/* By Ghostrider [GRG] Copyright 2016 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ #include "\q\addons\custom_server\Configs\blck_defines.hpp"; diag_log "[blckeagls] Loading blck_configs_mil.sqf for Militarized Servers"; /*************************************************************** BLCKEAGLS SUPPLEMENTAL MODULES **************************************************************** 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 = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below. blck_timeAccelerationDay = 2; // Daytime time accelearation blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation blck_timeAccelerationNight = 8; // Nighttim time acceleration /************************************************************** BLACKLIST LOCATIONS **************************************************************/ // 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. /*********************************************************** GENERAL MISSION SYSTEM CONFIGURATION ***********************************************************/ //////// // Headless Client Configurations blck_useHC = false; // Experimental (do not use if you allow players to claim mission vehicles). /////////////////////////////// // Kill message configurations // 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 = false; // 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 = "playerNear"; // 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. blck_spawnCratesTiming = "atMissionEndAir"; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir". // 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 /////////////////////////////// // 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 = []; // 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 = []; // 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 = 30*60; // 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. blck_AliveAICleanUpTimer = 60*20; // Time after mission completion at which any remaining live AI are deleted. /////////////////////////////// // 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. // If you never want paratroops to spawn them set the value to 0. // 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. blck_noParaBlue = 3; // [1-N] blck_chanceParaRed = 0; blck_noParaRed = 3; blck_chanceParaGreen = 0; blck_noParaGreen = 4; blck_chanceParaOrange = 0; blck_noParaOrange = 4; // Supplemental Loot Parameters. /////////////////////////////// // Heli Patrol Heli Types // Armed Helis ////////////////////////////// _blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST) _blck_armed_hellcats = ["I_Heli_light_03_F"]; _blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"]; _blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"]; _blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"]; _blck_armed_attackHelis = ["B_Heli_Attack_01_F"]; _blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"]; _blck_fighters = [ //"O_Plane_CAS_02_F", // /ti-199 Neophron (CAS) "I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA) //"I_Plane_Fighter_04_F", // A-149 Gryphon //"B_Plane_CAS_01_F", // A-164 Wipeout (CAS) "B_Plane_Fighter_01_F" // F/A-181 Black Wasp II ]; /* _blck_UAVs = [ "I_UAV_02_CAS_F", "I_UAV_02_F", "B_UAV_02_CAS_F", "B_UAV_02_F",, "O_UAV_02_CAS_F", "O_UAV_02_F" ]; */ blck_blacklisted_heli_ammo = []; blck_blacklisted_heli_weapons = []; /////////////////////////////// // Heli Patrol Settings /////////////////////////////// blck_chanceHeliPatrolBlue = 0.8; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above. blck_patrolHelisBlue = _blck_littleBirds; blck_noPatrolHelisBlue = 0; blck_chanceHeliPatrolRed = 0.8; // 0.4; blck_patrolHelisRed = _blck_armed_hellcats; blck_noPatrolHelisRed = 1; blck_chanceHeliPatrolGreen = 0.9999; blck_patrolHelisGreen = _blck_armed_ghosthawks; blck_noPatrolHelisGreen = [1,3]; blck_chanceHeliPatrolOrange = 0.9999; blck_patrolHelisOrange = _blck_armed_attackHelis + _blck_armed_heavyAttackHelis; // + _blck_fighters; blck_noPatrolHelisOrange = [2,4]; if (toLower(worldName) isEqualTo "namalsk") then { blck_patrolHelisRed = _blck_littleBirds + _blck_armed_hellcats; blck_patrolHelisGreen = _blck_armed_hellcats + _blck_armed_ghosthawks; blck_noPatrolHelisGreen = 1; blck_patrolHelisOrange = _blck_armed_ghosthawks; blck_noPatrolHelisOrange = 1; }; //////////////////// // Enable / Disable Missions //////////////////// //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 = 2; // Values from 0 (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. blck_maxSpawnedMissions = blck_enableOrangeMissions + blck_enableGreenMissions + blck_enableRedMissions + blck_enableBlueMissions + blck_numberUnderwaterDynamicMissions; //////////////////// // MISSION TIMERS //////////////////// // 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 out or been killed. blck_vehicleDeleteTimer = 90*60; //60*60; //////////////////// // Mission Vehicle Settings //////////////////// //Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of vehicles. To discourage players running over AI with with vehicles, spawn more B_GMG_01_high blck_SpawnVeh_Orange = [3,5]; // Number of vehicles at Orange Missions blck_SpawnVeh_Green = [3,4]; // Number of vehicles at Green Missions blck_SpawnVeh_Blue = 1; // Number of vehicles at Blue Missions blck_SpawnVeh_Red = 2; // Number of vehicles at Red Missions /////////////////////////////// // AI STATIC WEAPON Settings /////////////////////////////// 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. // B_Mortar_01_F, B_HMG_01_F, B_GMG_01_F blck_staticWeapons = ["B_HMG_01_high_F","B_GMG_01_high_F"]; // [0.50 cal, grenade launcher, AT Launcher] // Defines how many static weapons to spawn. Set this to -1 to disable spawning blck_SpawnEmplaced_Orange = [3,5]; // Number of static weapons at Orange Missions blck_SpawnEmplaced_Green = [3,4]; // Number of static weapons at Green Missions blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions blck_SpawnEmplaced_Red = 2; // Number of static weapons at Red Missions /**************************************************************** GENERAL AI SETTINGS ****************************************************************/ blck_groupBehavior = "SAD"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes 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_launcherTypes = ["launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_B_Titan_short_F"]; //blck_launcherTypes = ["launch_RPG32_F"]; blck_launchersPerGroup = 5; // Defines the number of AI per group spawned with a launcher blck_launcherCleanup = false;// 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. blck_maximumPatrolRadius = 35; //This defines how long after an AI dies that it's body disappears. blck_bodyCleanUpTimer = 40*60; // 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 = 20*60; // 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 = [250,425,650,800]; // 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. /*************************************************************** MISSION TYPE SPECIFIC AI SETTINGS **************************************************************/ //This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type // Orange Missions blck_MinAI_Orange = 20; blck_MaxAI_Orange = 25; blck_AIGrps_Orange = 5; blck_SkillsOrange = [ ["aimingAccuracy",0.6],["aimingShake",0.9],["aimingSpeed",0.9],["endurance",1.00],["spotDistance",1.0],["spotTime",1.0],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00] ]; // Green Missions blck_MinAI_Green = 16; blck_MaxAI_Green = 21; blck_AIGrps_Green = 4; blck_SkillsGreen = [ ["aimingAccuracy",0.55],["aimingShake",0.75],["aimingSpeed",0.85],["endurance",0.9],["spotDistance",0.9],["spotTime",0.9],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75] ]; // Red Missions blck_MinAI_Red = 12; blck_MaxAI_Red = 15; blck_AIGrps_Red = 3; blck_SkillsRed = [ ["aimingAccuracy",0.4],["aimingShake",0.6],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.8],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70] ]; // Blue Missions blck_MinAI_Blue = 8; blck_MaxAI_Blue = 12; blck_AIGrps_Blue = 2; blck_SkillsBlue = [ ["aimingAccuracy",0.1],["aimingShake",0.5],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60] ]; // Add some money to AI; only works with Exile for now. blck_maxMoneyOrange = 50; blck_maxMoneyGreen = 40; blck_maxMoneyRed = 30; blck_maxMoneyBlue = 20; private["_modType"]; _modType = [] call blck_fnc_getModType; if (_modType isEqualTo "Epoch") then { diag_log format["[blckeagls] Loading Mission System using Parameters for %1 for militarized servers",_modType]; execVM "\q\addons\custom_server\Configs\blck_configs_epoch_mil.sqf"; waitUntil {(isNil "blck_configsEpochLoaded") isEqualTo false;}; waitUntil{blck_configsEpochLoaded}; blck_configsEpochLoaded = nil; //diag_log "[blckeagls] Running getTraderCitiesEpoch to get location of trader cities"; //execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesEpoch.sqf"; }; if (_modType isEqualTo "Exile") then { diag_log format["[blckeagls] Loading Mission System using Parameters for %1 for militarized servers",_modType]; execVM "\q\addons\custom_server\Configs\blck_configs_exile_mil.sqf"; waitUntil {(isNil "blck_configsExileLoaded") isEqualTo false;}; waitUntil{blck_configsExileLoaded}; blck_configsExileLoaded = nil; //if (blck_blacklistTraderCities || blck_blacklistSpawns || blck_listConcreteMixerZones) then {execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesExile.sqf";}; }; if (blck_useConfigsGeneratedLoadouts) then { diag_log format["[blckeagles] Dynamic Configs Enabled"]; execVM "\q\addons\custom_server\Configs\blck_dynamicConfigs.sqf"; waitUntil {(isNil "blck_configsExileLoaded") isEqualTo false;}; waitUntil{blck_dynamicConfigsLoaded}; blck_dynamicConfigsLoaded = nil; }; blck_configsLoaded = true;