DMS_Exile/@ExileServer/addons/a3_dms/config.sqf

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/*
A lot of these configs are influenced by WAI :P
https://github.com/nerdalertdk/WICKED-AI
Created by eraser1
*/
// Enables debug logging in DMS functions. This will also make missions spawn and timeout more quickly (for testing purposes).
// Disable this on live servers, unless you know what you're doing.
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DMS_DEBUG = false;
/* Mission System Settings */
DMS_DynamicMission = true; // Enable/disable dynamic mission system
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DMS_MaxBanditMissions = 3; // Maximum number of Bandit Missions running at the same time
DMS_StaticMission = false; // Enable/disable static missions
DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | Default: 15-30 mins
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DMS_playerNearRadius = 75; // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission).
DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
DMS_MarkerPosRandomization = false; // Randomize the position of the circle marker of a mission
DMS_MarkerPosRandomRadius = [25,100]; // Minimum/Maximum distance that the circle marker position will be randomized | Default: 0 meters to 200 meters
DMS_RandomMarkerBrush = "Cross"; // See: https://community.bistudio.com/wiki/setMarkerBrush
DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
DMS_CompletedMissionCleanupTime = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up
DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object
DMS_AIVehCleanUpTime = 900; // Time until a destroyed AI vehicle is cleaned up.
DMS_MissionTimeoutReset = true; // Enable mission timeout timer reset if a player is close
DMS_MissionTimeoutResetRange = 1000; // If a player is this close to a mission then it won't time-out
DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
DMS_TraderZoneNearBlacklist = 3000; // Missions won't spawn in a position this many meters close to a trader zone
DMS_MissionNearBlacklist = 4000; // Missions won't spawn in a position this many meters close to another mission
DMS_WaterNearBlacklist = 750; // Missions won't spawn in a position this many meters close to water
DMS_MinWaterDepth = 20; // Minimum depth of water that an underwater mission can spawn at.
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DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion during daytime
DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion during nighttime
DMS_MinPlayerCount = 0; // Minimum number of players until mission start
DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
//Mission notification settings
DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest"]
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//"dynamicTextRequest", <--- Text formatting makes this weird...
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"standardHintRequest"
//"systemChatRequest"
];
DMS_dynamicText_Size = 0.65; // Dynamic Text size for "dynamicTextRequest" notification type.
DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type.
DMS_MissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
["bandits",25],
["bauhaus",25],
["beertransport",15],
["behindenemylines",10],
["blackhawkdown",45],
["cardealer",25],
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["construction",35],
["donthasslethehoff",30],
["foodtransport",25],
["guntransport",20],
["humanitarian",25],
["lost_battalion",10],
["mercenaries",20],
["roguenavyseals",15],
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["walmart",20],
["mercbase",5]
];
DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos
[[22500,19420],[24870,16725]] // Salt flats
];
/* Mission System Settings */
/* AI Settings */
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DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
DMS_Bandit_Static_MoneyGain = 75; // The amount of Poptabs gained for killing a bandit static gunner
DMS_Bandit_Static_RepGain = 15; // The amount of Respect gained for killing a bandit static gunner
DMS_Bandit_Vehicle_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit vehicle crew member
DMS_Bandit_Vehicle_RepGain = 25; // The amount of Respect gained for killing a bandit vehicle crew member
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DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
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DMS_clear_AI_body = false; // Clear AI body as soon as they die
DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
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DMS_ai_disable_ramming_damage = true; // Disables damage due to ramming into AI. !!!NOTE: THIS WILL NOT BE RELIABLE WITH "DMS_ai_offload_to_client"!!!
DMS_credit_roadkill = false; // Credit players with respect/poptabs if they kill an AI by running it over
DMS_remove_roadkill = true; // Remove gear from AI bodies that are roadkilled
DMS_remove_roadkill_chance = 50; // Percentage chance that roadkilled AI bodies will be deleted
DMS_RemoveNVG = false; // Remove NVGs from AI bodies
DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
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DMS_ai_share_info = true; // Share info about killer
DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
// https://community.bistudio.com/wiki/AI_Sub-skills#general
DMS_ai_skill_static = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Static AI Skills
DMS_ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy
DMS_ai_skill_moderate = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Moderate
DMS_ai_skill_difficult = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Difficult
DMS_ai_skill_hardcore = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hardcore
DMS_ai_skill_random = ["hardcore","difficult","difficult","difficult","moderate","moderate","moderate","moderate","easy","easy"]; // Skill frequencies for "random" AI skills | Default: 10% hardcore, 30% difficult, 40% moderate, and 20% easy
DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI
DMS_AI_WP_Radius_moderate = 40; // Waypoint radius for "moderate" AI
DMS_AI_WP_Radius_difficult = 75; // Waypoint radius for "difficult" AI
DMS_AI_WP_Radius_hardcore = 150; // Waypoint radius for "hardcore" AI
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DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases
DMS_static_weapons = [ // Static weapons for AI
"O_HMG_01_F",
"O_HMG_01_high_F"
];
DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
"ItemWatch",
"ItemMap",
"ItemCompass",
"ItemRadio"
];
DMS_ai_BipodList = [
"bipod_01_F_blk",
"bipod_01_F_mtp",
"bipod_01_F_snd",
"bipod_02_F_blk",
"bipod_02_F_hex",
"bipod_02_F_tan",
"bipod_03_F_blk",
"bipod_03_F_oli"
];
//Assault Class
DMS_assault_weps = [ // Assault Rifles
"arifle_Katiba_GL_F",
"arifle_MX_GL_Black_F",
"arifle_Mk20_GL_F",
"arifle_TRG21_GL_F",
"arifle_Katiba_F",
"arifle_MX_Black_F",
"arifle_TRG21_F",
"arifle_TRG20_F",
"arifle_Mk20_plain_F",
"arifle_Mk20_F"
];
DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_02_F"
];
DMS_assault_optics = [ // Optics for Assault Class
"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_DMS"
];
DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic
DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod
DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor
DMS_assault_items = [ // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
"Exile_Item_InstaDoc",
"Exile_Item_BBQSandwich",
"Exile_Item_Energydrink"
];
DMS_assault_equipment = [ // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
"ItemGPS"
];
DMS_assault_helmets = [ // Helmets for Assault Class
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_assault_clothes = [ // Uniforms for Assault Class
"U_O_CombatUniform_ocamo",
"U_O_PilotCoveralls",
"U_B_Wetsuit",
"U_BG_Guerilla3_1",
"U_BG_Guerilla2_3",
"U_BG_Guerilla2_2",
"U_BG_Guerilla1_1",
"U_BG_Guerrilla_6_1",
"U_IG_Guerilla3_2",
"U_B_SpecopsUniform_sgg",
"U_I_OfficerUniform",
"U_B_CTRG_3",
"U_I_G_resistanceLeader_F"
];
DMS_assault_vests = [ // Vests for Assault Class
"V_PlateCarrierH_CTRG",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierGL_blk",
"V_PlateCarrierGL_mtp",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_blk",
"V_PlateCarrierSpec_mtp",
"V_PlateCarrierL_CTRG",
"V_TacVest_blk_POLICE",
"V_PlateCarrierIA2_dgtl"
];
DMS_assault_backpacks = [ // Backpacks for Assault Class
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_FieldPack_oucamo",
"B_FieldPack_cbr",
"B_Bergen_blk"
];
//Machine Gun Class
DMS_MG_weps = [ // Machine Guns
"LMG_Zafir_F",
"LMG_Mk200_F",
"arifle_MX_SW_Black_F",
"MMG_01_hex_F"
];
DMS_MG_pistols = [ // Pistols for MG Class (Set to empty array if you don't want to give them any pistols)
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_02_F"
];
DMS_MG_optics = [ // Optics for MG Class
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO"
];
DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic
DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod
DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor
DMS_MG_items = [ // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
"Exile_Item_InstaDoc",
"Exile_Item_Catfood_Cooked",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_CookingPot"
];
DMS_MG_equipment = [ // Equipment for MG Class AI (stuff that goes in toolbelt slots)
"Binocular"
];
DMS_MG_helmets = [ // Helmets for MG Class
"H_PilotHelmetHeli_I",
"H_PilotHelmetHeli_O",
"H_PilotHelmetFighter_I",
"H_PilotHelmetFighter_O",
"H_HelmetCrew_O",
"H_CrewHelmetHeli_I",
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_MG_clothes = [ // Uniforms for MG Class
"U_O_CombatUniform_ocamo",
"U_O_PilotCoveralls",
"U_B_Wetsuit",
"U_BG_Guerilla3_1",
"U_BG_Guerilla2_3",
"U_BG_Guerilla2_2",
"U_BG_Guerilla1_1",
"U_BG_Guerrilla_6_1",
"U_IG_Guerilla3_2",
"U_B_SpecopsUniform_sgg",
"U_I_OfficerUniform",
"U_B_CTRG_3",
"U_I_G_resistanceLeader_F"
];
DMS_MG_vests = [ // Vests for MG Class
"V_PlateCarrierH_CTRG",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierGL_blk",
"V_PlateCarrierGL_mtp",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_blk",
"V_PlateCarrierSpec_mtp",
"V_PlateCarrierL_CTRG",
"V_TacVest_blk_POLICE",
"V_PlateCarrierIA2_dgtl",
"V_HarnessO_brn",
"V_HarnessO_gry"
];
DMS_MG_backpacks = [ // Backpacks for MG Class
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_Bergen_blk"
];
//Sniper Class
DMS_sniper_weps = [ // Sniper Rifles
"srifle_EBR_F",
"srifle_DMR_01_F",
"srifle_GM6_F",
"srifle_LRR_F",
"arifle_MXM_F",
"arifle_MXM_Black_F",
"srifle_DMR_02_F"
];
DMS_sniper_pistols = [ // Pistols for Sniper Class (Set to empty array if you don't want to give them any pistols)
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_02_F"
];
DMS_sniper_optics = [ // Optics for Sniper Class
"optic_SOS",
"optic_DMS",
"optic_LRPS"
];
DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic
DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod
DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor
DMS_sniper_items = [ // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
"Exile_Item_InstaDoc",
"Exile_Item_Surstromming_Cooked",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_Matches"
];
DMS_sniper_equipment = [ // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
"Rangefinder",
"ItemGPS"
];
DMS_sniper_helmets = [ // Helmets for Sniper Class
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_sniper_clothes = [ // Uniforms for Sniper Class
"U_O_GhillieSuit",
"U_B_FullGhillie_ard",
"U_B_FullGhillie_lsh",
"U_B_FullGhillie_sard",
"U_B_GhillieSuit",
"U_I_FullGhillie_ard",
"U_I_FullGhillie_lsh",
"U_I_FullGhillie_sard",
"U_I_GhillieSuit",
"U_O_FullGhillie_ard",
"U_O_FullGhillie_lsh",
"U_O_FullGhillie_sard"
];
DMS_sniper_vests = [ // Vests for Sniper Class
"V_PlateCarrierH_CTRG",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierGL_blk",
"V_PlateCarrierGL_mtp",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_blk",
"V_PlateCarrierSpec_mtp",
"V_PlateCarrierL_CTRG",
"V_TacVest_blk_POLICE",
"V_PlateCarrierIA2_dgtl",
"V_HarnessO_brn",
"V_HarnessO_gry"
];
DMS_sniper_backpacks = [ // Backpacks for Sniper Class
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_Bergen_blk"
];
DMS_ai_SupportedClasses = [ // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here
"assault",
"MG",
"sniper"
];
DMS_random_AI = [ // The classes that a "random" AI can spawn as | DEFAULT: 60% Assault, 20% MG, 20% Sniper
"assault",
"assault",
"assault",
"MG",
"sniper"
];
DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-group)
DMS_AI_launcher_ammo_count = 2; // How many rockets an AI will get with its launcher
DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
DMS_AI_wep_launchers_AT = [ // AT Launchers
"launch_NLAW_F",
"launch_RPG32_F",
"launch_B_Titan_short_F"
];
DMS_AI_wep_launchers_AA = [ // AA Launchers
"launch_B_Titan_F"
];
/* AI Settings */
/* Loot Settings */
DMS_GodmodeCrates = true; // Whether or not crates will have godmode after being filled with loot.
DMS_CrateCase_Sniper = [ // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
[
["Rangefinder",1],
["srifle_GM6_F",1],
["srifle_LRR_F",1],
["srifle_EBR_DMS_pointer_snds_F",1],
["hgun_Pistol_heavy_01_MRD_F",1],
["hgun_PDW2000_Holo_snds_F",1]
],
[
["ItemGPS",1],
["U_B_FullGhillie_ard",1],
["U_I_FullGhillie_lsh",1],
["U_O_FullGhillie_sard",1],
["U_O_GhillieSuit",1],
["V_PlateCarrierGL_blk",1],
["V_HarnessO_brn",1],
["Exile_Item_InstaDoc",3],
["Exile_Item_Surstromming_Cooked",5],
["Exile_Item_PlasticBottleFreshWater",5],
["optic_LRPS",1],
["muzzle_snds_acp",1],
["5Rnd_127x108_APDS_Mag",3],
["7Rnd_408_Mag",3],
["20Rnd_762x51_Mag",5],
["11Rnd_45ACP_Mag",3],
["30Rnd_9x21_Mag",3]
],
[
["B_Carryall_cbr",1],
["B_Kitbag_mcamo",1]
]
];
DMS_BoxWeapons = [ // List of weapons that can spawn in a crate
"Exile_Melee_Axe",
"arifle_Katiba_GL_F",
"arifle_MX_GL_Black_F",
"arifle_Mk20_GL_F",
"arifle_TRG21_GL_F",
"arifle_Katiba_F",
"arifle_MX_Black_F",
"arifle_TRG21_F",
"arifle_TRG20_F",
"arifle_Mk20_plain_F",
"arifle_Mk20_F",
"LMG_Zafir_F",
"LMG_Mk200_F",
"arifle_MX_SW_Black_F",
"MMG_01_hex_F",
"srifle_EBR_F",
"srifle_DMR_01_F",
"srifle_GM6_F",
"srifle_LRR_F",
"arifle_MXM_F",
"arifle_MXM_Black_F",
"srifle_DMR_02_F"
];
DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) that can spawn in a crate
"Exile_Item_Catfood_Cooked",
"Exile_Item_SausageGravy_Cooked",
"Exile_Item_BBQSandwich_Cooked",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_Matches",
"Exile_Item_CookingPot"
];
DMS_BoxBuildingSupplies = [ // List of building supplies that can spawn in a crate
"Exile_Item_CamoTentKit",
"Exile_Item_MetalPole",
"Exile_Item_MetalBoard",
"Exile_Item_LightBulb",
"Exile_Item_JunkMetal",
"Exile_Item_ExtensionCord",
"Exile_Item_DuctTape"
];
DMS_BoxOptics = [ // List of optics that can spawn in a crate
"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_SOS",
"optic_DMS",
"optic_LRPS",
"optic_Nightstalker"
];
DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_FieldPack_oucamo",
"B_FieldPack_cbr",
"B_Bergen_blk"
];
DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies
DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
DMS_RareLootList = [ // List of rare loot to spawn
"Exile_Item_SafeKit",
"Exile_Item_CodeLock"
];
DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10%
// Vehicles
DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
"Exile_Car_Offroad_Armed_Guerilla01"
];
DMS_MilitaryVehicles = [ // List of military vehicles that can spawn
"Exile_Car_Strider",
"Exile_Car_Hunter",
"Exile_Car_Ifrit"
];
DMS_TransportTrucks = [ // List of transport trucks that can spawn
"Exile_Car_Van_Guerilla01",
"Exile_Car_Van_Black"
];
DMS_RefuelTrucks = [ // List of refuel trucks that can spawn
"Exile_Car_Van_Fuel_Black",
"Exile_Car_Van_Fuel_White",
"Exile_Car_Van_Fuel_Red",
"Exile_Car_Van_Fuel_Guerilla01",
"Exile_Car_Van_Fuel_Guerilla02",
"Exile_Car_Van_Fuel_Guerilla03"
];
DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn
"Exile_Car_SUV_Red",
"Exile_Car_Hatchback_Rusty1",
"Exile_Car_Hatchback_Rusty2",
"Exile_Car_Hatchback_Sport_Red",
"Exile_Car_SUV_Red",
"Exile_Car_Offroad_Rusty2",
"Exile_Bike_QuadBike_Fia"
];
DMS_TransportHelis = [ // List of transport helis that can spawn
"Exile_Chopper_Hummingbird_Green",
"Exile_Chopper_Orca_BlackCustom",
"Exile_Chopper_Mohawk_FIA",
"Exile_Chopper_Huron_Black",
"Exile_Chopper_Hellcat_Green",
"Exile_Chopper_Taru_Transport_Black"
];
/* Loot Settings */
// Debug Overwrites
2015-09-13 06:15:21 +00:00
if(DMS_DEBUG) then
{
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DMS_TimeBetweenMissions = [30,60];
DMS_MissionTimeOut = [60,90];
DMS_MissionTypes = [["testmission",1]];
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//DMS_MissionTypes = [["mercbase",1]];
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diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
};