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https://github.com/Teh-Dango/Sarge-AI.git
synced 2024-08-30 16:32:11 +00:00
Turning off debug options
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parent
7c627d868a
commit
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@ -20,11 +20,11 @@
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SAR_useBlacklist = false; // Only works for Altis Exile, Namalsk Exile and Tanoa Exile currently. Do not use for non Exile servers!
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SAR_useBlacklist = false; // Only works for Altis Exile, Namalsk Exile and Tanoa Exile currently. Do not use for non Exile servers!
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/* Debug Settings */
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/* Debug Settings */
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SAR_DEBUG = true; // Set to true for RPT info on AI
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SAR_DEBUG = false; // Set to true for RPT info on AI
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SAR_EXTREME_DEBUG = true; // Set to true for RPT info on damn near everything
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SAR_EXTREME_DEBUG = false; // Set to true for RPT info on damn near everything
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SAR_HITKILL_DEBUG = true; // Set to true for RPT info on AI shooting and killing
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SAR_HITKILL_DEBUG = true; // Set to true for RPT info on AI shooting and killing
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SAR_log_AI_kills = false; // Set to true for kill logging by variable. ! IN DEVELOPMENT !
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SAR_log_AI_kills = false; // Set to true for kill logging by variable. ! IN DEVELOPMENT !
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SAR_KILL_MSG = true; // Set to true for announcing AI kills to the server ! IN DEVELOPMENT !
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SAR_KILL_MSG = true; // Set to true for announcing AI kills to the server ! Still a WIP !
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/* AI Settings */
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/* AI Settings */
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SAR_dynamic_spawning = true; // Turn dynamic grid spawns on or off
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SAR_dynamic_spawning = true; // Turn dynamic grid spawns on or off
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@ -37,8 +37,6 @@ _modName = "";
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if (_modName == "dsr_code") then {_modName = "desolation"};
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if (_modName == "dsr_code") then {_modName = "desolation"};
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} forEach _SAR_supportedMods;
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} forEach _SAR_supportedMods;
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SAR_AI_monitor = [];
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SAR_leader_number = 0;
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SAR_AI_friendly_side = "";
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SAR_AI_friendly_side = "";
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SAR_AI_unfriendly_side = "";
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SAR_AI_unfriendly_side = "";
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@ -46,35 +44,15 @@ switch (_modName) do {
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case "desolation": {
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case "desolation": {
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SAR_AI_friendly_side = INDEPENDENT;
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SAR_AI_friendly_side = INDEPENDENT;
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SAR_AI_unfriendly_side = WEST;
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SAR_AI_unfriendly_side = EAST;
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WEST setFriend [CIVILIAN, 0];
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EAST setFriend [CIVILIAN, 0];
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INDEPENDENT setFriend [CIVILIAN, 1];
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INDEPENDENT setFriend [CIVILIAN, 1];
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// Initialize Vehicles arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_air.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_land.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_sea.sqf",_modName]);
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// Initialize the AI loadout arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_bandits.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_soldiers.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_survivors.sqf",_modName]);
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};
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};
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case "exile": {
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case "exile": {
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SAR_AI_friendly_side = INDEPENDENT;
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SAR_AI_friendly_side = INDEPENDENT;
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AR_AI_unfriendly_side = WEST;
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AR_AI_unfriendly_side = WEST;
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// Initialize Vehicles arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_air.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_land.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_sea.sqf",_modName]);
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// Initialize the AI loadout arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_bandits.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_soldiers.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_survivors.sqf",_modName]);
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};
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};
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case "epoch": {
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case "epoch": {
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@ -83,16 +61,6 @@ switch (_modName) do {
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WEST setFriend [CIVILIAN, 0];
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WEST setFriend [CIVILIAN, 0];
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INDEPENDENT setFriend [CIVILIAN, 1];
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INDEPENDENT setFriend [CIVILIAN, 1];
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// Initialize Vehicles arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_air.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_land.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_sea.sqf",_modName]);
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// Initialize the AI loadout arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_bandits.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_soldiers.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_survivors.sqf",_modName]);
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};
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};
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default {
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default {
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diag_log "Sarge AI System: ERROR! The mod you are loading Sarge AI for is not supported!";
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diag_log "Sarge AI System: ERROR! The mod you are loading Sarge AI for is not supported!";
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@ -100,6 +68,19 @@ switch (_modName) do {
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};
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};
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};
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};
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SAR_AI_monitor = [];
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SAR_leader_number = 0;
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// Initialize Vehicles arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_air.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_land.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_sea.sqf",_modName]);
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// Initialize the AI loadout arrays
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_bandits.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_soldiers.sqf",_modName]);
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call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_survivors.sqf",_modName]);
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// Initialize the AI functions
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// Initialize the AI functions
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call compile preProcessFileLineNumbers "\addons\sarge\code\functions\fn_functions.sqf";
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call compile preProcessFileLineNumbers "\addons\sarge\code\functions\fn_functions.sqf";
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