blckeagles-revisited-RC/@GMS/addons/custom_server/Configs/blck_configs.sqf
Ghostrider-GRG- 461b89b44c Build 141
fixed an issue with Hostage missions.
Fixed an issue whereby collisions between objects at missions caused them to fly about.
Changed the default for some objects to allow damage which should increase realism and make certain player tasks like loading crates easier.
2018-06-19 08:03:50 -04:00

375 lines
21 KiB
Plaintext

/*
for ghostridergaming
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";
#ifdef blck_milServer
execVM "\q\addons\custom_server\Configs\blck_configs_mil.sqf";
if (true) exitWith {};
#endif
diag_log "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf";
/***************************************************************
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 = 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
/**************************************************************
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 = 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.
blck_spawnCratesTiming = "atMissionSpawnGround"; // Choices: "atMissionSpawnGround","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
// 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]
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_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"];
blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
///////////////////////////////
// Heli Patrol Settings
///////////////////////////////
blck_chanceHeliPatrolBlue = 0; //[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.
// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
blck_patrolHelisBlue = _blck_littleBirds;
blck_noPatrolHelisBlue = 1;
blck_chanceHeliPatrolRed = 0.1; // 0.4;
blck_patrolHelisRed = _blck_littleBirds;
blck_noPatrolHelisRed = 1;
blck_chanceHeliPatrolGreen = 0.4;
blck_patrolHelisGreen = _blck_littleBirds;
blck_noPatrolHelisGreen = 1;
blck_chanceHeliPatrolOrange = 0.5;
blck_patrolHelisOrange = _blck_armed_hellcats+_blck_armed_orcas;
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 = 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.
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 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
/****************************************************************
GENERAL AI SETTINGS
****************************************************************/
blck_groupBehavior = "SENTRY"; // 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","launch_I_Titan_short_F","launch_O_Titan_short_F"];
blck_launcherTypes = ["launch_RPG32_F"];
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.
blck_maximumPatrolRadius = 35;
//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.
/***************************************************************
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",[0.35,0.45]],["aimingShake",[0.65,0.75]],["aimingSpeed",[0.65,0.75]],["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",0.3],["aimingShake",0.65],["aimingSpeed",0.65],["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",0.2],["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 = 25;
blck_maxMoneyGreen = 20;
blck_maxMoneyRed = 15;
blck_maxMoneyBlue = 10;
private["_modType"];
_modType = [] call blck_fnc_getModType;
if (_modType isEqualTo "Epoch") then
{
diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType];
execVM "\q\addons\custom_server\Configs\blck_configs_epoch.sqf";
waitUntil {(isNil "blck_configsEpochLoaded") isEqualTo false;};
waitUntil{blck_configsEpochLoaded};
blck_configsEpochLoaded = nil;
//diag_log "[blckeagles] 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",_modType];
execVM "\q\addons\custom_server\Configs\blck_configs_exile.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;