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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. // 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
  12. #define GIVE_AI_MARKSMAN_DLC_WEAPONS 1
  13.  
  14. // If you don't want crates to spawn with marksman DLC weapons, simply remove the line below or comment it out.
  15. #define USE_MARKSMAN_DLC_WEAPONS_IN_CRATES 1
  16.  
  17.  
  18. DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific to the map.
  19. /*
  20. 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.
  21. 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.
  22. For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
  23. */
  24.  
  25. DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)
  26. /*
  27. 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!
  28. */
  29.  
  30. DMS_Add_AIKill2DB = false; // Adds killstat for player in the database ;)
  31.  
  32. 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.
  33.  
  34. /* Mission System Settings */
  35. /*General settings for dynamic missions*/
  36. DMS_DynamicMission = true; // Enable/disable dynamic mission system.
  37. DMS_MaxBanditMissions = 3; // Maximum number of Bandit Missions running at the same time
  38. DMS_TimeToFirstMission = [180,420]; // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
  39. DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
  40. DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
  41. 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.
  42. DMS_MissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout.
  43. /*General settings for dynamic missions*/
  44.  
  45. /*General settings for static missions*/
  46. DMS_StaticMission = true; // Enable/disable static mission system.
  47. 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".
  48. DMS_TimeToFirstStaticMission = [30,30]; // [Minimum,Maximum] time between first static mission spawn. | DEFAULT: 3-7 minutes.
  49. DMS_TimeBetweenStaticMissions = [900,1800]; // [Minimum,Maximum] time between static missions (if static mission limit is not reached) | DEFAULT: 15-30 mins
  50. DMS_StaticMissionTimeOut = [1800,3600]; // [Minimum,Maximum] time it will take for a static mission to timeout | DEFAULT: 30-60 mins
  51. 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.
  52. DMS_SMissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout for static missions.
  53. 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.
  54. DMS_AllowStaticReinforcements = true; // Whether or not static missions will receive reinforcements. This will simply disable the calling of GroupReinforcementsMonitor;
  55. DMS_SpawnFlareOnReinforcements = true; // Whether or not to spawn a flare and noise when AI reinforcements have spawned.
  56. /*General settings for static missions*/
  57.  
  58. 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).
  59.  
  60. DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
  61.  
  62. /*Mission Marker settings*/
  63. 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.
  64. 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
  65. DMS_MarkerText_MissionPrefix = "Mission:"; // The text displayed before the mission name in the mission marker.
  66. DMS_MarkerText_ShowAICount = true; // Whether or not to display the number of remaining AI in the marker name.
  67. DMS_MarkerText_ShowAICount_Static = true; // Whether or not to display the number of remaining AI in the marker name for STATIC missions.
  68. 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)"
  69. DMS_MarkerPosRandomization = false; // Randomize the position of the circle marker of a mission
  70. DMS_MarkerPosRandomRadius = [25,100]; // Minimum/Maximum distance that the circle marker position will be randomized | DEFAULT: 0 meters to 200 meters
  71. DMS_RandomMarkerBrush = "Cross"; // See: https://community.bistudio.com/wiki/setMarkerBrush
  72. DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
  73. DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
  74. DMS_MissionMarkerWinDot_Type = "mil_end"; // The marker type to show when a mission is completed. Refer to: https://community.bistudio.com/wiki/cfgMarkers
  75. DMS_MissionMarkerLoseDot_Type = "KIA"; // The marker type to show when a mission fails. Refer to: https://community.bistudio.com/wiki/cfgMarkers
  76. DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
  77. DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
  78. DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
  79. DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
  80. /*Mission Marker settings*/
  81.  
  82. /*Mission Cleanup settings*/
  83. DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
  84. DMS_CompletedMissionCleanupTime = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up
  85. DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object
  86. DMS_AIVehCleanUpTime = 300; // Time until a destroyed AI vehicle is cleaned up.
  87. /*Mission Cleanup settings*/
  88.  
  89. /*Mission spawn location settings*/
  90. 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.
  91. DMS_PredefinedMissionLocations = [ // List of Preset/Predefined mission locations.
  92. /* List of positions:
  93. position1: [x_1,y_1,z_1],
  94. position2: [x_2,y_2,z_2],
  95. ...
  96. positionN: [x_N,y_N,z_N]
  97. */
  98.  
  99. ];
  100.  
  101. 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.
  102. /* List of arrays with position and weighted chance:
  103. [[x_1,y_1,z_1], chance_1],
  104. [[x_2,y_2,z_2], chance_2],
  105. ...
  106. [[x_N,y_N,z_N], chance_N]
  107. */
  108.  
  109. ];
  110. DMS_ThrottleBlacklists = true; // Whether or not to "throttle" the blacklist distance parameters in DMS_fnc_FindSafePos. This will reduce the values of the minimum
  111. //distances for some of the below parameters if several attempts have been made, but a suitable position was not yet found. This
  112. //should help with server performance drops when spawning a mission, as DMS_fnc_findSafePos is the most resource-intensive function.
  113. DMS_AttemptsUntilThrottle = 15; // How many attempts until the parameters are throttled.
  114. 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.
  115. DMS_MinThrottledDistance = 100; // The minimum distance to which it will throttle. If the throttled value is less than this, then this value is used instead.
  116. DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
  117. DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
  118. DMS_TraderZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a trader zone
  119. DMS_MissionNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to another mission
  120. DMS_WaterNearBlacklist = 500; // Missions won't spawn in a position this many meters close to water
  121. 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!
  122. 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"
  123. DMS_MinDistFromWestBorder = 250; // Missions won't spawn in a position this many meters close to the western map border.
  124. DMS_MinDistFromEastBorder = 250; // Missions won't spawn in a position this many meters close to the easter map border.
  125. DMS_MinDistFromSouthBorder = 250; // Missions won't spawn in a position this many meters close to the southern map border.
  126. DMS_MinDistFromNorthBorder = 250; // Missions won't spawn in a position this many meters close to the northern map border.
  127. DMS_SpawnZoneMarkerTypes = [ // If you're using custom spawn zone markers, make sure you define them here. CASE SENSITIVE!!!
  128. "ExileSpawnZone"
  129. ];
  130. DMS_TraderZoneMarkerTypes = [ // If you're using custom trader markers, make sure you define them here. CASE SENSITIVE!!!
  131. "ExileTraderZone"
  132. ];
  133. /*Mission spawn location settings*/
  134.  
  135. DMS_MinWaterDepth = 20; // Minimum depth of water that an underwater mission can spawn at.
  136.  
  137. /*Crate/Box settings*/
  138. DMS_HideBox = false; // "Hide" the box from being visible by players until the mission is completed.
  139. DMS_EnableBoxMoving = true; // Whether or not to allow the box to move and/or be lifted by choppers.
  140. DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion during daytime
  141. DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion during nighttime
  142. /*Crate/Box settings*/
  143.  
  144. /*Mine settings*/
  145. DMS_SpawnMinefieldForEveryMission = false; // Whether or not to spawn a minefield for every dynamic mission.
  146. DMS_SpawnMinesAroundMissions = true; // Whether or not to spawn mines around AI missions that have them.
  147. DMS_despawnMines_onCompletion = true; // Despawn mines spawned around missions when the mission is completed
  148. DMS_MineInfo_easy = [5,50]; // Mine info for "easy" missions. This will spawn 5 mines within a 50m radius.
  149. DMS_MineInfo_moderate = [10,50]; // Mine info for "moderate" missions. This will spawn 10 mines within a 50m radius.
  150. DMS_MineInfo_difficult = [15,75]; // Mine info for "difficult" missions. This will spawn 15 mines within a 75m radius.
  151. DMS_MineInfo_hardcore = [25,100]; // Mine info for "hardcore" missions. This will spawn 25 mines within a 100m radius.
  152. DMS_SpawnMineWarningSigns = true; // Whether or not to spawn mine warning signs around a minefield.
  153. 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.
  154. /*Mine settings*/
  155.  
  156. DMS_MinPlayerCount = 0; // Minimum number of players until mission start
  157. DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
  158.  
  159. /*Mission notification settings*/
  160. DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest", "ExileToasts"]. Details below.
  161. //"dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
  162. //"standardHintRequest", // Hints are a bit wonky...
  163. //"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.
  164. //"systemChatRequest", // Always nice to show in chat so that players can scroll up to read the info if they need to.
  165. "ExileToasts" // Default notification type since Exile 0.98, see (http://www.exilemod.com/devblog/new-ingame-notifications/)
  166. ];
  167.  
  168. /*Exile Toasts Notification Settings*/
  169. DMS_ExileToasts_Title_Size = 22; // Size for Client Exile Toasts mission titles.
  170. DMS_ExileToasts_Title_Font = "puristaMedium"; // Font for Client Exile Toasts mission titles.
  171. DMS_ExileToasts_Message_Color = "#FFFFFF"; // Exile Toasts color for "ExileToast" client notification type.
  172. DMS_ExileToasts_Message_Size = 19; // Exile Toasts size for "ExileToast" client notification type.
  173. DMS_ExileToasts_Message_Font = "PuristaLight"; // Exile Toasts font for "ExileToast" client notification type.
  174. /*Exile Toasts Notification Settings*/
  175.  
  176. /*Dynamic Text Notification Settings*/
  177. DMS_dynamicText_Duration = 7; // Number of seconds that the message will last on the screen.
  178. DMS_dynamicText_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
  179. DMS_dynamicText_Title_Size = 1.2; // Size for Client Dynamic Text mission titles.
  180. DMS_dynamicText_Title_Font = "puristaMedium"; // Font for Client Dynamic Text mission titles.
  181. DMS_dynamicText_Message_Color = "#FFFFFF"; // Dynamic Text color for "dynamicTextRequest" client notification type.
  182. DMS_dynamicText_Message_Size = 0.65; // Dynamic Text size for "dynamicTextRequest" client notification type.
  183. DMS_dynamicText_Message_Font = "OrbitronMedium"; // Dynamic Text font for "dynamicTextRequest" client notification type.
  184. /*Dynamic Text Notification Settings*/
  185.  
  186. /*Standard Hint Notification Settings*/
  187. DMS_standardHint_Title_Size = 2; // Size for Client Standard Hint mission titles.
  188. DMS_standardHint_Title_Font = "puristaMedium"; // Font for Client Standard Hint mission titles.
  189. DMS_standardHint_Message_Color = "#FFFFFF"; // Standard Hint color for "standardHintRequest" client notification type.
  190. DMS_standardHint_Message_Size = 1; // Standard Hint size for "standardHintRequest" client notification type.
  191. DMS_standardHint_Message_Font = "OrbitronMedium"; // Standard Hint font for "standardHintRequest" client notification type.
  192. /*Standard Hint Notification Settings*/
  193.  
  194. /*Text Tiles Notification Settings*/
  195. DMS_textTiles_Duration = 7; // Number of seconds that the message will last on the screen.
  196. DMS_textTiles_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
  197. DMS_textTiles_Title_Size = 2.3; // Size for Client Text Tiles mission titles.
  198. DMS_textTiles_Title_Font = "puristaMedium"; // Font for Client Text Tiles mission titles.
  199. DMS_textTiles_Message_Color = "#FFFFFF"; // Text Tiles color for "textTilesRequest" client notification type.
  200. DMS_textTiles_Message_Size = 1.25; // Text Tiles size for "textTilesRequest" client notification type.
  201. DMS_textTiles_Message_Font = "OrbitronMedium"; // Text Tiles font for "textTilesRequest" client notification type.
  202. /*Text Tiles Notification Settings*/
  203.  
  204. /*Mission notification settings*/
  205.  
  206. DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
  207. ["bandits",3],
  208. ["bauhaus",3],
  209. ["beertransport",3],
  210. ["behindenemylines",3],
  211. ["blackhawkdown",3],
  212. ["cardealer",3],
  213. ["construction",3],
  214. ["donthasslethehoff",3],
  215. ["foodtransport",3],
  216. ["guntransport",3],
  217. ["humanitarian",3],
  218. ["lost_battalion",3],
  219. ["medical",3],
  220. ["mercbase",2],
  221. ["mercenaries",3],
  222. ["nedbuilding1_mission",3],
  223. ["nedcar_mission",4],
  224. ["nedguns1_mission",3],
  225. ["nedhatchback_mission",3],
  226. ["nedhunter_mission",2],
  227. ["nedifrit_mission",2],
  228. ["nedlittlebird_mission",2],
  229. ["nedmedical1_mission",3],
  230. ["nedoffroad_mission",3],
  231. ["nedresearch_mission",3],
  232. ["nedsnipercamp_mission",3],
  233. ["nedstrider_mission",2],
  234. ["nedural_mission",3],
  235. ["roguenavyseals",3],
  236. ["thieves",3],
  237. ["walmart",3]
  238. ];
  239.  
  240.  
  241. DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances.
  242. //["saltflats",1] //<--Example (already imported by default on Altis in map configs)
  243. //["slums",1] //<--Example (already imported by default on Altis in map configs)
  244. //["occupation",1] //<--Example
  245. //["sectorB",1] //<--Example for Taviana
  246. ];
  247.  
  248. 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.
  249. //"saltflatsbase", //<--Example (already imported by default on Altis)
  250. //"slums_objects" //<--Example (already imported by default on Altis)
  251. ];
  252.  
  253. DMS_BanditMissionsOnServerStart = [
  254. //"construction" //<-- Example
  255. ];
  256.  
  257. DMS_StaticMissionsOnServerStart = [ // List of STATIC missions with spawn chances.
  258. //"saltflats" //<--Example
  259. //"slums" //<--Example
  260. //"occupation" //<--Example
  261. //"sectorB" //<--Example for Taviana
  262. ];
  263.  
  264.  
  265.  
  266. 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
  267. // There are examples in the altis map config (it blacklists the salt flats) and in the tavi/taviana map configs.
  268.  
  269. //[[2350,4680],100] // This random example blacklists any position within 100 meters of coordinates "[2350,4680]"
  270. ];
  271. /* Mission System Settings */
  272.  
  273.  
  274. /* AI Settings */
  275. DMS_AI_Classname = "O_recon_F"; // Since some of you wanted this...
  276. DMS_AI_UseRealNames = true; // true if you want Arma assigned real names, false if you want random DMS assigned unit numbers
  277.  
  278. 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)
  279. 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)
  280. DMS_Show_Kill_Rank_Notification = true;
  281. DMS_Show_Party_Kill_Notification = true; // Whether or not to show in chat when a party member kills an AI.
  282.  
  283. DMS_Spawn_AI_With_Money = true; // Whether or not to spawn AI with money that can be looted from the body.
  284. 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.
  285.  
  286. DMS_GiveMoneyToPlayer_OnAIKill = true; // Whether or not to give money directly to players when they kill AI (old method of giving money).
  287. DMS_GiveRespectToPlayer_OnAIKill = true; // Whether or not to give respect to players when they kill AI.
  288.  
  289. DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
  290. DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
  291. DMS_Bandit_Soldier_RankGain = 15;
  292. DMS_Bandit_Soldier_SpawnMoney = 50; // The amount of Poptabs carried by a bandit soldier
  293.  
  294. DMS_Bandit_Static_MoneyGain = 75; // The amount of Poptabs gained for killing a bandit static gunner
  295. DMS_Bandit_Static_RepGain = 15; // The amount of Respect gained for killing a bandit static gunner
  296. DMS_Bandit_Static_RankGain = 30;
  297. DMS_Bandit_Static_SpawnMoney = 75; // The amount of Poptabs carried by a bandit static gunner
  298.  
  299. DMS_Bandit_Vehicle_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit vehicle crew member
  300. DMS_Bandit_Vehicle_RepGain = 25; // The amount of Respect gained for killing a bandit vehicle crew member
  301. DMS_Bandit_Vehicle_RankGain = 50;
  302. DMS_Bandit_Vehicle_SpawnMoney = 100; // The amount of Poptabs carried by a bandit vehicle crew member
  303.  
  304. /* DonkeyPunchDMS Custom Settings for Hero AI*/
  305. DMS_Hero_Soldier_MoneyGain = 100; // The amount of Poptabs gained for killing a hero soldier
  306. DMS_Hero_Soldier_RepGain = 20; // The amount of Respect gained for killing a hero soldier
  307. DMS_Hero_Soldier_RankGain = -30;
  308. DMS_Hero_Soldier_SpawnMoney = 100; // The amount of Poptabs carried by a hero soldier
  309.  
  310. DMS_Hero_Static_MoneyGain = 120; // The amount of Poptabs gained for killing a hero static gunner
  311. DMS_Hero_Static_RepGain = 30; // The amount of Respect gained for killing a hero static gunner
  312. DMS_Hero_Static_RankGain = -60;
  313. DMS_Hero_Static_SpawnMoney = 120; // The amount of Poptabs carried by a hero static gunner
  314.  
  315. DMS_Hero_Vehicle_MoneyGain = 200; // The amount of Poptabs gained for killing a hero vehicle crew member
  316. DMS_Hero_Vehicle_RepGain = 50; // The amount of Respect gained for killing a hero vehicle crew member
  317. DMS_Hero_Vehicle_RankGain = -100;
  318. DMS_Hero_Vehicle_SpawnMoney = 200; // The amount of Poptabs carried by a hero vehicle crew member
  319. /* DonkeyPunchDMS Custom Settings for Survivor AI*/
  320. DMS_Survivor_Soldier_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor soldier
  321. DMS_Survivor_Soldier_RepGain = -100; // The amount of Respect gained for killing a Survivor soldier
  322. DMS_Survivor_Soldier_RankGain = -250;
  323. DMS_Survivor_Soldier_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor soldier
  324.  
  325. DMS_Survivor_Static_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor static gunner
  326. DMS_Survivor_Static_RepGain = -100; // The amount of Respect gained for killing a Survivor static gunner
  327. DMS_Survivor_Static_RankGain = -400;
  328. DMS_Survivor_Static_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor static gunner
  329.  
  330. DMS_Survivor_Vehicle_MoneyGain = -500; // The amount of Poptabs gained for killing a Survivor vehicle crew member
  331. DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
  332. DMS_Survivor_Vehicle_RankGain = -600;
  333. DMS_Survivor_Vehicle_MoneyGain = 0; // The amount of Poptabs carried by a Survivor vehicle crew member
  334.  
  335. DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
  336. 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.
  337.  
  338. 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.
  339. DMS_Bandit_Soldier_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit soldier
  340. DMS_Bandit_Soldier_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit soldier
  341. DMS_Bandit_Soldier_RoadkillRank = 20;
  342. DMS_Bandit_Static_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit static gunner
  343. DMS_Bandit_Static_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit static gunner
  344. DMS_Bandit_Static_RoadkillRank = 30;
  345. DMS_Bandit_Vehicle_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit vehicle crew member
  346. DMS_Bandit_Vehicle_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit vehicle crew member
  347. DMS_Bandit_Vehicle_RoadkillRank = 50;
  348. /* DonkeyPunchDMS Custom RoadKill Settings for Hero AI*/
  349. DMS_Hero_Soldier_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero soldier
  350. DMS_Hero_Soldier_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero soldier
  351. DMS_Hero_Soldier_RoadkillRank = -40;
  352. DMS_Hero_Static_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero static gunner
  353. DMS_Hero_Static_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero static gunner
  354. DMS_Hero_Static_RoadkillRank = -60;
  355. DMS_Hero_Vehicle_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero vehicle crew member
  356. DMS_Hero_Vehicle_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero vehicle crew member
  357. DMS_Hero_Vehicle_RoadkillRank = -100;
  358. /* DonkeyPunchDMS Custom Roadkill Settings for Survivor AI*/
  359. DMS_Survivor_Soldier_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor soldier
  360. DMS_Survivor_Soldier_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor soldier
  361. DMS_Survivor_Soldier_RoadkillRank = -200;
  362. DMS_Survivor_Static_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor static gunner
  363. DMS_Survivor_Static_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor static gunner
  364. DMS_Survivor_Static_RoadkillRank = -200;
  365. DMS_Survivor_Vehicle_RoadkillMoney = -500; // The amount of Poptabs gained/lost for running over a Survivor vehicle crew member
  366. DMS_Survivor_Vehicle_RoadkillRep = -100; // The amount of Respect gained/lost for running over a Survivor vehicle crew member
  367. DMS_Survivor_Vehicle_RoadkillRank = -100;
  368.  
  369. DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
  370. /* DonkeyPunchDMS Custom Side Factions */
  371. DMS_heroSide = WEST; // The side (team) that AI Heros will spawn on
  372. DMS_survivorSide = CIV; // The side (team) that AI Survivor will spawn on
  373.  
  374. DMS_clear_AI_body = false; // Clear AI body as soon as they die
  375. DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
  376. 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"!!!
  377. DMS_remove_roadkill = true; // Remove gear from AI bodies that are roadkilled
  378. DMS_remove_roadkill_chance = 50; // Percentage chance that roadkilled AI bodies will be deleted
  379. 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 ;)
  380. DMS_RemoveNVG = false; // Remove NVGs from AI bodies
  381.  
  382. 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.
  383. 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.
  384.  
  385. DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
  386. DMS_ai_offload_Only_DMS_AI = false; // Do you use other mission systems on your server but still want to offload AI? You should probably enable this then, unless you have tested it for compatibility.
  387. DMS_ai_offload_notifyClient = false; // Notify the client when AI has been offloaded to the client.
  388.  
  389. DMS_ai_allowFreezing = true; // Whether or not to "freeze" AI that are a certain distance away from players (and therefore inactive).
  390. DMS_ai_freeze_Only_DMS_AI = false; // Whether or not to "freeze" AI that are not spawned by DMS.
  391. 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".
  392. 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".
  393. 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.
  394. DMS_ai_freezeCheckingDelay = 15; // How often (in seconds) DMS will check whether to freeze/un-freeze AI.
  395. DMS_ai_freezeOnSpawn = true; // Whether or not to freeze an AI group when initially spawned.
  396.  
  397. DMS_ai_share_info = false; // Share info about killer
  398. DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
  399.  
  400. DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
  401. DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
  402.  
  403. // https://community.bistudio.com/wiki/AI_Sub-skills#general
  404. 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
  405. 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
  406. 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
  407. 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
  408. 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
  409. 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
  410. DMS_ai_skill_randomDifficult = ["hardcore","hardcore","difficult","difficult","difficult"]; // 60% chance for "difficult", 40% chance for "hardcore" AI.
  411. DMS_ai_skill_randomEasy = ["moderate","moderate","easy","easy","easy"]; // 60% chance for "easy", 40% chance for "moderate" AI.
  412. DMS_ai_skill_randomIntermediate = ["difficult","difficult","moderate","moderate","moderate"]; // 60% chance for "moderate", 40% chance for "difficult" AI.
  413. DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI.
  414. DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI.
  415. DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI.
  416. DMS_AI_WP_Radius_hardcore = 75; // Waypoint radius for "hardcore" AI.
  417. DMS_AI_AimCoef_easy = 0.9; // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
  418. DMS_AI_AimCoef_moderate = 0.65; // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
  419. DMS_AI_AimCoef_difficult = 0.4; // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
  420. DMS_AI_AimCoef_hardcore = 0.05; // "Custom Aim Coefficient" (weapon sway multiplier) for "hardcore" AI
  421. DMS_AI_EnableStamina_easy = true; // Whether or not to keep the stamina system for "easy" AI.
  422. DMS_AI_EnableStamina_moderate = true; // Whether or not to keep the stamina system for "moderate" AI.
  423. DMS_AI_EnableStamina_difficult = false; // Whether or not to keep the stamina system for "difficult" AI.
  424. DMS_AI_EnableStamina_hardcore = false; // Whether or not to keep the stamina system for "hardcore" AI.
  425. DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases.
  426. DMS_AI_WP_Radius_heli = 500; // Waypoint radius for AI in helis.
  427.  
  428. 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.
  429.  
  430. DMS_AI_destroyStaticWeapon = true; // Whether or not to destroy static HMGs after AI death.
  431. DMS_AI_destroyStaticWeapon_chance = 95; // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)
  432.  
  433. DMS_static_weapons = [ // Static weapons for AI
  434. "O_HMG_01_high_F"
  435. ];
  436.  
  437. DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
  438. "ItemWatch",
  439. "ItemMap",
  440. "ItemCompass",
  441. "ItemRadio"
  442. ];
  443.  
  444. DMS_ai_BipodList = [
  445. "bipod_01_F_blk",
  446. "bipod_01_F_mtp",
  447. "bipod_01_F_snd",
  448. "bipod_02_F_blk",
  449. "bipod_02_F_hex",
  450. "bipod_02_F_tan",
  451. "bipod_03_F_blk",
  452. "bipod_03_F_oli"
  453. ];
  454.  
  455. //Assault Class
  456. DMS_assault_weps = [ // Assault Rifles
  457. "arifle_Katiba_GL_F",
  458. "arifle_MX_GL_Black_F",
  459. "arifle_Mk20_GL_F",
  460. "arifle_TRG21_GL_F",
  461. "arifle_Katiba_F",
  462. "arifle_MX_Black_F",
  463. "arifle_TRG21_F",
  464. "arifle_TRG20_F",
  465. "arifle_Mk20_plain_F",
  466. "arifle_Mk20_F",
  467. "Exile_Weapon_AK107",
  468. "Exile_Weapon_AK107_GL",
  469. "Exile_Weapon_AK74_GL",
  470. "Exile_Weapon_AK47",
  471. "Exile_Weapon_AKM",
  472. "Exile_Weapon_AKS",
  473. "Exile_Weapon_AKS_Gold"
  474. ];
  475. DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  476. "hgun_ACPC2_F",
  477. "hgun_Rook40_F",
  478. "hgun_P07_F",
  479. "hgun_Pistol_heavy_01_F",
  480. "hgun_Pistol_heavy_02_F",
  481. "Exile_Weapon_Colt1911",
  482. "Exile_Weapon_Makarov",
  483. "Exile_Weapon_Taurus",
  484. "Exile_Weapon_TaurusGold"
  485. ];
  486. DMS_assault_optics = [ // Optics for Assault Class
  487. "optic_Arco",
  488. "optic_Hamr",
  489. "optic_Aco",
  490. "optic_Holosight",
  491. "optic_MRCO",
  492. "optic_DMS"
  493. ];
  494. DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic
  495. DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod
  496. DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor
  497.  
  498. DMS_assault_items = [ // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
  499. "Exile_Item_InstaDoc",
  500. "Exile_Item_BBQSandwich",
  501. "Exile_Item_Energydrink"
  502. ];
  503. DMS_assault_equipment = [ // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
  504. "ItemGPS"
  505. ];
  506. DMS_assault_RandItemCount = 2; // How many random items to add to the AI's inventory.
  507. DMS_assault_RandItems = [ // The random items that will be added to the AI's inventory.
  508. "Exile_Item_Catfood_Cooked",
  509. "Exile_Item_Surstromming_Cooked",
  510. "Exile_Item_PowerDrink",
  511. "Exile_Item_EnergyDrink",
  512. "Exile_Item_Vishpirin",
  513. "Exile_Item_Bandage"
  514. ];
  515. DMS_assault_helmets = [ // Helmets for Assault Class
  516. "H_HelmetSpecB_paint1",
  517. "H_HelmetIA_camo",
  518. "H_HelmetLeaderO_ocamo",
  519. "H_HelmetLeaderO_oucamo"
  520. ];
  521. DMS_assault_clothes = [ // Uniforms for Assault Class
  522. "U_O_CombatUniform_ocamo",
  523. "U_O_PilotCoveralls",
  524. "U_B_Wetsuit",
  525. "U_BG_Guerilla3_1",
  526. "U_BG_Guerilla2_3",
  527. "U_BG_Guerilla2_2",
  528. "U_BG_Guerilla1_1",
  529. "U_BG_Guerrilla_6_1",
  530. "U_IG_Guerilla3_2",
  531. "U_B_SpecopsUniform_sgg",
  532. "U_I_OfficerUniform",
  533. "U_B_CTRG_3",
  534. "U_I_G_resistanceLeader_F"
  535. ];
  536. DMS_assault_vests = [ // Vests for Assault Class
  537. "V_PlateCarrierH_CTRG",
  538. "V_PlateCarrierSpec_rgr",
  539. "V_PlateCarrierGL_blk",
  540. "V_PlateCarrierGL_mtp",
  541. "V_PlateCarrierGL_rgr",
  542. "V_PlateCarrierSpec_blk",
  543. "V_PlateCarrierSpec_mtp",
  544. "V_PlateCarrierL_CTRG",
  545. "V_TacVest_blk_POLICE",
  546. "V_PlateCarrierIA2_dgtl"
  547. ];
  548. DMS_assault_backpacks = [ // Backpacks for Assault Class
  549. "B_Bergen_rgr",
  550. "B_Carryall_oli",
  551. "B_Kitbag_mcamo",
  552. "B_Carryall_cbr",
  553. "B_FieldPack_oucamo",
  554. "B_FieldPack_cbr",
  555. "B_Bergen_blk"
  556. ];
  557.  
  558. //Machine Gun Class
  559. DMS_MG_weps = [ // Machine Guns
  560. #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
  561. "MMG_01_hex_F",
  562. "MMG_02_black_F",
  563. #endif
  564. "LMG_Zafir_F",
  565. "LMG_Mk200_F",
  566. "arifle_MX_SW_Black_F",
  567. "Exile_Weapon_RPK",
  568. "Exile_Weapon_PKP"
  569. ];
  570. DMS_MG_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  571. "hgun_ACPC2_F",
  572. "hgun_Rook40_F",
  573. "hgun_P07_F",
  574. "hgun_Pistol_heavy_01_F",
  575. "hgun_Pistol_heavy_02_F",
  576. "Exile_Weapon_Colt1911",
  577. "Exile_Weapon_Makarov",
  578. "Exile_Weapon_Taurus",
  579. "Exile_Weapon_TaurusGold"
  580. ];
  581. DMS_MG_optics = [ // Optics for MG Class
  582. "optic_Hamr",
  583. "optic_Aco",
  584. "optic_Holosight",
  585. "optic_MRCO"
  586. ];
  587. DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic
  588. DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod
  589. DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor
  590.  
  591. DMS_MG_items = [ // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
  592. "Exile_Item_InstaDoc",
  593. "Exile_Item_Catfood_Cooked",
  594. "Exile_Item_PlasticBottleFreshWater",
  595. "Exile_Item_CookingPot"
  596. ];
  597. DMS_MG_equipment = [ // Equipment for MG Class AI (stuff that goes in toolbelt slots)
  598. "Binocular"
  599. ];
  600. DMS_MG_RandItemCount = 3; // How many random items to add to the AI's inventory.
  601. DMS_MG_RandItems = [ // The random items that will be added to the AI's inventory.
  602. "Exile_Item_EMRE",
  603. "Exile_Item_Surstromming_Cooked",
  604. "Exile_Item_PowerDrink",
  605. "Exile_Item_PlasticBottleCoffee",
  606. "Exile_Item_Vishpirin",
  607. "Exile_Item_Instadoc"
  608. ];
  609. DMS_MG_helmets = [ // Helmets for MG Class
  610. "H_PilotHelmetHeli_I",
  611. "H_PilotHelmetHeli_O",
  612. "H_PilotHelmetFighter_I",
  613. "H_PilotHelmetFighter_O",
  614. "H_HelmetCrew_O",
  615. "H_CrewHelmetHeli_I",
  616. "H_HelmetSpecB_paint1",
  617. "H_HelmetIA_camo",
  618. "H_HelmetLeaderO_ocamo",
  619. "H_HelmetLeaderO_oucamo"
  620. ];
  621. DMS_MG_clothes = [ // Uniforms for MG Class
  622. "U_O_CombatUniform_ocamo",
  623. "U_O_PilotCoveralls",
  624. "U_B_Wetsuit",
  625. "U_BG_Guerilla3_1",
  626. "U_BG_Guerilla2_3",
  627. "U_BG_Guerilla2_2",
  628. "U_BG_Guerilla1_1",
  629. "U_BG_Guerrilla_6_1",
  630. "U_IG_Guerilla3_2",
  631. "U_B_SpecopsUniform_sgg",
  632. "U_I_OfficerUniform",
  633. "U_B_CTRG_3",
  634. "U_I_G_resistanceLeader_F"
  635. ];
  636. DMS_MG_vests = [ // Vests for MG Class
  637. "V_PlateCarrierH_CTRG",
  638. "V_PlateCarrierSpec_rgr",
  639. "V_PlateCarrierGL_blk",
  640. "V_PlateCarrierGL_mtp",
  641. "V_PlateCarrierGL_rgr",
  642. "V_PlateCarrierSpec_blk",
  643. "V_PlateCarrierSpec_mtp",
  644. "V_PlateCarrierL_CTRG",
  645. "V_TacVest_blk_POLICE",
  646. "V_PlateCarrierIA2_dgtl",
  647. "V_HarnessO_brn",
  648. "V_HarnessO_gry"
  649. ];
  650. DMS_MG_backpacks = [ // Backpacks for MG Class
  651. "B_Bergen_rgr",
  652. "B_Carryall_oli",
  653. "B_Kitbag_mcamo",
  654. "B_Carryall_cbr",
  655. "B_Bergen_blk"
  656. ];
  657.  
  658. //Sniper Class
  659. DMS_sniper_weps = [ // Sniper Rifles
  660. "srifle_EBR_F",
  661. "srifle_GM6_F",
  662. "srifle_LRR_F",
  663. "arifle_MXM_Black_F",
  664. "srifle_DMR_01_F",
  665. #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
  666. "srifle_DMR_02_F",
  667. "srifle_DMR_03_woodland_F",
  668. //"srifle_DMR_04_F", // Does anybody like the ASP-1? :p
  669. "srifle_DMR_05_blk_F",
  670. "srifle_DMR_06_olive_F",
  671. #endif
  672. "Exile_Weapon_DMR",
  673. "Exile_Weapon_SVD",
  674. "Exile_Weapon_VSSVintorez"
  675. ];
  676. DMS_sniper_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
  677. "hgun_ACPC2_F",
  678. "hgun_Rook40_F",
  679. "hgun_P07_F",
  680. "hgun_Pistol_heavy_01_F",
  681. "hgun_Pistol_heavy_02_F",
  682. "Exile_Weapon_Colt1911",
  683. "Exile_Weapon_Makarov",
  684. "Exile_Weapon_Taurus",
  685. "Exile_Weapon_TaurusGold"
  686. ];
  687. DMS_sniper_optics = [ // Optics for Sniper Class
  688. "optic_SOS",
  689. "optic_DMS",
  690. "optic_LRPS"
  691. ];
  692. DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic
  693. DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod
  694. DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor
  695.  
  696. DMS_sniper_items = [ // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
  697. "Exile_Item_InstaDoc",
  698. "Exile_Item_Surstromming_Cooked",
  699. "Exile_Item_PlasticBottleFreshWater",
  700. "Exile_Item_PlasticBottleFreshWater",
  701. "Exile_Item_Matches"
  702. ];
  703. DMS_sniper_equipment = [ // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
  704. "Rangefinder",
  705. "ItemGPS"
  706. ];
  707. DMS_sniper_RandItemCount = 3; // How many random items to add to the AI's inventory.
  708. DMS_sniper_RandItems = [ // The random items that will be added to the AI's inventory.
  709. "Exile_Item_EMRE",
  710. "Exile_Item_PlasticBottleCoffee",
  711. "Exile_Item_CanOpener",
  712. "Exile_Item_Instadoc",
  713. "Exile_Item_DuctTape"
  714. ];
  715. DMS_sniper_helmets = [ // Helmets for Sniper Class
  716. "H_HelmetSpecB_paint1",
  717. "H_HelmetIA_camo",
  718. "H_HelmetLeaderO_ocamo",
  719. "H_HelmetLeaderO_oucamo"
  720. ];
  721. DMS_sniper_clothes = [ // Uniforms for Sniper Class
  722. "U_O_GhillieSuit",
  723. "U_B_FullGhillie_ard",
  724. "U_B_FullGhillie_lsh",
  725. "U_B_FullGhillie_sard",
  726. "U_B_GhillieSuit",
  727. "U_I_FullGhillie_ard",
  728. "U_I_FullGhillie_lsh",
  729. "U_I_FullGhillie_sard",
  730. "U_I_GhillieSuit",
  731. "U_O_FullGhillie_ard",
  732. "U_O_FullGhillie_lsh",
  733. "U_O_FullGhillie_sard"
  734. ];
  735. DMS_sniper_vests = [ // Vests for Sniper Class
  736. "V_PlateCarrierH_CTRG",
  737. "V_PlateCarrierSpec_rgr",
  738. "V_PlateCarrierGL_blk",
  739. "V_PlateCarrierGL_mtp",
  740. "V_PlateCarrierGL_rgr",
  741. "V_PlateCarrierSpec_blk",
  742. "V_PlateCarrierSpec_mtp",
  743. "V_PlateCarrierL_CTRG",
  744. "V_TacVest_blk_POLICE",
  745. "V_PlateCarrierIA2_dgtl",
  746. "V_HarnessO_brn",
  747. "V_HarnessO_gry"
  748. ];
  749. DMS_sniper_backpacks = [ // Backpacks for Sniper Class
  750. "B_Bergen_rgr",
  751. "B_Carryall_oli",
  752. "B_Kitbag_mcamo",
  753. "B_Carryall_cbr",
  754. "B_Bergen_blk"
  755. ];
  756.  
  757. 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
  758. "assault",
  759. "MG",
  760. "sniper"
  761. ];
  762.  
  763. DMS_ai_SupportedRandomClasses = [ // Allowed "random" AI presets here if you want to create different random presets.
  764. "random",
  765. "random_non_assault",
  766. "random_non_MG",
  767. "random_non_sniper"
  768. ];
  769.  
  770. DMS_random_AI = [ // Random AI preset that contains all default classes | DEFAULT: 60% Assault, 20% MG, 20% Sniper
  771. "assault",
  772. "assault",
  773. "assault",
  774. "MG",
  775. "sniper"
  776. ];
  777.  
  778. DMS_random_non_assault_AI = [ // Random AI preset that excludes the "assault" class
  779. "MG",
  780. "MG",
  781. "sniper"
  782. ];
  783.  
  784. DMS_random_non_MG_AI = [ // Random AI preset that excludes the "MG" class
  785. "assault",
  786. "assault",
  787. "sniper"
  788. ];
  789.  
  790. DMS_random_non_sniper_AI = [ // Random AI preset that excludes the "sniper" class
  791. "assault",
  792. "assault",
  793. "MG"
  794. ];
  795.  
  796. DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
  797. DMS_ai_launchers_per_group = 2; // How many units per AI group can get a launcher.
  798. 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.
  799. DMS_AI_launcher_ammo_count = 2; // How many rockets an AI will get with its launcher
  800. DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
  801.  
  802. DMS_AI_wep_launchers_AT = [ // AT Launchers
  803. "launch_NLAW_F",
  804. "launch_RPG32_F",
  805. "launch_B_Titan_short_F"
  806. ];
  807. DMS_AI_wep_launchers_AA = [ // AA Launchers
  808. "launch_B_Titan_F"
  809. ];
  810.  
  811. DMS_RHeli_Height = 500; // Altitude of the heli when flying to drop point.
  812. DMS_RHeli_MinDistFromDrop = 500; // Minimum distance for the reinforcement heli to spawn from drop point.
  813. DMS_RHeli_MaxDistFromDrop = 5000; // Maximum distance for the reinforcement heli to spawn from drop point.
  814. DMS_RHeli_MinDistFromPlayers = 1000; // Minimum distance for the reinforcement heli to spawn from players.
  815.  
  816. /* AI Settings */
  817.  
  818.  
  819. /* Loot Settings */
  820. DMS_GodmodeCrates = true; // Whether or not crates will have godmode after being filled with loot.
  821. DMS_MinimumMagCount = 3; // Minimum number of magazines for weapons.
  822. DMS_MaximumMagCount = 5; // Maximum number of magazines for weapons.
  823. DMS_CrateCase_Sniper = [ // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
  824. [
  825. ["Rangefinder",1],
  826. ["srifle_GM6_F",1],
  827. ["srifle_LRR_F",1],
  828. ["srifle_EBR_F",1],
  829. ["hgun_Pistol_heavy_01_F",1],
  830. ["hgun_PDW2000_F",1]
  831. ],
  832. [
  833. ["ItemGPS",1],
  834. ["U_B_FullGhillie_ard",1],
  835. ["U_I_FullGhillie_lsh",1],
  836. ["U_O_FullGhillie_sard",1],
  837. ["U_O_GhillieSuit",1],
  838. ["V_PlateCarrierGL_blk",1],
  839. ["V_HarnessO_brn",1],
  840. ["Exile_Item_InstaDoc",3],
  841. ["Exile_Item_Surstromming_Cooked",5],
  842. ["Exile_Item_PlasticBottleFreshWater",5],
  843. ["optic_DMS",1],
  844. ["acc_pointer_IR",1],
  845. ["muzzle_snds_B",1],
  846. ["optic_LRPS",1],
  847. ["optic_MRD",1],
  848. ["muzzle_snds_acp",1],
  849. ["optic_Holosight_smg",1],
  850. ["muzzle_snds_L",1],
  851. ["5Rnd_127x108_APDS_Mag",3],
  852. ["7Rnd_408_Mag",3],
  853. ["20Rnd_762x51_Mag",5],
  854. ["11Rnd_45ACP_Mag",3],
  855. ["30Rnd_9x21_Mag",3]
  856. ],
  857. [
  858. ["B_Carryall_cbr",1],
  859. ["B_Kitbag_mcamo",1]
  860. ]
  861. ];
  862. DMS_BoxWeapons = [ // List of weapons that can spawn in a crate
  863. #ifdef USE_MARKSMAN_DLC_WEAPONS_IN_CRATES
  864. "srifle_DMR_02_F",
  865. "srifle_DMR_03_woodland_F",
  866. //"srifle_DMR_04_F", // ASP-1 Kir
  867. "srifle_DMR_05_blk_F",
  868. "srifle_DMR_06_olive_F",
  869. "MMG_01_hex_F",
  870. "MMG_02_black_F",
  871. #endif
  872. "Exile_Melee_Axe",
  873. "Exile_Melee_SledgeHammmer",
  874. "Exile_Item_Shovel",
  875. "arifle_Katiba_GL_F",
  876. "arifle_MX_GL_Black_F",
  877. "arifle_Mk20_GL_F",
  878. "arifle_TRG21_GL_F",
  879. "arifle_Katiba_F",
  880. "arifle_MX_Black_F",
  881. "arifle_TRG21_F",
  882. "arifle_TRG20_F",
  883. "arifle_Mk20_plain_F",
  884. "arifle_Mk20_F",
  885. "Exile_Weapon_AK107",
  886. "Exile_Weapon_AK107_GL",
  887. "Exile_Weapon_AK74_GL",
  888. "Exile_Weapon_AK47",
  889. "Exile_Weapon_AKM",
  890. "Exile_Weapon_AKS",
  891. "Exile_Weapon_AKS_Gold",
  892. "LMG_Zafir_F",
  893. "LMG_Mk200_F",
  894. "arifle_MX_SW_Black_F",
  895. "Exile_Weapon_RPK",
  896. "Exile_Weapon_PK",
  897. "Exile_Weapon_PKP",
  898. "srifle_EBR_F",
  899. "srifle_DMR_01_F",
  900. "srifle_GM6_F",
  901. "srifle_LRR_F",
  902. "arifle_MXM_Black_F",
  903. "Exile_Weapon_DMR",
  904. "Exile_Weapon_SVD",
  905. "Exile_Weapon_VSSVintorez",
  906. "Exile_Weapon_CZ550",
  907. "Exile_Weapon_SVDCamo"
  908. ];
  909. DMS_BoxFood = [ // List of food that can spawn in a crate.
  910. "Exile_Item_GloriousKnakworst_Cooked",
  911. "Exile_Item_Surstromming_Cooked",
  912. "Exile_Item_SausageGravy_Cooked",
  913. "Exile_Item_ChristmasTinner_Cooked",
  914. "Exile_Item_BBQSandwich_Cooked",
  915. "Exile_Item_Catfood_Cooked",
  916. "Exile_Item_DogFood_Cooked",
  917. "Exile_Item_EMRE",
  918. "Exile_Item_BeefParts",
  919. "Exile_Item_Noodles",
  920. "Exile_Item_SeedAstics",
  921. "Exile_Item_Raisins",
  922. "Exile_Item_Moobar",
  923. "Exile_Item_InstantCoffee"
  924. ];
  925. DMS_BoxDrinks = [
  926. "Exile_Item_PlasticBottleCoffee",
  927. "Exile_Item_PowerDrink",
  928. "Exile_Item_PlasticBottleFreshWater",
  929. "Exile_Item_EnergyDrink",
  930. "Exile_Item_MountainDupe",
  931. "Exile_Item_ChocolateMilk"
  932. ];
  933. DMS_BoxMeds = [
  934. "Exile_Item_InstaDoc",
  935. "Exile_Item_Vishpirin",
  936. "Exile_Item_Bandage"
  937. ];
  938. 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.
  939. "Exile_Item_Matches",
  940. "Exile_Item_CookingPot",
  941. "Exile_Melee_Axe",
  942. "Exile_Item_CanOpener"
  943. ] + DMS_BoxFood + DMS_BoxDrinks + DMS_BoxMeds;
  944. DMS_Box_BaseParts_Wood = [ // List of wooden base parts.
  945. "Exile_Item_WoodWallKit",
  946. "Exile_Item_WoodWallHalfKit",
  947. "Exile_Item_WoodWindowKit",
  948. "Exile_Item_WoodDoorKit",
  949. "Exile_Item_WoodDoorwayKit",
  950. "Exile_Item_WoodGateKit",
  951. "Exile_Item_WoodFloorKit",
  952. "Exile_Item_WoodFloorPortKit",
  953. "Exile_Item_WoodStairsKit"
  954. ];
  955. DMS_Box_BaseParts_Concrete = [ // List of concrete base parts
  956. "Exile_Item_ConcreteWallKit",
  957. "Exile_Item_ConcreteWindowKit",
  958. "Exile_Item_ConcreteDoorKit",
  959. "Exile_Item_ConcreteDoorwayKit",
  960. "Exile_Item_ConcreteGateKit",
  961. "Exile_Item_ConcreteFloorKit",
  962. "Exile_Item_ConcreteFloorPortKit",
  963. "Exile_Item_ConcreteStairsKit"
  964. ];
  965. DMS_BoxBaseParts = [ // List of all base parts to spawn. Weighted towards wood base parts.
  966. "Exile_Item_FortificationUpgrade",
  967. "Exile_Item_FortificationUpgrade",
  968. "Exile_Item_SandBagsKit_Long",
  969. "Exile_Item_SandBagsKit_Long",
  970. "Exile_Item_SandBagsKit_Corner",
  971. "Exile_Item_SandBagsKit_Corner",
  972. "Exile_Item_HBarrier5Kit"
  973. ] + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Concrete;
  974. DMS_BoxCraftingMaterials = [
  975. "Exile_Item_Cement",
  976. "Exile_Item_Sand",
  977. "Exile_Item_Sand",
  978. "Exile_Item_WaterCanisterDirtyWater",
  979. "Exile_Item_MetalBoard",
  980. "Exile_Item_MetalPole",
  981. "Exile_Item_MetalPole",
  982. "Exile_Item_JunkMetal",
  983. "Exile_Item_JunkMetal",
  984. "Exile_Item_JunkMetal",
  985. "Exile_Item_WoodPlank",
  986. "Exile_Item_WoodPlank",
  987. "Exile_Item_WoodPlank",
  988. "Exile_Item_WoodPlank"
  989. ];
  990. DMS_BoxTools = [
  991. "Exile_Item_Grinder",
  992. "Exile_Item_Handsaw",
  993. "Exile_Item_CanOpener",
  994. "Exile_Item_Pliers",
  995. "Exile_Item_Screwdriver",
  996. "Exile_Item_Foolbox"
  997. ];
  998. 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.)
  999. "Exile_Item_DuctTape",
  1000. "Exile_Item_PortableGeneratorKit"
  1001. ] + DMS_BoxBaseParts + DMS_BoxCraftingMaterials + DMS_BoxCraftingMaterials + DMS_BoxTools;
  1002. DMS_BoxOptics = [ // List of optics that can spawn in a crate
  1003. "optic_Arco",
  1004. "optic_Hamr",
  1005. "optic_Aco",
  1006. "optic_Holosight",
  1007. "optic_MRCO",
  1008. "optic_SOS",
  1009. "optic_DMS",
  1010. "optic_LRPS",
  1011. "optic_Nightstalker" // Nightstalker scope lost thermal in Exile v0.9.4
  1012. ];
  1013. DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate
  1014. "B_Bergen_rgr",
  1015. "B_Carryall_oli",
  1016. "B_Kitbag_mcamo",
  1017. "B_Carryall_cbr",
  1018. "B_FieldPack_oucamo",
  1019. "B_FieldPack_cbr",
  1020. "B_Bergen_blk"
  1021. ];
  1022. DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies
  1023.  
  1024. DMS_Box_BreachingCharges = [ // List of breaching charges (weighted). Not used (yet).
  1025. "BreachingChargeBigMomma",
  1026. "BreachingChargeMetal",
  1027. "BreachingChargeMetal",
  1028. "BreachingChargeWood",
  1029. "BreachingChargeWood",
  1030. "BreachingChargeWood"
  1031. ];
  1032.  
  1033. DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
  1034. DMS_RareLootAmount = 1; // How many rare loot items to add.
  1035. DMS_RareLootList = [ // List of rare loot to spawn
  1036. "Exile_Item_SafeKit",
  1037. "Exile_Item_CodeLock"
  1038. ];
  1039. DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10%
  1040.  
  1041. // Vehicles
  1042. DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
  1043. "Exile_Car_Offroad_Armed_Guerilla01"
  1044. ];
  1045.  
  1046. DMS_MilitaryVehicles = [ // List of military vehicles that can spawn
  1047. "Exile_Car_Strider",
  1048. "Exile_Car_Hunter",
  1049. "Exile_Car_Ifrit"
  1050. ];
  1051.  
  1052. DMS_TransportTrucks = [ // List of transport trucks that can spawn
  1053. "Exile_Car_Van_Guerilla01",
  1054. "Exile_Car_Zamak",
  1055. "Exile_Car_Tempest",
  1056. "Exile_Car_HEMMT",
  1057. "Exile_Car_Ural_Open_Military",
  1058. "Exile_Car_Ural_Covered_Military"
  1059. ];
  1060.  
  1061. DMS_RefuelTrucks = [ // List of refuel trucks that can spawn
  1062. "Exile_Car_Van_Fuel_Black",
  1063. "Exile_Car_Van_Fuel_White",
  1064. "Exile_Car_Van_Fuel_Red",
  1065. "Exile_Car_Van_Fuel_Guerilla01",
  1066. "Exile_Car_Van_Fuel_Guerilla02",
  1067. "Exile_Car_Van_Fuel_Guerilla03"
  1068. ];
  1069.  
  1070. DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn
  1071. "Exile_Car_SUV_Red",
  1072. "Exile_Car_Hatchback_Rusty1",
  1073. "Exile_Car_Hatchback_Rusty2",
  1074. "Exile_Car_Hatchback_Sport_Red",
  1075. "Exile_Car_SUV_Red",
  1076. "Exile_Car_Offroad_Rusty2",
  1077. "Exile_Bike_QuadBike_Fia"
  1078. ];
  1079.  
  1080. DMS_TransportHelis = [ // List of transport helis that can spawn
  1081. "Exile_Chopper_Hummingbird_Green",
  1082. "Exile_Chopper_Orca_BlackCustom",
  1083. "Exile_Chopper_Mohawk_FIA",
  1084. "Exile_Chopper_Huron_Black",
  1085. "Exile_Chopper_Hellcat_Green",
  1086. "Exile_Chopper_Taru_Transport_Black"
  1087. ];
  1088.  
  1089. DMS_ReinforcementHelis = [ // List of helis that can spawn for AI paratrooper reinforcements.
  1090. //"B_Heli_Transport_01_camo_F" // Ghosthawk: You'll have to whitelist this in infistar if you want to use it.
  1091. ] + DMS_TransportHelis;
  1092.  
  1093. DMS_CarThievesVehicles = [ // List of vehicles that can spawn in the "car thieves" mission. By default, it's just "DMS_MilitaryVehicles" and "DMS_TransportTrucks".
  1094. //"Exile_Car_Offroad_Armed_Guerilla01"
  1095. ] + DMS_MilitaryVehicles + DMS_TransportTrucks;
  1096. /* Loot Settings */
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