Loot can also be configured for each mission class. You can modify the number of weapons, magazines, items, construction materials, etc.
You can also adjust the choices for each of these types of items.
The equipment selected for each class of mission can also be specified.
Whether kills by guns mounted on vehicles are to be penalized (gunes that are prohobited are listed in blck_config.sys).
Whether to spawn a smoking wreck near the mission to be used as a visual landmark.
Whether to spawn mines (recommended only when no vehcle patrols are spawned).
Where possible, I have tried group weapons based on desirability from low rank (5.56 ammo) to high rank (7.6 caliber or larger, large bore sniper, heavy LMG) then combine these groups to define parameters as needed.
(optional) loot chest positions and loot to be loaded
type and location of any objects, buildings, or other entities that give the mission character
number and (optional) locations of static weapons
number of vehicle patrols
To create and run new missions simply:
layout an AI base in the Arma 3 editor,
export the base as an .sqf
Define the above parameters (nu. AI groups, No AI, etc)
add this information to the mission template and modify any messages accordingly
Add the name of the file (e.g., "newAImission" to the list of missions to be spawned of that class in ...\custom)server\missions\GMS_missionLists.sqf
Repack your custom_server.pbo
Performance considerations.
At present, missions do not actually spawn objects or players untill a player is within the trigger distance (1000 M).
Hence, performance penalties should be modest to none until players engage a mission.
There is some performance penalty to having a lot of dead AI on the server, or a lot of spawned objects used for scenery at AI missions. Hence, these are deleted after a certain time.
This provides an optional ability to accelerate time by user-specified factors.
The time acceleration can be specified for night, daytime and dusk.
Variables controlling the time acceleration module are located in ...\custom_server\configs\blck_configs.sqf and are:
blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
blck_timeAccelerationDay = 1; // Daytime time accelearation
blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
blck_timeAccelerationNight = 8; // Nighttim time acceleration
Note that map/mod specific settings can be specified in blck_custom_config.sqf if that is helpful.
This module allows you to load map-addons (custom bases, enhancements to villages or towns, ATMs at traders etc) but to do so in a way that is map and mod-specific.
I use it to manage the map addons we run on multiple different Arma servers.
It is designed to permit you to place files in subdirectories of the MapAddons folder to simplyfy organization of the various files.
You can enable/disable the use of map-addons with the following variable found in ...\custom_server\configs\blck_configs:
blck_spawnMapAddons = false;
You can define which addons you wish to load in ...\custom_server\MapAddons\MapAddons_init.sqf.
If the number of possible spawn locations is greater than the number of crates to spawned, spawn locations will be randomly chosen giving some variation to your mission from one server restart to the next.