Configuration for Addons that support the overall Mission system.
These are:
1) a module to spawn map addons generated with the Eden Editor
2) And a moduel to spawn static loot crates at specific location
3) A time acceleration module.
*/
blck_spawnMapAddons = true; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf
blck_spawnStaticLootCrates = true; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
// Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
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 = 0.25; // Daytime time accelearation
blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
blck_timeAccelerationNight = 12; // Nighttim time acceleration
// if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis.
blck_blacklistTraderCities = true; // Set this = true if you would like the mission system to automatically search for the locations of the Epoch/Exile trader cities. Note that these are added to the list of blacklisted locations for Epoch for the most common maps.
// These determine whether and when messages are sent to players regarding AI Kills or illegal kills that might damage a vehicle.
blck_useKillMessages = true; // when true a message will be broadcast to all players each time an AI is killed; may impact server performance.
blck_useKillScoreMessage = true; // when true a tile is displayed to the killer with the kill score information
blck_useIEDMessages = true; // Displayes a message when a player vehicle detonates and IED (such as would happen if a player killed AI with a forbidden weapon).
///////////////////////////////
// MISSION MARKER CONFIGURATION
// blck_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
//When set to true,"arrow", text will be to the right of an arrow below the mission marker.
// When set to true,"dot", ext will be to the right of a black dot at the center the mission marker.
blck_labelMapMarkers = [true,"center"];
blck_preciseMapMarkers = true; // Map markers are/are not centered at the loot crate
blck_showCountAliveAI = false;
//Minimum distance between missions
blck_MinDistanceFromMission = 1500;
blck_minDistanceToBases = 900;
blck_minDistanceToPlayer = 900;
blck_minDistanceFromTowns = 300;
///////////////////////////////
// Mission Smoke and Signals
///////////////////////////////
// global loot crate options
// Options to spawn a smoking wreck near the crate. When the first parameter is true, a wreck or junk pile will be spawned.
// It's position can be either "center" or "random". smoking wreck will be spawned at a random location between 15 and 50 m from the mission.
blck_SmokeAtMissions = [false,"random"]; // set to [false,"anything here"] to disable this function altogether.
blck_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
blck_missionEndCondition = "allKilledOrPlayerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
blck_killPercentage = 0.9; // The mission will complete if this fraction of the total AI spawned has been killed.
// This facilitates mission completion when one or two AI are spawned into objects.
// Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute.
// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
blck_loadCratesTiming = "atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn";
// Pertains only to crates spawned at mission spawn.
// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
// Examples:
// To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn"
// To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion"
// To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
// To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
///////////////////////////////
// PLAYER PENALTIES
///////////////////////////////
blck_RunGear = true; // When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given blck_RunGearDamage of damage.
blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
blck_VK_Gear = true; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage
blck_VK_RunoverDamage = true; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
blck_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, blck_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
blck_forbidenVehicles = ["B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"]; // Add any vehicles for which you wish to forbid vehicle kills
// For a listing of the guns mounted on various land vehicles see the following link: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
// HMG_M2 is mounted on the armed offroad that is spawned by Epoch
blck_forbidenVehicleGuns = ["LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"]; // Add any vehicles for which you wish to forbid vehicle kills, o
///////////////////////////////
// MISC MISSION PARAMETERS
///////////////////////////////
blck_useKilledAIName = true; // When false, the name of the killer (player), weapon and distance are displayed; otherwise the name of the player, distance and name of AI unit killed are shown.
blck_useMines = false; // when true mines are spawned around the mission area. these are cleaned up when a player reaches the crate. Turn this off if you have vehicle patrols.
blck_cleanupCompositionTimer = 60*30; // Mission objects will be deleted after the mission is completed after a deley set by this timer.
blck_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
blck_MissionTimeout = 60*60; // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.
///////////////////////////////
// Paratroop Settings
// AI paratrooper reinforcement paramters
// The behavior of these can be linked to some degree to the spawning of patrolling helis.
// For example, if you always want a helicopter to spawn paratroops set the value 1.
// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
//Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
blck_enableOrangeMissions = 1;
blck_enableGreenMissions = 1;
blck_enableRedMissions = 2;
blck_enableBlueMissions = 2;
blck_numberUnderwaterDynamicMissions = 3; // Values from -1 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
// Maximum number of missions shown on the map at any one time.
// Change this value to reduce the number of spawned missions at any one time.
//blck_maxSpawnedMissions = 9; // Set this to a value lower than the total number of missions if you want only some of the types of missions running at any one time.
// Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out
blck_TMin_Orange = 250;
blck_TMin_Green = 200;
blck_TMin_Blue = 120;
blck_TMin_Red = 150;
blck_TMin_UMS = 180;
//Maximum Spawn time between missions in seconds
blck_TMax_Orange = 360;
blck_TMax_Green = 300;
blck_TMax_Blue = 200;
blck_TMax_Red = 250;
blck_TMax_UMS = 200;
///////////////////////////////
// AI VEHICLE PATROL PARAMETERS
///////////////////////////////
blck_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
blck_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed.
blck_vehicleDeleteTimer = 120*60;
////////////////////
// Mission Vehicle Settings
////////////////////
//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
blck_SpawnVeh_Orange = [3,4]; // Number of static weapons at Orange Missions
blck_SpawnVeh_Green = [2,3]; // Number of static weapons at Green Missions
blck_SpawnVeh_Blue = 1; // Number of static weapons at Blue Missions
blck_SpawnVeh_Red = 1; // Number of static weapons at Red Missions
///////////////////////////////
// AI STATIC WEAPON PARAMETERS
///////////////////////////////
blck_useStatic = true; // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed.
blck_staticWeapons = ["B_HMG_01_high_F","B_GMG_01_high_F"/*,"O_static_AT_F"*/]; // [0.50 cal, grenade launcher, AT Launcher]
////////////////////
// Mission Static Weapon Settings
////////////////////
// Defines how many static weapons to spawn. Set this to -1 to disable spawning
blck_SpawnEmplaced_Orange = [3,4]; // Number of static weapons at Orange Missions
blck_SpawnEmplaced_Green = [2,3]; // Number of static weapons at Green Missions
blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
blck_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions
blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
blck_addAIMoney = true;
blck_chanceBackpack = 0.3; // Chance AI will be spawned with a backpack
blck_useNVG = true; // When true, AI will be spawned with NVG if is dark
blck_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
blck_useLaunchers = true; // When true, some AI will be spawned with RPGs; they do not however fire on vehicles for some reason so I recommend this be set to false for now
blck_launchersPerGroup = 1; // Defines the number of AI per group spawned with a launcher
blck_launcherCleanup = true;// When true, launchers and launcher ammo are removed from dead AI.
blck_minimumPatrolRadius = 22; // AI will patrol within a circle with radius of approximately min-max meters. note that because of the way waypoints are completed they may more more or less than this distance.
//This defines how long after an AI dies that it's body disappears.
blck_bodyCleanUpTimer = 60*40; // time in seconds after which dead AI bodies are deleted
// Each time an AI is killed, the location of the killer will be revealed to all AI within this range of the killed AI, set to -1 to disable
// values are ordered as follows [blue, red, green, orange];
blck_AliveAICleanUpTimer = 60*20; // Time after mission completion at which any remaining live AI are deleted.
// How precisely player locations will be revealed to AI after an AI kill
// values are ordered as follows [blue, red, green, orange];
blck_AIAlertDistance = [250,325,450,500]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
//blck_AIAlertDistance = [150,225,400,500];
// How precisely player locations will be revealed to AI after an AI kill
// values are ordered as follows [blue, red, green, orange];
blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];
blck_baseSkill = 1.0; // The overal skill of the AI - range 0.1 to 1.0.
if (blck_blacklistTraderCities || blck_blacklistSpawns || blck_listConcreteMixerZones) then {execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesExile.sqf";};