mirror of
https://github.com/Defent/DMS_Exile.git
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215 lines
13 KiB
Plaintext
215 lines
13 KiB
Plaintext
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/* GENERAL CONFIG */
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DMS_DEBUG = false; // enable debug
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blacklist = // I'm not using it
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[
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];
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/* END GENERAL CONFIG */
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/*
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[_delay, _function, _params, _persistance] call ExileServer_system_thread_addTask;
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*/
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DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
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DMS_CompletedMissionCleanup_Time = 3600; // How long until mission-spawned buildings and AI are cleaned up
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DMS_player_reset_timeout = true; // If a player is this close to a mission then it won't time-out
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DMS_player_reset_timeout_range = true; // If a player is this close to a mission then it won't time-out
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DMS_player_notification_types = ["standardHintRequest"]; // Notification types. Supported values are: ["advancedHintRequest","dynamicTextRequest","standardHintRequest","systemChatRequest"]
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DMS_dynamicText_Size = 0.55; // Dynamic Text size for "dynamicTextRequest" notification type.
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DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type.
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/* AI CONFIG */
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ai_clear_body = false; // instantly clear bodies
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ai_clean_dead = true; // clear bodies after certain amount of time
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ai_cleanup_time = 3600; // time to clear bodies in seconds
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ai_clean_roadkill = false; // clean bodies that are roadkills
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ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying
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wai_bandit_side = east;
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ai_bandit_combatmode = "RED"; // combatmode of bandit AI
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ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI
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ai_share_info = true; // AI share info on player position
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ai_share_distance = 300; // distance from killed AI for AI to share your rough position
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// https://community.bistudio.com/wiki/AI_Sub-skills#general
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ai_skill_extreme = [["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]]; // Extreme
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ai_skill_hard = [["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]]; // Hard
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ai_skill_medium = [["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]]; // Medium
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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
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ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
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ai_static_useweapon = true; // Allows AI on static guns to have a loadout
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ai_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // static guns
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ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)
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ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
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ai_assault_wep = ["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"]; // Assault
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ai_assault_scope = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
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ai_assault_gear = ["ItemGPS","Binocular"];
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ai_assault_skin = ['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'];
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ai_assault_skin = ai_assault_skin + ["U_I_Protagonist_VR"];//Give the VR suit half as much of a chance to spawn as another
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ai_assault_backpack = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"];
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ai_assault_vest = ["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"];
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ai_assault = [ai_assault_wep,ai_assault_scope,ai_assault_gear,ai_assault_skin,ai_assault_backpack,ai_assault_vest];
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ai_machine_wep = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // Light machine guns
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ai_machine_scope = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
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ai_machine_gear = ["ItemWatch","ItemMap","ItemCompass"];
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ai_machine_skin = ai_assault_skin;//Use the same skins as assault :P
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ai_machine_backback = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
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ai_machine_vest = ai_assault_vest + ["V_HarnessO_brn","V_HarnessO_gry"];
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ai_machine = [ai_machine_wep,ai_machine_scope,ai_machine_gear,ai_machine_skin,ai_machine_backback,ai_machine_vest];
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ai_sniper_wep = ["srifle_EBR_F","srifle_DMR_01_F","srifle_GM6_F","srifle_LRR_F","arifle_MXM_F","arifle_MXM_Black_F","srifle_DMR_02_F"]; // Sniper rifles
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ai_sniper_scope = ["optic_SOS","optic_DMS","optic_LRPS"];
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ai_sniper_scope = ai_sniper_scope + ai_sniper_scope + ["optic_Nightstalker","optic_tws"];//Approximately 1/3rd as much chance to spawn thermal sight
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ai_sniper_gear = ["Rangefinder","ItemGPS"];
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ai_sniper_skin = ["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"];
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ai_sniper_backpack = ai_machine_backback;//Same backpacks as machinegunners
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ai_sniper_vest = ai_machine_vest;//Same vests as machinegunners
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ai_sniper = [ai_sniper_wep,ai_sniper_scope,ai_sniper_gear,ai_sniper_skin,ai_sniper_backpack,ai_sniper_vest];
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ai_headgear_list = ["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"];
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ai_random = [ai_assault,ai_assault,ai_assault,ai_sniper,ai_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
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// Weapons accessories
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ai_wep_item = ["acc_pointer_IR","acc_flashlight"];
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ai_wep_Suppressor = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"];
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ai_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
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ai_wep_water = ["arifle_SDAR_F"];
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// AT/AA launchers
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ai_wep_launchers_AT = [];
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ai_wep_launchers_AA = [];
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/* END AI CONFIG */
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/* WAI MISSIONS CONFIG */
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wai_mission_system = true; // use built in mission system
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wai_mission_markers = [];
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wai_avoid_missions = 2000; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
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//wai_avoid_traders = 0; // avoid spawning missions this close to traders
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//wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
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//wai_avoid_road = 0; // avoid spawning missions this close to roads
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wai_near_water = 500; // avoid spawning missions this close to water
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wai_blacklist_players_range = 2000; // distance to players
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wai_blacklist_range = 2000; // distance to base, traders, spawnpoint
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wai_mission_timer = [600,900]; // time between missions 10-15 minutes
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wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes
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wai_timeout_bomb = 1800; // How long bomb missions is, when it times out it gos BOOM
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wai_clean_mission = true; // clean all mission buildings after a certain period
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wai_clean_mission_time = 900; // time after a mission is complete to clean mission buildings
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//wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%]
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//wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%]
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//wai_keep_vehicles = true; // save vehicles to database and keep them after restart
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//wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true
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wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime
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wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime
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wai_players_online = 0; // number of players online before mission starts
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wai_server_fps = 10; // missions only starts if server FPS is over wai_server_fps
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// Don't use might be buged
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wai_kill_percent = 0; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion
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wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
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wai_high_value_chance = 10; // chance in percent you find above mentioned item
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wai_enable_minefield = false; // enable minefields to better defend missions
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wai_use_launchers = false; // add a rocket launcher to each spawned AI group
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wai_remove_launcher = true; // remove rocket launcher from AI on death
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// Missions
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wai_announce = "text"; // Setting this to true will announce the missions to those that hold a radio only "radio", "global", "hint", "text"
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wai_bandit_limit = 1; // define how many bandit missions can run at once
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//Syntax ["MISSION NAME","CHANGE"] Change must equal 100 when put together
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wai_bandit_missions = [
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// ["nuke",2],
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["sniper_team",1],
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["rebel_base",1],
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["medi_camp",1],
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// ["ikea_convoy",30],
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["patrol",0],
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["armed_vehicle",0],
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["black_hawk_crash",0],
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["captured_mv22",0],
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["broken_down_ural",0],
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["presidents_mansion",0],
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["weapon_cache",1],
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["debug",0]
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];
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// Vehicle arrays
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armed_vehicle = ["Exile_Car_Offroad_Armed_Guerilla01"];
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armed_chopper = ["Exile_Chopper_Orca_BlackCustom"];
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refuel_trucks = ["Exile_Car_Van_Fuel_Guerilla01"];
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civil_chopper = ["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"];
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military_unarmed = ["Exile_Car_Strider","Exile_Car_Hunter","Exile_Car_Ifrit"];
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cargo_trucks = ["Exile_Car_Van_Guerilla01","Exile_Car_Van_Black"];
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civil_vehicles = ["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"];
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boots = [];
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wreck_water = ["Land_UWreck_FishingBoat_F","Land_UWreck_Heli_Attack_02_F","Land_UWreck_MV22_F","Land_Wreck_Traw2_F","Land_Wreck_Traw_F"];
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wreck = [];
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// Dynamic box array
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crates_large = ["Box_NATO_AmmoVeh_F"];
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crates_medium = ["C_supplyCrate_F"];
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crates_small = ["Box_NATO_WpsSpecial_F"];
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// weapons
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crate_weapons_buildables = ["Exile_Melee_Axe"];//<--- TODO Setup Ikea Mission
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crate_tools = ["Binocular","Rangefinder","ItemGPS","NVGoggles"];
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crate_tools_sniper = ["Laserdesignator","Rangefinder","NVGoggles","ItemGPS"];
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//item
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crate_tools_buildable = [];//<--- TODO Setup Ikea Mission
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crate_items = ["Exile_Item_Catfood_Cooked","Exile_Item_SausageGravy_Cooked","Exile_Item_BBQSandwich_Cooked","Exile_Item_GloriousKnakworst","Exile_Item_PlasticBottleFreshWater","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_Beer","Exile_Item_Matches","Exile_Item_CookingPot","Exile_Item_DuctTape","Exile_Item_InstaDoc"];
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crate_items_high_value = ["Exile_Item_SafeKit"];
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crate_items_food = ["Exile_Item_Catfood_Cooked","Exile_Item_SausageGravy_Cooked","Exile_Item_BBQSandwich_Cooked","Exile_Item_PlasticBottleFreshWater","Exile_Item_PlasticBottleFreshWater","Exile_Item_Matches","Exile_Item_CookingPot"];
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crate_items_buildables = [];//<--- TODO Setup Ikea Mission
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crate_items_vehicle_repair = [];
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crate_items_medical = ["Exile_Item_BBQSandwich_Cooked","Exile_Item_PlasticBottleFreshWater","Exile_Item_InstaDoc"];
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crate_items_sniper = ["U_O_GhillieSuit",["Exile_Item_InstaDoc",2]];//<--- Not used
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crate_items_president = ["Exile_Item_InstaDoc"];//<--- Not used
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crate_backpacks_all = ai_assault_backpack;
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crate_backpacks_large = ["B_Carryall_cbr","B_Carryall_khk","B_Carryall_mcamo"];
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crate_random = [crate_items,crate_items_food,crate_items_vehicle_repair,crate_items_medical];
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/* END WAI MISSIONS CONFIG */
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// DEBUG SETTINGS
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if(DMS_DEBUG) then {
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wai_remove_launcher = false;
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wai_mission_timer = [60,60];
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wai_mission_timeout = [300,300];
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//wai_bandit_missions = [["debug",100]];
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//wai_bandit_missions = [["nuke",100]];
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//wai_bandit_missions = [["treasure_hunt_water",100]];
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};
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/* STATIC MISSIONS CONFIG */
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static_missions = false; // use static mission file
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custom_per_world = false; // use a custom mission file per world
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