Zepheris
230ea2b038
ExileServer_system_rcon_thread_check.sqf added debug line to track server uptime and server restart countdown
985 lines
53 KiB
Plaintext
985 lines
53 KiB
Plaintext
////////////////////////////////////////////////////////////////////////
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//
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// Exile Occupation by second_coming
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// http://www.exilemod.com/profile/60-second_coming/
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//
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// For support, visit:
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// http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
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//
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// This script uses the fantastic DMS by Defent and eraser1:
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// http://www.exilemod.com/topic/61-dms-defents-mission-system/
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//
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////////////////////////////////////////////////////////////////////////
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// Shared Config for each occupation monitor
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SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
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SC_extendedLogging = false; // set to true for additional
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SC_infiSTAR_log = false; // true Use infiSTAR logging, false logs to server rpt
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SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
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SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
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SC_maxAIcount = 200; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_minFPS = 20; // any lower than minFPS on the server and additional AI won't spawn
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
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SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
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SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
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SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
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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)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Turn Modules On or Off (can be overridden in the map overrides section)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
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SC_fastNights = false; // true if you want night time to go faster than daytime
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SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
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SC_occupyTraders = true; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
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SC_occupyStatic = false; // true if you want to add AI in specific locations
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SC_occupyTransport = false; // true if you want pubic transport (travels between traders)
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_occupyRandomSpawn = false; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
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SC_occupyMilitary = true; // true if you want military buildings patrolled
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SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Fast nights Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
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SC_fastNightsMultiplierNight = 24; // the time multiplier to use at night (12 = 12x speed)
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SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
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SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Random Spawn Setup (Work in progress)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn
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SC_randomSpawnMaxGroups = 20; // Maximum amount of random AI groups allowed at any time
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SC_randomSpawnMinGroupSize = 1; // Minimum amount of random AI groups allowed per group
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SC_randomSpawnMaxGroupSize = 5; // Maximum amount of random AI groups allowed per group
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SC_randomSpawnChance = 30; // Percentage chance of spawning if suitable player found
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SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
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SC_randomSpawnFrequency = 600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
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SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
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SC_randomSpawnNearSpawns = true; // true if you want to allow random spawns in range of spawn zones
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SC_randomSpawnTargetBambis = true; // true if you want to allow random spawns to target bambis
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SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
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SC_randomSpawnNameTarget = true; // true if you want to name the targeted player
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Occupy Places Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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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)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Trader Base Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_occupyTraderDetails = [
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//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
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//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
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//["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
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]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Occupy Static Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
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SC_staticIgnoreAICount = true;// Ignore the AI count for Static AI Spawns
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SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
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];
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SC_staticSurvivors = [ //[[pos],ai count,radius,search buildings]
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//[[3770,8791,0],8,250,true]
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];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Public Transport Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_colourTransport = false; // true if you want the public transport coloured
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SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
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SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only
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SC_occupyTransportStartPos = []; // if empty defaults to map centre
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SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
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SC_TransportAirWaypoints = [
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[1000,1000,0],
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[2000,2000,0],
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[3000,3000,0],
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[4000,4000,0]
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];
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SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
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SC_TransportLandWaypoints = [
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[1000,1000,0],
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[2000,2000,0],
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[3000,3000,0],
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[4000,4000,0]
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];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Loot Crate Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
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SC_occupyLootCratesLocations = [
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[1000,1000,0],
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[2000,2000,0],
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[3000,3000,0],
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[4000,4000,0]
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];
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SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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SC_LootCrateGuards = 5; // number of AI to spawn at each crate
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SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
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SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
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SC_ropeAttach = true; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
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// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
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// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
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// to add a fixed amount make the second number 0
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SC_LootCrateItems = [
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["Exile_Melee_Axe",0,1],
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["Exile_Item_GloriousKnakworst",0,2],
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["Exile_Item_PlasticBottleFreshWater",0,2],
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["Exile_Item_Beer",0,1],
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["Exile_Item_BaseCameraKit",0,2],
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["Exile_Item_InstaDoc",0,1],
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["Exile_Item_Matches",0,1],
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["Exile_Item_CookingPot",0,1],
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["Exile_Item_MetalPole",0,1],
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["Exile_Item_LightBulb",0,1],
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["Exile_Item_FuelCanisterEmpty",0,1],
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["Exile_Item_WoodPlank",0,8],
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["Exile_Item_woodFloorKit",0,2],
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["Exile_Item_WoodWindowKit",0,1],
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["Exile_Item_WoodDoorwayKit",0,1],
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["Exile_Item_WoodFloorPortKit",0,2],
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["Exile_Item_Laptop",0,1],
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["Exile_Item_CodeLock",0,1],
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["Exile_Item_Cement",0,10],
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["Exile_Item_Sand",0,10],
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["Exile_Item_MetalWire",0,5],
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["Exile_Item_WaterCanisterEmpty",0,2],
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["Exile_Item_Shovel",0,1],
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["Exile_Item_MetalScrews",0,5],
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//Added by Z
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["Exile_Item_WorkBenchKit",0,1],
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["Exile_Item_WoodWindowKit",0,2],
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["Exile_Item_WoodWallKit",0,5],
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["Exile_Item_WoodWallHalfKit",0,5],
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["Exile_Item_WoodSupportKit",0,5],
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["Exile_Item_WoodStairsKit",0,2],
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["Exile_Item_WoodGateKit",0,1],
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["Exile_Item_WoodDoorKit",0,2],
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["Exile_Item_MetalHedgehogKit",0,1],
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["Land_ChairWood_F_Kit",0,1],
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["Land_CargoBox_V1_F_Kit",0,1],
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["Land_Sun_chair_F_Kit",0,1],
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["Land_Sunshade_04_F_Kit",0,1],
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["Land_LampShabby_F_Kit",0,1],
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["Exile_Plant_GreenBush_Kit",0,1],
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["Land_CampingChair_V2_F_Kit",0,1],
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["Land_CampingChair_V1_F_Kit",0,1],
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["Land_CampingTable_F_Kit",0,1],
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["Land_FlatTV_01_F_Kit",0,1],
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["Land_ChairPlastic_F_Kit",0,1],
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["Land_GymBench_01_F_Kit",0,1],
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["Land_GymRack_03_F_Kit",0,1],
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["Land_OfficeCabinet_01_F_Kit",0,1],
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["Land_OfficeChair_01_F_Kit",0,1],
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["Land_RattanChair_01_F_Kit",0,1],
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["Land_RattanTable_01_F_Kit",0,1],
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["Land_Sun_chair_green_F_Kit",0,1],
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["Land_Sunshade_01_F_Kit",0,1],
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["Land_Sunshade_02_F_Kit",0,1],
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["Land_Sunshade_03_F_Kit",0,1],
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["Land_Sunshade_F_Kit",0,1],
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["Land_TablePlastic_01_F_Kit",0,1],
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["Land_WoodenTable_large_F_Kit",0,1],
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["Land_WoodenTable_small_F_Kit",0,1],
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["Land_DieselGroundPowerUnit_01_F_Kit",0,1],
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["Land_Workbench_01_F_Kit",0,1],
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["RoadCone_F_Kit",0,1],
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["RoadCone_L_F_Kit",0,1],
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["Fridge_01_closed_F_Kit",0,1],
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["Exile_Item_DuctTape",0,3],
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["Exile_Item_ExtensionCord",0,3],
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["Exile_Item_JunkMetal",0,3],
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["Exile_Item_BBQSandwich",0,2],
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["Exile_Item_Can_Empty",0,3],
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["Exile_Item_Cheathas",0,2],
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["Exile_Item_ChristmasTinner",0,2],
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["Exile_Item_EMRE",0,2],
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["Exile_Item_InstantCoffee",0,2],
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["Exile_Item_MacasCheese",0,2],
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["Exile_Item_Moobar",0,2],
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["Exile_Item_Noodles",0,2],
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["Exile_Item_Raisins",0,2],
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["Exile_Item_Surstromming",0,2],
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["Exile_Item_ChocolateMilk",0,2],
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["Exile_Item_EnergyDrink",0,2],
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["Exile_Item_MountainDupe",0,2],
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["Exile_Item_PlasticBottleCoffee",0,2],
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["Exile_Item_PowerDrink",0,2],
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["Exile_Item_CanOpener",0,1],
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["Exile_Item_Grinder",0,1],
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["Exile_Item_Handsaw",0,1],
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["Exile_Item_Pliers",0,1],
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["Exile_Melee_SledgeHammmer",0,1]
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];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Blacklisted Zones
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_blackListedAreas = [
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[[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission
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[[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission
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[[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
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[[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
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[[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
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[[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
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[[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
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];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Heli Crash Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
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SC_occupyHeliCrashesLocations = [
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[1000,1000,0],
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[2000,2000,0],
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[3000,3000,0],
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[4000,4000,0]
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];
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SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
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SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
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SC_HeliCrashGuards = 6; // number of AI to spawn at each crate
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SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
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SC_HeliCrashMarkers = true; // true if you want to have markers on the Heli Crashes
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// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
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// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
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// to add a fixed amount make the second number 0
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SC_HeliCrashItems = [
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["B_Parachute",1,1],
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["H_CrewHelmetHeli_B",1,1],
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["ItemGPS",0,1],
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["Exile_Item_InstaDoc",0,1],
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["Exile_Item_PlasticBottleFreshWater",2,2],
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["Exile_Item_EMRE",2,2]
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];
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SC_HeliCrashRareItems = [
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["HandGrenade",0,2],
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["APERSBoundingMine_Range_Mag",0,2]
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];
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SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems
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// Array of possible weapons to place in the crate
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SC_HeliCrashWeapons = [
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"srifle_DMR_02_camo_F",
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"srifle_DMR_03_woodland_F",
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"srifle_DMR_04_F",
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"srifle_DMR_05_hex_F"
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];
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SC_HeliCrashWeaponsAmount = [1,3]; // [fixed amount to add, random amount to add]
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SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add]
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle
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SC_maximumCrewAmount = 5; // Maximum amount of AI allowed in a vehicle
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// (essential crew like drivers and gunners will always spawn regardless of these settings)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Roaming Land Vehicle Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_maxNumberofVehicles = 15; // How many roaming vehicles to spawn
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SC_occupyLandVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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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)
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SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
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// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
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// they will also ignore any blacklisted areas
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SC_occupyVehicleFixedPositions = [
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[[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
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[[2238,6717,0],2000,"Tanoa"],
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[[8197,9081,0],3000,"Tanoa"],
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[[13074,11817,0],3000,"Tanoa"]
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];
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// 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)
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SC_VehicleClassToUse = [["Exile_Car_Hatchback_Rusty1",1],["Exile_Car_Hatchback_Rusty2",1]];
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/*["Exile_Car_Hatchback_Rusty3",1],
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["Exile_Car_Hatchback_Sport_Red",1],
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["Exile_Car_SUV_Red",1],
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["Exile_Car_Offroad_Rusty1",1],
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["Exile_Car_Offroad_Rusty2",1],
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["Exile_Car_Offroad_Rusty3",1],
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["Exile_Car_Offroad_Repair_Civillian",1],
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["Exile_Car_Offroad_Armed_Guerilla01",1],
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["Exile_Car_Strider",1],
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["Exile_Car_Hunter",1],
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["Exile_Car_Ifrit",1],
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["Exile_Car_Van_Black",1],
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["Exile_Car_Van_Box_Black",1],
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["Exile_Car_Van_Fuel_Black",1],
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["Exile_Car_Zamak",1],
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["Exile_Car_Tempest",1],
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["Exile_Car_HEMMT",1],
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["Exile_Bike_QuadBike_Black",1],
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["Exile_Bike_QuadBike_Blue",1],
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["Exile_Bike_QuadBike_Csat",1],
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["Exile_Bike_QuadBike_Fie",1],
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["Exile_Bike_QuadBike_Guerilla01",1],
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["Exile_Bike_QuadBike_Guerilla01",1],
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["Exile_Bike_QuadBike_Nato",1],
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["Exile_Bike_QuadBike_Red",1],
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["Exile_Bike_QuadBike_White",1],
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["Exile_Car_UAZ_Open_Green",1],
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// Additional Vehicles
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["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
|
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Array of buildings to add military patrols to
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SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
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"Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
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"Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
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"Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
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"Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
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"Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
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"Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
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"Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
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"Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
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"Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
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"Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
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"Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
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"Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
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"Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
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// Additional Buildings
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"Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
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"land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
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"Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
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"Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
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"Land_Cargo_Tower_V4_F"
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];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// AI Setup (used in multiple modules)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_useRealNames = true;
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// Arrays of names used to generate names for AI
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SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
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SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
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SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
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SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
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SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
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SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
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// false if you want survivors to be aggressive to players
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// Possible equipment for survivor AI to spawn with
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// spawning survivors without vests or backpacks will result in them having no ammunition
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SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"];
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SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
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SC_SurvivorHeadgear = [];
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SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
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SC_SurvivorWeaponAttachments = [];
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SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
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SC_SurvivorPistol = ["hgun_Rook40_F"];
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SC_SurvivorPistolAttachments = [];
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SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
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SC_SurvivorLauncher = [];
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SC_SurvivorBackpack = [];
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// Possible equipment for bandit AI to spawn with
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// spawning bandits without vests or backpacks will result in them having no ammunition
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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"];
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SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
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SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
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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"];
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SC_BanditWeaponAttachments = [];
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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"];
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SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
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SC_BanditPistolAttachments = [];
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SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
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SC_BanditLauncher = [];
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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"];
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// Possible equipment for random ai to spawn with
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// spawning random ai without vests or backpacks will result in them having no ammunition
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SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
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SC_RandomVests = ["V_TacVest_gen_F"];
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SC_RandomHeadgear = ["H_Cap_police"];
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SC_RandomWeapon = ["SMG_05_F"];
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SC_RandomWeaponAttachments = ["muzzle_snds_L"];
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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"];
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SC_RandomPistol = ["hgun_Rook40_F"];
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SC_RandomPistolAttachments = ["muzzle_snds_L"];
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SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
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SC_RandomLauncher = [];
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SC_RandomBackpack = ["B_AssaultPack_blk"];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Map Specific Overrides
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (worldName == 'Napf' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 120;
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SC_useApexClasses = false;
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};
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if (worldName == 'Chernarus' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 120;
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SC_useApexClasses = false;
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};
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if (worldName == 'Tanoa' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 80;
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SC_useApexClasses = true;
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};
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if (worldName == 'Malden' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 150;
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SC_useApexClasses = false;
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Apex Specific Settings (only used if SC_useApexClasses = true)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if(SC_useApexClasses) then
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{
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SC_BanditWeapon = [
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"arifle_MX_khk_F",
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"arifle_MX_GL_khk_F",
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"arifle_MX_SW_khk_F",
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"arifle_MXC_khk_F",
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"arifle_MXM_khk_F",
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"arifle_AK12_F",
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"arifle_AK12_GL_F",
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"arifle_AKM_F",
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"arifle_AKS_F",
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"arifle_ARX_blk_F",
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"arifle_ARX_ghex_F",
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"arifle_ARX_hex_F",
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"arifle_CTAR_blk_F",
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"arifle_CTAR_GL_blk_F",
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"arifle_CTARS_blk_F",
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"arifle_SPAR_01_blk_F",
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"arifle_SPAR_01_khk_F",
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"arifle_SPAR_01_snd_F",
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"arifle_SPAR_01_GL_blk_F",
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"arifle_SPAR_01_GL_khk_F",
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"arifle_SPAR_01_GL_snd_F",
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"arifle_SPAR_02_blk_F",
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"arifle_SPAR_02_khk_F",
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"arifle_SPAR_02_snd_F",
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"arifle_SPAR_03_blk_F",
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"arifle_SPAR_03_khk_F",
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"arifle_SPAR_03_snd_F"
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];
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SC_BanditUniforms = [
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"U_I_C_Soldier_Para_1_F",
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"U_I_C_Soldier_Para_2_F",
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"U_I_C_Soldier_Para_3_F",
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"U_I_C_Soldier_Para_4_F",
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"U_I_C_Soldier_Para_5_F",
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"U_I_C_Soldier_Bandit_1_F",
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"U_I_C_Soldier_Bandit_2_F",
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"U_I_C_Soldier_Bandit_3_F",
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"U_I_C_Soldier_Bandit_4_F",
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"U_I_C_Soldier_Bandit_5_F",
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"U_I_C_Soldier_Camo_F",
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"U_B_CTRG_Soldier_urb_1_F",
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"U_B_CTRG_Soldier_urb_2_F",
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"U_B_CTRG_Soldier_urb_3_F"
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];
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/*SC_VehicleClassToUse = [
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["B_GEN_Offroad_01_gen_F",0],
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["C_Offroad_02_unarmed_F",0],
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["I_C_Offroad_02_unarmed_F",0]
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];
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SC_VehicleClassToUseRare = [
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["B_LSV_01_unarmed_black_F",1],
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["O_T_LSV_02_unarmed_black_F",1],
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["O_T_Truck_03_device_ghex_F",1]
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];*/
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Debug Settings (only used if SC_debug = true)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (SC_debug) then
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{
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SC_extendedLogging = true;
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SC_processReporter = true;
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SC_mapMarkers = true;
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SC_occupyPlaces = false;
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SC_occupyVehicle = true;
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SC_occupyMilitary = false;
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SC_occupyRandomSpawn = true;
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SC_occupyStatic = false;
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SC_occupySky = false;
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SC_occupySea = false;
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SC_occupyTraders = false;
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SC_occupyTransport = true;
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SC_occupyLootCrates = false;
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SC_occupyHeliCrashes = false;
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SC_maxAIcount = 150;
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SC_maxNumberofVehicles = 10;
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SC_maxNumberofBoats = 5;
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SC_maxNumberofHelis = 1;
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SC_randomSpawnChance = 100;
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SC_randomSpawnIgnoreCount = true;
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SC_randomSpawnFrequency = 120;
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Don't alter anything below this point, unless you want your server to explode :)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if(!SC_SurvivorsFriendly) then
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{
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CIVILIAN setFriend[RESISTANCE,0];
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};
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CIVILIAN setFriend [EAST,0];
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CIVILIAN setFriend [WEST,0];
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EAST setFriend [CIVILIAN,0];
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WEST setFriend [CIVILIAN,0];
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EAST setFriend [WEST,0];
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WEST setFriend [EAST,0];
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SC_SurvivorSide = CIVILIAN;
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SC_BanditSide = EAST;
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SC_liveVehicles = 0;
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SC_liveVehiclesArray = [];
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SC_liveHelis = 0;
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SC_liveHelisArray = [];
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SC_liveBoats = 0;
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SC_liveBoatsArray = [];
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SC_liveStaticGroups = [];
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SC_liveRandomGroups = [];
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SC_transportArray = [];
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// Remove spawn locations for roaming vehicles that aren't for this map
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_occupyVehicleFixedPositions = [];
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{
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_currentWorld = _x select 2;
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if(worldName == _currentWorld) then
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{
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_occupyVehicleFixedPositions pushback _x;
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};
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}forEach SC_occupyVehicleFixedPositions;
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SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;
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publicVariable "SC_liveVehicles";
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publicVariable "SC_liveVehiclesArray";
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publicVariable "SC_liveHelis";
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publicVariable "SC_liveHelisArray";
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publicVariable "SC_liveBoats";
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publicVariable "SC_liveBoatsArray";
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publicVariable "SC_liveStaticGroups";
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publicVariable "SC_liveRandomGroups";
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publicVariable "SC_numberofLootCrates";
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publicVariable "SC_transportArray";
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publicVariable "SC_SurvivorSide";
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publicVariable "SC_BanditSide";
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SC_CompiledOkay = true; |