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  1. ////////////////////////////////////////////////////////////////////////
  2. //
  3. // Exile Occupation by second_coming
  4. // http://www.exilemod.com/profile/60-second_coming/
  5. //
  6. // For support, visit:
  7. // http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
  8. //
  9. // This script uses the fantastic DMS by Defent and eraser1:
  10. // http://www.exilemod.com/topic/61-dms-defents-mission-system/
  11. //
  12. ////////////////////////////////////////////////////////////////////////
  13.  
  14. // Shared Config for each occupation monitor
  15.  
  16. SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
  17. SC_extendedLogging = false; // set to true for additional
  18. SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
  19.  
  20. SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
  21. SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
  22.  
  23. SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
  24. SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
  25. SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
  26. SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
  27.  
  28. SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
  29. SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
  30. SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
  31. SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
  32. SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
  33.  
  34.  
  35. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  36. // Turn Modules On or Off (can be overridden in the map overrides section)
  37. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  38.  
  39. SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
  40. SC_fastNights = true; // true if you want night time to go faster than daytime
  41. SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
  42. SC_occupyTraders = false; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
  43. SC_occupyStatic = false; // true if you want to add AI in specific locations
  44. SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
  45. SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
  46. SC_occupyRandomSpawn = false; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
  47. SC_occupyMilitary = false; // true if you want military buildings patrolled
  48. SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
  49. SC_occupySky = false; // true if you want to have roaming AI helis
  50. SC_occupySea = false; // true if you want to have roaming AI boats
  51. SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
  52.  
  53. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  54. // Fast nights Setup
  55. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  56.  
  57. SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
  58. SC_fastNightsMultiplierNight = 24; // the time multiplier to use at night (12 = 12x speed)
  59. SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
  60. SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
  61.  
  62. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  63. // Random Spawn Setup (Work in progress)
  64. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  65.  
  66. SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn
  67. SC_randomSpawnMaxGroups = 4; // Maximum amount of random AI groups allowed at any time
  68. SC_randomSpawnMinGroupSize = 3; // Minimum amount of random AI groups allowed per group
  69. SC_randomSpawnMaxGroupSize = 5; // Maximum amount of random AI groups allowed per group
  70. SC_randomSpawnChance = 5; // Percentage chance of spawning if suitable player found
  71. SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
  72. SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
  73. SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
  74. SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
  75. SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
  76. SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
  77. SC_randomSpawnNameTarget = true; // true if you want to name the targeted player
  78.  
  79. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  80. // Occupy Places Setup
  81. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  82.  
  83. 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)
  84.  
  85. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  86. // Trader Base Setup
  87. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  88.  
  89. SC_occupyTraderDetails = [
  90. //["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
  91. //["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
  92. //["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
  93. ]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
  94.  
  95. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  96. // Occupy Static Setup
  97. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  98.  
  99. SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
  100. SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
  101. SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
  102.  
  103. ];
  104. SC_staticSurvivors = [ //[[pos],ai count,radius,search buildings]
  105. //[[3770,8791,0],8,250,true]
  106. ];
  107.  
  108. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  109. // Public Transport Setup
  110. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  111.  
  112. SC_colourTransport = true; // true if you want the public transport coloured
  113. SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
  114. SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only
  115.  
  116. SC_occupyTransportStartPos = []; // if empty defaults to map centre
  117.  
  118. SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
  119. SC_TransportAirWaypoints = [
  120. [1000,1000,0],
  121. [2000,2000,0],
  122. [3000,3000,0],
  123. [4000,4000,0]
  124. ];
  125. SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
  126. SC_TransportLandWaypoints = [
  127. [1000,1000,0],
  128. [2000,2000,0],
  129. [3000,3000,0],
  130. [4000,4000,0]
  131. ];
  132.  
  133. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  134. // Loot Crate Setup
  135. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  136.  
  137.  
  138. SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
  139. SC_occupyLootCratesLocations = [
  140. [1000,1000,0],
  141. [2000,2000,0],
  142. [3000,3000,0],
  143. [4000,4000,0]
  144. ];
  145. SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
  146. SC_numberofLootCrates = 4; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
  147. SC_LootCrateGuards = 2; // number of AI to spawn at each crate
  148. SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
  149. SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
  150.  
  151. SC_ropeAttach = true; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
  152.  
  153. // Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
  154. // ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
  155. // to add a fixed amount make the second number 0
  156. SC_LootCrateItems = [
  157. ["Exile_Melee_Axe",1,0],
  158. ["Exile_Item_GloriousKnakworst",1,2],
  159. ["Exile_Item_PlasticBottleFreshWater",1,2],
  160. ["Exile_Item_Beer",5,1],
  161. ["Exile_Item_BaseCameraKit",0,2],
  162. ["Exile_Item_InstaDoc",1,1],
  163. ["Exile_Item_Matches",1,0],
  164. ["Exile_Item_CookingPot",1,0],
  165. ["Exile_Item_MetalPole",1,0],
  166. ["Exile_Item_LightBulb",1,0],
  167. ["Exile_Item_FuelCanisterEmpty",1,0],
  168. ["Exile_Item_WoodPlank",0,8],
  169. ["Exile_Item_woodFloorKit",0,2],
  170. ["Exile_Item_WoodWindowKit",0,1],
  171. ["Exile_Item_WoodDoorwayKit",0,1],
  172. ["Exile_Item_WoodFloorPortKit",0,2],
  173. ["Exile_Item_Laptop",0,1],
  174. ["Exile_Item_CodeLock",0,1],
  175. ["Exile_Item_Cement",2,10],
  176. ["Exile_Item_Sand",2,10],
  177. ["Exile_Item_MetalWire",1,5],
  178. ["Exile_Item_WaterCanisterEmpty",0,2],
  179. ["Exile_Item_Shovel",0,1],
  180. ["Exile_Item_MetalScrews",0,5]
  181. ];
  182.  
  183. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  184. // Blacklisted Zones
  185. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  186.  
  187. SC_blackListedAreas = [
  188. [[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission
  189. [[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission
  190. [[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
  191. [[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
  192. [[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
  193. [[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
  194. [[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
  195. ];
  196.  
  197. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  198. // Heli Crash Setup
  199. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  200.  
  201. SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
  202. SC_occupyHeliCrashesLocations = [
  203. [1000,1000,0],
  204. [2000,2000,0],
  205. [3000,3000,0],
  206. [4000,4000,0]
  207. ];
  208. SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
  209. SC_SpawnHeliCrashGuards = false; // true if you want to enable AI guards
  210. SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
  211. SC_HeliCrashGuards = 6; // number of AI to spawn at each crate
  212. SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
  213. SC_HeliCrashMarkers = false; // true if you want to have markers on the Heli Crashes
  214.  
  215. // Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
  216. // ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
  217. // to add a fixed amount make the second number 0
  218.  
  219. SC_HeliCrashItems = [
  220. ["B_Parachute",1,1],
  221. ["H_CrewHelmetHeli_B",1,1],
  222. ["ItemGPS",0,1],
  223. ["Exile_Item_InstaDoc",0,1],
  224. ["Exile_Item_PlasticBottleFreshWater",2,2],
  225. ["Exile_Item_EMRE",2,2]
  226. ];
  227.  
  228. SC_HeliCrashRareItems = [
  229. ["HandGrenade",0,2],
  230. ["APERSBoundingMine_Range_Mag",0,2]
  231. ];
  232. SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems
  233.  
  234. // Array of possible weapons to place in the crate
  235. SC_HeliCrashWeapons = [
  236. "srifle_DMR_02_camo_F",
  237. "srifle_DMR_03_woodland_F",
  238. "srifle_DMR_04_F",
  239. "srifle_DMR_05_hex_F"
  240. ];
  241.  
  242. SC_HeliCrashWeaponsAmount = [1,3]; // [fixed amount to add, random amount to add]
  243. SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add]
  244.  
  245. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  246. // Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
  247. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  248.  
  249. SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle
  250. SC_maximumCrewAmount = 5; // Maximum amount of AI allowed in a vehicle
  251. // (essential crew like drivers and gunners will always spawn regardless of these settings)
  252.  
  253. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  254. // Roaming Land Vehicle Setup
  255. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  256.  
  257. SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
  258. SC_occupyLandVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
  259. SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
  260. SC_occupyVehicleSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
  261.  
  262. SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  263.  
  264. // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
  265. // they will also ignore any blacklisted areas
  266. SC_occupyVehicleFixedPositions = [
  267. [[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  268. [[2238,6717,0],2000,"Tanoa"],
  269. [[8197,9081,0],3000,"Tanoa"],
  270. [[13074,11817,0],3000,"Tanoa"]
  271. ];
  272.  
  273. // 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)
  274. SC_VehicleClassToUse = [
  275. ["Exile_Car_LandRover_Green",0],
  276. ["Exile_Bike_QuadBike_Black",2],
  277. ["Exile_Car_UAZ_Open_Green",2]
  278. ];
  279. SC_VehicleClassToUseRare = [
  280. ["Exile_Car_Hunter",1],
  281. ["Exile_Car_HEMMT",1],
  282. ["Exile_Car_Zamak",1],
  283. ["Exile_Car_Offroad_Armed_Guerilla12",1],
  284. ["Exile_Car_Offroad_Armed_Guerilla03",1],
  285. ["Exile_Car_Tempest",1]
  286. ];
  287.  
  288. // 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)
  289. SC_SurvivorVehicleClassToUse = [
  290. ["Exile_Car_LandRover_Green",0],
  291. ["Exile_Bike_QuadBike_Black",2],
  292. ["Exile_Car_UAZ_Open_Green",2]
  293. ];
  294. SC_SurvivorVehicleClassToUseRare = [
  295. ["Exile_Car_Hunter",1],
  296. ["Exile_Car_HEMMT",1],
  297. ["Exile_Car_Zamak",1],
  298. ["Exile_Car_Offroad_Armed_Guerilla12",1],
  299. ["Exile_Car_Offroad_Armed_Guerilla03",1],
  300. ["Exile_Car_Tempest",1]
  301. ];
  302.  
  303. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  304. // Roaming Aircraft Setup
  305. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  306.  
  307. // Settings for roaming airborne AI (non armed helis will just fly around)
  308. SC_maxNumberofHelis = 1;
  309. SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
  310.  
  311. // 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)
  312. SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
  313.  
  314. SC_occupyHeliUseFixedPos = true; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  315.  
  316. // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
  317. // they will also ignore any blacklisted areas
  318. SC_occupyHeliFixedPositions = [
  319. [[4434,2892,400],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  320. [[2238,6717,400],2000,"Tanoa"],
  321. [[8197,9081,400],3000,"Tanoa"],
  322. [[13074,11817,400],3000,"Tanoa"]
  323. ];
  324.  
  325. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  326. // Roaming Boats Setup
  327. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  328.  
  329. // Settings for roaming seaborne AI (non armed boats will just sail around)
  330. SC_maxNumberofBoats = 1;
  331. SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
  332.  
  333. // 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)
  334. SC_BoatClassToUse = [
  335. ["B_Boat_Armed_01_minigun_F",1],
  336. ["I_Boat_Armed_01_minigun_F",1],
  337. ["O_Boat_Transport_01_F",0],
  338. ["Exile_Boat_MotorBoat_Police",1]
  339. ];
  340.  
  341. SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
  342.  
  343. // if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
  344. // they will also ignore any blacklisted areas
  345. SC_occupyBoatFixedPositions = [
  346. [[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
  347. [[400,400,0],2000,"Tanoa"],
  348. [[14000,5000,0],3000,"Tanoa"],
  349. [[16000,16000,0],3000,"Tanoa"]
  350. ];
  351.  
  352. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  353. // Occupy Military Setup
  354. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  355.  
  356. // Array of buildings to add military patrols to
  357. SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
  358. "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
  359. "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
  360. "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
  361. "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
  362. "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
  363. "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
  364. "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
  365. "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
  366. "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
  367. "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
  368. "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
  369. "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
  370. "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
  371. // Additional Buildings
  372. "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
  373. "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
  374. "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
  375. "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
  376. "Land_Cargo_Tower_V4_F"
  377. ];
  378.  
  379. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  380. // AI Setup (used in multiple modules)
  381. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  382.  
  383. SC_useRealNames = true;
  384.  
  385. // Arrays of names used to generate names for AI
  386. SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
  387. SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
  388. SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
  389. SC_BanditLastNames = ["Mickelson","Conlin","Humphreys","Pico","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
  390.  
  391. SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
  392.  
  393.  
  394. SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
  395. // false if you want survivors to be aggressive to players
  396.  
  397. // Possible equipment for survivor AI to spawn with
  398. // spawning survivors without vests or backpacks will result in them having no ammunition
  399. SC_SurvivorUniforms = ["U_C_Poloshirt_burgundy","U_C_Poloshirt_stripped"."U_C_Poloshirt_salmon"];
  400. SC_SurvivorVests = ["V_Rangemaster_belt"];
  401. SC_SurvivorHeadgear = [];
  402. SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
  403. SC_SurvivorWeaponAttachments = [];
  404. SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
  405. SC_SurvivorPistol = ["hgun_Rook40_F"];
  406. SC_SurvivorPistolAttachments = [];
  407. SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
  408. SC_SurvivorLauncher = [];
  409. SC_SurvivorBackpack = [];
  410.  
  411. // Possible equipment for bandit AI to spawn with
  412. // spawning bandits without vests or backpacks will result in them having no ammunition
  413. SC_BanditUniforms = ["U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
  414. SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
  415. SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
  416. SC_BanditWeapon = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_TRG21_GL_F"];
  417. SC_BanditWeaponAttachments = [];
  418. SC_BanditMagazines = ["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"];
  419. SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
  420. SC_BanditPistolAttachments = [];
  421. SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
  422. SC_BanditLauncher = [];
  423. 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"];
  424.  
  425. // Possible equipment for random ai to spawn with
  426. // spawning random ai without vests or backpacks will result in them having no ammunition
  427. SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
  428. SC_RandomVests = ["V_TacVest_gen_F","V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
  429. SC_RandomHeadgear = ["H_Cap_police","H_Booniehat_khk","H_Booniehat_indp"];
  430. SC_RandomWeapon = ["SMG_05_F","SMG_01_F","SMG_02_F"];
  431. SC_RandomWeaponAttachments = ["muzzle_snds_L"];
  432. SC_RandomMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_Cheathas","Exile_Item_Noodles"];
  433. SC_RandomPistol = ["hgun_Rook40_F"];
  434. SC_RandomPistolAttachments = ["muzzle_snds_L"];
  435. SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
  436. SC_RandomLauncher = [];
  437. SC_RandomBackpack = ["B_AssaultPack_blk"];
  438.  
  439. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  440. // Map Specific Overrides
  441. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  442.  
  443.  
  444. if (worldName == 'Napf' AND SC_useMapOverrides) then
  445. {
  446. SC_maxAIcount = 120;
  447. SC_useApexClasses = false;
  448.  
  449. };
  450.  
  451. if (worldName == 'Chernarus' AND SC_useMapOverrides) then
  452. {
  453. SC_maxAIcount = 120;
  454. SC_useApexClasses = false;
  455. };
  456.  
  457. if (worldName == 'Tanoa' AND SC_useMapOverrides) then
  458. {
  459. SC_maxAIcount = 80;
  460. SC_useApexClasses = true;
  461.  
  462. };
  463.  
  464. if (worldName == 'Malden' AND SC_useMapOverrides) then
  465. {
  466. SC_maxAIcount = 70;
  467. SC_useApexClasses = false;
  468.  
  469. };
  470.  
  471. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  472. // Apex Specific Settings (only used if SC_useApexClasses = true)
  473. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  474.  
  475. if(SC_useApexClasses) then
  476. {
  477. SC_BanditWeapon = [
  478. "arifle_MX_khk_F",
  479. "arifle_MX_GL_khk_F",
  480. "arifle_MX_SW_khk_F",
  481. "arifle_MXC_khk_F",
  482. "arifle_MXM_khk_F",
  483. "arifle_AK12_F",
  484. "arifle_AK12_GL_F",
  485. "arifle_AKM_F",
  486. "arifle_AKS_F",
  487. "arifle_ARX_blk_F",
  488. "arifle_ARX_ghex_F",
  489. "arifle_ARX_hex_F",
  490. "arifle_CTAR_blk_F",
  491. "arifle_CTAR_GL_blk_F",
  492. "arifle_CTARS_blk_F",
  493. "arifle_SPAR_01_blk_F",
  494. "arifle_SPAR_01_khk_F",
  495. "arifle_SPAR_01_snd_F",
  496. "arifle_SPAR_01_GL_blk_F",
  497. "arifle_SPAR_01_GL_khk_F",
  498. "arifle_SPAR_01_GL_snd_F",
  499. "arifle_SPAR_02_blk_F",
  500. "arifle_SPAR_02_khk_F",
  501. "arifle_SPAR_02_snd_F",
  502. "arifle_SPAR_03_blk_F",
  503. "arifle_SPAR_03_khk_F",
  504. "arifle_SPAR_03_snd_F"
  505. ];
  506.  
  507. SC_BanditUniforms = [
  508. "U_I_C_Soldier_Para_1_F",
  509. "U_I_C_Soldier_Para_2_F",
  510. "U_I_C_Soldier_Para_3_F",
  511. "U_I_C_Soldier_Para_4_F",
  512. "U_I_C_Soldier_Para_5_F",
  513. "U_I_C_Soldier_Bandit_1_F",
  514. "U_I_C_Soldier_Bandit_2_F",
  515. "U_I_C_Soldier_Bandit_3_F",
  516. "U_I_C_Soldier_Bandit_4_F",
  517. "U_I_C_Soldier_Bandit_5_F",
  518. "U_I_C_Soldier_Camo_F",
  519. "U_B_CTRG_Soldier_urb_1_F",
  520. "U_B_CTRG_Soldier_urb_2_F",
  521. "U_B_CTRG_Soldier_urb_3_F"
  522. ];
  523.  
  524. SC_VehicleClassToUse = [
  525. ["B_GEN_Offroad_01_gen_F",0],
  526. ["C_Offroad_02_unarmed_F",0],
  527. ["I_C_Offroad_02_unarmed_F",0]
  528. ];
  529.  
  530. SC_VehicleClassToUseRare = [
  531. ["B_LSV_01_unarmed_black_F",1],
  532. ["O_T_LSV_02_unarmed_black_F",1],
  533. ["O_T_Truck_03_device_ghex_F",1]
  534. ];
  535. };
  536.  
  537. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  538. // Debug Settings (only used if SC_debug = true)
  539. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  540.  
  541. if (SC_debug) then
  542. {
  543. SC_extendedLogging = true;
  544. SC_processReporter = true;
  545. SC_mapMarkers = true;
  546. SC_occupyPlaces = false;
  547. SC_occupyVehicle = true;
  548. SC_occupyMilitary = false;
  549. SC_occupyRandomSpawn = true;
  550. SC_occupyStatic = false;
  551. SC_occupySky = false;
  552. SC_occupySea = false;
  553. SC_occupyTraders = false;
  554. SC_occupyTransport = true;
  555. SC_occupyLootCrates = false;
  556. SC_occupyHeliCrashes = false;
  557. SC_maxAIcount = 150;
  558. SC_maxNumberofVehicles = 10;
  559. SC_maxNumberofBoats = 5;
  560. SC_maxNumberofHelis = 1;
  561. SC_randomSpawnChance = 100;
  562. SC_randomSpawnIgnoreCount = true;
  563. SC_randomSpawnFrequency = 120;
  564. };
  565.  
  566. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  567. // Don't alter anything below this point, unless you want your server to explode :)
  568. /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  569.  
  570. if(!SC_SurvivorsFriendly) then
  571. {
  572. CIVILIAN setFriend[RESISTANCE,0];
  573. };
  574. CIVILIAN setFriend [EAST,0];
  575. CIVILIAN setFriend [WEST,0];
  576. EAST setFriend [CIVILIAN,0];
  577. WEST setFriend [CIVILIAN,0];
  578. EAST setFriend [WEST,0];
  579. WEST setFriend [EAST,0];
  580.  
  581.  
  582. SC_SurvivorSide = CIVILIAN;
  583. SC_BanditSide = EAST;
  584. SC_liveVehicles = 0;
  585. SC_liveVehiclesArray = [];
  586. SC_liveHelis = 0;
  587. SC_liveHelisArray = [];
  588. SC_liveBoats = 0;
  589. SC_liveBoatsArray = [];
  590. SC_liveStaticGroups = [];
  591. SC_liveRandomGroups = [];
  592. SC_transportArray = [];
  593.  
  594. // Remove spawn locations for roaming vehicles that aren't for this map
  595. _occupyVehicleFixedPositions = [];
  596. {
  597. _currentWorld = _x select 2;
  598. if(worldName == _currentWorld) then
  599. {
  600. _occupyVehicleFixedPositions pushback _x;
  601. };
  602. }forEach SC_occupyVehicleFixedPositions;
  603. SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;
  604.  
  605. publicVariable "SC_liveVehicles";
  606. publicVariable "SC_liveVehiclesArray";
  607. publicVariable "SC_liveHelis";
  608. publicVariable "SC_liveHelisArray";
  609. publicVariable "SC_liveBoats";
  610. publicVariable "SC_liveBoatsArray";
  611. publicVariable "SC_liveStaticGroups";
  612. publicVariable "SC_liveRandomGroups";
  613. publicVariable "SC_numberofLootCrates";
  614. publicVariable "SC_transportArray";
  615. publicVariable "SC_SurvivorSide";
  616. publicVariable "SC_BanditSide";
  617.  
  618. SC_CompiledOkay = true;
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