blckeagles-revisited-RC/@GMS/addons/custom_server/Configs/blck_configs_mil.sqf
Chris Cardozo 7666180f94 Update configs
Many thanks to porkid for identifying the issues.
2020-03-21 19:32:42 -04:00

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21 KiB
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/*
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";
#include "\q\addons\custom_server\init\build.sqf"
diag_log format["[blckeagls] Loading blck_configs_mil.sqf for Militarized Servers for blckeagls build %1",blck_buildNumber];
/***************************************************************
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).
blck_simulationManager = blck_useBlckeaglsSimulationManagement;
//diag_log format["[blckeagls] blck_configs: blck_simulationManager = %1",blck_simulationManager];
// 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
***********************************************************/
////////
// Client Offloading and Headless Client Configurations
blck_useHC = true; // Experimental (should be working).
// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
blck_ai_offload_to_client = false; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
// *******************************************************
// Experimental; may cause issues with waypoints
// *******************************************************
blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
///////////////////////////////
// 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 = true;
//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.
///////////////////////////////
// General Mission Completion and Loot Settings
///////////////////////////////
blck_missionEndCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
blck_killPercentage = 0.99999999999; // 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","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
blck_allowClaimVehicle = true; // Set this to true if you wish to allow players to claim vehicles using one of the claim vehicle scripts floating around.
///////////////////////////////
// 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
////////////////////
// Change this value to reduce the number of spawned missions at any one time.
blck_maxSpawnedMissions = 4;
//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 0 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
////////////////////
// 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
blck_vehCrew_blue = 5;
blck_vehCrew_red = 5;
blck_vehCrew_green = 4;
blck_vehCrew_orange = 5;
///////////////////////////////
// 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
****************************************************************/
// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
blck_useConfigsGeneratedLoadouts = true;
blck_logblacklisteditems = true;
//blck_maximumitempriceinai_loadouts = 1000;
// lists of black-listed items to be excluded from dynamic loadouts
blck_blacklistedVests = [
//"V_Press_F"
];
blck_blacklistedUniforms = [
"U_I_Protagonist_VR",
"U_C_Protagonist_VR",
"U_O_Protagonist_VR",
"U_B_Protagonist_VR",
"Exile_Uniform_BambiOverall",
"Exile_Uniform_ExileCustoms"
];
blck_blacklistedBackpacks = [
//"B_ViperLightHarness_blk_F"
];
blck_blacklistedHeadgear = [
"H_HelmotO_ViperSP_ghex_F",
"H_HelmetO_VierSP_hex"
];
blck_blacklistedPrimaryWeapons = [
//"srifle_LRR_tna_F"
];
blck_blacklistedSecondaryWeapons = [
"hgun_Pistol_heav_02_F"
];
blck_blacklistedLaunchersAndSwingWeapons = [
];
blck_blacklistedOptics = [
//"optic_tws"
];
blck_blacklistedAttachments = [
];
blck_blacklistedItems = [
];
/////////////////////////////////////////////
blck_groupBehavior = "SAFE"; // 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_useSmokeWhenHealing = true; // when true, injured AI will toss a smoke when they attempt to heal.
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 = 80*60; // time in seconds after which dead AI bodies are deleted
#ifdef blck_milServer
blck_bodyCleanUpTimer = 80*60; // Trying to reduce lag with player counts > 20
#endif
// 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;
if (toLower(blck_modType) isEqualTo "epoch") then
{
diag_log format["[blckeagls] Loading Mission System using Parameters for %1 for militarized servers",blck_modType];
execVM "\q\addons\custom_server\Configs\blck_configs_epoch_mil.sqf";
};
if (toLower(blck_modType) isEqualTo "exile") then
{
diag_log format["[blckeagls] Loading Mission System using Parameters for %1 for militarized servers",blck_modType];
execVM "\q\addons\custom_server\Configs\blck_configs_exile_mil.sqf";
};
//waitUntil{!isNil "blck_useConfigsGeneratedLoadouts"};
//waitUntil {!isNil "blck_maximumItemPriceInAI_Loadouts"};
uiSleep 10;
if (blck_useConfigsGeneratedLoadouts) then
{
diag_log format["[blckeagls] Dynamic Configs Enabled"];
execVM "\q\addons\custom_server\Configs\blck_dynamicConfigs.sqf";
};
blck_configsLoaded = true;