Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- ////////////////////////////////////////////////////////////////////////
- //
- // Server Occupation script by second_coming
- //
- //
- // http://www.exilemod.com/profile/60-second_coming/
- //
- SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
- // SC_LootCrateGuards = 4; // number of AI to spawn at each crate
- // This script uses the fantastic DMS by Defent and eraser1
- //
- // http://www.exilemod.com/topic/61-dms-defents-mission-system/
- //
- ////////////////////////////////////////////////////////////////////////
- // Shared Config for each occupation monitor
- SC_debug = false; // set to true to turn on debug features (not for live servers)
- SC_extendedLogging = true; // set to true for additional logging
- SC_infiSTAR_log = false; // true Use infiSTAR logging, false logs to server rpt
- SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
- SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
- SC_minFPS = 25; // any lower than minFPS on the server and additional AI won't spawn
- SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
- SC_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)
- // Occupation Places (towns, villages & cities roaming AI)
- SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
- // Occupation Military (roaming AI near military buildings)
- SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
- SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
- "Land_Cargo_House_V1_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_Patrol_V2_F",
- "Land_Cargo_Patrol_V3_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
- "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
- "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
- "Land_Radar_F","Land_Radar_Small_F","Land_Dome_Big_F","Land_Dome_Small_F","Land_Army_hut3_long_int",
- "Land_Army_hut_int","Land_Army_hut2_int"
- ];
- SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
- SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
- SC_occupySky = true; // true if you want to have roaming AI helis
- SC_occupySea = false; // true if you want to have roaming AI boats
- SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
- SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
- SC_LootCrateGuards = 6; // number of AI to spawn at each crate
- SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards)
- SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
- SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
- SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)
- SC_statics = [ [[1178,2524,0],8,250,true] ]; //[[pos],ai count,radius,search buildings]
- // Settings for roaming ground vehicle AI
- SC_maxNumberofVehicles = 4;
- SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_Octavius_White"];
- // Settings for roaming airborne AI (non armed helis will just fly around)
- SC_maxNumberofHelis = 2;
- SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
- // Settings for roaming seaborne AI (non armed boats will just sail around)
- SC_maxNumberofBoats = 0;
- SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","Exile_Boat_MotorBoat_Police" ];
- // AI Custom Loadouts
- // namalsk specific settings
- if (worldName == 'Namalsk') then
- {
- SC_maxAIcount = 80;
- SC_occupySky = false;
- SC_maxNumberofVehicles = 2;
- SC_numberofLootCrates = 3;
- SC_numberofHeliCrashes = 2;
- SC_maxNumberofBoats = 1;
- };
- // Don't alter anything below this point
- SC_liveVehicles = 0;
- SC_liveVehiclesArray = [];
- SC_liveHelis = 0;
- SC_liveHelisArray = [];
- SC_liveBoats = 0;
- SC_liveBoatsArray = [];
- publicVariable "SC_liveVehicles";
- publicVariable "SC_liveVehiclesArray";
- publicVariable "SC_liveHelis";
- publicVariable "SC_liveHelisArray";
- publicVariable "SC_liveBoats";
- publicVariable "SC_liveBoatsArray";
- publicVariable "SC_numberofLootCrates";
Add Comment
Please, Sign In to add comment