mirror of
https://github.com/Ghostrider-DbD-/GMS_RC.git
synced 2024-08-30 16:02:11 +00:00
666 lines
26 KiB
Plaintext
666 lines
26 KiB
Plaintext
/*
|
|
for ghostridergaming
|
|
By Ghostrider [GRG]
|
|
Copyright 2016
|
|
|
|
--------------------------
|
|
License
|
|
--------------------------
|
|
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
|
|
|
|
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
|
*/
|
|
|
|
#include "\GMS\Compiles\Init\GMS_defines.hpp"
|
|
|
|
/*
|
|
changing any of these variables may break the mission system
|
|
*/
|
|
GMS_locationBlackList = []; // Do not touch ...
|
|
GMS_debugLevel = 0; // should be set to 0 ...
|
|
|
|
[format["Loading configurations for Non-militarized servers"]] call GMS_fnc_log;
|
|
/*
|
|
**************************************
|
|
Configurations begin here
|
|
**************************************
|
|
*/
|
|
|
|
GMS_simulationManager = GMS_useBlckeaglsSimulationManager;
|
|
GMS_hideRocksAndPlants = true; // When true, any rocks, trees or bushes under enterable buildings will be 'hidden'
|
|
|
|
/*
|
|
GMS_simulationManagementOff - no simulation management occurs
|
|
GMS_useBlckeaglsSimulationManager - simulation is enabled/disabled by periodic checks for nearby players; a 'wake' function is included when a units simulation is turned on
|
|
GMS_useDynamicSimulationManagement 2 - arma dynamic simulation is used
|
|
*/
|
|
|
|
/**************************************************************
|
|
|
|
BLACKLIST LOCATIONS
|
|
|
|
**************************************************************/
|
|
// if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis.
|
|
GMS_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.
|
|
|
|
/***********************************************************
|
|
|
|
GENERAL MISSION SYSTEM CONFIGURATION
|
|
|
|
***********************************************************/
|
|
|
|
///////////////////////////////
|
|
// Kill message configurations
|
|
|
|
// This is the radius within which nearby players will receive any messages regaring AI Kills by other players
|
|
// the location of the killer is the center of this area
|
|
GMSAI_killMessagingRadius = 3000;
|
|
|
|
GMS_killMessageToAllPlayers = [
|
|
/*
|
|
These settings are used by GMSCore to determine what kinds of messages to use to notify players of a kill.
|
|
SystemChat can be broadcast to all players.
|
|
Comment out all options to disable this function (faster)
|
|
*/
|
|
|
|
//"toast", // Exile only
|
|
//"epochMsg", // Epoch only
|
|
//"hint",
|
|
//"cutText",
|
|
//"dynamic", // A display with information about rewards formated in a list on the left side of the screen
|
|
// Not recommended
|
|
//"systemChat"
|
|
];
|
|
GMS_killMessageTypesKiller = [
|
|
/*
|
|
These settings are used by GMSCore to determine what kinds of messages to use to notify players of a kill.
|
|
SystemChat can be broadcast to all players.
|
|
The other notifications will only be viewed by the player reponsible for the kill.
|
|
*/
|
|
|
|
//"toast", // Exile only
|
|
//"epochMsg", // Epoch only
|
|
//"hint",
|
|
//"cutText",
|
|
"dynamic" // A display with information about rewards formated in a list on the left side of the screen
|
|
//"systemChat"
|
|
];
|
|
GMS_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).
|
|
|
|
GMS_rewards = [[0,0],[0,0],[0,0],[0,0]];
|
|
|
|
switch (GMSCore_modType) do
|
|
{
|
|
case "Epoch": {
|
|
// expressed as crypto min, crypto max
|
|
GMS_rewardsNotifications = ["dynamicText"];
|
|
|
|
// expressed as [][crypto min, tabs max],[respect min,respect max]]
|
|
GMS_rewardsBlue = [[5,10],[8,12]];
|
|
GMS_rewardsRed = [[8,14],12,15];
|
|
GMS_rewardsGreen = [[10,18],[15,20]];
|
|
GMS_rewardsOrange = [[12,20],20,25];
|
|
GMS_rewards = [GMS_rewardsBlue,GMS_rewardsRed,GMS_rewardsGreen,GMS_rewardsOrange];
|
|
|
|
GMS_distanceBonus = 3; // per 100 M, max = 5 * this value;
|
|
GMS_killsBonus = 3; // from 2X up, max 6* this value
|
|
GMS_killstreakTimeout = 300; // 5 min
|
|
GMS_distantIncrementForCalculatingBonus = 100;
|
|
};
|
|
case "Exile": {
|
|
// expressed as [][tabs min, tabs max],[respect min,respect max]]
|
|
GMS_rewardsBlue = [[5,10],[8,12]];
|
|
GMS_rewardsRed = [[8,14],[12,15]];
|
|
GMS_rewardsGreen = [[10,18],[15,20]];
|
|
GMS_rewardsOrange = [[12,20],[20,25]];
|
|
GMS_rewards = [GMS_rewardsBlue,GMS_rewardsRed,GMS_rewardsGreen,GMS_rewardsOrange];
|
|
|
|
GMS_rewardsNotifications = ["dynamicText"];
|
|
|
|
GMS_respectBonusForKillstreaks = 3;
|
|
GMS_moneyGainedForKillstreaks = 3; // per kill of the current killstreak
|
|
|
|
GMS_killstreakTimeout = 300; // 5 min
|
|
GMS_distantIncrementForCalculatingBonus = 100;
|
|
};
|
|
case "default": {
|
|
GMS_rewardsNotifications = ["dynamicText"];
|
|
GMS_killstreakTimeout = 300; // 5 min
|
|
};
|
|
};
|
|
///////////////////////////////
|
|
// MISSION MARKER CONFIGURATION
|
|
// GMS_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
|
|
//When set to true,"arrow", text will be to the right of an arrow below the mission marker.
|
|
// When set to true,"dot", ext will be to the right of a black dot at the center the mission marker.
|
|
GMS_labelMapMarkers = [true,"center"];
|
|
GMS_preciseMapMarkers = true; // Map markers are/are not centered at the loot crate
|
|
GMS_showCountAliveAI = true;
|
|
|
|
// radius within whih missions are triggered. The trigger causes the crate and AI to spawn.
|
|
GMS_TriggerDistance = 1500;
|
|
|
|
//Minimum distance between missions
|
|
GMS_MinDistanceFromMission = 1200;
|
|
GMS_minDistanceToBases = 150;
|
|
GMS_minDistanceToPlayer = 1800;
|
|
GMS_minDistanceFromTowns = 200;
|
|
GMS_minDistanceFromDMS = 800; // minimum distance for a GMS mission from any nearby DMS missions. set to -1 to disable this check.
|
|
|
|
///////////////////////////////
|
|
// Mission Smoke and Signals
|
|
///////////////////////////////
|
|
|
|
// global loot crate options
|
|
// Options to spawn a smoking wreck near the crate. When the first parameter is true, a wreck or junk pile will be spawned.
|
|
// 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.
|
|
GMS_SmokeAtMissions = [false,"random"]; // set to [false,"anything here"] to disable this function altogether.
|
|
GMS_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
|
|
GMS_missionEndCondition = allUnitsKilled; //allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear
|
|
|
|
// Added 10/01/23 for those who want some control over the color.
|
|
GMS_smokeShellAtCrates = ["SmokeShellOrange","SmokeShellBlue","SmokeShellPurple","SmokeShellRed","SmokeShellGreen","SmokeShellYellow"];
|
|
|
|
///////////////////////////////
|
|
// General Mission Completion and Loot Settings
|
|
///////////////////////////////
|
|
GMS_killPercentage = 0.999999; // The mission will complete if this fraction of the total AI spawned has been killed.
|
|
// This facilitates mission completion when one or two AI are spawned into objects.
|
|
GMS_crateMovedAllowed = false; // when true the mission is aborted if a player moves the crate
|
|
// resulting in loss of loot.
|
|
GMS_spawnCratesTiming = "atMissionSpawnGround"; // Choices: "atMissionSpawnGround","atMissionSpawnAir","atMissionEndGround","atMissionEndAir".
|
|
// 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.
|
|
// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
|
|
GMS_loadCratesTiming = "atMissionSpawn"; //""atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
|
// Pertains only to crates spawned at mission spawn.
|
|
// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
|
|
|
|
// Examples:
|
|
// To spawn crates at mission start loaded with gear set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionSpawn"
|
|
// To spawn crates at mission start but load gear only after the mission is completed set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionCompletion"
|
|
// To spawn crates on the ground at mission completion set GMS_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
|
|
// To spawn crates in the air and drop them by chutes set GMS_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
|
|
GMS_allowClaimVehicle = false; // Set this to true if you wish to allow players to claim vehicles using one of the claim vehicle scripts floating around.
|
|
|
|
///////////////////////////////
|
|
// PLAYER PENALTIES
|
|
///////////////////////////////
|
|
|
|
GMS_RunGear = false; // When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given GMS_RunGearDamage of damage.
|
|
GMS_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
|
|
GMS_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 GMS_RunGearDamage of damage
|
|
GMS_VK_RunoverDamage = false; // when the AI was run over GMS_RunGearDamage of damage will be applied to the killer's vehicle.
|
|
GMS_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, GMS_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
|
|
|
|
/* these are weapons, magazines, sensors to be disabled when a vehicle is spawned */
|
|
GMS_forbidenWeapons = [
|
|
/*
|
|
Examples:
|
|
"HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"
|
|
*/
|
|
];
|
|
GMS_forbidenMagazines = [
|
|
/*
|
|
Examples
|
|
"24Rnd_missiles","200Rnd_40mm_G_belt"
|
|
*/
|
|
];
|
|
GMS_disableInfrared = false;
|
|
GMS_disabledSensors = [
|
|
/*
|
|
Current Arma Sensor (Arma 2.06)
|
|
"IRSensorComponent",
|
|
NVSensorComponent",
|
|
"LaserSensorComponent",
|
|
"ActiveRadarSensorComponent",
|
|
"VisualSensorComponent",
|
|
"ManSensorComponnet",
|
|
"DataLinkSensorComponent"
|
|
*/
|
|
];
|
|
|
|
///////////////////////////////
|
|
// MISC MISSION PARAMETERS
|
|
///////////////////////////////
|
|
GMS_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.
|
|
GMS_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.
|
|
GMS_cleanupCompositionTimer = 60*30; // Mission objects will be deleted after the mission is completed after a deley set by this timer.
|
|
GMS_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
|
|
GMS_MissionTimeout = 90*90; // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.
|
|
|
|
///////////////////////////////
|
|
// Paratroop Settings
|
|
// AI paratrooper reinforcement paramters
|
|
// The behavior of these can be linked to some degree to the spawning of patrolling helis.
|
|
// For example, if you always want a helicopter to spawn paratroops set the value 1.
|
|
// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
|
|
GMS_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]
|
|
GMS_noParaBlue = 3; // [1-N]
|
|
|
|
GMS_chanceParaRed = 0;
|
|
GMS_noParaRed = 3;
|
|
|
|
GMS_chanceParaGreen = 0.5;
|
|
GMS_noParaGreen = 4;
|
|
|
|
GMS_chanceParaOrange = 0.95;
|
|
GMS_noParaOrange = 4;
|
|
|
|
// Supplemental Loot Parameters.
|
|
|
|
///////////////////////////////
|
|
// Heli Patrol Heli Types
|
|
// Armed Helis
|
|
//////////////////////////////
|
|
|
|
_GMS_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST)
|
|
_GMS_armed_hellcats = ["I_Heli_light_03_F"];
|
|
_GMS_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
|
|
_GMS_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
|
|
_GMS_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
|
|
_GMS_armed_attackHelis = ["CUP_B_UH1Y_GUNSHIP_USMC"];
|
|
_GMS_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","CUP_B_UH1Y_GUNSHIP_USMC"];
|
|
_GMS_fighters = [
|
|
"O_Plane_CAS_02_F", // /ti-199 Neophron (CAS)
|
|
"I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA)
|
|
"I_Plane_Fighter_04_F", // A-149 Gryphon
|
|
"B_Plane_CAS_01_F", // A-164 Wipeout (CAS)
|
|
"B_Plane_Fighter_01_F" // F/A-181 Black Wasp II
|
|
];
|
|
|
|
GMS_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"];
|
|
GMS_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
|
|
//_cup_helis = ["uh1h_armed_EPOCH","uh1h_armed_plus_EPOCH"];
|
|
_cup_Helis_missiles = ["CUP_B_412_dynamicLoadout_HIL","CUP_B_AW159_RN_Blackcat","CUP_B_AW159_RN_Blackcat"];
|
|
_cup_attack_helis = [];
|
|
///////////////////////////////
|
|
// Heli Patrol Settings
|
|
///////////////////////////////
|
|
|
|
GMS_chanceHeliPatrolBlue = 0.1; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area.
|
|
// The chance of paratroops dropping from the heli is defined by GMS_chancePara(Blue|Red|Green|Orange) above.
|
|
// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
|
|
GMS_patrolHelisBlue = _GMS_littleBirds;
|
|
GMS_noPatrolHelisBlue = 1;
|
|
|
|
GMS_chanceHeliPatrolRed = 0.1; // 0.4;
|
|
GMS_patrolHelisRed = _GMS_littleBirds;
|
|
GMS_noPatrolHelisRed = 1;
|
|
|
|
GMS_chanceHeliPatrolGreen = 0.55;
|
|
GMS_patrolHelisGreen = _GMS_armed_hellcats + _cup_Helis_missiles; // _GMS_armed_orcas + _GMS_armed_ghosthawks; //_GMS_littleBirds;
|
|
GMS_noPatrolHelisGreen = 1;
|
|
|
|
GMS_chanceHeliPatrolOrange = 0.90;
|
|
GMS_patrolHelisOrange = _GMS_armed_heavyAttackHelis + _GMS_armed_attackHelis; //_GMS_littleBirds;
|
|
GMS_noPatrolHelisOrange = 1;
|
|
|
|
///////////////////////////////
|
|
// Mission Drone Settings
|
|
///////////////////////////////
|
|
GMS_numberUGVs = 0;
|
|
GMS_UGVtypes = [ //
|
|
// Stompers
|
|
"O_UGV_01_rcws_F",5 // east - Use for Exile
|
|
//"B_UGV_01_rcws_F",5 // west
|
|
//"I_UGV_01_rcws_F",5 // GUER
|
|
];
|
|
|
|
GMS_numberUAVs = 0;
|
|
GMSAI_UAVTypes = [ // note that faction may matter here.
|
|
// East
|
|
"O_UAV_01_F",2, // Darter equivalent, unarmed
|
|
//"O_UAV_02_F",2, // Ababil with Scalpel Missels
|
|
"O_UAV_02_CAS_F",2 // Ababil with Bombx
|
|
//"O_UAV_01_F",2
|
|
// West - see CfgVehicles WEST online or in the editor
|
|
// Independent/GUER
|
|
//"I_UAV_01_F",1
|
|
];
|
|
|
|
////////////////////
|
|
// Enable / Disable Missions
|
|
////////////////////
|
|
|
|
// Maximum number of missions shown on the map at any one time.
|
|
GMS_maxSpawnedMissions = 11;
|
|
|
|
//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.
|
|
GMS_enableOrangeMissions = 1;
|
|
GMS_enableGreenMissions = 2;
|
|
GMS_enableRedMissions = 2;
|
|
GMS_enableBlueMissions = 1;
|
|
GMS_numberUnderwaterDynamicMissions = 0; // Values from -1 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
|
|
|
|
#ifdef GRGserver
|
|
GMS_enableHunterMissions = 1;
|
|
GMS_enableScoutsMissions = 2;
|
|
GMS_maxcrashsites = 2;
|
|
#endif
|
|
|
|
////////////////////
|
|
// MISSION TIMERS
|
|
////////////////////
|
|
|
|
// Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out
|
|
GMS_TMin_Orange = 180; //1;
|
|
GMS_TMin_Green = 150; //2;
|
|
GMS_TMin_Blue = 120; //3;
|
|
GMS_TMin_Red = 110; //4;
|
|
GMS_TMin_UMS = 105; //5;
|
|
|
|
#ifdef GRGserver
|
|
GMS_TMin_Hunter = 100; //6;
|
|
GMS_TMin_Scouts = 95; //7;
|
|
GMS_TMin_Crashes = 90; //8;
|
|
#endif
|
|
|
|
//Maximum Spawn time between missions in seconds
|
|
GMS_TMax_Orange =200; //9;
|
|
GMS_TMax_Green = 180; //10;
|
|
GMS_TMax_Blue = 160; //11;
|
|
GMS_TMax_Red = 150; //12;
|
|
GMS_TMax_UMS = 13;
|
|
|
|
#ifdef GRGserver
|
|
GMS_TMax_Hunter = 140; //14;
|
|
GMS_TMax_Scouts = 130; //15;
|
|
GMS_TMax_Crashes = 100; //16;
|
|
#endif
|
|
|
|
//
|
|
///////////////////////////////
|
|
// AI VEHICLE PATROL PARAMETERS
|
|
///////////////////////////////
|
|
|
|
GMS_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
|
|
GMS_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed.
|
|
GMS_vehicleDeleteTimer = 120*60;
|
|
////////////////////
|
|
// Mission Vehicle Settings
|
|
////////////////////
|
|
//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
|
|
GMS_SpawnVeh_Orange = [1,2]; // Number of static weapons at Orange Missions
|
|
GMS_SpawnVeh_Green = [1,2]; // Number of static weapons at Green Missions
|
|
GMS_SpawnVeh_Blue = 1; // Number of static weapons at Blue Missions
|
|
GMS_SpawnVeh_Red = 1; // Number of static weapons at Red Missions
|
|
|
|
GMS_vehCrew_blue = 3;
|
|
GMS_vehCrew_red = 3;
|
|
GMS_vehCrew_green = 3;
|
|
GMS_vehCrew_orange = 3;
|
|
|
|
///////////////////////////////
|
|
// AI STATIC WEAPON PARAMETERS
|
|
///////////////////////////////
|
|
|
|
GMS_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
|
|
GMS_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed.
|
|
GMS_staticWeapons = ["B_HMG_01_high_F","B_GMG_01_high_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher]
|
|
|
|
////////////////////
|
|
// Mission Static Weapon Settings
|
|
////////////////////
|
|
|
|
// Defines how many static weapons to spawn. Set this to -1 to disable spawning
|
|
GMS_SpawnEmplaced_Orange = [3]; // Number of static weapons at Orange Missions
|
|
GMS_SpawnEmplaced_Green = [2]; // Number of static weapons at Green Missions
|
|
GMS_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
|
|
GMS_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions
|
|
|
|
|
|
|
|
/****************************************************************
|
|
|
|
GENERAL AI SETTINGS
|
|
|
|
****************************************************************/
|
|
// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
|
|
GMS_useConfigsGeneratedLoadouts = false;
|
|
GMS_logBlacklistedItems = true;
|
|
//GMS_maximumitempriceinai_loadouts = 1000;
|
|
// lists of black-listed items to be excluded from dynamic loadouts
|
|
|
|
/*
|
|
A list of dlcs will be dumped during server start up.
|
|
You can comment out those you dont want to exclude
|
|
or identify and add others from the list generated when the dynamicConfigs script is run
|
|
*/
|
|
|
|
GMS_blackListedMods = [
|
|
// Uncomment to exclude items/weapons/uniforms/vest/headgear from being included.
|
|
// Add DLC names you wish to exluded as appropriate
|
|
// DLC names will be added to your server.RPT
|
|
//"Kart",
|
|
//"TANK",
|
|
//"ORANGE",
|
|
//"Heli",
|
|
//"Contact",
|
|
//"Enoch",
|
|
//"Orange",
|
|
//"Jets",
|
|
//"Mark",
|
|
//"Expansion"
|
|
];
|
|
GMS_blacklistedVests = [
|
|
//"V_Press_F"
|
|
];
|
|
|
|
GMS_blacklistedUniforms = [
|
|
"U_I_Protagonist_VR",
|
|
"U_C_Protagonist_VR",
|
|
"U_O_Protagonist_VR",
|
|
"U_B_Protagonist_VR",
|
|
"Exile_Uniform_BambiOverall",
|
|
"Exile_Uniform_ExileCustoms"
|
|
];
|
|
|
|
GMS_blacklistedBackpacks = [
|
|
//"B_ViperLightHarness_blk_F"
|
|
"I_UAV_01_backpack_F",
|
|
"C_IDAP_UAV_06_backpack_F",
|
|
"C_IDAP_UAV_06_antimine_backpack_F",
|
|
"B_UAV_06_medical_backpack_F",
|
|
"TK_RPG_Backpack_Epoch"
|
|
];
|
|
|
|
GMS_blacklistedHeadgear = [
|
|
"H_HelmotO_ViperSP_ghex_F",
|
|
"H_HelmetO_VierSP_hex"
|
|
];
|
|
|
|
GMS_blacklistedPrimaryWeapons = [
|
|
//"srifle_LRR_tna_F"
|
|
"nl_auto_xbow",
|
|
"pvcrifle_01_F",
|
|
"ChainSaw",
|
|
"Hatchet",
|
|
"MultiGun",
|
|
"MeleeSledge",
|
|
"MeleeSword",
|
|
"Power_Sword",
|
|
"MeleeRod",
|
|
"CrudeHatchet",
|
|
"MeleeMaul",
|
|
"WoodClub",
|
|
"Plunger",
|
|
"sr25_epoch"
|
|
];
|
|
|
|
GMS_blacklistedSecondaryWeapons = [
|
|
"hgun_Pistol_heav_02_F",
|
|
"hgun_Pistol_tranq_01",
|
|
"nl_auto_xbow",
|
|
"pvcrifle_01_F",
|
|
"ChainSaw",
|
|
"Hatchet",
|
|
"MultiGun",
|
|
"MeleeSledge",
|
|
"MeleeSword",
|
|
"Power_Sword",
|
|
"MeleeRod",
|
|
"CrudeHatchet",
|
|
"MeleeMaul",
|
|
"WoodClub",
|
|
"Plunger"
|
|
];
|
|
|
|
GMS_blacklistedLaunchersAndSwingWeapons = [
|
|
|
|
];
|
|
|
|
GMS_blacklistedOptics = [
|
|
//"optic_tws"
|
|
];
|
|
|
|
GMS_blacklistedAttachments = [
|
|
|
|
];
|
|
|
|
GMS_blacklistedItems = [
|
|
|
|
];
|
|
/////////////////////////////////////////////
|
|
|
|
GMS_groupBehavior = "SAFE"; // https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
|
|
GMS_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
|
|
GMS_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
|
|
|
|
GMS_useSmokeWhenHealing = true; // when true, injured AI will toss a smoke when they attempt to heal.
|
|
GMS_addAIMoney = false;
|
|
|
|
GMS_useNVG = true; // When true, AI will be spawned with NVG if is dark
|
|
// No longer used.
|
|
GMS_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
|
|
GMS_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
|
|
//GMS_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"];
|
|
GMS_launcherTypes = ["launch_RPG32_F"]; //["CUP_launch_RPG7V"]; //
|
|
GMS_launchersPerGroup = 1; // Defines the number of AI per group spawned with a launcher
|
|
GMS_launcherCleanup = false;// When true, launchers and launcher ammo are removed from dead AI.
|
|
GMS_minimumPatrolRadius = 36; // 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.
|
|
GMS_maximumPatrolRadius = 66;
|
|
|
|
GMS_waypointTimeoutInfantry = 300;
|
|
GMS_waypointTimeoutVehicle = 300;
|
|
GMS_waypointTimeoutAir = 300;
|
|
|
|
//This defines how long after an AI dies that it's body disappears.
|
|
GMS_bodyCleanUpTimer = 60*45; // time in seconds after which dead AI bodies are deleted
|
|
// 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
|
|
// values are ordered as follows [blue, red, green, orange];
|
|
GMS_AliveAICleanUpTimer = 60*15; // Time after mission completion at which any remaining live AI are deleted.
|
|
|
|
// How precisely player locations will be revealed to AI after an AI kill
|
|
// values are ordered as follows [blue, red, green, orange];
|
|
GMS_AIAlertDistance = [250,450,1000,1300]; // 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.
|
|
// How precisely player locations will be revealed to AI after an AI kill
|
|
// values are ordered as follows [blue, red, green, orange];
|
|
GMS_AIIntelligence = [0.37, 0.57, 0.77, 0.97];
|
|
|
|
GMS_baseSkill = 1.0; // The overal skill of the AI - range 0.1 to 1.0.
|
|
|
|
/***************************************************************
|
|
|
|
MISSION TYPE SPECIFIC AI SETTINGS
|
|
|
|
**************************************************************/
|
|
//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
|
|
// Orange Missions
|
|
GMS_MinAI_Orange = 18;
|
|
GMS_MaxAI_Orange = 23;
|
|
GMS_AIGrps_Orange = 5;
|
|
GMS_SkillsOrange = [
|
|
[0.20], // aiming accuracy
|
|
[0.75,0.85], // aiming speed
|
|
[0.25], // aiming shake
|
|
1.0, // spot distance
|
|
0.89, // spot time
|
|
1.00, // courage
|
|
1.00, // reload speed
|
|
1.00, // commanding
|
|
1.00 // general
|
|
];
|
|
|
|
// Green Missions
|
|
GMS_MinAI_Green = 14;
|
|
GMS_MaxAI_Green = 19;
|
|
GMS_AIGrps_Green = 4;
|
|
GMS_SkillsGreen = [
|
|
[0.18], // aiming accuracy
|
|
[0.65,0.75], // aiming speed
|
|
[0.18], // aiming shake
|
|
0.92, // spot distance
|
|
0.82, // spot time
|
|
0.9, // courage
|
|
0.9, // reload speed
|
|
0.9, // comanding
|
|
0.85 // general
|
|
];
|
|
|
|
// Red Missions
|
|
GMS_MinAI_Red = 10;
|
|
GMS_MaxAI_Red = 13;
|
|
GMS_AIGrps_Red = 3;
|
|
GMS_SkillsRed = [
|
|
[0.14], // aiming accuracy
|
|
0.6, // aiming speed
|
|
[0.14], // aiming shake
|
|
0.7, // spot distance
|
|
0.6, // spot time
|
|
0.80, // courage
|
|
0.70, // reoload speed
|
|
0.8, // comanding
|
|
0.70 // general
|
|
];
|
|
|
|
// Blue Missions
|
|
GMS_MinAI_Blue = 6;
|
|
GMS_MaxAI_Blue = 10;
|
|
GMS_AIGrps_Blue = 2;
|
|
GMS_SkillsBlue = [
|
|
[0.08], // aiming accuracy
|
|
0.5, // aiming speed
|
|
[0.08], // aiming shake
|
|
0.6, // spot distance
|
|
0.6, // spot time
|
|
0.60, // courage
|
|
0.60, // reoload speed
|
|
0.7, // comanding
|
|
0.60 // general
|
|
];
|
|
|
|
// Add some money to AI;
|
|
GMS_maxMoneyOrange = 35;
|
|
GMS_maxMoneyGreen = 30;
|
|
GMS_maxMoneyRed = 25;
|
|
GMS_maxMoneyBlue = 20;
|
|
|
|
// Define the chance of attachments and gear
|
|
GMS_chancePrimary = 1.0;
|
|
GMS_chanceOpticsPrimary = 0.5;
|
|
GMS_chanceMuzzlePrimary = 0.3;
|
|
GMS_chancePointerPrimary = 0.25;
|
|
GMS_chanceUnderbarrelPrimary = 0.25;
|
|
GMS_chanceSecondary = 0.5;
|
|
GMS_chanceOpticsSecondary = 0.4;
|
|
GMS_chancePointerSecondary = 0.4;
|
|
GMS_chanceMuzzleSecondary = 0.4;
|
|
GMS_chanceThowable = 0.5;
|
|
GMS_chanceHeadgear = 0.75;
|
|
GMS_chanceUniform = 1.0;
|
|
GMS_chanceBackpack = 0.6; // Chance AI will be spawned with a backpack
|
|
GMS_chanceVest = 0.6;
|
|
GMS_chanceBinoc = 0.75;
|
|
|
|
private _configToLoad = format["\GMS\Configs\GMS_configs_%1.sqf",tolower(GMSCore_modtype)];
|
|
//diag_log format["[GMS] _configToLoad = %1",_configToLoad];
|
|
[] call compileFinal preprocessFileLineNumbers _configToLoad;
|
|
|
|
if (GMS_useConfigsGeneratedLoadouts) then
|
|
{
|
|
["Dynamic Configs Enabled"] call GMS_fnc_log;
|
|
execVM "\GMS\Configs\GMS_dynamicConfigs.sqf";
|
|
};
|
|
GMS_configsLoaded = true;
|
|
//diag_log format["<--- GMS_configs loaded at %1 --->",diag_tickTime];
|