/* # Original # Sarge AI System 1.5 Created for Arma 2: DayZ Mod Author: Sarge https://github.com/Swiss-Sarge # Fork # Sarge AI System 2.0+ Modded for Arma 3: Epoch Mod Changes: Dango https://www.hod-servers.com Tips: - All time formats are configured in seconds - All distance formats are in meters - Secondary AI skills can be decimal values i.e. 0.23 - Lower time intervals for detections require more CPU resources */ SAR_version = "2.2.9"; SAR_HC = true; // If there is no HC it will spawn on server automatically // TODO: Create dynamic map support for any map SAR_maps = ["altis","chernarus","chernarus_summer","chernarusredux","taviana","namalsk","lingor3","mbg_celle2","takistan","fallujah","panthera2","tanoa"]; SAR_useBlacklist = false; // ! ONLY USE FOR EXILE MOD ! /* Debug Settings */ SAR_DEBUG = false; // Set to true for RPT info on AI SAR_EXTREME_DEBUG = false; // Set to true for RPT info on damn near everything SAR_HITKILL_DEBUG = false; // Set to true for RPT info on AI shooting and killing SAR_log_AI_kills = false; // Set to true for kill logging by variable. ! IN DEVELOPMENT ! SAR_KILL_MSG = false; // Set to true for announcing AI kills to the server ! IN DEVELOPMENT ! /* AI Settings */ SAR_dynamic_spawning = true; // Turn dynamic grid spawns on or off SAR_Base_Gaurds = false; // Turn AI territory guards on or off ! ONLY USE FOR EXILE MOD ! SAR_anim_heli = true; // Turn animated heli crashes on or off ! Loot only configured for EXILE ! SAR_dynamic_group_respawn = true; // Turn dynamic grid AI respawn on or off SAR_dynamic_heli_respawn = true; // Turn dynamic grid AI respawn on or off SAR_AI_COMBAT_VEHICLE = false; // AI will steal a vehicle while in combat. SAR_AI_STEAL_VEHICLE = false; // AI will steal any vehicle to reach target location. SAR_AI_disable_UPSMON_AI = false; // Turn off UPSMON scripts for all AI ! May cause AI to act in unexpected ways ! SAR_respawn_waittime = 300; // How long to wait before dynamic AI respawns SAR_DESPAWN_TIMEOUT = 120; // How long to wait before despawning dynamic AI SAR_DELETE_TIMEOUT = 600; // How long to wait before deleting dead AI SAR_surv_kill_value = 20; // How much respect players lose if killing friendly AI SAR_band_kill_value = 10; // How much respect players gain if killing hostile AI SAR_RESPECT_HOSTILE_LIMIT = -60; // Friendly AI will shoot at players with respect below this number SAR_REAMMO_INTERVAL = 30; // How often AI will replenish their ammo 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 // Helicopter Types ---------------------------------------------------- SAR_heli_type = ["O_Heli_Light_02_unarmed_EPOCH"]; // --------------------------------------------------------------------- // Military AI --------------------------------------------------------- // --------------------------------------------------------------------- // Leader lodout options SAR_sold_leader_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_sold_leader_uniform = [["U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F"],["U_Camo_uniform"]]; SAR_sold_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"]; SAR_sold_leader_pistol = []; SAR_sold_leader_items = []; SAR_sold_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]]; SAR_sold_leader_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // Riflemen loadout options SAR_sold_rifleman_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_sold_rifleman_uniform = [["U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F"],["U_Camo_uniform"]]; SAR_sold_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"]; SAR_sold_rifleman_pistol = []; SAR_sold_rifleman_items = []; SAR_sold_rifleman_tools = [["ItemMap",50],["ItemCompass",30]]; SAR_sold_rifleman_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // Sniper loadout options SAR_sold_sniper_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_sold_sniper_uniform = [["U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard"],["U_ghillie1_uniform","U_ghillie2_uniform","U_ghillie3_uniform"]]; SAR_sold_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"]; SAR_sold_sniper_pistol = []; SAR_sold_sniper_items = []; SAR_sold_sniper_tools = [["ItemMap",50],["ItemCompass",30]]; SAR_sold_sniper_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // --------------------------------------------------------------------- // Survivor AI --------------------------------------------------------- // --------------------------------------------------------------------- // Leader lodout options SAR_surv_leader_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_surv_leader_uniform = [["U_C_Mechanic_01_F","U_C_IDAP_Man_Jeans_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Journalist","U_C_HunterBody_grn"],["U_CamoBlue_uniform","U_CamoBrn_uniform"]]; SAR_surv_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"]; SAR_surv_leader_pistol = []; SAR_surv_leader_items = []; SAR_surv_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]]; SAR_surv_leader_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // Riflemen loadout options SAR_surv_rifleman_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_surv_rifleman_uniform = [["U_C_Mechanic_01_F","U_C_IDAP_Man_Jeans_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Journalist","U_C_HunterBody_grn"],["U_CamoBlue_uniform","U_CamoBrn_uniform"]]; SAR_surv_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"]; SAR_surv_rifleman_pistol = []; SAR_surv_rifleman_items = []; SAR_surv_rifleman_tools = [["ItemMap",50],["ItemCompass",30]]; SAR_surv_rifleman_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // Sniper loadout options SAR_surv_sniper_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_surv_sniper_uniform = [["U_C_Mechanic_01_F","U_C_IDAP_Man_Jeans_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Journalist","U_C_HunterBody_grn"],["U_CamoBlue_uniform","U_CamoBrn_uniform"]]; SAR_surv_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"]; SAR_surv_sniper_pistol = []; SAR_surv_sniper_items = []; SAR_surv_sniper_tools = [["ItemMap",50],["ItemCompass",30]]; SAR_surv_sniper_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // --------------------------------------------------------------------- // Hostile AI ---------------------------------------------------------- // --------------------------------------------------------------------- // Leader lodout options SAR_band_leader_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_band_leader_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"],["U_CamoBiker_uniform"]]; SAR_band_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"]; SAR_band_leader_pistol = []; SAR_band_leader_items = []; SAR_band_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]]; SAR_band_leader_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // Riflemen loadout options SAR_band_rifleman_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_band_rifleman_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"],["U_CamoBiker_uniform"]]; SAR_band_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"]; SAR_band_rifleman_pistol = []; SAR_band_rifleman_items = []; SAR_band_rifleman_tools = [["ItemMap",50],["ItemCompass",30]]; SAR_band_rifleman_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; // Sniper loadout options SAR_band_sniper_gender = ["Epoch_Male_F","Epoch_Female_F"]; // DO NOT CHANGE THIS ARRAY! SAR_band_sniper_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"],["U_CamoBiker_uniform"]]; SAR_band_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"]; SAR_band_sniper_pistol = []; SAR_band_sniper_items = []; SAR_band_sniper_tools = [["ItemMap",50],["ItemCompass",30]]; SAR_band_sniper_skills = [ ["aimingAccuracy",0.10, round(random 2)], // skilltype, , ; ["aimingShake", 0.10, round(random 2)], ["aimingSpeed", 0.10, round(random 2)], ["spotDistance", 0.10, round(random 2)], ["spotTime", 0.10, round(random 2)], ["endurance", 0.10, round(random 2)], ["courage", 0.10, round(random 2)], ["reloadSpeed", 0.10, round(random 2)], ["commanding", 0.10, round(random 2)], ["general", 0.10, round(random 2)] ]; /* -------------------------------- Do Not Edit Below. If you do the AI will not work properly. -------------------------------- */ /* -------------------------------- Do Not Edit Below. If you do the AI will not work properly. -------------------------------- */ /* -------------------------------- Do Not Edit Below. If you do the AI will not work properly. -------------------------------- */ SAR_AI_friendly_side = WEST; SAR_AI_unfriendly_side = RESISTANCE; SAR_AI_monitor = []; SAR_leader_number = 0; true;