450 lines
22 KiB
Plaintext
450 lines
22 KiB
Plaintext
/*
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By Ghostrider [GRG]
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Copyright 2016
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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#include "\q\addons\custom_server\init\build.sqf"
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[format["Loading blck_configs_mil.sqf for Militarized Servers for blckeagls build %1",blck_buildNumber]] call blck_fnc_log;
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/***************************************************************
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BLCKEAGLS SUPPLEMENTAL MODULES
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****************************************************************
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Configuration for Addons that support the overall Mission system.
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These are:
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1) a module to spawn map addons generated with the Eden Editor
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2) And a moduel to spawn static loot crates at specific location
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3) A time acceleration module.
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*/
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blck_spawnMapAddons = false; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf
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blck_spawnStaticLootCrates = false; // 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).
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blck_simulationManager = blck_useBlckeaglsSimulationManagement;
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blck_hideRocksAndPlants = true; // When true, any rocks, trees or bushes under enterable buildings will be 'hidden'
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// Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
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blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
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blck_timeAccelerationDay = 2; // Daytime time accelearation
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blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
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blck_timeAccelerationNight = 8; // Nighttim time acceleration
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/**************************************************************
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BLACKLIST LOCATIONS
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**************************************************************/
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// if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis.
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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.
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/***********************************************************
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GENERAL MISSION SYSTEM CONFIGURATION
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***********************************************************/
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////////
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// Client Offloading and Headless Client Configurations
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blck_useHC = false; // Experimental (should be working).
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = false; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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// *******************************************************
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// Experimental; may cause issues with waypoints
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// *******************************************************
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blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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///////////////////////////////
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// Kill message configurations
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// These determine whether and when messages are sent to players regarding AI Kills or illegal kills that might damage a vehicle.
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blck_useKillMessages = true; // when true a message will be broadcast to all players each time an AI is killed; may impact server performance.
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blck_useKillScoreMessage = true; // when true a tile is displayed to the killer with the kill score information
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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).
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///////////////////////////////
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// MISSION MARKER CONFIGURATION
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// blck_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
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//When set to true,"arrow", text will be to the right of an arrow below the mission marker.
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// When set to true,"dot", ext will be to the right of a black dot at the center the mission marker.
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blck_labelMapMarkers = [true,"center"];
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blck_preciseMapMarkers = false; // Map markers are/are not centered at the loot crate
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blck_showCountAliveAI = true;
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//Minimum distance between missions
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blck_MinDistanceFromMission = 1000;
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blck_minDistanceToBases = 300;
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blck_minDistanceToPlayer = 500;
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blck_minDistanceFromTowns = 200;
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blck_minDistanceFromDMS = 500; // minimum distance for a blackeagls mission from any nearby DMS missions. set to -1 to disable this check.
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///////////////////////////////
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// Mission Smoke and Signals
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///////////////////////////////
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// global loot crate options
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// Options to spawn a smoking wreck near the crate. When the first parameter is true, a wreck or junk pile will be spawned.
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// 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.
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blck_SmokeAtMissions = [true,"random"]; // set to [false,"anything here"] to disable this function altogether.
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blck_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
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///////////////////////////////
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// General Mission Completion and Loot Settings
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///////////////////////////////
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blck_missionEndCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
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blck_killPercentage = 0.99999999999; // The mission will complete if this fraction of the total AI spawned has been killed.
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// This facilitates mission completion when one or two AI are spawned into objects.
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blck_spawnCratesTiming = "atMissionSpawnGround"; // Choices: "atMissionSpawnGround","atMissionSpawnAir","atMissionEndGround","atMissionEndAir".
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// 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.
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// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
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blck_loadCratesTiming = "atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn";
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// Pertains only to crates spawned at mission spawn.
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// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
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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.
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///////////////////////////////
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// PLAYER PENALTIES
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///////////////////////////////
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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.
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blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
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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
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blck_VK_RunoverDamage = true; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
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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.
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blck_forbidenVehicles = []; // Add any vehicles for which you wish to forbid vehicle kills
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// 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
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// HMG_M2 is mounted on the armed offroad that is spawned by Epoch
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blck_forbidenVehicleGuns = []; // Add any vehicles for which you wish to forbid vehicle kills, o
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///////////////////////////////
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// MISC MISSION PARAMETERS
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///////////////////////////////
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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.
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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.
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blck_cleanupCompositionTimer = 30*60; // Mission objects will be deleted after the mission is completed after a deley set by this timer.
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blck_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
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blck_MissionTimeout = 60*60; // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.
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blck_AliveAICleanUpTimer = 60*20; // Time after mission completion at which any remaining live AI are deleted.
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///////////////////////////////
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// Paratroop Settings
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// AI paratrooper reinforcement paramters
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// The behavior of these can be linked to some degree to the spawning of patrolling helis.
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// For example, if you always want a helicopter to spawn paratroops set the value 1.
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// If you never want paratroops to spawn them set the value to 0.
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// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
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blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
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blck_noParaBlue = 3; // [1-N]
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blck_chanceParaRed = 0;
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blck_noParaRed = 3;
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blck_chanceParaGreen = 0;
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blck_noParaGreen = 4;
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blck_chanceParaOrange = 0;
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blck_noParaOrange = 4;
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// Supplemental Loot Parameters.
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///////////////////////////////
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// Heli Patrol Heli Types
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// Armed Helis
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//////////////////////////////
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blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST)
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blck_armed_hellcats = ["I_Heli_light_03_F"];
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blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
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blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
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blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
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blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
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blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
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blck_fighters = [
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//"O_Plane_CAS_02_F", // /ti-199 Neophron (CAS)
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"I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA)
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//"I_Plane_Fighter_04_F", // A-149 Gryphon
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//"B_Plane_CAS_01_F", // A-164 Wipeout (CAS)
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"B_Plane_Fighter_01_F" // F/A-181 Black Wasp II
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];
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/*
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_blck_UAVs = [
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"I_UAV_02_CAS_F",
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"I_UAV_02_F",
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"B_UAV_02_CAS_F",
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"B_UAV_02_F",,
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"O_UAV_02_CAS_F",
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"O_UAV_02_F"
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];
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*/
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blck_blacklisted_heli_ammo = [];
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blck_blacklisted_heli_weapons = [];
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///////////////////////////////
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// Heli Patrol Settings
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///////////////////////////////
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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.
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blck_patrolHelisBlue = blck_littleBirds;
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blck_noPatrolHelisBlue = 0;
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blck_chanceHeliPatrolRed = 0.8; // 0.4;
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blck_patrolHelisRed = blck_armed_hellcats;
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blck_noPatrolHelisRed = 1;
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blck_chanceHeliPatrolGreen = 0.9999;
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blck_patrolHelisGreen = blck_armed_ghosthawks;
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blck_noPatrolHelisGreen = [1,3];
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blck_chanceHeliPatrolOrange = 0.9999;
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blck_patrolHelisOrange = blck_armed_attackHelis + blck_armed_heavyAttackHelis; // + _blck_fighters;
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blck_noPatrolHelisOrange = [2,4];
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if (toLower(worldName) isEqualTo "namalsk" || toLower(worldName) isEqualTo "enoch") then
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{
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blck_patrolHelisRed = blck_littleBirds + blck_armed_hellcats;
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blck_patrolHelisGreen = blck_armed_hellcats + blck_armed_ghosthawks;
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blck_noPatrolHelisGreen = 1;
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blck_patrolHelisOrange = blck_armed_ghosthawks;
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blck_noPatrolHelisOrange = 1;
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};
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////////////////////
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// Enable / Disable Missions
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////////////////////
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// Change this value to reduce the number of spawned missions at any one time.
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blck_maxSpawnedMissions = 4;
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//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.
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blck_enableOrangeMissions = 1;
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blck_enableGreenMissions = 1;
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blck_enableRedMissions = 2;
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blck_enableBlueMissions = 2;
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blck_numberUnderwaterDynamicMissions = 3; // Values from 0 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
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////////////////////
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// MISSION TIMERS
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////////////////////
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// Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out
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blck_TMin_Orange = 480;
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blck_TMin_Green = 420;
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blck_TMin_Blue = 300;
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blck_TMin_Red = 360;
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blck_TMin_UMS = 300;
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//Maximum Spawn time between missions in seconds
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blck_TMax_Orange = 560;
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blck_TMax_Green = 500;
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blck_TMax_Blue = 360;
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blck_TMax_Red = 420;
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blck_TMax_UMS = 400;
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///////////////////////////////
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// AI VEHICLE PATROL PARAMETERS
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///////////////////////////////
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blck_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
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blck_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten out or been killed.
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blck_vehicleDeleteTimer = 90*60; //60*60;
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////////////////////
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// Mission Vehicle Settings
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////////////////////
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//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
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blck_SpawnVeh_Orange = [3,5]; // Number of vehicles at Orange Missions
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blck_SpawnVeh_Green = [3,4]; // Number of vehicles at Green Missions
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blck_SpawnVeh_Blue = 1; // Number of vehicles at Blue Missions
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blck_SpawnVeh_Red = 2; // Number of vehicles at Red Missions
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blck_vehCrew_blue = 5;
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blck_vehCrew_red = 5;
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blck_vehCrew_green = 4;
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blck_vehCrew_orange = 5;
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///////////////////////////////
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// AI STATIC WEAPON Settings
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///////////////////////////////
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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
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blck_killEmptyStaticWeapons = true; // When true, static weapons will have damage set to 1 when the AI manning them is killed.
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// B_Mortar_01_F, B_HMG_01_F, B_GMG_01_F
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blck_staticWeapons = ["B_HMG_01_high_F","B_GMG_01_high_F"]; // [0.50 cal, grenade launcher, AT Launcher]
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// Defines how many static weapons to spawn. Set this to -1 to disable spawning
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blck_SpawnEmplaced_Orange = [3,5]; // Number of static weapons at Orange Missions
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blck_SpawnEmplaced_Green = [3,4]; // Number of static weapons at Green Missions
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blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
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blck_SpawnEmplaced_Red = 2; // Number of static weapons at Red Missions
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/****************************************************************
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GENERAL AI SETTINGS
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****************************************************************/
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// When true, AI loadouts will be set from the class names in CfgPricing rather than the settings in the mod-specific configuration files
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blck_useConfigsGeneratedLoadouts = true;
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blck_logblacklisteditems = true;
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//blck_maximumitempriceinai_loadouts = 1000;
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// lists of black-listed items to be excluded from dynamic loadouts
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blck_blacklistedVests = [
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//"V_Press_F"
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];
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blck_blacklistedUniforms = [
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"U_I_Protagonist_VR",
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"U_C_Protagonist_VR",
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"U_O_Protagonist_VR",
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"U_B_Protagonist_VR",
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"Exile_Uniform_BambiOverall",
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"Exile_Uniform_ExileCustoms"
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];
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blck_blacklistedBackpacks = [
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//"B_ViperLightHarness_blk_F"
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];
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blck_blacklistedHeadgear = [
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"H_HelmotO_ViperSP_ghex_F",
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"H_HelmetO_VierSP_hex"
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];
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blck_blacklistedPrimaryWeapons = [
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//"srifle_LRR_tna_F"
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];
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blck_blacklistedSecondaryWeapons = [
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"hgun_Pistol_heav_02_F"
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];
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blck_blacklistedLaunchersAndSwingWeapons = [
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];
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blck_blacklistedOptics = [
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//"optic_tws"
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];
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blck_blacklistedAttachments = [
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];
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blck_blacklistedItems = [
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];
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/////////////////////////////////////////////
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blck_groupBehavior = "SAFE"; // https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
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blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
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blck_useSmokeWhenHealing = true; // when true, injured AI will toss a smoke when they attempt to heal.
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blck_addAIMoney = true;
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blck_chanceBackpack = 0.3; // Chance AI will be spawned with a backpack
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blck_useNVG = true; // When true, AI will be spawned with NVG if is dark
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blck_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
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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
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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"];
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//blck_launcherTypes = ["launch_RPG32_F"];
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blck_launchersPerGroup = 5; // Defines the number of AI per group spawned with a launcher
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blck_launcherCleanup = false;// When true, launchers and launcher ammo are removed from dead AI.
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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.
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blck_maximumPatrolRadius = 35;
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//This defines how long after an AI dies that it's body disappears.
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blck_bodyCleanUpTimer = 80*60; // time in seconds after which dead AI bodies are deleted
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// 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
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// values are ordered as follows [blue, red, green, orange];
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blck_AliveAICleanUpTimer = 20*60; // Time after mission completion at which any remaining live AI are deleted.
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// How precisely player locations will be revealed to AI after an AI kill
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// values are ordered as follows [blue, red, green, orange];
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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.
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//blck_AIAlertDistance = [150,225,400,500];
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// How precisely player locations will be revealed to AI after an AI kill
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// values are ordered as follows [blue, red, green, orange];
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blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];
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blck_baseSkill = 1.0; // The overal skill of the AI - range 0.1 to 1.0.
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/***************************************************************
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MISSION TYPE SPECIFIC AI SETTINGS
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**************************************************************/
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//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
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// Orange Missions
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blck_MinAI_Orange = 20;
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blck_MaxAI_Orange = 25;
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blck_AIGrps_Orange = 5;
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blck_SkillsOrange = [
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["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]
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];
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// Green Missions
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blck_MinAI_Green = 16;
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blck_MaxAI_Green = 21;
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blck_AIGrps_Green = 4;
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blck_SkillsGreen = [
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["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]
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];
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// Red Missions
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blck_MinAI_Red = 12;
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blck_MaxAI_Red = 15;
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blck_AIGrps_Red = 3;
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blck_SkillsRed = [
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["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]
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];
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// Blue Missions
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blck_MinAI_Blue = 8;
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blck_MaxAI_Blue = 12;
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blck_AIGrps_Blue = 2;
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blck_SkillsBlue = [
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["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]
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];
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// Add some money to AI; only works with Exile for now.
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blck_maxMoneyOrange = 50;
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blck_maxMoneyGreen = 40;
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blck_maxMoneyRed = 30;
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blck_maxMoneyBlue = 20;
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// Define the chance of attachments
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blck_chanceOptics = 0.4;
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blck_chanceMuzzle = 0.3;
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blck_chancePointer = 0.25;
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blck_chanceUnderbarrel = 0.25;
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if (toLower(blck_modType) isEqualTo "epoch") then
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{
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[format[" Loading Mission System using Parameters for %1 for militarized servers",blck_modType]] call blck_fnc_log;
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execVM "\q\addons\custom_server\Configs\blck_configs_epoch_mil.sqf";
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};
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if (toLower(blck_modType) isEqualTo "exile") then
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{
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[format[" Loading Mission System using Parameters for %1 for militarized servers",blck_modType]] call blck_fnc_log;
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execVM "\q\addons\custom_server\Configs\blck_configs_exile_mil.sqf";
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};
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if (toLower(blck_modType) isEqualTo "default") then
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{
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[format[" Loading Mission System using Parameters for %1 for militarized servers",blck_modType]] call blck_fnc_log;
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execVM "\q\addons\custom_server\Configs\blck_configs_default_mil.sqf";
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};
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//waitUntil{!isNil "blck_useConfigsGeneratedLoadouts"};
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//waitUntil {!isNil "blck_maximumItemPriceInAI_Loadouts"};
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uiSleep 10;
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if (blck_useConfigsGeneratedLoadouts) then
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{
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[" Dynamic Configs Enabled"] call blck_fnc_log;
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execVM "\q\addons\custom_server\Configs\blck_dynamicConfigs.sqf";
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};
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blck_configsLoaded = true;
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