Sarge-AI/sarge/init/fn_preInit.sqf
Teh Dango c5e98f17e6 Epoch Update
Epoch Update
2017-10-25 21:36:31 -04:00

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/*
# 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: Exile Mod
Changes: Dango
https://www.hod-servers.com
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 = "2.2.4";
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","taviana","namalsk","lingor3","mbg_celle2","takistan","fallujah","panthera2","tanoa"];
SAR_useBlacklist = false;
/* 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 gurads 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 of 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 = 50; // How much respect players lose if killing friendly AI ! ONLY USE FOR EXILE MOD !
SAR_band_kill_value = 100; // How much respect players gain if killing hostile AI ! ONLY USE FOR EXILE MOD !
SAR_RESPECT_HOSTILE_LIMIT = -2000; // Friendly AI will shoot at players with respect below this number ! ONLY USE FOR EXILE MOD !
SAR_REAMMO_INTERVAL = 30; // How often AI will replenish their ammunitions
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 ----------------------------------------------------------
// ----------------------------------------------------------------------
SAR_leader_sold_list = ["B_officer_F"];
SAR_sniper_sold_list = ["B_ghillie_lsh_F","B_sniper_F"];
SAR_soldier_sold_list = ["B_G_medic_F","B_G_engineer_F","b_soldier_survival_F","B_G_Soldier_TL_F"];
SAR_sold_leader_weapon_list = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
SAR_sold_leader_pistol_list = [];
SAR_sold_leader_items = [];
SAR_sold_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]];
SAR_sold_rifleman_weapon_list = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
SAR_sold_rifleman_pistol_list = [];
SAR_sold_rifleman_items = [];
SAR_sold_rifleman_tools = [["ItemMap",50],["ItemCompass",30]];
SAR_sold_sniper_weapon_list = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
SAR_sold_sniper_pistol_list = [];
SAR_sold_sniper_items = [];
SAR_sold_sniper_tools = [["ItemMap",50],["ItemCompass",30]];
// Survivor AI ----------------------------------------------------------
// ---------------------------------------------------------------------
SAR_leader_surv_list = ["B_G_Soldier_A_F"];
SAR_sniper_surv_list = ["B_G_Soldier_LAT_F"];
SAR_soldier_surv_list = ["B_G_Soldier_M_F"];
SAR_surv_leader_weapon_list = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
SAR_surv_leader_pistol_list = [];
SAR_surv_leader_items = [];
SAR_surv_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]];
SAR_surv_rifleman_weapon_list = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
SAR_surv_rifleman_pistol_list = [];
SAR_surv_rifleman_items = [];
SAR_surv_rifleman_tools = [["ItemMap",50],["ItemCompass",30]];
SAR_surv_sniper_weapon_list = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
SAR_surv_sniper_pistol_list = [];
SAR_surv_sniper_items = [];
SAR_surv_sniper_tools = [["ItemMap",50],["ItemCompass",30]];
// Hostile AI ----------------------------------------------------------
// ---------------------------------------------------------------------
SAR_leader_band_list = ["O_G_Soldier_lite_F"];
SAR_sniper_band_list = ["O_G_Soldier_lite_F"];
SAR_soldier_band_list = ["O_G_Soldier_lite_F"];
SAR_band_leader_weapon_list = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
SAR_band_leader_pistol_list = [];
SAR_band_leader_items = [];
SAR_band_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]];
SAR_band_rifleman_weapon_list = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
SAR_band_rifleman_pistol_list = [];
SAR_band_rifleman_items = [];
SAR_band_rifleman_tools = [["ItemMap",50],["ItemCompass",30]];
SAR_band_sniper_weapon_list = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
SAR_band_sniper_pistol_list = [];
SAR_band_sniper_items = [];
SAR_band_sniper_tools = [["ItemMap",50],["ItemCompass",30]];
// Helicopter Types ----------------------------------------------------
// ---------------------------------------------------------------------
SAR_heli_type = ["B_Heli_Light_01_stripped_F"];
/* -------------------------------- 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 = RESISTANCE;
SAR_AI_unfriendly_side = EAST;
SAR_AI_monitor = [];
SAR_leader_number = 0;
true;