/* Author: IT07 Description: cpp config file for exile_vemf_reloaded What is exile_vemf_reloaded? (short: VEMFr) It is a complete remake (and port to Exile) of VEMF (for Epoch) by TheVampire. exile_vemf_reloaded was originally called VEMF but because the original creator (TheVampire) wanted to continue his work on VEMF, this remade version of VEMF had its name changed into exile_vemf_reloaded. */ /////////////// /// NOTE: settings that are set to 0 means they are DISABLED | settings set to 1 (or higher) are either enabled or have a specific function /////////////// class CfgVemfReloaded { /////// Debugging/learning/logging /////// debugMode = 3; // 0 = no debugging | 1 = ERRORS only | 2 = INFO only | 3 = ERRORS & INFO overridesToRPT = 1; // Enable/disable logging of override settings to .RPT /////////////////////////////////////// // Global settings addons[] = {}; // Not used for now headLessClientSupport = 0; headLessClientNames[] = {"HC1"}; housesBlackList[] = {"Land_Pier_F"}; killPercentage = 100; // How much of total AI has to be killed for mission completion (in percentage) maxGlobalMissions = 10; // Enable/disable global mission amount limit maxNew = 2; // Enable/disable MAXIMUM time (in minutes) before new mission can run minNew = 1; // Enable/disable MINIMUM time (in minutes) before new mission can run minPlayers = 1; // Enable/disable minimal required player count for (new) missions to (start) spawn(ing) minServerFPS = 20; // Enable/disable minimum server FPS for VEMF to keep spawning missions missionDistance = 2000; // Enable/disable minimum distance between missions missionList[] = {"DynamicLocationInvasion"}; // Each entry should represent an .sqf file in the missions folder noMissionPos[] = {{{2998.62,18175.4,0.00143886},500},{{14601.3,16799.3,0.00143814},800},{{23334.8,24189.5,0.00132132},600}}; // Format: {{position},radius} | Default: Exile Altis safezones nonPopulated = 1; // Enable/disable allowance of missions at locations WITHOUT (enterable) buildings punishRoadKills = 1; // Enable/disable respect deduction if player roadkills AI removeAllAssignedItems = 0; // Enable/disable removal of Map, Compass, Watch and Radio from all AI sayKilled = 1; // Enable/disable AI kill messages timeOutTime = 25; // Enable/disable mission timeOutTime (in minutes) validateLoot = 1; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile // Exile specific settings aiMode = 1; // 0 = normal soldier AI | 1 = regular police AI | 2 = S.W.A.T. AI respectReward = 20; // 0 = no respect for killing AI | respectReward > 0 = amount of minimum respect reward for player respectRoadKillDeduct = 20; // 0 = no deduction for roadkilling AI | respectRoadKillDeduct > = amount of respect to deduct from player; // AI Unit settings unitClass = "B_G_Soldier_AR_F"; // Default: "B_G_Soldier_AR_F" // NOTE: VEMFr will automatically adjust the AI's side that belongs to the unit of given unitClass class locationBlackLists { // NOTE: If the map you use is not listed below, simply add it by yourself or put the locations you want to blacklist into the locations array of the Other class class Altis { locations[] = {"Kavala","Syrta","Zaros","Pyrgos","Selekano","Sofia","Sagonisi","Monisi","Fournos","Savri","Atsalis","Polemista","Cap Makrinos","Pyrgi","Makrynisi","Chelonisi","Almyra","Surf Club"}; }; class Stratis { locations[] = {"Marina Bay","Kamino Bay","Keiros Bay","Limeri Bay","Tsoukala Bay","Jay Cove","Strogos Bay","Kyfi Bay","Nisi Bay"}; }; class Namalsk { locations[] = {"Nemsk Bay","Brensk Bay","Seraja Bay","Lubjansk Bay","Tara Strait"}; }; class Other { locations[] = {}; }; }; class DynamicLocationInvasion { // DynamicLocationInvasion (mission) settings allowCrateLift = 0; // Allow/disallow the loot crate to be lifted with helicopter aiLaunchers = 1; // Allow/disallow AI to have rocket launchers allowTWS = 0; // Enable/disable the usage of TWS scopes by AI announce = 1; // Enable/disable mission notificatons cal50s = 3; // Max amount of .50 caliber machineguns at mission | Needs to be lower than total unit count per mission cal50sDelete = 1; // Enable/disable the removal of .50cal | 2 = destroy (not remove) crateTypes[] = {"I_CargoNet_01_ammo_F","O_CargoNet_01_ammo_F","B_CargoNet_01_ammo_F","I_supplyCrate_F","Box_East_AmmoVeh_F","Box_NATO_AmmoVeh_F"}; flairTypes[] = {"Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue"}; groupCount[] = {2,4}; // In format: {minimum, maximum}; VEMF will pick a random number between min and max. If you want the same amount always, use same numbers for minimum and maximum. groupUnits[] = {4,6}; // How much units in each group. Works the same like groupCount hasLauncherChance = 25; // In percentage. How big the chance that each AI gets a launcher heliPatrol[] = {1, {"B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_03_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"}}; // Enable/disable heli patrol at mission location and set the types of heli(s) marker = 1; // Enable/disable mission markers markCrateOnMap = 1; // Enable/disable loot crate marker on map called "Loot" markCrateVisual = 1; // Enable/disable loot crate VISUAL marker (smoke and/or chem) /* maxDistance NOTE: make sure to keep this number very high. 15000 is for Altis */ maxDistancePrefered = 7000; // Prefered maximum mission distance from player maxInvasions = 7; // Max amount of active uncompleted invasions allowed at the same time mines = 0; // Enable/disable mines at mission | 1 = anti-Armor mines | 2 = anti-Personell mines | 3 = both anti-Armor and anti-Personell mines minesAmount = 20; // Ignore if placeMines = 0; minesCleanup = 1; // Enable/disable the removal of mines once mission has been completed | 2 = explode mines nonPopulated = -1; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting parachuteCrate[] = {0, 250}; // default: {disabled, 250 meters} | use 1 as first number to enable crate parachute spawn randomModes = 1; // Enable/disable randomization of AI types (linked to aiMode setting) skipDistance = 800; // No missions at locations which have players within this range (in meters) smokeTypes[] = {"SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellRed","SmokeShellYellow"}; streetLights = 0; // Enable/disable street lights at mission location streetLightsRestore = 1; // Enable/disable restoration of street lights after mission completion streetLightsRange = 500; // Affects streetlights within this distance from mission's center }; class aiCleanUp { // Contains settings for removal of items from each AI that gets eliminated aiDeathRemovalEffect = 0; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated removeHeadGear = 0; // Enable/disable removal of headgear after AI has been eliminated, obviously removeLaunchers = 0; // Enable/disable removal of rocket launchers from AI after they are eliminated }; class aiStatic { // Simply spawns units at desired positions amount[] = {10,20,12,11,40,21,19}; // How much AI units on each seperate position. Example: 1st location, 10. 2nd location, 20. 3rd location, 12. And so on.... enabled = 0; // Enable/disable static AI spawning positions[] = {}; // Add positions here. Each position must have {} around it and must be seperated with a comma if multiple positions present. Last position in list should NOT have a comma behind it! random = 1; // Enable/disable randomization of AI units amount }; class aiSkill // Minimum: 0 | Maximum: 1 { // Global AI skill settings. They affect each VEMF unit for any default VEMF mission difficulty = "Veteran"; // Options: "Easy" "Normal" "Veteran" "Hardcore" | Default: Veteran class Easy // AI looks stupid with this setting xD { accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.7; courage = 1; reloadSpeed = 0.3; commanding = 0.8; general = 0.3; }; class Normal { accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.7; courage = 1; reloadSpeed = 0.3; commanding = 0.8; general = 0.4; }; class Veteran { accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.7; courage = 1; reloadSpeed = 0.3; commanding = 0.8; general = 0.5; }; class Hardcore // Also known as Aimbots { accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.7; courage = 1; reloadSpeed = 0.3; commanding = 0.8; general = 0.7; }; }; class policeConfig { backpacks[] = { "B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_cbr", "B_AssaultPack_mcamo","B_TacticalPack_rgr","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_blk", "B_TacticalPack_oli","B_FieldPack_khk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr", "B_FieldPack_blk","B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_khk","B_Carryall_cbr", "B_Parachute","B_FieldPack_oli","B_Carryall_oli","B_Kitbag_Base","B_Kitbag_cbr","B_Kitbag_mcamo", "B_Kitbag_rgr","B_Kitbag_sgg","B_OutdoorPack_Base","B_OutdoorPack_blk","B_OutdoorPack_blu", "B_OutdoorPack_tan" }; headGear[] = { "H_Cap_police","H_Beret_blk_POLICE","H_Cap_blk_ION","H_Cap_khaki_specops_UK","H_Cap_tan_specops_US","H_Cap_brn_SPECOPS","H_Cap_blk_CMMG","H_Cap_blk","H_Cap_blu","H_Cap_red", "H_Cap_press","H_Cap_usblack","H_Beret_brn_SF","H_Beret_Colonel" }; pistols[] = {"hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"}; rifles[] = { "arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_Mk20_F","arifle_Mk20_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F", "arifle_MXC_F","arifle_MX_F","arifle_MX_SW_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","hgun_PDW2000_F","SMG_01_F","SMG_02_F" }; uniforms[] = {"U_C_Journalist","U_Rangemaster","U_Marshal","U_Competitor"}; vests[] = {"V_TacVest_blk_POLICE","V_PlateCarrierSpec_blk","V_PlateCarrierGL_blk","V_TacVestCamo_khk","V_TacVest_blk","V_BandollierB_blk","V_Rangemaster_belt"}; }; class crateLoot { // Loot crate configuration primarySlotsMax = 10; // Maximum primary weapons in each loot crate primarySlotsMin = 4; // Minimum primary weapons in each loot crate primaryWeaponLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"srifle_DMR_01_F",2},{"srifle_EBR_F",3},{"srifle_GM6_F",1},{"LMG_Mk200_F",3},{"LMG_Zafir_F",3},{"arifle_Katiba_F",3},{"arifle_Katiba_GL_F",2},{"arifle_Mk20_F",2}, {"arifle_Mk20_plain_F",2},{"arifle_Mk20C_F",2},{"arifle_Mk20C_plain_F",2},{"arifle_Mk20_GL_F",2},{"arifle_Mk20_GL_plain_F",2},{"arifle_MXC_F",2},{"arifle_MX_F",2}, {"arifle_MX_GL_F",2},{"arifle_MX_SW_F",2},{"arifle_MXM_F",2},{"arifle_MXC_Black_F",2},{"arifle_MX_Black_F",2},{"arifle_MX_GL_Black_F",2},{"arifle_MX_SW_Black_F",2}, {"arifle_MXM_Black_F",2},{"arifle_SDAR_F",2},{"arifle_TRG21_F",2},{"arifle_TRG20_F",2},{"arifle_TRG21_GL_F",2},{"SMG_01_F",2},{"SMG_02_F",2},{"srifle_GM6_camo_F",2}, {"srifle_LRR_camo_F",2},{"srifle_DMR_02_F",2},{"srifle_DMR_02_camo_F",2},{"srifle_DMR_02_sniper_F",2},{"srifle_DMR_03_F",2},{"srifle_DMR_03_khaki_F",2},{"srifle_DMR_03_tan_F",2}, {"srifle_DMR_03_multicam_F",2},{"srifle_DMR_03_woodland_F",2},{"srifle_DMR_04_F",2},{"srifle_DMR_04_Tan_F",2},{"srifle_DMR_05_blk_F",2},{"srifle_DMR_05_hex_F",2},{"srifle_DMR_05_tan_f",2},{"srifle_DMR_06_camo_F",2},{"srifle_DMR_06_olive_F",2},{"MMG_01_hex_F",2},{"MMG_01_tan_F",2},{"MMG_02_camo_F",2}, {"MMG_02_black_F",2},{"MMG_02_sand_F",2} }; secondarySlotsMax = 4; // Maximum number of secondary weapons to be in each loot crate secondarySlotsMin = 2; // Minimum number of secondary weapons to be in each loot crate secondaryWeaponLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"hgun_ACPC2_F",3},{"hgun_P07_F",3},{"hgun_Pistol_heavy_01_F",3},{"hgun_Pistol_heavy_02_F",3},{"hgun_Rook40_F",3} }; magSlotsMax = 6; // Maximum number of magazine slots in each loot crate magSlotsMin = 4; // Minimum number of magazine slots in each loot crate magLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"30Rnd_556x45_Stanag",20},{"30Rnd_556x45_Stanag_Tracer_Red",20},{"30Rnd_556x45_Stanag_Tracer_Green",20}, {"30Rnd_556x45_Stanag_Tracer_Yellow",20},{"30Rnd_65x39_caseless_mag",20},{"30Rnd_65x39_caseless_green",20},{"30Rnd_65x39_caseless_mag_Tracer",20}, {"30Rnd_65x39_caseless_green_mag_Tracer",20},{"20Rnd_762x51_Mag",20},{"7Rnd_408_Mag",20},{"5Rnd_127x108_Mag",20},{"100Rnd_65x39_caseless_mag",20}, {"100Rnd_65x39_caseless_mag_Tracer",20},{"200Rnd_65x39_cased_Box",20},{"200Rnd_65x39_cased_Box_Tracer",20},{"30Rnd_9x21_Mag",20},{"16Rnd_9x21_Mag",20}, {"30Rnd_45ACP_Mag_SMG_01",20},{"30Rnd_45ACP_Mag_SMG_01_Tracer_Green",20},{"9Rnd_45ACP_Mag",20},{"150Rnd_762x51_Box",20},{"150Rnd_762x51_Box_Tracer",20}, {"150Rnd_762x54_Box",20},{"150Rnd_762x54_Box_Tracer",20},{"11Rnd_45ACP_Mag",20},{"6Rnd_45ACP_Cylinder",20},{"10Rnd_762x51_Mag",20},{"10Rnd_762x54_Mag",20}, {"5Rnd_127x108_APDS_Mag",20},{"10Rnd_338_Mag",20},{"130Rnd_338_Mag",20},{"10Rnd_127x54_Mag",20},{"150Rnd_93x64_Mag",20},{"10Rnd_93x64_DMR_05_Mag",20} }; attSlotsMax = 4; // Maximum number of attachment slots in each loot crate attSlotsMin = 2; // Minimum number of attachment slots in each loot crate attLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"ItemGPS",5},{"ItemRadio",4},{"ItemMap",6},{"MineDetector",1},{"Binocular",4},{"Rangefinder",2},{"muzzle_snds_H",2}, {"muzzle_snds_L",2},{"muzzle_snds_M",2},{"muzzle_snds_B",2},{"muzzle_snds_H_MG",2},{"muzzle_snds_H_SW",2}, {"optic_Arco",3},{"optic_Aco",3},{"optic_ACO_grn",3},{"optic_Aco_smg",3},{"optic_ACO_grn_smg",3},{"optic_Holosight",3}, {"optic_Holosight_smg",3},{"optic_SOS",3},{"acc_flashlight",3},{"acc_pointer_IR",3},{"optic_MRCO",3},{"muzzle_snds_acp",3}, {"optic_NVS",3},{"optic_DMS",3},{"optic_Yorris",2},{"optic_MRD",2},{"optic_LRPS",3},{"muzzle_snds_338_black",3},{"muzzle_snds_338_green",3}, {"muzzle_snds_338_sand",3},{"muzzle_snds_93mmg",3},{"muzzle_snds_93mmg_tan",3},{"optic_AMS",3},{"optic_AMS_khk",3},{"bipod_03_F_oli",3}, {"optic_AMS_snd",3},{"optic_KHS_blk",3},{"optic_KHS_hex",3},{"optic_KHS_old",3},{"optic_KHS_tan",3},{"bipod_01_F_snd",3}, {"bipod_01_F_blk",3},{"bipod_01_F_mtp",3},{"bipod_02_F_blk",3},{"bipod_02_F_tan",3},{"bipod_02_F_hex",3},{"bipod_03_F_blk",3} }; itemSlotsMax = 4; // Maximum number of attachment slots in each loot crate itemSlotsMin = 2; // Minimum number of attachment slots in each loot crate itemLoot[] = { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"Exile_Item_Flag",3},{"Exile_Item_FuelCanisterFull",2},{"Exile_Item_FuelCanisterEmpty",1},{"Exile_Item_InstaDoc",4},{"Exile_Item_Matches",3},{"Exile_Item_PlasticBottleFreshWater",5} }; vestSlotsMax = 4; // Maximum number of vest slots in each loot crate vestSlotsMin = 2; // Minimum number of vest slots in each loot crate vestLoot[] = // NOTE ABOUT VESTS: it is recommended to keep amount for each vest at 1 because vests do not stack unlike weapons, items and magazines { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"V_PlateCarrier1_rgr",1},{"V_PlateCarrier2_rgr",1},{"V_PlateCarrier3_rgr",1},{"V_PlateCarrierGL_rgr",1},{"V_PlateCarrier1_blk",1}, {"V_PlateCarrierSpec_rgr",1},{"V_Chestrig_khk",1},{"V_Chestrig_rgr",1},{"V_Chestrig_blk",1},{"V_Chestrig_oli",1},{"V_TacVest_khk",1}, {"V_TacVest_brn",1},{"V_TacVest_oli",1},{"V_TacVest_blk",1},{"V_TacVest_camo",1},{"V_TacVest_blk_POLICE",1},{"V_TacVestIR_blk",1},{"V_TacVestCamo_khk",1}, {"V_HarnessO_brn",1},{"V_HarnessOGL_brn",1},{"V_HarnessO_gry",1},{"V_HarnessOGL_gry",1},{"V_HarnessOSpec_brn",1},{"V_HarnessOSpec_gry",1}, {"V_PlateCarrierIA1_dgtl",1},{"V_PlateCarrierIA2_dgtl",1},{"V_PlateCarrierIAGL_dgtl",1},{"V_RebreatherB",1},{"V_RebreatherIR",1},{"V_RebreatherIA",1}, {"V_PlateCarrier_Kerry",1},{"V_PlateCarrierL_CTRG",1},{"V_PlateCarrierH_CTRG",1},{"V_I_G_resistanceLeader_F",1},{"V_Press_F",1} }; headGearSlotsMax = 4; // Maximum number of headGear slots in each loot crate headGearSlotsMin = 2; // Minimum number of headGear slots in each loot crate headGearLoot[] = // NOTE ABOUT HEADGEAR: it is recommended to keep amount for each headGear item at 1 because headGear items do not stack unlike weapons, items and magazines { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"H_HelmetB",1},{"H_HelmetB_camo",1},{"H_HelmetB_paint",1},{"H_HelmetB_light",1},{"H_Booniehat_khk",1},{"H_Booniehat_oli",1},{"H_Booniehat_indp",1}, {"H_Booniehat_mcamo",1},{"H_Booniehat_grn",1},{"H_Booniehat_tan",1},{"H_Booniehat_dirty",1},{"H_Booniehat_dgtl",1},{"H_Booniehat_khk_hs",1},{"H_HelmetB_plain_mcamo",1}, {"H_HelmetB_plain_blk",1},{"H_HelmetSpecB",1},{"H_HelmetSpecB_paint1",1},{"H_HelmetSpecB_paint2",1},{"H_HelmetSpecB_blk",1},{"H_HelmetIA",1},{"H_HelmetIA_net",1}, {"H_HelmetIA_camo",1},{"H_Helmet_Kerry",1},{"H_HelmetB_grass",1},{"H_HelmetB_snakeskin",1},{"H_HelmetB_desert",1},{"H_HelmetB_black",1},{"H_HelmetB_sand",1}, {"H_Cap_red",1},{"H_Cap_blu",1},{"H_Cap_oli",1},{"H_Cap_headphones",1},{"H_Cap_tan",1},{"H_Cap_blk",1},{"H_Cap_blk_CMMG",1},{"H_Cap_brn_SPECOPS",1},{"H_Cap_tan_specops_US",1}, {"H_Cap_khaki_specops_UK",1},{"H_Cap_grn",1},{"H_Cap_grn_BI",1},{"H_Cap_blk_Raven",1},{"H_Cap_blk_ION",1},{"H_Cap_oli_hs",1},{"H_Cap_press",1},{"H_Cap_usblack",1},{"H_Cap_police",1}, {"H_HelmetCrew_B",1},{"H_HelmetCrew_O",1},{"H_HelmetCrew_I",1},{"H_PilotHelmetFighter_B",1},{"H_PilotHelmetFighter_O",1},{"H_PilotHelmetFighter_I",1}, {"H_PilotHelmetHeli_B",1},{"H_PilotHelmetHeli_O",1},{"H_PilotHelmetHeli_I",1},{"H_CrewHelmetHeli_B",1},{"H_CrewHelmetHeli_O",1},{"H_CrewHelmetHeli_I",1},{"H_HelmetO_ocamo",1}, {"H_HelmetLeaderO_ocamo",1},{"H_MilCap_ocamo",1},{"H_MilCap_mcamo",1},{"H_MilCap_oucamo",1},{"H_MilCap_rucamo",1},{"H_MilCap_gry",1},{"H_MilCap_dgtl",1}, {"H_MilCap_blue",1},{"H_HelmetB_light_grass",1},{"H_HelmetB_light_snakeskin",1},{"H_HelmetB_light_desert",1},{"H_HelmetB_light_black",1},{"H_HelmetB_light_sand",1},{"H_BandMask_blk",1}, {"H_BandMask_khk",1},{"H_BandMask_reaper",1},{"H_BandMask_demon",1},{"H_HelmetO_oucamo",1},{"H_HelmetLeaderO_oucamo",1},{"H_HelmetSpecO_ocamo",1},{"H_HelmetSpecO_blk",1}, {"H_Bandanna_surfer",1},{"H_Bandanna_khk",1},{"H_Bandanna_khk_hs",1},{"H_Bandanna_cbr",1},{"H_Bandanna_sgg",1},{"H_Bandanna_sand",1},{"H_Bandanna_surfer_blk",1},{"H_Bandanna_surfer_grn",1}, {"H_Bandanna_gry",1},{"H_Bandanna_blu",1},{"H_Bandanna_camo",1},{"H_Bandanna_mcamo",1},{"H_Shemag_khk",1},{"H_Shemag_tan",1},{"H_Shemag_olive",1},{"H_Shemag_olive_hs",1}, {"H_ShemagOpen_khk",1},{"H_ShemagOpen_tan",1},{"H_Beret_blk",1},{"H_Beret_blk_POLICE",1},{"H_Beret_red",1},{"H_Beret_grn",1},{"H_Beret_grn_SF",1},{"H_Beret_brn_SF",1}, {"H_Beret_ocamo",1},{"H_Beret_02",1},{"H_Beret_Colonel",1},{"H_Watchcap_blk",1},{"H_Watchcap_cbr",1},{"H_Watchcap_khk",1},{"H_Watchcap_camo",1},{"H_Watchcap_sgg",1}, {"H_TurbanO_blk",1},{"H_Cap_marshal",1} }; bagSlotsMax = 4; bagSlotsMin = 2; backpackLoot[] = // NOTE ABOUT BACKPACKS: it is recommended to keep amount for each bag at 1 because bags do not stack unlike weapons, items and magazines { // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS. {"B_AssaultPack_khk",1},{"B_AssaultPack_dgtl",1},{"B_AssaultPack_rgr",1},{"B_AssaultPack_sgg",1},{"B_AssaultPack_cbr",1}, {"B_AssaultPack_mcamo",1},{"B_TacticalPack_rgr",1},{"B_TacticalPack_mcamo",1},{"B_TacticalPack_ocamo",1},{"B_TacticalPack_blk",1}, {"B_TacticalPack_oli",1},{"B_FieldPack_khk",1},{"B_FieldPack_ocamo",1},{"B_FieldPack_oucamo",1},{"B_FieldPack_cbr",1}, {"B_FieldPack_blk",1},{"B_Carryall_ocamo",1},{"B_Carryall_oucamo",1},{"B_Carryall_mcamo",1},{"B_Carryall_khk",1},{"B_Carryall_cbr",1}, {"B_Parachute",1},{"B_FieldPack_oli",1},{"B_Carryall_oli",1},{"B_Kitbag_Base",1},{"B_Kitbag_cbr",1},{"B_Kitbag_mcamo",1}, {"B_Kitbag_rgr",1},{"B_Kitbag_sgg",1},{"B_OutdoorPack_Base",1},{"B_OutdoorPack_blk",1},{"B_OutdoorPack_blu",1}, {"B_OutdoorPack_tan",1} }; blackListLoot[] = { "DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ATMine_Range_Mag","ClaymoreDirectionalMine_Remote_Mag", "APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag", "ChainSaw","srifle_DMR_03_spotter_F" }; // End of loot crate configuration }; class aiGear { // Configuration of what AI have aiHeadGear[] = { "H_HelmetB","H_HelmetB_camo","H_HelmetB_paint","H_HelmetB_light","H_Booniehat_khk","H_Booniehat_oli","H_Booniehat_indp", "H_Booniehat_mcamo","H_Booniehat_grn","H_Booniehat_tan","H_Booniehat_dirty","H_Booniehat_dgtl","H_Booniehat_khk_hs","H_HelmetB_plain_mcamo", "H_HelmetB_plain_blk","H_HelmetSpecB","H_HelmetSpecB_paint1","H_HelmetSpecB_paint2","H_HelmetSpecB_blk","H_HelmetIA","H_HelmetIA_net", "H_HelmetIA_camo","H_Helmet_Kerry","H_HelmetB_grass","H_HelmetB_snakeskin","H_HelmetB_desert","H_HelmetB_black","H_HelmetB_sand", "H_Cap_red","H_Cap_blu","H_Cap_oli","H_Cap_headphones","H_Cap_tan","H_Cap_blk","H_Cap_blk_CMMG","H_Cap_brn_SPECOPS","H_Cap_tan_specops_US", "H_Cap_khaki_specops_UK","H_Cap_grn","H_Cap_grn_BI","H_Cap_blk_Raven","H_Cap_blk_ION","H_Cap_oli_hs","H_Cap_press","H_Cap_usblack","H_Cap_police", "H_HelmetCrew_B","H_HelmetCrew_O","H_HelmetCrew_I","H_PilotHelmetFighter_B","H_PilotHelmetFighter_O","H_PilotHelmetFighter_I", "H_PilotHelmetHeli_B","H_PilotHelmetHeli_O","H_PilotHelmetHeli_I","H_CrewHelmetHeli_B","H_CrewHelmetHeli_O","H_CrewHelmetHeli_I","H_HelmetO_ocamo", "H_HelmetLeaderO_ocamo","H_MilCap_ocamo","H_MilCap_mcamo","H_MilCap_oucamo","H_MilCap_rucamo","H_MilCap_gry","H_MilCap_dgtl", "H_MilCap_blue","H_HelmetB_light_grass","H_HelmetB_light_snakeskin","H_HelmetB_light_desert","H_HelmetB_light_black","H_HelmetB_light_sand","H_BandMask_blk", "H_BandMask_khk","H_BandMask_reaper","H_BandMask_demon","H_HelmetO_oucamo","H_HelmetLeaderO_oucamo","H_HelmetSpecO_ocamo","H_HelmetSpecO_blk", "H_Bandanna_surfer","H_Bandanna_khk","H_Bandanna_khk_hs","H_Bandanna_cbr","H_Bandanna_sgg","H_Bandanna_sand","H_Bandanna_surfer_blk","H_Bandanna_surfer_grn", "H_Bandanna_gry","H_Bandanna_blu","H_Bandanna_camo","H_Bandanna_mcamo","H_Shemag_khk","H_Shemag_tan","H_Shemag_olive","H_Shemag_olive_hs", "H_ShemagOpen_khk","H_ShemagOpen_tan","H_Beret_blk","H_Beret_blk_POLICE","H_Beret_red","H_Beret_grn","H_Beret_grn_SF","H_Beret_brn_SF", "H_Beret_ocamo","H_Beret_02","H_Beret_Colonel","H_Watchcap_blk","H_Watchcap_cbr","H_Watchcap_khk","H_Watchcap_camo","H_Watchcap_sgg", "H_TurbanO_blk","H_Cap_marshal" }; aiUniforms[] = { "U_I_CombatUniform","U_I_CombatUniform_tshirt","U_I_CombatUniform_shortsleeve","U_I_pilotCoveralls", "U_I_GhillieSuit","U_I_OfficerUniform","U_MillerBody","U_KerryBody","U_IG_Guerilla1_1","U_IG_Guerilla2_1", "U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_leader","U_BG_Guerilla1_1", "U_BG_Guerilla2_1","U_BG_Guerilla2_3","U_BG_Guerilla3_1","U_BG_Guerilla3_2","U_BG_leader","U_OG_Guerilla1_1", "U_OG_Guerilla2_1","U_OG_Guerilla2_2","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2","U_OG_leader", "U_C_WorkerCoveralls","U_C_HunterBody_grn","U_C_HunterBody_brn","U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3","U_B_survival_uniform", "U_I_G_Story_Protagonist_F","U_I_G_resistanceLeader_F","U_IG_Guerrilla_6_1","U_BG_Guerrilla_6_1","U_OG_Guerrilla_6_1", "U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard", "U_O_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard" }; aiVests[] = { "V_PlateCarrier1_rgr","V_PlateCarrier2_rgr","V_PlateCarrier3_rgr","V_PlateCarrierGL_rgr","V_PlateCarrier1_blk", "V_PlateCarrierSpec_rgr","V_Chestrig_khk","V_Chestrig_rgr","V_Chestrig_blk","V_Chestrig_oli","V_TacVest_khk", "V_TacVest_brn","V_TacVest_oli","V_TacVest_blk","V_TacVest_camo","V_TacVest_blk_POLICE","V_TacVestIR_blk","V_TacVestCamo_khk", "V_HarnessO_brn","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessOGL_gry","V_HarnessOSpec_brn","V_HarnessOSpec_gry", "V_PlateCarrierIA1_dgtl","V_PlateCarrierIA2_dgtl","V_PlateCarrierIAGL_dgtl","V_RebreatherB","V_RebreatherIR","V_RebreatherIA", "V_PlateCarrier_Kerry","V_PlateCarrierL_CTRG","V_PlateCarrierH_CTRG","V_I_G_resistanceLeader_F","V_Press_F" }; aiRifles[] = { "srifle_EBR_F","srifle_DMR_01_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_MXC_F", "arifle_MX_F","arifle_MX_GL_F","arifle_MXM_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F", "arifle_TRG21_GL_F","arifle_Mk20_F","arifle_Mk20C_F","arifle_Mk20_GL_F","arifle_Mk20_plain_F", "arifle_Mk20C_plain_F","arifle_Mk20_GL_plain_F","SMG_01_F","SMG_02_F","hgun_PDW2000_F","arifle_MXM_Black_F", "arifle_MX_GL_Black_F","arifle_MX_Black_F","arifle_MXC_Black_F","LMG_Mk200_F","arifle_MX_SW_F", "LMG_Zafir_F","arifle_MX_SW_Black_F" }; aiBackpacks[] = { "B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_cbr", "B_AssaultPack_mcamo","B_TacticalPack_rgr","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_blk", "B_TacticalPack_oli","B_FieldPack_khk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr", "B_FieldPack_blk","B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_khk","B_Carryall_cbr", "B_Parachute","B_FieldPack_oli","B_Carryall_oli","B_Kitbag_Base","B_Kitbag_cbr","B_Kitbag_mcamo", "B_Kitbag_rgr","B_Kitbag_sgg","B_OutdoorPack_Base","B_OutdoorPack_blk","B_OutdoorPack_blu", "B_OutdoorPack_tan" }; aiLaunchers[] = { "launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_B_Titan_short_F" }; aiPistols[] = { "hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F" }; }; class CfgSettingsOverride { #include "config_override.cpp" }; }; #include "cpp\CfgPatches.cpp" #include "cpp\CfgFunctions.cpp"