SAR_DETECT_HOSTILE = 200; // How far away AI can detect hostile AI & players
SAR_DETECT_INTERVAL = 10; // How often AI can detect AI & players
SAR_DETECT_HOSTILE_FROM_VEHICLE = 400; // How far AI can detect hostile AI & players while in a vehicle
SAR_DETECT_FROM_VEHICLE_INTERVAL = 5; // How often AI can detect hostile AI & players while in a vehicle
// Chance the AI will spawn
SAR_chance_bandits = 100; // Chance to spawn 1-100%
SAR_chance_soldiers = 25; // Chance to spawn 1-100%
SAR_chance_survivors = 75; // Chance to spawn 1-100%
// Max number of AI groups allowed at once
SAR_max_grps_bandits = 4; // Total groups per grid
SAR_max_grps_soldiers = 2; // Total groups per grid
SAR_max_grps_survivors = 2; // Total groups per grid
// Size of AI groups plus a leader
SAR_max_grpsize_bandits = 3; // Size of the group If using HC use +1 at least to offset AI side bug only for bandits
SAR_max_grpsize_soldiers = 2; // Size of the group
SAR_max_grpsize_survivors = 2; // Size of the group
// Chance the AI Helicopters will spawn - IN DEVELOPMENT
SAR_chance_band_heli = 35;
SAR_chance_surv_heli = 35;
SAR_chance_mili_heli = 35;
// AI experience system
SAR_AI_XP_SYSTEM = true; // Turn this feature on or off
SAR_SHOW_XP_LVL = false;
// Level 1 settings
SAR_AI_XP_LVL_1 = 0; // xp needed to reach this level
SAR_AI_XP_NAME_1 = "Rookie"; // name of the level range
SAR_AI_XP_ARMOR_1 = 1; // armor value for this level - values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90%
// Level 2 settings
SAR_AI_XP_LVL_2 = 5;
SAR_AI_XP_NAME_2 = "Veteran";
SAR_AI_XP_ARMOR_2 = 0.5;
// Level 3 settings
SAR_AI_XP_LVL_3 = 20;
SAR_AI_XP_NAME_3 = "Legendary";
SAR_AI_XP_ARMOR_3 = 0.3;
// Bonus factors for leaders
SAR_leader_health_factor = 1; // values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90% - EXPERIMENTAL
// military AI
SAR_leader_sold_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
SAR_soldier_sold_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
SAR_sniper_sold_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
// bandit AI
SAR_leader_band_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
SAR_soldier_band_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
SAR_sniper_band_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
// survivor AI
SAR_leader_surv_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
SAR_soldier_surv_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
SAR_sniper_surv_skills = [
["aimingAccuracy",0.35, 0], // skilltype, <min value>, <random value added to min>;
["aimingShake", 0.35, 0],
["aimingSpeed", 0.35, 0],
["spotDistance", 0.35, 0],
["spotTime", 0.35, 0],
["endurance", 0.35, 0],
["courage", 0.35, 0],
["reloadSpeed", 0.35, 0],
["commanding", 0.35, 0],
["general", 0.35, 0]
];
// Military AI ----------------------------------------------------------