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Vitaliy_V

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Nov 30th, 2018
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  1. /*
  2. for ghostridergaming
  3. By Ghostrider [GRG]
  4. Copyright 2016
  5.  
  6. --------------------------
  7. License
  8. --------------------------
  9. All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
  10.  
  11. http://creativecommons.org/licenses/by-nc-sa/4.0/
  12. */
  13.  
  14. #include "\q\addons\custom_server\Configs\blck_defines.hpp";
  15.  
  16. /*
  17. changing any of these variables may break the mission systemChat
  18. */
  19. blck_locationBlackList = []; // Do not touch ...
  20. blck_debugON = false; // Do not touch ...
  21. blck_debugLevel = 0; // Do not touch ...
  22. #ifdef blck_milServer
  23. if (true) exitWith
  24. {
  25. diag_log format["[blckeagls] Running configs for militarized servers build %1",blck_buildNumber];
  26. execVM "\q\addons\custom_server\Configs\blck_configs_mil.sqf";
  27. };
  28. #endif
  29. diag_log format["[blckeagls] Loading configurations for Non-militarized servers build %1",blck_buildNumber];
  30. /*
  31. **************************************
  32. Configurations begin here
  33. **************************************
  34. */
  35. /***************************************************************
  36. BLCKEAGLS SUPPLEMENTAL MODULES
  37. ****************************************************************
  38. Configuration for Addons that support the overall Mission system.
  39. These are:
  40. 1) a module to spawn map addons generated with the Eden Editor
  41. 2) And a moduel to spawn static loot crates at specific location
  42. 3) A time acceleration module.
  43. */
  44.  
  45. blck_spawnMapAddons = true; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf
  46. blck_spawnStaticLootCrates = true; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
  47. blck_simulationManager = blck_simulationManagementOff;
  48. diag_log format["[blckeagls] blck_configs: blck_simulationManager = %1",blck_simulationManager];
  49. /*
  50. blck_simulationManagementOff - no simulation management occurs
  51. blck_useBlckeaglsSimulationManager - simulation is enabled/disabled by periodic checks for nearby players; a 'wake' function is included when a units simulation is turned on
  52. blck_useDynamicSimulationManagement 2 - arma dynamic simulation is used
  53. */
  54.  
  55. // Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
  56. blck_useTimeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
  57. blck_timeAccelerationDay = 0.25; // Daytime time accelearation
  58. blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
  59. blck_timeAccelerationNight = 12; // Nighttim time acceleration
  60.  
  61. /**************************************************************
  62.  
  63. BLACKLIST LOCATIONS
  64.  
  65. **************************************************************/
  66. // if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis.
  67. blck_blacklistTraderCities = true; // Set this = true if you would like the mission system to automatically search for the locations of the Epoch/Exile trader cities. Note that these are added to the list of blacklisted locations for Epoch for the most common maps.
  68.  
  69. /***********************************************************
  70.  
  71. GENERAL MISSION SYSTEM CONFIGURATION
  72.  
  73. ***********************************************************/
  74. ////////
  75. // Headless Client Configurations
  76. blck_useHC = true; // Experimental (death messages and rewards not yet working).
  77.  
  78. ///////////////////////////////
  79. // Kill message configurations
  80. // These determine whether and when messages are sent to players regarding AI Kills or illegal kills that might damage a vehicle.
  81. blck_useKillMessages = true; // when true a message will be broadcast to all players each time an AI is killed; may impact server performance.
  82. blck_useKillScoreMessage = true; // when true a tile is displayed to the killer with the kill score information
  83. blck_useIEDMessages = true; // Displayes a message when a player vehicle detonates and IED (such as would happen if a player killed AI with a forbidden weapon).
  84.  
  85. ///////////////////////////////
  86. // MISSION MARKER CONFIGURATION
  87. // blck_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
  88. //When set to true,"arrow", text will be to the right of an arrow below the mission marker.
  89. // When set to true,"dot", ext will be to the right of a black dot at the center the mission marker.
  90. blck_labelMapMarkers = [true,"center"];
  91. blck_preciseMapMarkers = true; // Map markers are/are not centered at the loot crate
  92. blck_showCountAliveAI = false;
  93.  
  94. //Minimum distance between missions
  95. blck_MinDistanceFromMission = 1500;
  96. blck_minDistanceToBases = 900;
  97. blck_minDistanceToPlayer = 900;
  98. blck_minDistanceFromTowns = 300;
  99.  
  100. ///////////////////////////////
  101. // Mission Smoke and Signals
  102. ///////////////////////////////
  103.  
  104. // global loot crate options
  105. // Options to spawn a smoking wreck near the crate. When the first parameter is true, a wreck or junk pile will be spawned.
  106. // It's position can be either "center" or "random". smoking wreck will be spawned at a random location between 15 and 50 m from the mission.
  107. blck_SmokeAtMissions = [false,"random"]; // set to [false,"anything here"] to disable this function altogether.
  108. blck_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
  109. blck_missionEndCondition = "allKilledOrPlayerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
  110. blck_killPercentage = 0.999999999; // The mission will complete if this fraction of the total AI spawned has been killed.
  111. // This facilitates mission completion when one or two AI are spawned into objects.
  112. blck_spawnCratesTiming = "atMissionSpawnGround"; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir".
  113. // Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute.
  114. // This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
  115. blck_loadCratesTiming = "atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn";
  116. // Pertains only to crates spawned at mission spawn.
  117. // This sets the default but can be overridden for specific missions by defining _loadCratesTiming
  118.  
  119. // Examples:
  120. // To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn"
  121. // To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion"
  122. // To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
  123. // To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
  124. ///////////////////////////////
  125. // PLAYER PENALTIES
  126. ///////////////////////////////
  127.  
  128. blck_RunGear = true; // When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given blck_RunGearDamage of damage.
  129. blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
  130. blck_VK_Gear = true; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage
  131. blck_VK_RunoverDamage = true; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
  132. blck_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, blck_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
  133. blck_forbidenVehicles = ["B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"]; // Add any vehicles for which you wish to forbid vehicle kills
  134. // For a listing of the guns mounted on various land vehicles see the following link: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
  135. // HMG_M2 is mounted on the armed offroad that is spawned by Epoch
  136. blck_forbidenVehicleGuns = ["LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"]; // Add any vehicles for which you wish to forbid vehicle kills, o
  137.  
  138.  
  139. ///////////////////////////////
  140. // MISC MISSION PARAMETERS
  141. ///////////////////////////////
  142. blck_useKilledAIName = true; // When false, the name of the killer (player), weapon and distance are displayed; otherwise the name of the player, distance and name of AI unit killed are shown.
  143. blck_useMines = false; // when true mines are spawned around the mission area. these are cleaned up when a player reaches the crate. Turn this off if you have vehicle patrols.
  144. blck_cleanupCompositionTimer = 60*30; // Mission objects will be deleted after the mission is completed after a deley set by this timer.
  145. blck_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
  146. blck_MissionTimeout = 60*60; // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.
  147.  
  148. ///////////////////////////////
  149. // Paratroop Settings
  150. // AI paratrooper reinforcement paramters
  151. // The behavior of these can be linked to some degree to the spawning of patrolling helis.
  152. // For example, if you always want a helicopter to spawn paratroops set the value 1.
  153. // Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
  154. blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
  155. blck_noParaBlue = 3; // [1-N]
  156.  
  157. blck_chanceParaRed = 0;
  158. blck_noParaRed = 3;
  159.  
  160. blck_chanceParaGreen = 0;
  161. blck_noParaGreen = 4;
  162.  
  163. blck_chanceParaOrange = 0;
  164. blck_noParaOrange = 4;
  165.  
  166. // Supplemental Loot Parameters.
  167.  
  168. ///////////////////////////////
  169. // Heli Patrol Heli Types
  170. // Armed Helis
  171. //////////////////////////////
  172. _blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST)
  173. _blck_armed_hellcats = ["I_Heli_light_03_F"];
  174. _blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
  175. _blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
  176. _blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
  177. _blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
  178. _blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
  179. _blck_fighters = [
  180. "O_Plane_CAS_02_F", // /ti-199 Neophron (CAS)
  181. "I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA)
  182. "I_Plane_Fighter_04_F", // A-149 Gryphon
  183. "B_Plane_CAS_01_F", // A-164 Wipeout (CAS)
  184. "B_Plane_Fighter_01_F" // F/A-181 Black Wasp II
  185. ];
  186. blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"];
  187. blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
  188.  
  189.  
  190. ///////////////////////////////
  191. // Heli Patrol Settings
  192. ///////////////////////////////
  193.  
  194. blck_chanceHeliPatrolBlue = 0; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area.
  195. // The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above.
  196. // Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
  197. blck_patrolHelisBlue = _blck_littleBirds;
  198. blck_noPatrolHelisBlue = 1;
  199.  
  200. blck_chanceHeliPatrolRed = 0.1; // 0.4;
  201. blck_patrolHelisRed = _blck_littleBirds;
  202. blck_noPatrolHelisRed = 1;
  203.  
  204. blck_chanceHeliPatrolGreen = 0.4;
  205. blck_patrolHelisGreen = _blck_littleBirds;
  206. blck_noPatrolHelisGreen = 1;
  207.  
  208. blck_chanceHeliPatrolOrange = 0.5;
  209. blck_patrolHelisOrange = _blck_armed_hellcats+_blck_armed_orcas;
  210. blck_noPatrolHelisOrange = 1;
  211.  
  212. ////////////////////
  213. // Enable / Disable Missions
  214. ////////////////////
  215.  
  216. // Maximum number of missions shown on the map at any one time.
  217. #ifdef GRGserver
  218. blck_maxSpawnedMissions = 15;
  219. #else
  220. // Change this value to reduce the number of spawned missions at any one time.
  221. blck_maxSpawnedMissions = 4;
  222. #endif
  223.  
  224. //Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
  225. blck_enableOrangeMissions = 1;
  226. blck_enableGreenMissions = 1;
  227. blck_enableRedMissions = 2;
  228. blck_enableBlueMissions = 1;
  229. blck_numberUnderwaterDynamicMissions = 3; // Values from -1 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
  230.  
  231. #ifdef GRGserver
  232. blck_enableHunterMissions = 1;
  233. blck_enableScoutsMissions = 2;
  234. blck_maxcrashsites = 4;
  235. #endif
  236.  
  237. ////////////////////
  238. // MISSION TIMERS
  239. ////////////////////
  240.  
  241. // Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out
  242. blck_TMin_Orange = 250;
  243. blck_TMin_Green = 200;
  244. blck_TMin_Blue = 120;
  245. blck_TMin_Red = 150;
  246. blck_TMin_UMS = 180;
  247. #ifdef GRGserver
  248. blck_TMin_Hunter = 120;
  249. blck_TMin_Scouts = 115;
  250. blck_TMin_Crashes = 115;
  251.  
  252. #endif
  253.  
  254. //Maximum Spawn time between missions in seconds
  255. blck_TMax_Orange = 360;
  256. blck_TMax_Green = 300;
  257. blck_TMax_Blue = 200;
  258. blck_TMax_Red = 250;
  259. blck_TMax_UMS = 400;
  260. #ifdef GRGserver
  261. blck_TMax_Hunter = 200;
  262. blck_TMax_Scouts = 200;
  263. blck_TMax_Crashes = 200;
  264. #endif
  265.  
  266. ///////////////////////////////
  267. // AI VEHICLE PATROL PARAMETERS
  268. ///////////////////////////////
  269.  
  270. blck_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
  271. blck_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed.
  272. blck_vehicleDeleteTimer = 120*60;
  273. ////////////////////
  274. // Mission Vehicle Settings
  275. ////////////////////
  276. //Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
  277. blck_SpawnVeh_Orange = [3,4]; // Number of static weapons at Orange Missions
  278. blck_SpawnVeh_Green = [2,3]; // Number of static weapons at Green Missions
  279. blck_SpawnVeh_Blue = 1; // Number of static weapons at Blue Missions
  280. blck_SpawnVeh_Red = 1; // Number of static weapons at Red Missions
  281.  
  282. ///////////////////////////////
  283. // AI STATIC WEAPON PARAMETERS
  284. ///////////////////////////////
  285.  
  286. blck_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
  287. blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed.
  288. blck_staticWeapons = ["B_HMG_01_high_F","B_GMG_01_high_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher]
  289.  
  290. ////////////////////
  291. // Mission Static Weapon Settings
  292. ////////////////////
  293.  
  294. // Defines how many static weapons to spawn. Set this to -1 to disable spawning
  295. blck_SpawnEmplaced_Orange = [3,4]; // Number of static weapons at Orange Missions
  296. blck_SpawnEmplaced_Green = [2,3]; // Number of static weapons at Green Missions
  297. blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
  298. blck_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions
  299.  
  300. /****************************************************************
  301.  
  302. GENERAL AI SETTINGS
  303.  
  304. ****************************************************************/
  305. // When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
  306. blck_useConfigsGeneratedLoadouts = true;
  307.  
  308. blck_groupBehavior = "SENTRY"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
  309. blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
  310. blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
  311. blck_addAIMoney = true;
  312. blck_chanceBackpack = 0.3; // Chance AI will be spawned with a backpack
  313. blck_useNVG = true; // When true, AI will be spawned with NVG if is dark
  314. blck_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
  315. blck_useLaunchers = true; // When true, some AI will be spawned with RPGs; they do not however fire on vehicles for some reason so I recommend this be set to false for now
  316. //blck_launcherTypes = ["launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_B_Titan_short_F","launch_I_Titan_short_F","launch_O_Titan_short_F"];
  317. blck_launcherTypes = ["launch_RPG32_F"];
  318. blck_launchersPerGroup = 1; // Defines the number of AI per group spawned with a launcher
  319. blck_launcherCleanup = true;// When true, launchers and launcher ammo are removed from dead AI.
  320. blck_minimumPatrolRadius = 22; // AI will patrol within a circle with radius of approximately min-max meters. note that because of the way waypoints are completed they may more more or less than this distance.
  321. blck_maximumPatrolRadius = 35;
  322.  
  323. //This defines how long after an AI dies that it's body disappears.
  324. blck_bodyCleanUpTimer = 60*60; // time in seconds after which dead AI bodies are deleted
  325. // Each time an AI is killed, the location of the killer will be revealed to all AI within this range of the killed AI, set to -1 to disable
  326. // values are ordered as follows [blue, red, green, orange];
  327. blck_AliveAICleanUpTimer = 60*20; // Time after mission completion at which any remaining live AI are deleted.
  328.  
  329. // How precisely player locations will be revealed to AI after an AI kill
  330. // values are ordered as follows [blue, red, green, orange];
  331. blck_AIAlertDistance = [250,325,450,500]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
  332. //blck_AIAlertDistance = [150,225,400,500];
  333. // How precisely player locations will be revealed to AI after an AI kill
  334. // values are ordered as follows [blue, red, green, orange];
  335. blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];
  336.  
  337. blck_baseSkill = 1.0; // The overal skill of the AI - range 0.1 to 1.0.
  338.  
  339. /***************************************************************
  340.  
  341. MISSION TYPE SPECIFIC AI SETTINGS
  342.  
  343. **************************************************************/
  344. //This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
  345. // Orange Missions
  346. blck_MinAI_Orange = 20;
  347. blck_MaxAI_Orange = 25;
  348. blck_AIGrps_Orange = 5;
  349. blck_SkillsOrange = [
  350. ["aimingAccuracy",[0.35,0.45]],["aimingShake",[0.65,0.75]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",1.0],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
  351. ];
  352.  
  353. // Green Missions
  354. blck_MinAI_Green = 16;
  355. blck_MaxAI_Green = 21;
  356. blck_AIGrps_Green = 4;
  357. blck_SkillsGreen = [
  358. ["aimingAccuracy",0.3],["aimingShake",0.65],["aimingSpeed",0.65],["endurance",0.9],["spotDistance",0.9],["spotTime",0.9],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
  359. ];
  360.  
  361. // Red Missions
  362. blck_MinAI_Red = 12;
  363. blck_MaxAI_Red = 15;
  364. blck_AIGrps_Red = 3;
  365. blck_SkillsRed = [
  366. ["aimingAccuracy",0.2],["aimingShake",0.6],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.8],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
  367. ];
  368.  
  369. // Blue Missions
  370. blck_MinAI_Blue = 8;
  371. blck_MaxAI_Blue = 12;
  372. blck_AIGrps_Blue = 2;
  373. blck_SkillsBlue = [
  374. ["aimingAccuracy",0.1],["aimingShake",0.5],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
  375. ];
  376.  
  377. // Add some money to AI; only works with Exile for now.
  378. blck_maxMoneyOrange = 25;
  379. blck_maxMoneyGreen = 20;
  380. blck_maxMoneyRed = 15;
  381. blck_maxMoneyBlue = 10;
  382.  
  383. #ifdef GRGserver
  384. blck_AIAlertDistance = [250,450,650,800]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
  385. //blck_AIAlertDistance = [150,225,400,500];
  386. // How precisely player locations will be revealed to AI after an AI kill
  387. // values are ordered as follows [blue, red, green, orange];
  388. blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];
  389.  
  390. blck_baseSkill = 0.7; // The overal skill of the AI - range 0.1 to 1.0.
  391.  
  392. /***************************************************************
  393.  
  394. MISSION TYPE SPECIFIC AI SETTINGS
  395.  
  396. **************************************************************/
  397. //This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
  398. // Orange Missions
  399. blck_MinAI_Orange = 20;
  400. blck_MaxAI_Orange = 25;
  401. blck_AIGrps_Orange = 5;
  402. blck_SkillsOrange = [
  403. ["aimingAccuracy",[0.25,0.36]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
  404. ];
  405.  
  406. // Green Missions
  407. blck_MinAI_Green = 16;
  408. blck_MaxAI_Green = 21;
  409. blck_AIGrps_Green = 4;
  410. blck_SkillsGreen = [
  411. ["aimingAccuracy",[0.2,0.3]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
  412. ];
  413.  
  414. // Red Missions
  415. blck_MinAI_Red = 12;
  416. blck_MaxAI_Red = 15;
  417. blck_AIGrps_Red = 3;
  418. blck_SkillsRed = [
  419. ["aimingAccuracy",[0.2,0.25]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
  420. ];
  421.  
  422. // Blue Missions
  423. blck_MinAI_Blue = 8;
  424. blck_MaxAI_Blue = 12;
  425. blck_AIGrps_Blue = 2;
  426. blck_SkillsBlue = [
  427. ["aimingAccuracy",[0.08,16]],["aimingShake",[0.25,0.35]],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
  428. ];
  429.  
  430. // Add some money to AI; only works with Exile for now.
  431. blck_maxMoneyOrange = 25;
  432. blck_maxMoneyGreen = 20;
  433. blck_maxMoneyRed = 15;
  434. blck_maxMoneyBlue = 10;
  435. #endif
  436.  
  437. if (toLower(blck_modType) isEqualTo "epoch") then
  438. {
  439. diag_log format["[blckeagls] Loading Mission System using Parameters for %1",blck_modType];
  440. execVM "\q\addons\custom_server\Configs\blck_configs_epoch.sqf";
  441. };
  442. if (toLower(blck_modType) isEqualTo "exile") then
  443. {
  444. diag_log format["[blckeagls] Loading Mission System using Parameters for %1",blck_modType];
  445. execVM "\q\addons\custom_server\Configs\blck_configs_exile.sqf";
  446. };
  447. waitUntil{!isNil "blck_useConfigsGeneratedLoadouts"};
  448. waitUntil {!isNil "blck_maximumItemPriceInAI_Loadouts"};
  449. if (blck_useConfigsGeneratedLoadouts) then
  450. {
  451. diag_log format["[blckeagls] Dynamic Configs Enabled"];
  452. execVM "\q\addons\custom_server\Configs\blck_dynamicConfigs.sqf";
  453. };
  454.  
  455. blck_configsLoaded = true;
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