//////////////////////////////////////////////////////////////////////// // // Exile Occupation by second_coming // http://www.exilemod.com/profile/60-second_coming/ // // For support, visit: // http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/ // // This script uses the fantastic DMS by Defent and eraser1: // http://www.exilemod.com/topic/61-dms-defents-mission-system/ // //////////////////////////////////////////////////////////////////////// // Shared Config for each occupation monitor SC_debug = false; // set to true to turn on debug features (not recommended for live servers) SC_extendedLogging = false; // set to true for additional SC_infiSTAR_log = false; // true Use infiSTAR logging, false logs to server rpt SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples) SC_maxAIcount = 200; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false SC_minFPS = 20; // any lower than minFPS on the server and additional AI won't spawn SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Turn Modules On or Off (can be overridden in the map overrides section) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems) SC_fastNights = false; // true if you want night time to go faster than daytime SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits SC_occupyTraders = true; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails SC_occupyStatic = false; // true if you want to add AI in specific locations SC_occupyTransport = false; // true if you want pubic transport (travels between traders) SC_occupyLootCrates = true; // true if you want to have random loot crates with guards SC_occupyRandomSpawn = false; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players SC_occupyMilitary = true; // true if you want military buildings patrolled SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles SC_occupySky = true; // true if you want to have roaming AI helis SC_occupySea = false; // true if you want to have roaming AI boats SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Fast nights Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm SC_fastNightsMultiplierNight = 24; // the time multiplier to use at night (12 = 12x speed) SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Random Spawn Setup (Work in progress) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn SC_randomSpawnMaxGroups = 20; // Maximum amount of random AI groups allowed at any time SC_randomSpawnMinGroupSize = 1; // Minimum amount of random AI groups allowed per group SC_randomSpawnMaxGroupSize = 5; // Maximum amount of random AI groups allowed per group SC_randomSpawnChance = 30; // Percentage chance of spawning if suitable player found SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though) SC_randomSpawnFrequency = 600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes) SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories SC_randomSpawnNearSpawns = true; // true if you want to allow random spawns in range of spawn zones SC_randomSpawnTargetBambis = true; // true if you want to allow random spawns to target bambis SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns SC_randomSpawnNameTarget = true; // true if you want to name the targeted player ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Occupy Places Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Trader Base Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_occupyTraderDetails = [ //["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true], //["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true], //["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true] ]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Occupy Static Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby SC_staticIgnoreAICount = true;// Ignore the AI count for Static AI Spawns SC_staticBandits = [ //[[pos],ai count,radius,search buildings] ]; SC_staticSurvivors = [ //[[pos],ai count,radius,search buildings] //[[3770,8791,0],8,250,true] ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Public Transport Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_colourTransport = false; // true if you want the public transport coloured SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only SC_occupyTransportStartPos = []; // if empty defaults to map centre SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are SC_TransportAirWaypoints = [ [1000,1000,0], [2000,2000,0], [3000,3000,0], [4000,4000,0] ]; SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are SC_TransportLandWaypoints = [ [1000,1000,0], [2000,2000,0], [3000,3000,0], [4000,4000,0] ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Loot Crate Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations SC_occupyLootCratesLocations = [ [1000,1000,0], [2000,2000,0], [3000,3000,0], [4000,4000,0] ]; SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk) SC_LootCrateGuards = 5; // number of AI to spawn at each crate SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards) SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns SC_ropeAttach = true; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes) // Array of possible common items to go in loot crates ["classname",fixed amount,random amount] // ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more) // to add a fixed amount make the second number 0 SC_LootCrateItems = [ ["Exile_Melee_Axe",0,1], ["Exile_Item_GloriousKnakworst",0,2], ["Exile_Item_PlasticBottleFreshWater",0,2], ["Exile_Item_Beer",0,1], ["Exile_Item_BaseCameraKit",0,2], ["Exile_Item_InstaDoc",0,1], ["Exile_Item_Matches",0,1], ["Exile_Item_CookingPot",0,1], ["Exile_Item_MetalPole",0,1], ["Exile_Item_LightBulb",0,1], ["Exile_Item_FuelCanisterEmpty",0,1], ["Exile_Item_WoodPlank",0,8], ["Exile_Item_woodFloorKit",0,2], ["Exile_Item_WoodWindowKit",0,1], ["Exile_Item_WoodDoorwayKit",0,1], ["Exile_Item_WoodFloorPortKit",0,2], ["Exile_Item_Laptop",0,1], ["Exile_Item_CodeLock",0,1], ["Exile_Item_Cement",0,10], ["Exile_Item_Sand",0,10], ["Exile_Item_MetalWire",0,5], ["Exile_Item_WaterCanisterEmpty",0,2], ["Exile_Item_Shovel",0,1], ["Exile_Item_MetalScrews",0,5], //Added by Z ["Exile_Item_WorkBenchKit",0,1], ["Exile_Item_WoodWindowKit",0,2], ["Exile_Item_WoodWallKit",0,5], ["Exile_Item_WoodWallHalfKit",0,5], ["Exile_Item_WoodSupportKit",0,5], ["Exile_Item_WoodStairsKit",0,2], ["Exile_Item_WoodGateKit",0,1], ["Exile_Item_WoodDoorKit",0,2], ["Exile_Item_MetalHedgehogKit",0,1], ["Land_ChairWood_F_Kit",0,1], ["Land_CargoBox_V1_F_Kit",0,1], ["Land_Sun_chair_F_Kit",0,1], ["Land_Sunshade_04_F_Kit",0,1], ["Land_LampShabby_F_Kit",0,1], ["Exile_Plant_GreenBush_Kit",0,1], ["Land_CampingChair_V2_F_Kit",0,1], ["Land_CampingChair_V1_F_Kit",0,1], ["Land_CampingTable_F_Kit",0,1], ["Land_FlatTV_01_F_Kit",0,1], ["Land_ChairPlastic_F_Kit",0,1], ["Land_GymBench_01_F_Kit",0,1], ["Land_GymRack_03_F_Kit",0,1], ["Land_OfficeCabinet_01_F_Kit",0,1], ["Land_OfficeChair_01_F_Kit",0,1], ["Land_RattanChair_01_F_Kit",0,1], ["Land_RattanTable_01_F_Kit",0,1], ["Land_Sun_chair_green_F_Kit",0,1], ["Land_Sunshade_01_F_Kit",0,1], ["Land_Sunshade_02_F_Kit",0,1], ["Land_Sunshade_03_F_Kit",0,1], ["Land_Sunshade_F_Kit",0,1], ["Land_TablePlastic_01_F_Kit",0,1], ["Land_WoodenTable_large_F_Kit",0,1], ["Land_WoodenTable_small_F_Kit",0,1], ["Land_DieselGroundPowerUnit_01_F_Kit",0,1], ["Land_Workbench_01_F_Kit",0,1], ["RoadCone_F_Kit",0,1], ["RoadCone_L_F_Kit",0,1], ["Fridge_01_closed_F_Kit",0,1], ["Exile_Item_DuctTape",0,3], ["Exile_Item_ExtensionCord",0,3], ["Exile_Item_JunkMetal",0,3], ["Exile_Item_BBQSandwich",0,2], ["Exile_Item_Can_Empty",0,3], ["Exile_Item_Cheathas",0,2], ["Exile_Item_ChristmasTinner",0,2], ["Exile_Item_EMRE",0,2], ["Exile_Item_InstantCoffee",0,2], ["Exile_Item_MacasCheese",0,2], ["Exile_Item_Moobar",0,2], ["Exile_Item_Noodles",0,2], ["Exile_Item_Raisins",0,2], ["Exile_Item_Surstromming",0,2], ["Exile_Item_ChocolateMilk",0,2], ["Exile_Item_EnergyDrink",0,2], ["Exile_Item_MountainDupe",0,2], ["Exile_Item_PlasticBottleCoffee",0,2], ["Exile_Item_PowerDrink",0,2], ["Exile_Item_CanOpener",0,1], ["Exile_Item_Grinder",0,1], ["Exile_Item_Handsaw",0,1], ["Exile_Item_Pliers",0,1], ["Exile_Melee_SledgeHammmer",0,1] ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Blacklisted Zones ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_blackListedAreas = [ [[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission [[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission [[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission [[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission [[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission [[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders [[7228,6986,0], 250, "Tanoa"] // Tanoa Airport ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Heli Crash Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations SC_occupyHeliCrashesLocations = [ [1000,1000,0], [2000,2000,0], [3000,3000,0], [4000,4000,0] ]; SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes SC_HeliCrashGuards = 6; // number of AI to spawn at each crate SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards) SC_HeliCrashMarkers = true; // true if you want to have markers on the Heli Crashes // Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS // ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random) // to add a fixed amount make the second number 0 SC_HeliCrashItems = [ ["B_Parachute",1,1], ["H_CrewHelmetHeli_B",1,1], ["ItemGPS",0,1], ["Exile_Item_InstaDoc",0,1], ["Exile_Item_PlasticBottleFreshWater",2,2], ["Exile_Item_EMRE",2,2] ]; SC_HeliCrashRareItems = [ ["HandGrenade",0,2], ["APERSBoundingMine_Range_Mag",0,2] ]; SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems // Array of possible weapons to place in the crate SC_HeliCrashWeapons = [ "srifle_DMR_02_camo_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", "srifle_DMR_05_hex_F" ]; SC_HeliCrashWeaponsAmount = [1,3]; // [fixed amount to add, random amount to add] SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add] ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Roaming Vehicle Setup - (applies to ground, air and sea vehicles) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle SC_maximumCrewAmount = 5; // Maximum amount of AI allowed in a vehicle // (essential crew like drivers and gunners will always spawn regardless of these settings) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Roaming Land Vehicle Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_maxNumberofVehicles = 15; // How many roaming vehicles to spawn SC_occupyLandVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option) SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random // if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random // they will also ignore any blacklisted areas SC_occupyVehicleFixedPositions = [ [[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between [[2238,6717,0],2000,"Tanoa"], [[8197,9081,0],3000,"Tanoa"], [[13074,11817,0],3000,"Tanoa"] ]; // Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit) SC_VehicleClassToUse = [["Exile_Car_Hatchback_Rusty1",1],["Exile_Car_Hatchback_Rusty2",1]]; /*["Exile_Car_Hatchback_Rusty3",1], ["Exile_Car_Hatchback_Sport_Red",1], ["Exile_Car_SUV_Red",1], ["Exile_Car_Offroad_Rusty1",1], ["Exile_Car_Offroad_Rusty2",1], ["Exile_Car_Offroad_Rusty3",1], ["Exile_Car_Offroad_Repair_Civillian",1], ["Exile_Car_Offroad_Armed_Guerilla01",1], ["Exile_Car_Strider",1], ["Exile_Car_Hunter",1], ["Exile_Car_Ifrit",1], ["Exile_Car_Van_Black",1], ["Exile_Car_Van_Box_Black",1], ["Exile_Car_Van_Fuel_Black",1], ["Exile_Car_Zamak",1], ["Exile_Car_Tempest",1], ["Exile_Car_HEMMT",1], ["Exile_Bike_QuadBike_Black",1], ["Exile_Bike_QuadBike_Blue",1], ["Exile_Bike_QuadBike_Csat",1], ["Exile_Bike_QuadBike_Fie",1], ["Exile_Bike_QuadBike_Guerilla01",1], ["Exile_Bike_QuadBike_Guerilla01",1], ["Exile_Bike_QuadBike_Nato",1], ["Exile_Bike_QuadBike_Red",1], ["Exile_Bike_QuadBike_White",1], ["Exile_Car_UAZ_Open_Green",1], // Additional Vehicles ["B_GEN_Offroad_01_gen_F",1], ["C_Offroad_02_unarmed_F",1], ["I_C_Offroad_02_unarmed_F",1], ["Exile_Car_LandRover_Green",1], ["Exile_Car_LandRover_Red",1], ["Exile_Car_LandRover_Urban",1], ["Exile_Car_LandRover_Desert",1], ["Exile_Bike_QuadBike_Black",1], ["Exile_Car_UAZ_Open_Green",1], ["Exile_Car_SUV_Black",1], ["Exile_Car_SUV_Grey",1], ["Exile_Car_SUV_Orange",1], ["Exile_Car_SUV_Red",1], ["Exile_Car_SUV_Rusty1",1], ["Exile_Car_SUV_Rusty2",1], ["Exile_Car_SUV_Rusty3",1], ["Exile_Car_SUV_Armed_Black",1], ["Exile_Car_Offroad_Guerilla01",1], ["Exile_Car_Offroad_Guerilla02",1], ["Exile_Car_Offroad_Guerilla03",1], ["Exile_Car_Offroad_Guerilla04",1], ["Exile_Car_Offroad_Guerilla01",1], ["Exile_Car_Offroad_Guerilla06",1], ["Exile_Car_Offroad_Guerilla07",1], ["Exile_Car_Offroad_Guerilla08",1], ["Exile_Car_Offroad_Guerilla09",1], ["Exile_Car_Offroad_Guerilla10",1], ["Exile_Car_Offroad_Guerilla11",1], ["Exile_Car_Offroad_Guerilla12",1], ["B_LSV_01_unarmed_black_F",1], ["O_T_LSV_02_unarmed_black_F",1], ["O_T_Truck_03_device_ghex_F",1], ["Exile_Car_Offroad_Armed_Guerilla01",1], ["Exile_Car_Offroad_Armed_Guerilla02",1], ["Exile_Car_Offroad_Armed_Guerilla03",1], ["Exile_Car_Offroad_Armed_Guerilla04",1], ["Exile_Car_Offroad_Armed_Guerilla01",1], ["Exile_Car_Offroad_Armed_Guerilla06",1], ["Exile_Car_Offroad_Armed_Guerilla07",1], ["Exile_Car_Offroad_Armed_Guerilla08",1], ["Exile_Car_Offroad_Armed_Guerilla09",1], ["Exile_Car_Offroad_Armed_Guerilla10",1], ["Exile_Car_Offroad_Armed_Guerilla11",1], ["Exile_Car_Offroad_Armed_Guerilla12",1], ["B_T_LSV_01_armed_F",1], ["B_T_LSV_01_unarmed_F",1], ["O_T_LSV_02_armed_F",1], ["B_LSV_01_armed_black_F",1], ["B_LSV_01_unarmed_olive_F",1], ["B_LSV_01_unarmed_sand_F",1], ["B_T_LSV_01_armed_CTRG_F",1], ["B_T_LSV_01_armed_black_F",1], ["B_T_LSV_01_armed_olive_F",1], ["B_T_LSV_01_armed_sand_F",1], ["O_LSV_02_armed_F",1], ["O_LSV_02_armed_arid_F",1], ["O_LSV_02_armed_black_F",1], ["O_LSV_02_armed_ghex_F",1], ["O_LSV_02_armed_viper_F",1], ["O_T_LSV_02_armed_arid_F",1], ["O_T_LSV_02_armed_black_F",1], ["O_T_LSV_02_armed_ghex_F",1], ["O_T_LSV_02_armed_viper_F",1], ["O_LSV_02_unarmed_F",1], ["O_LSV_02_unarmed_arid_F",1], ["O_LSV_02_unarmed_black_F",1], ["O_LSV_02_unarmed_ghex_F",1], ["O_LSV_02_unarmed_viper_F",1], ["O_T_LSV_02_unarmed_arid_F",1], ["O_T_LSV_02_unarmed_ghex_F",1], ["O_T_LSV_02_unarmed_viper_F",1], ["Exile_Car_Lada_Green",1], ["Exile_Car_Lada_Hipster",1], ["Exile_Car_Lada_Red",1], ["Exile_Car_Lada_Taxi",1], ["Exile_Car_Lada_White",1], ["Exile_Car_Volha_Black",1], ["Exile_Car_Volha_Blue",1], ["Exile_Car_Volha_White",1], ["Exile_Car_Hatchback_Sport_Beige",1], ["Exile_Car_Hatchback_Sport_Blue",1], ["Exile_Car_Hatchback_Sport_Green",1], ["Exile_Car_Hatchback_Sport_Orange",1], ["Exile_Car_Hatchback_Sport_Red",1], ["Exile_Car_Hatchback_Sport_White",1], ["Exile_Car_Offroad_Beige",1], ["Exile_Car_Offroad_Blue",1], ["Exile_Car_Offroad_BlueCustom",1], ["Exile_Car_Offroad_DarkRed",1], ["Exile_Car_Offroad_Red",1], ["Exile_Car_Offroad_White",1], ["Exile_Car_HMMWV_M134_Desert",1], ["Exile_Car_HMMWV_M134_Green",1], ["Exile_Car_HMMWV_M2_Desert",1], ["Exile_Car_HMMWV_M2_Green",1], ["Exile_Car_HMMWV_MEV_Desert",1], ["Exile_Car_HMMWV_MEV_Green",1], ["Exile_Car_HMMWV_UNA_Green",1], ["Exile_Car_HMMWV_UNA_Desert",1], ["Exile_Car_Van_Guerilla01",1], ["Exile_Car_Van_Guerilla02",1], ["Exile_Car_Van_Guerilla03",1], ["Exile_Car_Van_Guerilla04",1], ["Exile_Car_Van_Guerilla01",1], ["Exile_Car_Van_Guerilla06",1], ["Exile_Car_Van_Guerilla07",1], ["Exile_Car_Van_Guerilla08",1], ["Exile_Car_Van_Red",1], ["Exile_Car_Van_White",1], ["Exile_Car_Van_Box_Guerilla01",1], ["Exile_Car_Van_Box_Guerilla02",1], ["Exile_Car_Van_Box_Guerilla03",1], ["Exile_Car_Van_Box_Guerilla04",1], ["Exile_Car_Van_Box_Guerilla01",1], ["Exile_Car_Van_Box_Guerilla06",1], ["Exile_Car_Van_Box_Guerilla07",1], ["Exile_Car_Van_Box_Guerilla08",1], ["Exile_Car_Van_Box_Red",1], ["Exile_Car_Van_Box_White",1], ["Exile_Car_Van_Fuel_Guerilla01",1], ["Exile_Car_Van_Fuel_Guerilla02",1], ["Exile_Car_Van_Fuel_Guerilla02",1], ["Exile_Car_Van_Fuel_Red",1], ["Exile_Car_Van_Fuel_White",1], ["Exile_Car_MB4WD",1], ["Exile_Car_MB4WDOpen",1]*/ //]; SC_VehicleClassToUseRare = [["Exile_Car_Hatchback_Rusty2",1],["Exile_Car_Hatchback_Rusty3",1]]; //["Exile_Car_Hatchback_Rusty1",1], /*["Exile_Car_Hatchback_Sport_Red",1], ["Exile_Car_SUV_Red",1], ["Exile_Car_Offroad_Rusty1",1], ["Exile_Car_Offroad_Rusty2",1], ["Exile_Car_Offroad_Rusty3",1], ["Exile_Car_Offroad_Repair_Civillian",1], ["Exile_Car_Offroad_Armed_Guerilla01",1], ["Exile_Car_Strider",1], ["Exile_Car_Hunter",1], ["Exile_Car_Ifrit",1], ["Exile_Car_Van_Black",1], ["Exile_Car_Van_Box_Black",1], ["Exile_Car_Van_Fuel_Black",1], ["Exile_Car_Zamak",1], ["Exile_Car_Tempest",1], ["Exile_Car_HEMMT",1], ["Exile_Bike_QuadBike_Black",1], ["Exile_Bike_QuadBike_Blue",1], ["Exile_Bike_QuadBike_Csat",1], ["Exile_Bike_QuadBike_Fie",1], ["Exile_Bike_QuadBike_Guerilla01",1], ["Exile_Bike_QuadBike_Guerilla01",1], ["Exile_Bike_QuadBike_Nato",1], ["Exile_Bike_QuadBike_Red",1], ["Exile_Bike_QuadBike_White",1], ["Exile_Car_UAZ_Open_Green",1], // Additional Vehicles ["B_GEN_Offroad_01_gen_F",1], ["C_Offroad_02_unarmed_F",1], ["I_C_Offroad_02_unarmed_F",1], ["Exile_Car_LandRover_Green",1], ["Exile_Car_LandRover_Red",1], ["Exile_Car_LandRover_Urban",1], ["Exile_Car_LandRover_Desert",1], ["Exile_Bike_QuadBike_Black",1], ["Exile_Car_UAZ_Open_Green",1], ["Exile_Car_SUV_Black",1], ["Exile_Car_SUV_Grey",1], ["Exile_Car_SUV_Orange",1], ["Exile_Car_SUV_Red",1], ["Exile_Car_SUV_Rusty1",1], ["Exile_Car_SUV_Rusty2",1], ["Exile_Car_SUV_Rusty3",1], ["Exile_Car_SUV_Armed_Black",1], ["Exile_Car_Offroad_Guerilla01",1], ["Exile_Car_Offroad_Guerilla02",1], ["Exile_Car_Offroad_Guerilla03",1], ["Exile_Car_Offroad_Guerilla04",1], ["Exile_Car_Offroad_Guerilla01",1], ["Exile_Car_Offroad_Guerilla06",1], ["Exile_Car_Offroad_Guerilla07",1], ["Exile_Car_Offroad_Guerilla08",1], ["Exile_Car_Offroad_Guerilla09",1], ["Exile_Car_Offroad_Guerilla10",1], ["Exile_Car_Offroad_Guerilla11",1], ["Exile_Car_Offroad_Guerilla12",1], ["B_LSV_01_unarmed_black_F",1], ["O_T_LSV_02_unarmed_black_F",1], ["O_T_Truck_03_device_ghex_F",1], ["Exile_Car_Offroad_Armed_Guerilla01",1], ["Exile_Car_Offroad_Armed_Guerilla02",1], ["Exile_Car_Offroad_Armed_Guerilla03",1], ["Exile_Car_Offroad_Armed_Guerilla04",1], ["Exile_Car_Offroad_Armed_Guerilla01",1], ["Exile_Car_Offroad_Armed_Guerilla06",1], ["Exile_Car_Offroad_Armed_Guerilla07",1], ["Exile_Car_Offroad_Armed_Guerilla08",1], ["Exile_Car_Offroad_Armed_Guerilla09",1], ["Exile_Car_Offroad_Armed_Guerilla10",1], ["Exile_Car_Offroad_Armed_Guerilla11",1], ["Exile_Car_Offroad_Armed_Guerilla12",1], ["B_T_LSV_01_armed_F",1], ["B_T_LSV_01_unarmed_F",1], ["O_T_LSV_02_armed_F",1], ["B_LSV_01_armed_black_F",1], ["B_LSV_01_unarmed_olive_F",1], ["B_LSV_01_unarmed_sand_F",1], ["B_T_LSV_01_armed_CTRG_F",1], ["B_T_LSV_01_armed_black_F",1], ["B_T_LSV_01_armed_olive_F",1], ["B_T_LSV_01_armed_sand_F",1], ["O_LSV_02_armed_F",1], ["O_LSV_02_armed_arid_F",1], ["O_LSV_02_armed_black_F",1], ["O_LSV_02_armed_ghex_F",1], ["O_LSV_02_armed_viper_F",1], ["O_T_LSV_02_armed_arid_F",1], ["O_T_LSV_02_armed_black_F",1], ["O_T_LSV_02_armed_ghex_F",1], ["O_T_LSV_02_armed_viper_F",1], ["O_LSV_02_unarmed_F",1], ["O_LSV_02_unarmed_arid_F",1], ["O_LSV_02_unarmed_black_F",1], ["O_LSV_02_unarmed_ghex_F",1], ["O_LSV_02_unarmed_viper_F",1], ["O_T_LSV_02_unarmed_arid_F",1], ["O_T_LSV_02_unarmed_ghex_F",1], ["O_T_LSV_02_unarmed_viper_F",1], ["Exile_Car_Lada_Green",1], ["Exile_Car_Lada_Hipster",1], ["Exile_Car_Lada_Red",1], ["Exile_Car_Lada_Taxi",1], ["Exile_Car_Lada_White",1], ["Exile_Car_Volha_Black",1], ["Exile_Car_Volha_Blue",1], ["Exile_Car_Volha_White",1], ["Exile_Car_Hatchback_Sport_Beige",1], ["Exile_Car_Hatchback_Sport_Blue",1], ["Exile_Car_Hatchback_Sport_Green",1], ["Exile_Car_Hatchback_Sport_Orange",1], ["Exile_Car_Hatchback_Sport_Red",1], ["Exile_Car_Hatchback_Sport_White",1], ["Exile_Car_Offroad_Beige",1], ["Exile_Car_Offroad_Blue",1], ["Exile_Car_Offroad_BlueCustom",1], ["Exile_Car_Offroad_DarkRed",1], ["Exile_Car_Offroad_Red",1], ["Exile_Car_Offroad_White",1], ["Exile_Car_HMMWV_M134_Desert",1], ["Exile_Car_HMMWV_M134_Green",1], ["Exile_Car_HMMWV_M2_Desert",1], ["Exile_Car_HMMWV_M2_Green",1], ["Exile_Car_HMMWV_MEV_Desert",1], ["Exile_Car_HMMWV_MEV_Green",1], ["Exile_Car_HMMWV_UNA_Green",1], ["Exile_Car_HMMWV_UNA_Desert",1], ["Exile_Car_Van_Guerilla01",1], ["Exile_Car_Van_Guerilla02",1], ["Exile_Car_Van_Guerilla03",1], ["Exile_Car_Van_Guerilla04",1], ["Exile_Car_Van_Guerilla01",1], ["Exile_Car_Van_Guerilla06",1], ["Exile_Car_Van_Guerilla07",1], ["Exile_Car_Van_Guerilla08",1], ["Exile_Car_Van_Red",1], ["Exile_Car_Van_White",1], ["Exile_Car_Van_Box_Guerilla01",1], ["Exile_Car_Van_Box_Guerilla02",1], ["Exile_Car_Van_Box_Guerilla03",1], ["Exile_Car_Van_Box_Guerilla04",1], ["Exile_Car_Van_Box_Guerilla01",1], ["Exile_Car_Van_Box_Guerilla06",1], ["Exile_Car_Van_Box_Guerilla07",1], ["Exile_Car_Van_Box_Guerilla08",1], ["Exile_Car_Van_Box_Red",1], ["Exile_Car_Van_Box_White",1], ["Exile_Car_Van_Fuel_Guerilla01",1], ["Exile_Car_Van_Fuel_Guerilla02",1], ["Exile_Car_Van_Fuel_Guerilla02",1], ["Exile_Car_Van_Fuel_Red",1], ["Exile_Car_Van_Fuel_White",1], ["Exile_Car_MB4WD",1], ["Exile_Car_MB4WDOpen",1]*/ //]; // Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit) SC_SurvivorVehicleClassToUse = [ ["Exile_Car_LandRover_Green",0], ["Exile_Bike_QuadBike_Black",2], ["Exile_Car_UAZ_Open_Green",2] ]; SC_SurvivorVehicleClassToUseRare = [ ["Exile_Car_Hunter",1], ["Exile_Car_HEMMT",1], ["Exile_Car_Zamak",1], ["Exile_Car_Offroad_Armed_Guerilla12",1], ["Exile_Car_Offroad_Armed_Guerilla03",1], ["Exile_Car_Tempest",1] ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Roaming Aircraft Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Settings for roaming airborne AI (non armed helis will just fly around) SC_maxNumberofHelis = 2; SC_occupySkyVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count // Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit) SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ]; SC_occupyHeliUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random // if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random // they will also ignore any blacklisted areas SC_occupyHeliFixedPositions = [ [[4434,2892,400],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between [[2238,6717,400],2000,"Tanoa"], [[8197,9081,400],3000,"Tanoa"], [[13074,11817,400],3000,"Tanoa"] ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Roaming Boats Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Settings for roaming seaborne AI (non armed boats will just sail around) SC_maxNumberofBoats = 0; SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count // Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit) SC_BoatClassToUse = [ ["B_Boat_Armed_01_minigun_F",1], ["I_Boat_Armed_01_minigun_F",1], ["O_Boat_Transport_01_F",0], ["Exile_Boat_MotorBoat_Police",1] ]; SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random // if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random // they will also ignore any blacklisted areas SC_occupyBoatFixedPositions = [ [[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between [[400,400,0],2000,"Tanoa"], [[14000,5000,0],3000,"Tanoa"], [[16000,16000,0],3000,"Tanoa"] ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Occupy Military Setup ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Array of buildings to add military patrols to SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F", "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F", "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F", "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F", "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F", "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F", "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks", "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1", "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks", "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse", "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate", "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A", "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F", "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int", // Additional Buildings "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor", "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse", "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F", "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F", "Land_Cargo_Tower_V4_F" ]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // AI Setup (used in multiple modules) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// SC_useRealNames = true; // Arrays of names used to generate names for AI SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"]; SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"]; SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"]; SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"]; SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles) SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players) // false if you want survivors to be aggressive to players // Possible equipment for survivor AI to spawn with // spawning survivors without vests or backpacks will result in them having no ammunition SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"]; SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; SC_SurvivorHeadgear = []; SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"]; SC_SurvivorWeaponAttachments = []; SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"]; SC_SurvivorPistol = ["hgun_Rook40_F"]; SC_SurvivorPistolAttachments = []; SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added SC_SurvivorLauncher = []; SC_SurvivorBackpack = []; // Possible equipment for bandit AI to spawn with // spawning bandits without vests or backpacks will result in them having no ammunition SC_BanditUniforms = ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"]; SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"]; SC_BanditWeapon = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"]; SC_BanditWeaponAttachments = []; SC_BanditMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"]; SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"]; SC_BanditPistolAttachments = []; SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added SC_BanditLauncher = []; SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"]; // Possible equipment for random ai to spawn with // spawning random ai without vests or backpacks will result in them having no ammunition SC_RandomUniforms = ["U_B_GEN_Soldier_F"]; SC_RandomVests = ["V_TacVest_gen_F"]; SC_RandomHeadgear = ["H_Cap_police"]; SC_RandomWeapon = ["SMG_05_F"]; SC_RandomWeaponAttachments = ["muzzle_snds_L"]; SC_RandomMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"]; SC_RandomPistol = ["hgun_Rook40_F"]; SC_RandomPistolAttachments = ["muzzle_snds_L"]; SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added SC_RandomLauncher = []; SC_RandomBackpack = ["B_AssaultPack_blk"]; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Map Specific Overrides ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (worldName == 'Napf' AND SC_useMapOverrides) then { SC_maxAIcount = 120; SC_useApexClasses = false; }; if (worldName == 'Chernarus' AND SC_useMapOverrides) then { SC_maxAIcount = 120; SC_useApexClasses = false; }; if (worldName == 'Tanoa' AND SC_useMapOverrides) then { SC_maxAIcount = 80; SC_useApexClasses = true; }; if (worldName == 'Malden' AND SC_useMapOverrides) then { SC_maxAIcount = 150; SC_useApexClasses = false; }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Apex Specific Settings (only used if SC_useApexClasses = true) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(SC_useApexClasses) then { SC_BanditWeapon = [ "arifle_MX_khk_F", "arifle_MX_GL_khk_F", "arifle_MX_SW_khk_F", "arifle_MXC_khk_F", "arifle_MXM_khk_F", "arifle_AK12_F", "arifle_AK12_GL_F", "arifle_AKM_F", "arifle_AKS_F", "arifle_ARX_blk_F", "arifle_ARX_ghex_F", "arifle_ARX_hex_F", "arifle_CTAR_blk_F", "arifle_CTAR_GL_blk_F", "arifle_CTARS_blk_F", "arifle_SPAR_01_blk_F", "arifle_SPAR_01_khk_F", "arifle_SPAR_01_snd_F", "arifle_SPAR_01_GL_blk_F", "arifle_SPAR_01_GL_khk_F", "arifle_SPAR_01_GL_snd_F", "arifle_SPAR_02_blk_F", "arifle_SPAR_02_khk_F", "arifle_SPAR_02_snd_F", "arifle_SPAR_03_blk_F", "arifle_SPAR_03_khk_F", "arifle_SPAR_03_snd_F" ]; SC_BanditUniforms = [ "U_I_C_Soldier_Para_1_F", "U_I_C_Soldier_Para_2_F", "U_I_C_Soldier_Para_3_F", "U_I_C_Soldier_Para_4_F", "U_I_C_Soldier_Para_5_F", "U_I_C_Soldier_Bandit_1_F", "U_I_C_Soldier_Bandit_2_F", "U_I_C_Soldier_Bandit_3_F", "U_I_C_Soldier_Bandit_4_F", "U_I_C_Soldier_Bandit_5_F", "U_I_C_Soldier_Camo_F", "U_B_CTRG_Soldier_urb_1_F", "U_B_CTRG_Soldier_urb_2_F", "U_B_CTRG_Soldier_urb_3_F" ]; /*SC_VehicleClassToUse = [ ["B_GEN_Offroad_01_gen_F",0], ["C_Offroad_02_unarmed_F",0], ["I_C_Offroad_02_unarmed_F",0] ]; SC_VehicleClassToUseRare = [ ["B_LSV_01_unarmed_black_F",1], ["O_T_LSV_02_unarmed_black_F",1], ["O_T_Truck_03_device_ghex_F",1] ];*/ }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Debug Settings (only used if SC_debug = true) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if (SC_debug) then { SC_extendedLogging = true; SC_processReporter = true; SC_mapMarkers = true; SC_occupyPlaces = false; SC_occupyVehicle = true; SC_occupyMilitary = false; SC_occupyRandomSpawn = true; SC_occupyStatic = false; SC_occupySky = false; SC_occupySea = false; SC_occupyTraders = false; SC_occupyTransport = true; SC_occupyLootCrates = false; SC_occupyHeliCrashes = false; SC_maxAIcount = 150; SC_maxNumberofVehicles = 10; SC_maxNumberofBoats = 5; SC_maxNumberofHelis = 1; SC_randomSpawnChance = 100; SC_randomSpawnIgnoreCount = true; SC_randomSpawnFrequency = 120; }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Don't alter anything below this point, unless you want your server to explode :) ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(!SC_SurvivorsFriendly) then { CIVILIAN setFriend[RESISTANCE,0]; }; CIVILIAN setFriend [EAST,0]; CIVILIAN setFriend [WEST,0]; EAST setFriend [CIVILIAN,0]; WEST setFriend [CIVILIAN,0]; EAST setFriend [WEST,0]; WEST setFriend [EAST,0]; SC_SurvivorSide = CIVILIAN; SC_BanditSide = EAST; SC_liveVehicles = 0; SC_liveVehiclesArray = []; SC_liveHelis = 0; SC_liveHelisArray = []; SC_liveBoats = 0; SC_liveBoatsArray = []; SC_liveStaticGroups = []; SC_liveRandomGroups = []; SC_transportArray = []; // Remove spawn locations for roaming vehicles that aren't for this map _occupyVehicleFixedPositions = []; { _currentWorld = _x select 2; if(worldName == _currentWorld) then { _occupyVehicleFixedPositions pushback _x; }; }forEach SC_occupyVehicleFixedPositions; SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions; publicVariable "SC_liveVehicles"; publicVariable "SC_liveVehiclesArray"; publicVariable "SC_liveHelis"; publicVariable "SC_liveHelisArray"; publicVariable "SC_liveBoats"; publicVariable "SC_liveBoatsArray"; publicVariable "SC_liveStaticGroups"; publicVariable "SC_liveRandomGroups"; publicVariable "SC_numberofLootCrates"; publicVariable "SC_transportArray"; publicVariable "SC_SurvivorSide"; publicVariable "SC_BanditSide"; SC_CompiledOkay = true;