/* # 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_useBlacklist = false; // Only works for Altis Exile, Namalsk Exile and Tanoa Exile currently. Do not use for non Exile servers! /* Debug Settings */ SAR_DEBUG = true; // Set to true for RPT info on AI SAR_EXTREME_DEBUG = true; // Set to true for RPT info on damn near everything SAR_HITKILL_DEBUG = true; // 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 = true; // 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_static_spawning = false; // DO NOT ENABLE THIS FEATURE! SAR_Base_Gaurds = false; // DO NOT ENABLE THIS FEATURE! SAR_anim_heli = true; // DO NOT ENABLE THIS FEATURE! SAR_dynamic_group_respawn = true; // Turn dynamic grid AI respawn on or off SAR_dynamic_heli_respawn = false; // 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 SAR_max_grpsize_soldiers = 2; // Size of the group SAR_max_grpsize_survivors = 2; // Size of the group // Dynamic AI Helicopters ! 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