2015-08-27 07:44:23 +00:00
/*
2015-09-01 06:24:42 +00:00
A lot of these configs are influenced by WAI :P
2015-08-28 08:38:46 +00:00
https://github.com/nerdalertdk/WICKED-AI
Created by eraser1
2015-08-27 07:44:23 +00:00
*/
2015-09-02 00:43:17 +00:00
Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)
* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
2015-09-14 00:50:34 +00:00
// 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.
2015-09-10 03:01:26 +00:00
DMS_DEBUG = false;
2015-08-28 16:37:23 +00:00
2015-08-27 07:44:23 +00:00
Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)
* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific to the map.
/*
If you are using a map other than Altis, Bornholm, Esseker, or Tavi (Taviana) you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
To share your map-specific config, please create a merge request on GitHub and/or leave a message on the DMS thread in the Exile forums.
For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
*/
2015-08-28 08:38:46 +00:00
/* Mission System Settings */
2015-09-20 20:26:08 +00:00
/*General settings for dynamic missions*/
2015-08-28 08:38:46 +00:00
DMS_DynamicMission = true; // Enable/disable dynamic mission system
2015-08-31 22:22:54 +00:00
DMS_MaxBanditMissions = 3; // Maximum number of Bandit Missions running at the same time
2015-08-28 08:38:46 +00:00
DMS_StaticMission = false; // Enable/disable static missions
I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:
|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 19:39:07 +00:00
DMS_TimeToFirstMission = [180,420]; // [Minimum,Maximum] time between first mission spawn.
2015-08-28 08:38:46 +00:00
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
2015-09-20 20:26:08 +00:00
/*General settings for dynamic missions*/
2015-08-30 05:01:00 +00:00
2015-09-20 05:37:13 +00:00
DMS_playerNearRadius = 100; // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission).
2015-08-31 02:42:02 +00:00
DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
2015-09-20 20:26:08 +00:00
/*Mission Marker settings*/
I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:
|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 19:39:07 +00:00
DMS_ShowDifficultyColorLegend = true; // Whether or not to show a "color legend" at the bottom left of the map that shows which color corresponds to which difficulty. I know it's not very pretty, meh.
2015-10-05 03:27:22 +00:00
DMS_MarkerText_ShowMissionPrefix = true; // Whether or not to place a prefix before the mission marker text. Enable this if your players get confused by the marker names :P
DMS_MarkerText_MissionPrefix = "Mission:"; // The text displayed before the mission name in the mission marker.
DMS_MarkerText_ShowAICount = true; // Whether or not to display the number of remaining AI in the marker name.
DMS_MarkerText_AIName = "Units"; // What the AI will be called in the map marker. For example, the marker text can show: "Car Dealer (3 Units remaining)"
2015-09-10 22:48:56 +00:00
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
2015-08-28 08:38:46 +00:00
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
2015-08-28 16:37:23 +00:00
DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
2015-09-20 20:26:08 +00:00
/*Mission Marker settings*/
2015-08-27 07:44:23 +00:00
2015-09-20 20:26:08 +00:00
/*Mission Cleanup/Timeout settings*/
2015-08-28 08:38:46 +00:00
DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
2015-08-28 21:52:56 +00:00
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
2015-09-15 03:50:09 +00:00
DMS_AIVehCleanUpTime = 900; // Time until a destroyed AI vehicle is cleaned up.
2015-08-28 08:38:46 +00:00
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
2015-09-20 20:26:08 +00:00
/*Mission Cleanup/Timeout settings*/
2015-08-27 07:44:23 +00:00
2015-09-20 20:26:08 +00:00
/*Mission spawn location settings*/
2015-10-04 03:32:42 +00:00
DMS_ThrottleBlacklists = true; // Whether or not to "throttle" the blacklist distance parameters in DMS_fnc_FindSafePos. This will reduce the values of the minimum
//distances for some of the below parameters if several attempts have been made, but a suitable position was not yet found. This
//should help with server performance drops when spawning a mission, as DMS_fnc_findSafePos is the most resource-intensive function.
DMS_AttemptsUntilThrottle = 15; // How many attempts until the parameters are throttled.
DMS_ThrottleCoefficient = 0.9; // How much the parameters are throttled. The parameters are multiplied by the coefficient, so 0.9 means 90% of whatever the parameter was.
DMS_MinThrottledDistance = 100; // The minimum distance to which it will throttle. If the throttled value is less than this, then this value is used instead.
2015-08-28 08:38:46 +00:00
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
2015-10-04 03:32:42 +00:00
DMS_TraderZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a trader zone
DMS_MissionNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to another mission
DMS_WaterNearBlacklist = 500; // Missions won't spawn in a position this many meters close to water
I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:
|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 19:39:07 +00:00
DMS_TerritoryNearBlacklist = 100; // Missions won't spawn in a position this many meters close to a territory flag
DMS_MinSurfaceNormal = 0.9; // Missions won't spawn in a position where its surfaceNormal is less than this amount. The lower the value, the steeper the location. Greater values means flatter locations. Values can range from 0-1, with 0 being sideways, and 1 being perfectly flat. For reference: SurfaceNormal of about 0.7 is when you are forced to walk up a surface. If you want to convert surfaceNormal to degrees, use the arc-cosine of the surfaceNormal. 0.9 is about 25 degrees. Google "(arccos 0.9) in degrees"
2015-09-20 20:26:08 +00:00
/*Mission spawn location settings*/
2015-08-27 07:44:23 +00:00
2015-09-15 03:50:09 +00:00
DMS_MinWaterDepth = 20; // Minimum depth of water that an underwater mission can spawn at.
2015-09-20 20:26:08 +00:00
/*Crate/Box settings*/
2015-09-18 23:26:36 +00:00
DMS_HideBox = false; // "Hide" the box from being visible by players until the mission is completed.
2015-08-31 20:43:59 +00:00
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
2015-09-20 20:26:08 +00:00
/*Crate/Box settings*/
2015-09-25 06:40:59 +00:00
/*Mine settings*/
2015-09-29 21:48:56 +00:00
DMS_SpawnMinefieldForEveryMission = false; // Whether or not to spawn a minefield for every dynamic mission.
2015-09-25 06:40:59 +00:00
DMS_SpawnMinesAroundMissions = true; // Whether or not to spawn mines around AI missions that have them.
DMS_despawnMines_onCompletion = true; // Despawn mines spawned around missions when the mission is completed
DMS_MineInfo_easy = [5,50]; // Mine info for "easy" missions. This will spawn 5 mines within a 50m radius.
DMS_MineInfo_moderate = [10,50]; // Mine info for "moderate" missions. This will spawn 10 mines within a 50m radius.
DMS_MineInfo_difficult = [15,75]; // Mine info for "difficult" missions. This will spawn 15 mines within a 75m radius.
DMS_MineInfo_hardcore = [25,100]; // Mine info for "hardcore" missions. This will spawn 25 mines within a 100m radius.
2015-09-26 00:28:04 +00:00
DMS_SpawnMineWarningSigns = true; // Whether or not to spawn mine warning signs around a minefield.
DMS_BulletProofMines = true; // Whether or not you want to make the mines bulletproof. Prevents players from being able to shoot the mines and creating explosions.
2015-09-25 06:40:59 +00:00
/*Mine settings*/
2015-08-27 07:44:23 +00:00
2015-08-28 08:38:46 +00:00
DMS_MinPlayerCount = 0; // Minimum number of players until mission start
2015-09-01 23:27:30 +00:00
DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
2015-08-27 07:44:23 +00:00
2015-09-20 20:26:08 +00:00
/*Mission notification settings*/
Major UI Improvements, Fixes, Improved readme
* **NEW CONFIG VALUES**:
|DMS_Show_Kill_Poptabs_Notification|
|DMS_Show_Kill_Respect_Notification|
|DMS_dynamicText_Duration|
|DMS_dynamicText_FadeTime|
|DMS_dynamicText_Title_Size|
|DMS_dynamicText_Title_Font|
|DMS_dynamicText_Message_Color|
|DMS_dynamicText_Message_Size|
|DMS_dynamicText_Message_Font|
|DMS_standardHint_Title_Size|
|DMS_standardHint_Title_Font|
|DMS_standardHint_Message_Color|
|DMS_standardHint_Message_Size|
|DMS_standardHint_Message_Font|
|DMS_textTiles_Duration|
|DMS_textTiles_FadeTime|
|DMS_textTiles_Title_Size|
|DMS_textTiles_Title_Font|
|DMS_textTiles_Message_Color|
|DMS_textTiles_Message_Size|
|DMS_textTiles_Message_Font|
* "DMS_PlayerNotificationTypes" has been adjusted to include
"systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due
to the way "text tiles" work, a player can only have one on his screen
at a time. As a result, if another text tile is created while the
mission message is up, the message will immediately disappear to display
the new text tile. Currently, the "Frag Messages" (the ones that say
"Player Kill +100") use text tiles. I don't think it should be a major
issue (especially if you use "systemChatRequest", so the player can just
scroll up), but if I get reports of it being stupid, I will default to
"dynamicTextRequest", which should also look pretty damn nice.
* These changes should make it much easier for people to use DMS
notification functions for other purposes.
* Fixed AI waypoints - the AI should now properly circle the objective
at the proper radius.
* Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult"
(reduced the radii). Due to the AI pathing fix.
* Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet"
should work now (although I'm fairly certain nobody uses it since nobody
ever complained :P )
* Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no
longer spawn jumbled up in most cases (like cardealer). Also, it's
updated to the latest Exile methods to ensure that vehicles have no
nightvision/thermal if configured to do so in Exile configs. Also added
the "MPKilled" EH used by Exile for non-persistent (persistent vehicles
already had it).
* You can now choose whether or not you want to display the poptabs or
respect kill messages when killing an AI with
"DMS_Show_Kill_Poptabs_Notification" and
"DMS_Show_Kill_Respect_Notification". Both are enabled by default.
* Fixed typos in the "OnKilled" EH (didn't really affect anything)
* Fixed cases when "currentMuzzle" would return a number. Thanks to
[azmodii](https://github.com/azmodii) for the reminder.
* Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest"]
//"dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better.
//"standardHintRequest", // Hints are a bit wonky...
"textTilesRequest", // Keep in mind you can only have 1 "text tile" message up at a time, so the message will disappear if the player gets a kill or something while the message is shown.
"systemChatRequest" // Always nice to show in chat so that players can scroll up to read the info if they need to.
2015-08-30 01:30:56 +00:00
];
Major UI Improvements, Fixes, Improved readme
* **NEW CONFIG VALUES**:
|DMS_Show_Kill_Poptabs_Notification|
|DMS_Show_Kill_Respect_Notification|
|DMS_dynamicText_Duration|
|DMS_dynamicText_FadeTime|
|DMS_dynamicText_Title_Size|
|DMS_dynamicText_Title_Font|
|DMS_dynamicText_Message_Color|
|DMS_dynamicText_Message_Size|
|DMS_dynamicText_Message_Font|
|DMS_standardHint_Title_Size|
|DMS_standardHint_Title_Font|
|DMS_standardHint_Message_Color|
|DMS_standardHint_Message_Size|
|DMS_standardHint_Message_Font|
|DMS_textTiles_Duration|
|DMS_textTiles_FadeTime|
|DMS_textTiles_Title_Size|
|DMS_textTiles_Title_Font|
|DMS_textTiles_Message_Color|
|DMS_textTiles_Message_Size|
|DMS_textTiles_Message_Font|
* "DMS_PlayerNotificationTypes" has been adjusted to include
"systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due
to the way "text tiles" work, a player can only have one on his screen
at a time. As a result, if another text tile is created while the
mission message is up, the message will immediately disappear to display
the new text tile. Currently, the "Frag Messages" (the ones that say
"Player Kill +100") use text tiles. I don't think it should be a major
issue (especially if you use "systemChatRequest", so the player can just
scroll up), but if I get reports of it being stupid, I will default to
"dynamicTextRequest", which should also look pretty damn nice.
* These changes should make it much easier for people to use DMS
notification functions for other purposes.
* Fixed AI waypoints - the AI should now properly circle the objective
at the proper radius.
* Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult"
(reduced the radii). Due to the AI pathing fix.
* Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet"
should work now (although I'm fairly certain nobody uses it since nobody
ever complained :P )
* Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no
longer spawn jumbled up in most cases (like cardealer). Also, it's
updated to the latest Exile methods to ensure that vehicles have no
nightvision/thermal if configured to do so in Exile configs. Also added
the "MPKilled" EH used by Exile for non-persistent (persistent vehicles
already had it).
* You can now choose whether or not you want to display the poptabs or
respect kill messages when killing an AI with
"DMS_Show_Kill_Poptabs_Notification" and
"DMS_Show_Kill_Respect_Notification". Both are enabled by default.
* Fixed typos in the "OnKilled" EH (didn't really affect anything)
* Fixed cases when "currentMuzzle" would return a number. Thanks to
[azmodii](https://github.com/azmodii) for the reminder.
* Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
/*Dynamic Text Notification Settings*/
DMS_dynamicText_Duration = 7; // Number of seconds that the message will last on the screen.
DMS_dynamicText_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
DMS_dynamicText_Title_Size = 1.2; // Size for Client Dynamic Text mission titles.
DMS_dynamicText_Title_Font = "puristaMedium"; // Font for Client Dynamic Text mission titles.
DMS_dynamicText_Message_Color = "#FFFFFF"; // Dynamic Text color for "dynamicTextRequest" client notification type.
DMS_dynamicText_Message_Size = 0.65; // Dynamic Text size for "dynamicTextRequest" client notification type.
DMS_dynamicText_Message_Font = "OrbitronMedium"; // Dynamic Text font for "dynamicTextRequest" client notification type.
/*Dynamic Text Notification Settings*/
/*Standard Hint Notification Settings*/
DMS_standardHint_Title_Size = 2.5; // Size for Client Standard Hint mission titles.
DMS_standardHint_Title_Font = "puristaMedium"; // Font for Client Standard Hint mission titles.
DMS_standardHint_Message_Color = "#FFFFFF"; // Standard Hint color for "standardHintRequest" client notification type.
DMS_standardHint_Message_Size = 1; // Standard Hint size for "standardHintRequest" client notification type.
DMS_standardHint_Message_Font = "OrbitronMedium"; // Standard Hint font for "standardHintRequest" client notification type.
/*Standard Hint Notification Settings*/
/*Text Tiles Notification Settings*/
DMS_textTiles_Duration = 7; // Number of seconds that the message will last on the screen.
DMS_textTiles_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
DMS_textTiles_Title_Size = 2.3; // Size for Client Text Tiles mission titles.
DMS_textTiles_Title_Font = "puristaMedium"; // Font for Client Text Tiles mission titles.
DMS_textTiles_Message_Color = "#FFFFFF"; // Text Tiles color for "textTilesRequest" client notification type.
DMS_textTiles_Message_Size = 1.25; // Text Tiles size for "textTilesRequest" client notification type.
DMS_textTiles_Message_Font = "OrbitronMedium"; // Text Tiles font for "textTilesRequest" client notification type.
/*Text Tiles Notification Settings*/
2015-09-20 20:26:08 +00:00
/*Mission notification settings*/
2015-08-27 07:44:23 +00:00
2015-09-21 04:42:33 +00:00
DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:
|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 19:39:07 +00:00
["blackhawkdown",7],
["donthasslethehoff",6],
["bandits",5],
["bauhaus",5],
["cardealer",5],
["humanitarian",5],
["foodtransport",5],
["construction",4],
["walmart",4],
["mercenaries",4],
["guntransport",4],
["beertransport",3],
["roguenavyseals",3],
["thieves",2],
["lost_battalion",2],
["behindenemylines",2],
["mercbase",1]
2015-08-28 08:38:46 +00:00
];
2015-08-27 07:44:23 +00:00
Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)
* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-10 01:35:07 +00:00
DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos
// An example is given in the altis_config.sqf (it blacklists the salt flats).
2015-08-28 08:38:46 +00:00
];
/* Mission System Settings */
2015-08-27 07:44:23 +00:00
2015-08-28 08:38:46 +00:00
/* AI Settings */
2015-08-27 07:44:23 +00:00
Major UI Improvements, Fixes, Improved readme
* **NEW CONFIG VALUES**:
|DMS_Show_Kill_Poptabs_Notification|
|DMS_Show_Kill_Respect_Notification|
|DMS_dynamicText_Duration|
|DMS_dynamicText_FadeTime|
|DMS_dynamicText_Title_Size|
|DMS_dynamicText_Title_Font|
|DMS_dynamicText_Message_Color|
|DMS_dynamicText_Message_Size|
|DMS_dynamicText_Message_Font|
|DMS_standardHint_Title_Size|
|DMS_standardHint_Title_Font|
|DMS_standardHint_Message_Color|
|DMS_standardHint_Message_Size|
|DMS_standardHint_Message_Font|
|DMS_textTiles_Duration|
|DMS_textTiles_FadeTime|
|DMS_textTiles_Title_Size|
|DMS_textTiles_Title_Font|
|DMS_textTiles_Message_Color|
|DMS_textTiles_Message_Size|
|DMS_textTiles_Message_Font|
* "DMS_PlayerNotificationTypes" has been adjusted to include
"systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due
to the way "text tiles" work, a player can only have one on his screen
at a time. As a result, if another text tile is created while the
mission message is up, the message will immediately disappear to display
the new text tile. Currently, the "Frag Messages" (the ones that say
"Player Kill +100") use text tiles. I don't think it should be a major
issue (especially if you use "systemChatRequest", so the player can just
scroll up), but if I get reports of it being stupid, I will default to
"dynamicTextRequest", which should also look pretty damn nice.
* These changes should make it much easier for people to use DMS
notification functions for other purposes.
* Fixed AI waypoints - the AI should now properly circle the objective
at the proper radius.
* Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult"
(reduced the radii). Due to the AI pathing fix.
* Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet"
should work now (although I'm fairly certain nobody uses it since nobody
ever complained :P )
* Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no
longer spawn jumbled up in most cases (like cardealer). Also, it's
updated to the latest Exile methods to ensure that vehicles have no
nightvision/thermal if configured to do so in Exile configs. Also added
the "MPKilled" EH used by Exile for non-persistent (persistent vehicles
already had it).
* You can now choose whether or not you want to display the poptabs or
respect kill messages when killing an AI with
"DMS_Show_Kill_Poptabs_Notification" and
"DMS_Show_Kill_Respect_Notification". Both are enabled by default.
* Fixed typos in the "OnKilled" EH (didn't really affect anything)
* Fixed cases when "currentMuzzle" would return a number. Thanks to
[azmodii](https://github.com/azmodii) for the reminder.
* Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
DMS_Show_Kill_Poptabs_Notification = true; // Whether or not to show the poptabs gained/lost message on the player's screen when killing an AI. (It will still change the player's money, it just won't show the "Money Received" notification)
DMS_Show_Kill_Respect_Notification = true; // Whether or not to show the "Frag Message" on the player's screen when killing an AI. (It will still change the player's respect, it just won't show the "AI Killed" frag message)
2015-09-10 03:01:26 +00:00
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
2015-09-15 03:50:09 +00:00
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
2015-09-10 03:01:26 +00:00
2015-09-22 04:17:51 +00:00
DMS_Diff_RepOrTabs_on_roadkill = true; // Whether or not you want to use different values for giving respect/poptabs when you run an AI over. Default values are NEGATIVE. This means player will LOSE respect or poptabs.
DMS_Bandit_Soldier_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit soldier
DMS_Bandit_Soldier_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit soldier
DMS_Bandit_Static_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit static gunner
DMS_Bandit_Static_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit static gunner
DMS_Bandit_Vehicle_RoadkillMoney = -10; // The amount of Poptabs gained/lost for running over a bandit vehicle crew member
DMS_Bandit_Vehicle_RoadkillRep = -5; // The amount of Respect gained/lost for running over a bandit vehicle crew member
2015-08-28 08:38:46 +00:00
DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
2015-08-31 02:42:02 +00:00
DMS_clear_AI_body = false; // Clear AI body as soon as they die
2015-09-01 16:30:58 +00:00
DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
2015-09-10 02:05:46 +00:00
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"!!!
2015-09-09 04:00:26 +00:00
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
2015-09-25 06:40:59 +00:00
DMS_explode_onRoadkill = true; // Whether or not to spawn an explosion when an AI gets run over. It will likely take out the 2 front wheels. Should help mitigate the ineffective AI vs. striders issue ;)
2015-08-30 05:01:00 +00:00
DMS_RemoveNVG = false; // Remove NVGs from AI bodies
2015-08-27 07:44:23 +00:00
2015-09-17 03:37:17 +00:00
DMS_MaxAIDistance = 500; // The maximum distance an AI unit can be from a mission before he is killed. Helps with AI running away and forcing the mission to keep running. Set to 0 if you don't want it.
DMS_AIDistanceCheckFrequency = 60; // How often to check within DMS_fnc_TargetsKilled whether or not the AI is out of the maximum radius. Lower values increase frequency and increase server load, greater values decrease frequency and may cause longer delays for "runaway" AI.
2015-09-01 06:24:42 +00:00
DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
2015-09-20 05:37:13 +00:00
DMS_ai_offload_Only_DMS_AI = false; // Do you use other mission systems on your server but still want to offload AI? You should probably enable this then, unless you have tested it for compatibility.
2015-08-29 18:03:13 +00:00
2015-08-28 08:38:46 +00:00
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
2015-08-27 07:44:23 +00:00
2015-08-29 06:09:50 +00:00
DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
2015-08-28 08:38:46 +00:00
DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
2015-08-27 07:44:23 +00:00
2015-08-28 08:38:46 +00:00
// https://community.bistudio.com/wiki/AI_Sub-skills#general
2015-08-28 19:14:59 +00:00
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
2015-08-28 08:38:46 +00:00
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
2015-08-28 19:14:59 +00:00
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
2015-08-29 19:46:07 +00:00
DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI
Major UI Improvements, Fixes, Improved readme
* **NEW CONFIG VALUES**:
|DMS_Show_Kill_Poptabs_Notification|
|DMS_Show_Kill_Respect_Notification|
|DMS_dynamicText_Duration|
|DMS_dynamicText_FadeTime|
|DMS_dynamicText_Title_Size|
|DMS_dynamicText_Title_Font|
|DMS_dynamicText_Message_Color|
|DMS_dynamicText_Message_Size|
|DMS_dynamicText_Message_Font|
|DMS_standardHint_Title_Size|
|DMS_standardHint_Title_Font|
|DMS_standardHint_Message_Color|
|DMS_standardHint_Message_Size|
|DMS_standardHint_Message_Font|
|DMS_textTiles_Duration|
|DMS_textTiles_FadeTime|
|DMS_textTiles_Title_Size|
|DMS_textTiles_Title_Font|
|DMS_textTiles_Message_Color|
|DMS_textTiles_Message_Size|
|DMS_textTiles_Message_Font|
* "DMS_PlayerNotificationTypes" has been adjusted to include
"systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due
to the way "text tiles" work, a player can only have one on his screen
at a time. As a result, if another text tile is created while the
mission message is up, the message will immediately disappear to display
the new text tile. Currently, the "Frag Messages" (the ones that say
"Player Kill +100") use text tiles. I don't think it should be a major
issue (especially if you use "systemChatRequest", so the player can just
scroll up), but if I get reports of it being stupid, I will default to
"dynamicTextRequest", which should also look pretty damn nice.
* These changes should make it much easier for people to use DMS
notification functions for other purposes.
* Fixed AI waypoints - the AI should now properly circle the objective
at the proper radius.
* Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult"
(reduced the radii). Due to the AI pathing fix.
* Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet"
should work now (although I'm fairly certain nobody uses it since nobody
ever complained :P )
* Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no
longer spawn jumbled up in most cases (like cardealer). Also, it's
updated to the latest Exile methods to ensure that vehicles have no
nightvision/thermal if configured to do so in Exile configs. Also added
the "MPKilled" EH used by Exile for non-persistent (persistent vehicles
already had it).
* You can now choose whether or not you want to display the poptabs or
respect kill messages when killing an AI with
"DMS_Show_Kill_Poptabs_Notification" and
"DMS_Show_Kill_Respect_Notification". Both are enabled by default.
* Fixed typos in the "OnKilled" EH (didn't really affect anything)
* Fixed cases when "currentMuzzle" would return a number. Thanks to
[azmodii](https://github.com/azmodii) for the reminder.
* Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI
DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI
2015-09-25 06:40:59 +00:00
DMS_AI_WP_Radius_hardcore = 75; // Waypoint radius for "hardcore" AI
2015-09-13 06:15:21 +00:00
DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases
2015-08-28 08:38:46 +00:00
2015-08-28 19:14:59 +00:00
DMS_static_weapons = [ // Static weapons for AI
"O_HMG_01_high_F"
];
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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"
];
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//Assault Class
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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"
];
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DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
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"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"
];
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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
2015-08-30 01:30:56 +00:00
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"
];
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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"
];
2015-08-28 19:14:59 +00:00
//Machine Gun Class
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DMS_MG_weps = [ // Machine Guns
"LMG_Zafir_F",
"LMG_Mk200_F",
"arifle_MX_SW_Black_F",
"MMG_01_hex_F"
];
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DMS_MG_pistols = [ // Pistols for MG Class (Set to empty array if you don't want to give them any pistols)
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"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"
];
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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
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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"
];
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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"
];
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//Sniper Class
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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"
];
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DMS_sniper_pistols = [ // Pistols for Sniper Class (Set to empty array if you don't want to give them any pistols)
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"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"
];
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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
2015-08-30 01:30:56 +00:00
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"
];
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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"
];
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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"
];
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DMS_random_AI = [ // The classes that a "random" AI can spawn as | DEFAULT: 60% Assault, 20% MG, 20% Sniper
"assault",
"assault",
"assault",
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"MG",
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"sniper"
];
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2015-08-29 19:46:07 +00:00
DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:
|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 19:39:07 +00:00
DMS_ai_launchers_per_group = 2; // How many units per AI group can get a launcher.
DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-unit). With "DMS_ai_launchers_per_group" set to 2, and "DMS_ai_use_launchers_chance" set to 50, there will be an average of 1 launcher per group.
2015-08-29 19:46:07 +00:00
DMS_AI_launcher_ammo_count = 2; // How many rockets an AI will get with its launcher
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DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
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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"
];
2015-08-29 06:09:50 +00:00
2015-08-28 08:38:46 +00:00
/* AI Settings */
2015-08-28 16:37:23 +00:00
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/* Loot Settings */
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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],
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["srifle_EBR_F",1],
["hgun_Pistol_heavy_01_F",1],
["hgun_PDW2000_F",1]
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],
[
["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],
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["optic_DMS",1],
["acc_pointer_IR",1],
["muzzle_snds_B",1],
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["optic_LRPS",1],
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["optic_MRD",1],
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["muzzle_snds_acp",1],
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["optic_Holosight_smg",1],
["muzzle_snds_L",1],
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["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]
]
];
2015-09-02 00:43:17 +00:00
DMS_BoxWeapons = [ // List of weapons that can spawn in a crate
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"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"
];
2015-09-02 00:43:17 +00:00
DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) that can spawn in a crate
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"Exile_Item_Catfood_Cooked",
"Exile_Item_SausageGravy_Cooked",
"Exile_Item_BBQSandwich_Cooked",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_Matches",
"Exile_Item_CookingPot"
];
2015-09-02 00:43:17 +00:00
DMS_BoxBuildingSupplies = [ // List of building supplies that can spawn in a crate
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"Exile_Item_CamoTentKit",
"Exile_Item_MetalPole",
"Exile_Item_MetalBoard",
"Exile_Item_LightBulb",
"Exile_Item_JunkMetal",
"Exile_Item_ExtensionCord",
"Exile_Item_DuctTape"
];
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DMS_BoxOptics = [ // List of optics that can spawn in a crate
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"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_SOS",
"optic_DMS",
"optic_LRPS",
"optic_Nightstalker"
];
2015-09-02 00:43:17 +00:00
DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate
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"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
2015-08-28 16:37:23 +00:00
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DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
2015-08-28 16:37:23 +00:00
DMS_RareLootList = [ // List of rare loot to spawn
"Exile_Item_SafeKit",
"Exile_Item_CodeLock"
];
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DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10%
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// Vehicles
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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"
];
2015-08-28 08:38:46 +00:00
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DMS_TransportTrucks = [ // List of transport trucks that can spawn
"Exile_Car_Van_Guerilla01",
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"Exile_Car_Zamak",
"Exile_Car_Tempest",
"Exile_Car_HEMMT"
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];
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"
];
2015-08-28 08:38:46 +00:00
/* Loot Settings */