mirror of
https://github.com/Teh-Dango/Sarge-AI.git
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549f3d7063
Fixing undefined variables for vehicle arrays
92 lines
4.1 KiB
Plaintext
92 lines
4.1 KiB
Plaintext
/*
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# Original #
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Sarge AI System 1.5
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Created for Arma 2: DayZ Mod
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Author: Sarge
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https://github.com/Swiss-Sarge
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# Fork #
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Sarge AI System 2.0+
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Modded for Arma 3: Epoch Mod
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Changes: Dango
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https://www.hod-servers.com
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Tips:
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- All time formats are configured in seconds
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- All distance formats are in meters
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- Secondary AI skills can be decimal values i.e. 0.23
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- Lower time intervals for detections require more CPU resources
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*/
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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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SAR_DEBUG = true; // 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_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_KILL_MSG = true; // Set to true for announcing AI kills to the server ! IN DEVELOPMENT !
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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_static_spawning = false; // DO NOT ENABLE THIS FEATURE!
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SAR_Base_Gaurds = false; // DO NOT ENABLE THIS FEATURE!
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SAR_anim_heli = true; // DO NOT ENABLE THIS FEATURE!
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SAR_dynamic_group_respawn = true; // Turn dynamic grid AI respawn on or off
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SAR_dynamic_heli_respawn = false; // Turn dynamic grid AI respawn on or off
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SAR_AI_COMBAT_VEHICLE = false; // AI will steal a vehicle while in combat.
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SAR_AI_STEAL_VEHICLE = false; // AI will steal any vehicle to reach target location.
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SAR_AI_disable_UPSMON_AI = false; // Turn off UPSMON scripts for all AI ! May cause AI to act in unexpected ways !
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SAR_respawn_waittime = 300; // How long to wait before dynamic AI respawns
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SAR_DESPAWN_TIMEOUT = 120; // How long to wait before despawning dynamic AI
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SAR_DELETE_TIMEOUT = 600; // How long to wait before deleting dead AI
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SAR_surv_kill_value = 20; // How much respect players lose if killing friendly AI
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SAR_band_kill_value = 10; // How much respect players gain if killing hostile AI
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SAR_RESPECT_HOSTILE_LIMIT = -60; // Friendly AI will shoot at players with respect below this number
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SAR_REAMMO_INTERVAL = 30; // How often AI will replenish their ammo
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SAR_DETECT_HOSTILE = 200; // How far away AI can detect hostile AI & players
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SAR_DETECT_INTERVAL = 10; // How often AI can detect AI & players
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SAR_DETECT_HOSTILE_FROM_VEHICLE = 400; // How far AI can detect hostile AI & players while in a vehicle
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SAR_DETECT_FROM_VEHICLE_INTERVAL = 5; // How often AI can detect hostile AI & players while in a vehicle
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// Chance the AI will spawn
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SAR_chance_bandits = 100; // Chance to spawn 1-100%
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SAR_chance_soldiers = 25; // Chance to spawn 1-100%
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SAR_chance_survivors = 75; // Chance to spawn 1-100%
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// Max number of AI groups allowed at once
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SAR_max_grps_bandits = 4; // Total groups per grid
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SAR_max_grps_soldiers = 2; // Total groups per grid
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SAR_max_grps_survivors = 2; // Total groups per grid
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// Size of AI groups plus a leader
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SAR_max_grpsize_bandits = 3; // Size of the group
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SAR_max_grpsize_soldiers = 2; // Size of the group
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SAR_max_grpsize_survivors = 2; // Size of the group
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// Dynamic AI Helicopters ! IN DEVELOPMENT !
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SAR_chance_band_heli = 35;
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SAR_chance_surv_heli = 35;
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SAR_chance_mili_heli = 35;
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// AI experience system
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SAR_AI_XP_SYSTEM = true; // Turn this feature on or off
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SAR_SHOW_XP_LVL = false;
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// Level 1 settings
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SAR_AI_XP_LVL_1 = 0; // xp needed to reach this level
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SAR_AI_XP_NAME_1 = "Rookie"; // name of the level range
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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%
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// Level 2 settings
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SAR_AI_XP_LVL_2 = 5;
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SAR_AI_XP_NAME_2 = "Veteran";
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SAR_AI_XP_ARMOR_2 = 0.5;
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// Level 3 settings
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SAR_AI_XP_LVL_3 = 20;
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SAR_AI_XP_NAME_3 = "Legendary";
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SAR_AI_XP_ARMOR_3 = 0.3;
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// Bonus factors for leaders
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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
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