20;
  393. DMS_Bandit_Static_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit static gunner
  394. DMS_Bandit_Static_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit static gunner
  395. DMS_Bandit_Static_RoadkillRank = 30;
  396. DMS_Bandit_Vehicle_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit vehicle crew member
  397. DMS_Bandit_Vehicle_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit vehicle crew member
  398. DMS_Bandit_Vehicle_RoadkillRank = 50;
  399. /* DonkeyPunchDMS Custom RoadKill Settings for Hero AI*/
  400. DMS_Hero_Soldier_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero soldier
  401. DMS_Hero_Soldier_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero soldier
  402. DMS_Hero_Soldier_RoadkillRank = -40;
  403. DMS_Hero_Static_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero static gunner
  404. DMS_Hero_Static_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero static gunner
  405. DMS_Hero_Static_RoadkillRank = -60;
  406. DMS_Hero_Vehicle_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero vehicle crew member
  407. DMS_Hero_Vehicle_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero vehicle crew member
  408. DMS_Hero_Vehicle_RoadkillRank = -100;
  409. /* DonkeyPunchDMS Custom Roadkill Settings for Survivor AI*/
  410. DMS_Survivor_Soldier_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor soldier
  411. DMS_Survivor_Soldier_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor soldier
  412. DMS_Survivor_Soldier_RoadkillRank = -200;
  413. DMS_Survivor_Static_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor static gunner
  414. DMS_Survivor_Static_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor static gunner
  415. DMS_Survivor_Static_RoadkillRank = -200;
  416. DMS_Survivor_Vehicle_RoadkillMoney = -500; // The amount of Poptabs gained/lost for running over a Survivor vehicle crew member
  417. DMS_Survivor_Vehicle_RoadkillRep = -100; // The amount of Respect gained/lost for running over a Survivor vehicle crew member
  418. DMS_Survivor_Vehicle_RoadkillRank = -100;
  419.  
  420. DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
  421. /* DonkeyPunchDMS Custom Side Factions */
  422. DMS_heroSide = WEST; // The side (team) that AI Heros will spawn on
  423. DMS_survivorSide = CIV; // The side (team) that AI Survivor will spawn on
  424.  
  425. DMS_clear_AI_body = false; // Clear AI body as soon as they die
  426. DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
  427. DMS_ai_disable_ramming_damage = true; // Disables damage due to ramming into AI. !!!NOTE: THIS WILL NOT BE RELIABLE WITH "DMS_ai_offload_to_client"!!!
  428. DMS_remove_roadkill = true; // Remove gear from AI bodies that are roadkilled
  429. DMS_remove_roadkill_chance = 50; // Percentage chance that roadkilled AI bodies will be deleted
  430. DMS_explode_onRoadkill = true; // Whether or not to spawn an explosion when an AI gets run over. It will likely take out the 2 front wheels. Should help mitigate the ineffective AI vs. striders issue ;)
  431. DMS_RemoveNVG = false; // Remove NVGs from AI bodies
  432.  
  433. DMS_MaxAIDistance = 500; // The maximum distance an AI unit can be from a mission before he is killed. Helps with AI running away and forcing the mission to keep running. Set to 0 if you don't want it.
  434. DMS_AIDistanceCheckFrequency = 60; // How often to check within DMS_fnc_TargetsKilled whether or not the AI is out of the maximum radius. Lower values increase frequency and increase server load, greater values decrease frequency and may cause longer delays for "runaway" AI.
  435.  
  436. DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
  437. DMS_ai_offload_Only_DMS_AI = true; // Don't set this to false unless you know what you're doing.
  438. DMS_ai_offload_notifyClient = false; // Notify the client when AI has been offloaded to the client.
  439.  
  440. DMS_ai_allowFreezing = true; // Whether or not to "freeze" AI that are a certain distance away from players (and therefore inactive).
  441. DMS_ai_freeze_Only_DMS_AI = false; // Whether or not to "freeze" AI that are not spawned by DMS.
  442. DMS_ai_freezingDistance = 3500; // If there are no players within this distance of the leader of an AI group, then the AI group will be "frozen".
  443. DMS_ai_unfreezingDistance = 3500; // If there are players within this distance of the leader of an AI group, then the AI group will be "un-frozen".
  444. DMS_ai_offloadOnUnfreeze = true; // Whether or not to offload AI to clients once they have been "un-frozen". NOTE: This config will be ignored if "DMS_ai_offload_to_client" is set to false.
  445. DMS_ai_freezeCheckingDelay = 15; // How often (in seconds) DMS will check whether to freeze/un-freeze AI.
  446. DMS_ai_freezeOnSpawn = true; // Whether or not to freeze an AI group when initially spawned.
  447.  
  448. DMS_ai_share_info = false; // Share info about killer
  449. DMS_ai_share_info_distance = 25; // The distance killer's info will be shared to other AI
  450.  
  451. DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
  452. DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
  453.  
  454. // https://community.bistudio.com/wiki/AI_Sub-skills#general
  455. DMS_ai_skill_static = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Static AI Skills
  456. DMS_ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy
  457. DMS_ai_skill_moderate = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Moderate
  458. DMS_ai_skill_difficult = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Difficult
  459. DMS_ai_skill_hardcore = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hardcore
  460. DMS_ai_skill_random = ["hardcore","difficult","difficult","difficult","moderate","moderate","moderate","moderate","easy","easy"]; // Skill frequencies for "random" AI skills | Default: 10% hardcore, 30% difficult, 40% moderate, and 20% easy
  461. DMS_ai_skill_randomDifficult = ["hardcore","hardcore","difficult","difficult","difficult"]; // 60% chance for "difficult", 40% chance for "hardcore" AI.
  462. DMS_ai_skill_randomEasy = ["moderate","moderate","easy","easy","easy"]; // 60% chance for "easy", 40% chance for "moderate" AI.
  463. DMS_ai_skill_randomIntermediate = ["difficult","difficult","moderate","moderate","moderate"]; // 60% chance for "moderate", 40% chance for "difficult" AI.
  464. DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI.
  465. DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI.
  466. DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI.
  467. DMS_AI_WP_Radius_hardcore = 75; // Waypoint radius for "hardcore" AI.
  468. DMS_AI_AimCoef_easy = 0.9; // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
  469. DMS_AI_AimCoef_moderate = 0.65; // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
  470. DMS_AI_AimCoef_difficult = 0.4; // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
  471. DMS_AI_AimCoef_hardcore = 0.05; // "Custom Aim Coefficient" (weapon sway multiplier) for "hardcore" AI
  472. DMS_AI_EnableStamina_easy = true; // Whether or not to keep the stamina system for "easy" AI.
  473. DMS_AI_EnableStamina_moderate = true; // Whether or not to keep the stamina system for "moderate" AI.
  474. DMS_AI_EnableStamina_difficult = false; // Whether or not to keep the stamina system for "difficult" AI.
  475. DMS_AI_EnableStamina_hardcore = false; // Whether or not to keep the stamina system for "hardcore" AI.
  476. DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases.
  477. DMS_AI_WP_Radius_heli = 500; // Waypoint radius for AI in helis.
  478.  
  479. DMS_AI_destroyVehicleChance = 75; // Percent chance that an AI vehicle will be destroyed after the AI have been killed. Set to 100 for always, or 0 for never.
  480.  
  481. DMS_AI_destroyStaticWeapon = true; // Whether or not to destroy static HMGs after AI death.
  482. DMS_AI_destroyStaticWeapon_chance = 95; // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)
  483.  
  484. DMS_static_weapons = [ // Static weapons for AI
  485. "O_HMG_01_high_F"
  486. ];
  487.  
  488. DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
  489. "ItemWatch",
  490. "ItemMap",
  491. "ItemCompass",
  492. "ItemRadio"
  493. ];
  494.  
  495. DMS_ai_BipodList = [
  496. "bipod_01_F_blk",
  497. "bipod_01_F_mtp",
  498. "bipod_01_F_snd",
  499. "bipod_02_F_blk",
  500. "bipod_02_F_hex",
  501. "bipod_02_F_tan",
  502. "bipod_03_F_blk",
  503. "bipod_03_F_oli"
  504. ];
  505.  
  506. //Assault Class
  507. DMS_assault_weps = [ // Assault Rifles
  508. #ifdef GIVE_AI_APEX_WEAPONS
  509. "arifle_AK12_F",
  510. "arifle_ARX_ghex_F",
  511. "arifle_CTAR_blk_F",
  512. "arifle_SPAR_01_khk_F",
  513. "arifle_SPAR_03_khk_F",
  514. #endif
  515. "arifle_Katiba_GL_F",
  516. "arifle_MX_GL_Black_F",
  517. "arifle_Mk20_GL_F",
  518. "arifle_TRG21_GL_F",
  519. "arifle_Katiba_F",
  520. "arifle_MX_Black_F",
  521. "arifle_TRG21_F",
  522. "arifle_TRG20_F",
  523. "arifle_Mk20_plain_F",
  524. "arifle_Mk20_F",
  525. "Exile_Weapon_AK107",
  526. "Exile_Weapon_AK107_GL",
  527. "Exile_Weapon_AK74_GL",
  528. "Exile_Weapon_AK47",
  529. "Exile_Weapon_AKS_Gold"
  530. ];
  531. DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  532. "hgun_ACPC2_F",
  533. "hgun_Rook40_F",
  534. "hgun_P07_F",
  535. "hgun_Pistol_heavy_01_F",
  536. "hgun_Pistol_heavy_02_F",
  537. "Exile_Weapon_Colt1911",
  538. "Exile_Weapon_Makarov",
  539. "Exile_Weapon_Taurus",
  540. "Exile_Weapon_TaurusGold"
  541. ];
  542. DMS_assault_optics = [ // Optics for Assault Class
  543. #ifdef GIVE_AI_APEX_GEAR
  544. "optic_ERCO_khk_F",
  545. "optic_Holosight_blk_F",
  546. #endif
  547. "optic_Arco",
  548. "optic_Hamr",
  549. "optic_Aco",
  550. "optic_Holosight",
  551. "optic_MRCO",
  552. "optic_DMS"
  553. ];
  554. DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic
  555. DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod
  556. DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor
  557.  
  558. DMS_assault_items = [ // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
  559. "Exile_Item_InstaDoc",
  560. "Exile_Item_BBQSandwich",
  561. "Exile_Item_Energydrink"
  562. ];
  563. DMS_assault_equipment = [ // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
  564. "ItemGPS"
  565. ];
  566. DMS_assault_RandItemCount = 2; // How many random items to add to the AI's inventory.
  567. DMS_assault_RandItems = [ // The random items that will be added to the AI's inventory.
  568. "Exile_Item_Catfood_Cooked",
  569. "Exile_Item_Surstromming_Cooked",
  570. "Exile_Item_PowerDrink",
  571. "Exile_Item_EnergyDrink",
  572. "Exile_Item_Vishpirin",
  573. "Exile_Item_Bandage"
  574. ];
  575. DMS_assault_helmets = [ // Helmets for Assault Class
  576. #ifdef GIVE_AI_APEX_GEAR
  577. "H_HelmetB_TI_tna_F",
  578. "H_HelmetB_Enh_tna_F",
  579. "H_HelmetSpecO_ghex_F",
  580. "H_HelmetCrew_O_ghex_F",
  581. #endif
  582. "H_HelmetSpecB_paint1",
  583. "H_HelmetIA_camo",
  584. "H_HelmetLeaderO_ocamo",
  585. "H_HelmetLeaderO_oucamo"
  586. ];
  587. DMS_assault_clothes = [ // Uniforms for Assault Class
  588. #ifdef GIVE_AI_APEX_GEAR
  589. "U_B_T_Soldier_F",
  590. "U_B_T_Soldier_SL_F",
  591. "U_B_CTRG_Soldier_F",
  592. "U_O_V_Soldier_Viper_F",
  593. "U_I_C_Soldier_Bandit_2_F",
  594. "U_I_C_Soldier_Camo_F",
  595. "U_B_CTRG_Soldier_urb_1_F",
  596. #endif
  597. "U_O_CombatUniform_ocamo",
  598. "U_O_PilotCoveralls",
  599. //"U_B_Wetsuit",
  600. "U_BG_Guerilla3_1",
  601. "U_BG_Guerilla2_3",
  602. "U_BG_Guerilla2_2",
  603. "U_BG_Guerilla1_1",
  604. "U_BG_Guerrilla_6_1",
  605. "U_IG_Guerilla3_2",
  606. "U_B_SpecopsUniform_sgg",
  607. "U_I_OfficerUniform",
  608. "U_B_CTRG_3",
  609. "U_I_G_resistanceLeader_F"
  610. ];
  611. DMS_assault_vests = [ // Vests for Assault Class
  612. #ifdef GIVE_AI_APEX_GEAR
  613. "V_TacChestrig_grn_F",
  614. "V_PlateCarrier2_tna_F",
  615. "V_PlateCarrierSpec_tna_F",
  616. "V_PlateCarrierGL_tna_F",
  617. "V_TacVest_gen_F",
  618. "V_PlateCarrier1_rgr_noflag_F",
  619. #endif
  620. "V_PlateCarrierH_CTRG",
  621. "V_PlateCarrierSpec_rgr",
  622. "V_PlateCarrierGL_blk",
  623. "V_PlateCarrierGL_mtp",
  624. "V_PlateCarrierGL_rgr",
  625. "V_PlateCarrierSpec_blk",
  626. "V_PlateCarrierSpec_mtp",
  627. "V_PlateCarrierL_CTRG",
  628. "V_TacVest_blk_POLICE",
  629. "V_PlateCarrierIA2_dgtl"
  630. ];
  631. DMS_assault_backpacks = [ // Backpacks for Assault Class
  632. #ifdef GIVE_AI_APEX_GEAR
  633. "B_Bergen_tna_F",
  634. "B_FieldPack_ghex_F",
  635. "B_ViperLightHarness_khk_F",
  636. #endif
  637. "B_Bergen_rgr",
  638. "B_Carryall_oli",
  639. "B_Kitbag_mcamo",
  640. "B_Carryall_cbr",
  641. "B_FieldPack_oucamo",
  642. "B_FieldPack_cbr",
  643. "B_Bergen_blk"
  644. ];
  645.  
  646. //Machine Gun Class
  647. DMS_MG_weps = [ // Machine Guns
  648. #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
  649. "MMG_01_hex_F",
  650. "MMG_02_black_F",
  651. #endif
  652.  
  653. #ifdef GIVE_AI_APEX_WEAPONS
  654. "LMG_03_F",
  655. #endif
  656. "LMG_Zafir_F",
  657. "LMG_Mk200_F",
  658. "arifle_MX_SW_Black_F",
  659. "Exile_Weapon_RPK",
  660. "Exile_Weapon_PKP"
  661. ];
  662. DMS_MG_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  663. "hgun_ACPC2_F",
  664. "hgun_Rook40_F",
  665. "hgun_P07_F",
  666. "hgun_Pistol_heavy_01_F",
  667. "hgun_Pistol_heavy_02_F",
  668. "Exile_Weapon_Colt1911",
  669. "Exile_Weapon_Makarov",
  670. "Exile_Weapon_Taurus",
  671. "Exile_Weapon_TaurusGold"
  672. ];
  673. DMS_MG_optics = [ // Optics for MG Class
  674. #ifdef GIVE_AI_APEX_GEAR
  675. "optic_ERCO_khk_F",
  676. "optic_DMS_ghex_F",
  677. "optic_Arco_blk_F",
  678. #endif
  679. "optic_Hamr",
  680. "optic_Aco",
  681. "optic_Holosight",
  682. "optic_MRCO"
  683. ];
  684. DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic
  685. DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod
  686. DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor
  687.  
  688. DMS_MG_items = [ // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
  689. "Exile_Item_InstaDoc",
  690. "Exile_Item_Catfood_Cooked",
  691. "Exile_Item_PlasticBottleFreshWater",
  692. "Exile_Item_CookingPot"
  693. ];
  694. DMS_MG_equipment = [ // Equipment for MG Class AI (stuff that goes in toolbelt slots)
  695. "Binocular"
  696. ];
  697. DMS_MG_RandItemCount = 3; // How many random items to add to the AI's inventory.
  698. DMS_MG_RandItems = [ // The random items that will be added to the AI's inventory.
  699. "Exile_Item_EMRE",
  700. "Exile_Item_Surstromming_Cooked",
  701. "Exile_Item_PowerDrink",
  702. "Exile_Item_PlasticBottleCoffee",
  703. "Exile_Item_Vishpirin",
  704. "Exile_Item_Instadoc"
  705. ];
  706. DMS_MG_helmets = [ // Helmets for MG Class
  707. #ifdef GIVE_AI_APEX_GEAR
  708. "H_HelmetB_TI_tna_F",
  709. "H_HelmetB_Enh_tna_F",
  710. "H_HelmetSpecO_ghex_F",
  711. "H_HelmetLeaderO_ghex_F",
  712. "H_HelmetCrew_O_ghex_F",
  713. #endif
  714. "H_PilotHelmetHeli_I",
  715. "H_PilotHelmetHeli_O",
  716. "H_PilotHelmetFighter_I",
  717. "H_PilotHelmetFighter_O",
  718. "H_HelmetCrew_O",
  719. "H_CrewHelmetHeli_I",
  720. "H_HelmetSpecB_paint1",
  721. "H_HelmetIA_camo",
  722. "H_HelmetLeaderO_ocamo",
  723. "H_HelmetLeaderO_oucamo"
  724. ];
  725. DMS_MG_clothes = [ // Uniforms for MG Class
  726. #ifdef GIVE_AI_APEX_GEAR
  727. "U_B_T_Soldier_F",
  728. "U_B_T_Soldier_SL_F",
  729. "U_B_CTRG_Soldier_F",
  730. "U_O_V_Soldier_Viper_F",
  731. "U_I_C_Soldier_Bandit_2_F",
  732. "U_I_C_Soldier_Camo_F",
  733. "U_B_CTRG_Soldier_urb_1_F",
  734. #endif
  735. "U_O_CombatUniform_ocamo",
  736. "U_O_PilotCoveralls",
  737. //"U_B_Wetsuit",
  738. "U_BG_Guerilla3_1",
  739. "U_BG_Guerilla2_3",
  740. "U_BG_Guerilla2_2",
  741. "U_BG_Guerilla1_1",
  742. "U_BG_Guerrilla_6_1",
  743. "U_IG_Guerilla3_2",
  744. "U_B_SpecopsUniform_sgg",
  745. "U_I_OfficerUniform",
  746. "U_B_CTRG_3",
  747. "U_I_G_resistanceLeader_F"
  748. ];
  749. DMS_MG_vests = [ // Vests for MG Class
  750. #ifdef GIVE_AI_APEX_GEAR
  751. "V_TacChestrig_grn_F",
  752. "V_PlateCarrier2_tna_F",
  753. "V_PlateCarrierSpec_tna_F",
  754. "V_PlateCarrierGL_tna_F",
  755. "V_TacVest_gen_F",
  756. "V_PlateCarrier1_rgr_noflag_F",
  757. #endif
  758. "V_PlateCarrierH_CTRG",
  759. "V_PlateCarrierSpec_rgr",
  760. "V_PlateCarrierGL_blk",
  761. "V_PlateCarrierGL_mtp",
  762. "V_PlateCarrierGL_rgr",
  763. "V_PlateCarrierSpec_blk",
  764. "V_PlateCarrierSpec_mtp",
  765. "V_PlateCarrierL_CTRG",
  766. "V_TacVest_blk_POLICE",
  767. "V_PlateCarrierIA2_dgtl",
  768. "V_HarnessO_brn",
  769. "V_HarnessO_gry"
  770. ];
  771. DMS_MG_backpacks = [ // Backpacks for MG Class
  772. #ifdef GIVE_AI_APEX_GEAR
  773. "B_Bergen_tna_F",
  774. "B_Carryall_ghex_F",
  775. "B_ViperHarness_ghex_F",
  776. "B_ViperLightHarness_ghex_F",
  777. #endif
  778. "B_Bergen_rgr",
  779. "B_Carryall_oli",
  780. "B_Kitbag_mcamo",
  781. "B_Carryall_cbr",
  782. "B_Bergen_blk"
  783. ];
  784.  
  785. //Sniper Class
  786. DMS_sniper_weps = [ // Sniper Rifles
  787. "srifle_EBR_F",
  788. "srifle_GM6_F",
  789. "srifle_LRR_F",
  790. "arifle_MXM_Black_F",
  791. "srifle_DMR_01_F",
  792. #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
  793. "srifle_DMR_02_F",
  794. "srifle_DMR_03_woodland_F",
  795. //"srifle_DMR_04_F", // Does anybody like the ASP-1? :p
  796. "srifle_DMR_05_blk_F",
  797. "srifle_DMR_06_olive_F",
  798. #endif
  799.  
  800. #ifdef GIVE_AI_APEX_WEAPONS
  801. "srifle_DMR_07_ghex_F",
  802. #endif
  803. "Exile_Weapon_DMR",
  804. "Exile_Weapon_SVD",
  805. "Exile_Weapon_VSSVintorez"
  806. ];
  807. DMS_sniper_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  808. #ifdef GIVE_AI_APEX_WEAPONS
  809. "hgun_Pistol_01_F",
  810. #endif
  811. "hgun_ACPC2_F",
  812. "hgun_Rook40_F",
  813. "hgun_P07_F",
  814. "hgun_Pistol_heavy_01_F",
  815. "hgun_Pistol_heavy_02_F",
  816. "Exile_Weapon_Colt1911",
  817. "Exile_Weapon_Makarov",
  818. "Exile_Weapon_Taurus",
  819. "Exile_Weapon_TaurusGold"
  820. ];
  821. DMS_sniper_optics = [ // Optics for Sniper Class
  822. #ifdef GIVE_AI_APEX_GEAR
  823. "optic_SOS_khk_F",
  824. "optic_DMS_ghex_F",
  825. "optic_LRPS_tna_F",
  826. #endif
  827.  
  828. #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
  829. "optic_AMS_khk",
  830. #endif
  831. "optic_SOS",
  832. "optic_DMS",
  833. "optic_LRPS"
  834. ];
  835. DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic
  836. DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod
  837. DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor
  838.  
  839. DMS_sniper_items = [ // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
  840. "Exile_Item_InstaDoc",
  841. "Exile_Item_Surstromming_Cooked",
  842. "Exile_Item_PlasticBottleFreshWater",
  843. "Exile_Item_PlasticBottleFreshWater",
  844. "Exile_Item_Matches"
  845. ];
  846. DMS_sniper_equipment = [ // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
  847. "Rangefinder",
  848. "ItemGPS"
  849. ];
  850. DMS_sniper_RandItemCount = 3; // How many random items to add to the AI's inventory.
  851. DMS_sniper_RandItems = [ // The random items that will be added to the AI's inventory.
  852. "Exile_Item_EMRE",
  853. "Exile_Item_PlasticBottleCoffee",
  854. "Exile_Item_CanOpener",
  855. "Exile_Item_Instadoc",
  856. "Exile_Item_DuctTape"
  857. ];
  858. DMS_sniper_helmets = [ // Helmets for Sniper Class
  859. #ifdef GIVE_AI_APEX_GEAR
  860. //"H_HelmetO_ViperSP_ghex_F", // Special helmet with in-built NVGs and thermal :o
  861. "H_HelmetB_Enh_tna_F",
  862. "H_HelmetSpecO_ghex_F",
  863. "H_HelmetLeaderO_ghex_F",
  864. #endif
  865. "H_HelmetSpecB_paint1",
  866. "H_HelmetIA_camo",
  867. "H_HelmetLeaderO_ocamo",
  868. "H_HelmetLeaderO_oucamo"
  869. ];
  870. DMS_sniper_clothes = [ // Uniforms for Sniper Class
  871. #ifdef GIVE_AI_APEX_GEAR
  872. "U_B_T_Sniper_F",
  873. "U_B_T_FullGhillie_tna_F", // Invisible to thermal? 0_o
  874. "U_O_T_Sniper_F",
  875. "U_O_T_FullGhillie_tna_F",
  876. #endif
  877. "U_O_GhillieSuit",
  878. "U_B_FullGhillie_ard",
  879. "U_B_FullGhillie_lsh",
  880. "U_B_FullGhillie_sard",
  881. "U_B_GhillieSuit",
  882. "U_I_FullGhillie_ard",
  883. "U_I_FullGhillie_lsh",
  884. "U_I_FullGhillie_sard",
  885. "U_I_GhillieSuit",
  886. "U_O_FullGhillie_ard",
  887. "U_O_FullGhillie_lsh",
  888. "U_O_FullGhillie_sard"
  889. ];
  890. DMS_sniper_vests = [ // Vests for Sniper Class
  891. #ifdef GIVE_AI_APEX_GEAR
  892. "V_PlateCarrier2_tna_F",
  893. "V_PlateCarrierSpec_tna_F",
  894. "V_PlateCarrierGL_tna_F",
  895. "V_PlateCarrier2_rgr_noflag_F",
  896. #endif
  897. "V_PlateCarrierH_CTRG",
  898. "V_PlateCarrierSpec_rgr",
  899. "V_PlateCarrierGL_blk",
  900. "V_PlateCarrierGL_mtp",
  901. "V_PlateCarrierGL_rgr",
  902. "V_PlateCarrierSpec_blk",
  903. "V_PlateCarrierSpec_mtp",
  904. "V_PlateCarrierL_CTRG",
  905. "V_TacVest_blk_POLICE",
  906. "V_PlateCarrierIA2_dgtl",
  907. "V_HarnessO_brn",
  908. "V_HarnessO_gry"
  909. ];
  910. DMS_sniper_backpacks = [ // Backpacks for Sniper Class
  911. #ifdef GIVE_AI_APEX_GEAR
  912. "B_Bergen_tna_F",
  913. "B_Bergen_hex_F",
  914. "B_Carryall_ghex_F",
  915. "B_ViperHarness_ghex_F",
  916. "B_ViperHarness_blk_F",
  917. "B_ViperLightHarness_ghex_F",
  918. "B_ViperLightHarness_khk_F",
  919. #endif
  920. "B_Bergen_rgr",
  921. "B_Carryall_oli",
  922. "B_Kitbag_mcamo",
  923. "B_Carryall_cbr",
  924. "B_Bergen_blk"
  925. ];
  926.  
  927. DMS_ai_SupportedClasses = [ // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here
  928. "assault",
  929. "MG",
  930. "sniper"
  931. ];
  932.  
  933. DMS_ai_SupportedRandomClasses = [ // Allowed "random" AI presets here if you want to create different random presets.
  934. "random",
  935. "random_non_assault",
  936. "random_non_MG",
  937. "random_non_sniper"
  938. ];
  939.  
  940. DMS_random_AI = [ // Random AI preset that contains all default classes | DEFAULT: 60% Assault, 20% MG, 20% Sniper
  941. "assault",
  942. "assault",
  943. "assault",
  944. "MG",
  945. "sniper"
  946. ];
  947.  
  948. DMS_random_non_assault_AI = [ // Random AI preset that excludes the "assault" class
  949. "MG",
  950. "MG",
  951. "sniper"
  952. ];
  953.  
  954. DMS_random_non_MG_AI = [ // Random AI preset that excludes the "MG" class
  955. "assault",
  956. "assault",
  957. "sniper"
  958. ];
  959.  
  960. DMS_random_non_sniper_AI = [ // Random AI preset that excludes the "sniper" class
  961. "assault",
  962. "assault",
  963. "MG"
  964. ];
  965.  
  966. DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
  967. DMS_ai_launchers_per_group = 2; // How many units per AI group can get a launcher.
  968. DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-unit). With "DMS_ai_launchers_per_group" set to 2, and "DMS_ai_use_launchers_chance" set to 50, there will be an average of 1 launcher per group.
  969. DMS_AI_launcher_ammo_count = 2; // How many rockets an AI will get with its launcher
  970. DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
  971.  
  972. DMS_AI_wep_launchers_AT = [ // AT Launchers
  973. #ifdef GIVE_AI_APEX_WEAPONS
  974. "launch_RPG7_F",
  975. #endif
  976. "launch_NLAW_F",
  977. "launch_RPG32_F",
  978. "launch_B_Titan_short_F"
  979. ];
  980. DMS_AI_wep_launchers_AA = [ // AA Launchers
  981. "launch_B_Titan_F"
  982. ];
  983.  
  984. DMS_RHeli_Height = 500; // Altitude of the heli when flying to drop point.
  985. DMS_RHeli_MinDistFromDrop = 500; // Minimum distance for the reinforcement heli to spawn from drop point.
  986. DMS_RHeli_MaxDistFromDrop = 5000; // Maximum distance for the reinforcement heli to spawn from drop point.
  987. DMS_RHeli_MinDistFromPlayers = 1000; // Minimum distance for the reinforcement heli to spawn from players.
  988.  
  989. /* AI Settings */
  990.  
  991.  
  992. /* Loot Settings */
  993. DMS_GodmodeCrates = true; // Whether or not crates will have godmode after being filled with loot.
  994. DMS_MinimumMagCount = 3; // Minimum number of magazines for weapons.
  995. DMS_MaximumMagCount = 5; // Maximum number of magazines for weapons.
  996. DMS_CrateCase_Sniper = [ // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
  997. [
  998. ["Rangefinder",1],
  999. ["srifle_GM6_F",1],
  1000. ["srifle_LRR_F",1],
  1001. ["srifle_EBR_F",1],
  1002. ["hgun_Pistol_heavy_01_F",1],
  1003. ["hgun_PDW2000_F",1]
  1004. ],
  1005. [
  1006. ["ItemGPS",1],
  1007. ["U_B_FullGhillie_ard",1],
  1008. ["U_I_FullGhillie_lsh",1],
  1009. ["U_O_FullGhillie_sard",1],
  1010. ["U_O_GhillieSuit",1],
  1011. ["V_PlateCarrierGL_blk",1],
  1012. ["V_HarnessO_brn",1],
  1013. ["Exile_Item_InstaDoc",3],
  1014. ["Exile_Item_Surstromming_Cooked",5],
  1015. ["Exile_Item_PlasticBottleFreshWater",5],
  1016. ["optic_DMS",1],
  1017. ["acc_pointer_IR",1],
  1018. ["muzzle_snds_B",1],
  1019. ["optic_LRPS",1],
  1020. ["optic_MRD",1],
  1021. ["muzzle_snds_acp",1],
  1022. ["optic_Holosight_smg",1],
  1023. ["muzzle_snds_L",1],
  1024. ["5Rnd_127x108_APDS_Mag",3],
  1025. ["7Rnd_408_Mag",3],
  1026. ["20Rnd_762x51_Mag",5],
  1027. ["11Rnd_45ACP_Mag",3],
  1028. ["30Rnd_9x21_Mag",3]
  1029. ],
  1030. [
  1031. ["B_Carryall_cbr",1],
  1032. ["B_Kitbag_mcamo",1]
  1033. ]
  1034. ];
  1035. DMS_BoxWeapons = [ // List of weapons that can spawn in a crate
  1036. #ifdef USE_MARKSMAN_DLC_WEAPONS_IN_CRATES
  1037. "srifle_DMR_02_F",
  1038. "srifle_DMR_03_woodland_F",
  1039. //"srifle_DMR_04_F", // ASP-1 Kir
  1040. "srifle_DMR_05_blk_F",
  1041. "srifle_DMR_06_olive_F",
  1042. "MMG_01_hex_F",
  1043. "MMG_02_black_F",
  1044. #endif
  1045.  
  1046. #ifdef USE_APEX_WEAPONS_IN_CRATES
  1047. "arifle_AK12_F",
  1048. "arifle_ARX_ghex_F",
  1049. "arifle_CTAR_blk_F",
  1050. "arifle_SPAR_01_khk_F",
  1051. "arifle_SPAR_03_khk_F",
  1052. //"srifle_DMR_07_ghex_F", // Oh great, a 6.5mm 20 round sniper rifle... because everybody wanted a nerfed MXM :p
  1053. "LMG_03_F",
  1054. #endif
  1055. "Exile_Melee_Axe",
  1056. "Exile_Melee_SledgeHammer",
  1057. //"Exile_Melee_Shovel", // Not really interesting for players...
  1058. "arifle_Katiba_GL_F",
  1059. "arifle_MX_GL_Black_F",
  1060. "arifle_Mk20_GL_F",
  1061. "arifle_TRG21_GL_F",
  1062. "arifle_Katiba_F",
  1063. "arifle_MX_Black_F",
  1064. "arifle_TRG21_F",
  1065. "arifle_TRG20_F",
  1066. "arifle_Mk20_plain_F",
  1067. "arifle_Mk20_F",
  1068. "Exile_Weapon_AK107",
  1069. "Exile_Weapon_AK107_GL",
  1070. "Exile_Weapon_AK74_GL",
  1071. "Exile_Weapon_AK47",
  1072. "Exile_Weapon_AKS_Gold",
  1073. "LMG_Zafir_F",
  1074. "LMG_Mk200_F",
  1075. "arifle_MX_SW_Black_F",
  1076. "Exile_Weapon_RPK",
  1077. "Exile_Weapon_PK",
  1078. "Exile_Weapon_PKP",
  1079. "srifle_EBR_F",
  1080. "srifle_DMR_01_F",
  1081. "srifle_GM6_F",
  1082. "srifle_LRR_F",
  1083. "arifle_MXM_Black_F",
  1084. "Exile_Weapon_DMR",
  1085. "Exile_Weapon_SVD",
  1086. "Exile_Weapon_VSSVintorez",
  1087. "Exile_Weapon_CZ550",
  1088. "Exile_Weapon_SVDCamo"
  1089. ];
  1090. DMS_BoxFood = [ // List of food that can spawn in a crate.
  1091. "Exile_Item_GloriousKnakworst_Cooked",
  1092. "Exile_Item_Surstromming_Cooked",
  1093. "Exile_Item_SausageGravy_Cooked",
  1094. "Exile_Item_ChristmasTinner_Cooked",
  1095. "Exile_Item_BBQSandwich_Cooked",
  1096. "Exile_Item_Catfood_Cooked",
  1097. "Exile_Item_DogFood_Cooked",
  1098. "Exile_Item_EMRE",
  1099. "Exile_Item_BeefParts",
  1100. "Exile_Item_Noodles",
  1101. "Exile_Item_SeedAstics",
  1102. "Exile_Item_Raisins",
  1103. "Exile_Item_Moobar",
  1104. "Exile_Item_InstantCoffee"
  1105. ];
  1106. DMS_BoxDrinks = [
  1107. "Exile_Item_PlasticBottleCoffee",
  1108. "Exile_Item_PowerDrink",
  1109. "Exile_Item_PlasticBottleFreshWater",
  1110. "Exile_Item_EnergyDrink",
  1111. "Exile_Item_MountainDupe",
  1112. "Exile_Item_ChocolateMilk"
  1113. ];
  1114. DMS_BoxMeds = [
  1115. "Exile_Item_InstaDoc",
  1116. "Exile_Item_Vishpirin",
  1117. "Exile_Item_Bandage"
  1118. ];
  1119. DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) that can spawn in a crate. "DMS_BoxFood", "DMS_BoxDrinks", and "DMS_BoxMeds" is automatically added to this list.
  1120. "Exile_Item_Matches",
  1121. "Exile_Item_CookingPot",
  1122. "Exile_Melee_Axe",
  1123. "Exile_Item_CanOpener"
  1124. ] + DMS_BoxFood + DMS_BoxDrinks + DMS_BoxMeds;
  1125. DMS_Box_BaseParts_Wood = [ // List of wooden base parts.
  1126. "Exile_Item_WoodWallKit",
  1127. "Exile_Item_WoodWallHalfKit",
  1128. "Exile_Item_WoodWindowKit",
  1129. "Exile_Item_WoodDoorKit",
  1130. "Exile_Item_WoodDoorwayKit",
  1131. "Exile_Item_WoodGateKit",
  1132. "Exile_Item_WoodFloorKit",
  1133. "Exile_Item_WoodFloorPortKit",
  1134. "Exile_Item_WoodStairsKit"
  1135. ];
  1136. DMS_Box_BaseParts_Concrete = [ // List of concrete base parts
  1137. "Exile_Item_ConcreteWallKit",
  1138. "Exile_Item_ConcreteWindowKit",
  1139. "Exile_Item_ConcreteDoorKit",
  1140. "Exile_Item_ConcreteDoorwayKit",
  1141. "Exile_Item_ConcreteGateKit",
  1142. "Exile_Item_ConcreteFloorKit",
  1143. "Exile_Item_ConcreteFloorPortKit",
  1144. "Exile_Item_ConcreteStairsKit"
  1145. ];
  1146. DMS_BoxBaseParts = [ // List of all base parts to spawn. Weighted towards wood base parts.
  1147. "Exile_Item_FortificationUpgrade",
  1148. "Exile_Item_FortificationUpgrade",
  1149. "Exile_Item_SandBagsKit_Long",
  1150. "Exile_Item_SandBagsKit_Long",
  1151. "Exile_Item_SandBagsKit_Corner",
  1152. "Exile_Item_SandBagsKit_Corner",
  1153. "Exile_Item_HBarrier5Kit"
  1154. ] + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Concrete;
  1155. DMS_BoxCraftingMaterials = [
  1156. "Exile_Item_Cement",
  1157. "Exile_Item_Sand",
  1158. "Exile_Item_Sand",
  1159. "Exile_Item_WaterCanisterDirtyWater",
  1160. "Exile_Item_MetalBoard",
  1161. "Exile_Item_MetalPole",
  1162. "Exile_Item_MetalPole",
  1163. "Exile_Item_JunkMetal",
  1164. "Exile_Item_JunkMetal",
  1165. "Exile_Item_JunkMetal",
  1166. "Exile_Item_WoodPlank",
  1167. "Exile_Item_WoodPlank",
  1168. "Exile_Item_WoodPlank",
  1169. "Exile_Item_WoodPlank"
  1170. ];
  1171. DMS_BoxTools = [
  1172. "Exile_Item_Grinder",
  1173. "Exile_Item_Handsaw",
  1174. "Exile_Item_CanOpener",
  1175. "Exile_Item_Pliers",
  1176. "Exile_Item_Screwdriver",
  1177. "Exile_Item_Foolbox"
  1178. ];
  1179. DMS_BoxBuildingSupplies = [ // List of building supplies that can spawn in a crate ("DMS_BoxBaseParts", "DMS_BoxCraftingMaterials", and "DMS_BoxTools" are automatically added to this list. "DMS_BoxCraftingMaterials" is added twice for weight.)
  1180. "Exile_Item_DuctTape",
  1181. "Exile_Item_PortableGeneratorKit"
  1182. ] + DMS_BoxBaseParts + DMS_BoxCraftingMaterials + DMS_BoxCraftingMaterials + DMS_BoxTools;
  1183. DMS_BoxOptics = [ // List of optics that can spawn in a crate
  1184. "optic_Arco",
  1185. "optic_Hamr",
  1186. "optic_Aco",
  1187. "optic_Holosight",
  1188. "optic_MRCO",
  1189. "optic_SOS",
  1190. "optic_DMS",
  1191. "optic_LRPS",
  1192. "optic_Nightstalker" // Nightstalker scope lost thermal in Exile v0.9.4
  1193. ];
  1194. DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate
  1195. "B_Bergen_rgr",
  1196. "B_Carryall_oli",
  1197. "B_Kitbag_mcamo",
  1198. "B_Carryall_cbr",
  1199. "B_FieldPack_oucamo",
  1200. "B_FieldPack_cbr",
  1201. "B_Bergen_blk"
  1202. ];
  1203. DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies
  1204.  
  1205. DMS_Box_BreachingCharges = [ // List of breaching charges (weighted). Not used (yet).
  1206. "BreachingChargeBigMomma",
  1207. "BreachingChargeMetal",
  1208. "BreachingChargeMetal",
  1209. "BreachingChargeWood",
  1210. "BreachingChargeWood",
  1211. "BreachingChargeWood"
  1212. ];
  1213.  
  1214. DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
  1215. DMS_RareLootAmount = 1; // How many rare loot items to add.
  1216. DMS_RareLootList = [ // List of rare loot to spawn
  1217. "Exile_Item_SafeKit",
  1218. "Exile_Item_CodeLock"
  1219. ];
  1220. DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10%
  1221.  
  1222. // Vehicles
  1223. DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
  1224. #ifdef USE_APEX_VEHICLES
  1225. "B_T_LSV_01_armed_F",
  1226. "O_T_LSV_02_armed_F",
  1227. #endif
  1228. "Exile_Car_Offroad_Armed_Guerilla01"
  1229. ];
  1230.  
  1231. DMS_MilitaryVehicles = [ // List of (unarmed) military vehicles that can spawn
  1232. #ifdef USE_APEX_VEHICLES
  1233. "B_T_LSV_01_unarmed_F",
  1234. "O_T_LSV_02_unarmed_F",
  1235. #endif
  1236. "Exile_Car_Strider",
  1237. "Exile_Car_Hunter",
  1238. "Exile_Car_Ifrit"
  1239. ];
  1240.  
  1241. DMS_TransportTrucks = [ // List of transport trucks that can spawn
  1242. "Exile_Car_Van_Guerilla01",
  1243. "Exile_Car_Zamak",
  1244. "Exile_Car_Tempest",
  1245. "Exile_Car_HEMMT",
  1246. "Exile_Car_Ural_Open_Military",
  1247. "Exile_Car_Ural_Covered_Military"
  1248. ];
  1249.  
  1250. DMS_RefuelTrucks = [ // List of refuel trucks that can spawn
  1251. "Exile_Car_Van_Fuel_Black",
  1252. "Exile_Car_Van_Fuel_White",
  1253. "Exile_Car_Van_Fuel_Red",
  1254. "Exile_Car_Van_Fuel_Guerilla01",
  1255. "Exile_Car_Van_Fuel_Guerilla02",
  1256. "Exile_Car_Van_Fuel_Guerilla03"
  1257. ];
  1258.  
  1259. DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn
  1260. #ifdef USE_APEX_VEHICLES
  1261. "C_Offroad_02_unarmed_F",
  1262. "I_C_Van_01_transport_F",
  1263. #endif
  1264. "Exile_Car_SUV_Red",
  1265. "Exile_Car_Hatchback_Rusty1",
  1266. "Exile_Car_Hatchback_Rusty2",
  1267. "Exile_Car_Hatchback_Sport_Red",
  1268. "Exile_Car_SUV_Red",
  1269. "Exile_Car_Offroad_Rusty2",
  1270. "Exile_Bike_QuadBike_Fia"
  1271. ];
  1272.  
  1273. DMS_TransportHelis = [ // List of transport helis that can spawn
  1274. #ifdef USE_APEX_VEHICLES
  1275. "B_T_VTOL_01_infantry_F",
  1276. "O_T_VTOL_02_infantry_F",
  1277. #endif
  1278. "Exile_Chopper_Hummingbird_Green",
  1279. "Exile_Chopper_Orca_BlackCustom",
  1280. "Exile_Chopper_Mohawk_FIA",
  1281. "Exile_Chopper_Huron_Black",
  1282. "Exile_Chopper_Hellcat_Green",
  1283. "Exile_Chopper_Taru_Transport_Black"
  1284. ];
  1285.  
  1286. DMS_ReinforcementHelis = [ // List of helis that can spawn for AI paratrooper reinforcements.
  1287. //"B_Heli_Transport_01_camo_F" // Ghosthawk: You'll have to whitelist this in infistar if you want to use it.
  1288. ] + DMS_TransportHelis;
  1289.  
  1290. DMS_CarThievesVehicles = [ // List of vehicles that can spawn in the "car thieves" mission. By default, it's just "DMS_MilitaryVehicles" and "DMS_TransportTrucks".
  1291. //"Exile_Car_Offroad_Armed_Guerilla01"
  1292. ] + DMS_MilitaryVehicles + DMS_TransportTrucks;
  1293. /* Loot Settings */
  1294.  
  1295.  
  1296. DMS_ConfigLoaded = true;
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