2015-08-27 07:44:23 +00:00
/*
2016-06-24 22:53:04 +00:00
Main DMS Config File
2015-08-28 08:38:46 +00:00
Created by eraser1
2016-06-24 22:53:04 +00:00
Several revisions and additions have been made by community members.
A lot of these configs are influenced by WAI :P
https://github.com/nerdalertdk/WICKED-AI
2015-08-27 07:44:23 +00:00
*/
2016-07-06 00:16:06 +00:00
// You dawg... heard you like configs... so here's some configs for your config.... so you can configure your configuration to make it easier to configure your configuration http://i.imgur.com/9eJjEEo.jpg
2016-07-03 06:40:17 +00:00
// If you don't want the AI to have marksman DLC weapons, then simply remove the line below, or comment it by putting // at the beginning of the line
#define GIVE_AI_MARKSMAN_DLC_WEAPONS 1
2015-09-02 00:43:17 +00:00
2016-07-03 06:40:17 +00:00
// If you don't want crates to spawn with marksman DLC weapons, simply remove the line below or comment it out.
#define USE_MARKSMAN_DLC_WEAPONS_IN_CRATES 1
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
2016-07-06 00:16:06 +00:00
// Uncomment this if you want Apex weapons on AI.
//#define GIVE_AI_APEX_WEAPONS 1
// Uncomment this if you want Apex gear on AI. Uniforms, Vests, Backpacks, Helmets,Scopes
2016-07-16 05:16:17 +00:00
//#define GIVE_AI_APEX_GEAR 1
2016-07-06 00:16:06 +00:00
// Uncomment this if you want Apex weapons in loot crates
//#define USE_APEX_WEAPONS_IN_CRATES 1
// Uncomment this if you want Apex vehicles to spawn for AI/missions
//#define USE_APEX_VEHICLES 1
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.
/*
2016-03-25 23:09:41 +00:00
If you are using a map other than a map listed in the "map_configs" folder, 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.
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
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.
*/
2016-05-12 11:30:03 +00:00
DMS_Enable_RankChange = false; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)
2016-02-17 08:11:17 +00:00
/*
2016-03-25 23:09:41 +00:00
I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
2016-02-17 08:11:17 +00:00
*/
DMS_Add_AIKill2DB = false; // Adds killstat for player in the database ;)
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
2016-03-01 06:34:55 +00:00
DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a scheduled environment. Setting to true may help with lag when certain missions spawn.
2015-08-28 08:38:46 +00:00
/* Mission System Settings */
2015-09-20 20:26:08 +00:00
/*General settings for dynamic missions*/
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +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
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_TimeToFirstMission = [180,420]; // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
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
2017-02-24 00:50:14 +00:00
DMS_MissionTimeout = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
2015-12-24 19:45:20 +00:00
DMS_MissionTimeoutResetRange = 1500; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
2016-01-07 00:38:55 +00:00
DMS_MissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout.
2017-02-24 00:50:14 +00:00
DMS_ResetMissionTimeoutOnKill = true; // Whether or not to reset the mission timeout when an AI is killed.
2015-09-20 20:26:08 +00:00
/*General settings for dynamic missions*/
2015-08-30 05:01:00 +00:00
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
/*General settings for static missions*/
DMS_StaticMission = true; // Enable/disable static mission system.
2016-02-07 20:24:35 +00:00
DMS_MaxStaticMissions = 1; // Maximum number of Static Missions running at the same time. It's recommended you set this to the same amount of static missions that you have in total. This config will be ignored by "DMS_StaticMissionsOnServerStart".
2016-01-07 00:38:55 +00:00
DMS_TimeToFirstStaticMission = [30,30]; // [Minimum,Maximum] time between first static mission spawn. | DEFAULT: 3-7 minutes.
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_TimeBetweenStaticMissions = [900,1800]; // [Minimum,Maximum] time between static missions (if static mission limit is not reached) | DEFAULT: 15-30 mins
DMS_StaticMissionTimeOut = [1800,3600]; // [Minimum,Maximum] time it will take for a static mission to timeout | DEFAULT: 30-60 mins
DMS_StaticMissionTimeoutResetRange = 1500; // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
2016-01-07 00:38:55 +00:00
DMS_SMissionTimeoutResetFrequency = 180; // How often (in seconds) to check for nearby players and reset the mission timeout for static missions.
2017-02-24 00:50:14 +00:00
DMS_ResetStaticMissionTimeoutOnKill = true; // Whether or not to reset the mission timeout when an AI is killed (for Static Missions).
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_StaticMinPlayerDistance = 1500; // If a player is this close to a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it.
2015-11-15 02:08:41 +00:00
DMS_AllowStaticReinforcements = true; // Whether or not static missions will receive reinforcements. This will simply disable the calling of GroupReinforcementsMonitor;
2015-12-24 19:45:20 +00:00
DMS_SpawnFlareOnReinforcements = true; // Whether or not to spawn a flare and noise when AI reinforcements have spawned.
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
/*General settings for static missions*/
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.
2016-07-11 22:19:05 +00:00
DMS_ShowMarkerCircle = false; // Whether or not to show the colored "circle" around a mission marker.
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.
2015-11-15 02:08:41 +00:00
DMS_MarkerText_ShowAICount_Static = true; // Whether or not to display the number of remaining AI in the marker name for STATIC missions.
2015-10-05 03:27:22 +00:00
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
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_MarkerPosRandomRadius = [25,100]; // Minimum/Maximum distance that the circle marker position will be randomized | DEFAULT: 0 meters to 200 meters
2015-09-10 22:48:56 +00:00
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
2015-12-24 19:45:20 +00:00
DMS_MissionMarkerWinDot_Type = "mil_end"; // The marker type to show when a mission is completed. Refer to: https://community.bistudio.com/wiki/cfgMarkers
DMS_MissionMarkerLoseDot_Type = "KIA"; // The marker type to show when a mission fails. Refer to: https://community.bistudio.com/wiki/cfgMarkers
2015-08-28 08:38:46 +00:00
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
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
/*Mission Cleanup 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
2015-11-15 02:08:41 +00:00
DMS_AIVehCleanUpTime = 300; // Time until a destroyed AI vehicle is cleaned up.
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
/*Mission Cleanup settings*/
2015-08-27 07:44:23 +00:00
2015-09-20 20:26:08 +00:00
/*Mission spawn location settings*/
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_UsePredefinedMissionLocations = false; // Whether or not to use a list of pre-defined mission locations instead before attempting to find a random (valid) position. The positions will still be checked for validity. If none of the provided positions are valid, a random one will be generated.
DMS_PredefinedMissionLocations = [ // List of Preset/Predefined mission locations.
2015-11-15 02:08:41 +00:00
/* List of positions:
position1: [x_1,y_1,z_1],
position2: [x_2,y_2,z_2],
...
positionN: [x_N,y_N,z_N]
*/
];
DMS_PredefinedMissionLocations_WEIGHTED = [ // List of Preset/Predefined mission locations WITH WEIGHTED CHANCES. This will NOT override "DMS_PredefinedMissionLocations", and everything from "DMS_PredefinedMissionLocations" will behave as though it has 1 weight per position.
/* List of arrays with position and weighted chance:
[[x_1,y_1,z_1], chance_1],
[[x_2,y_2,z_2], chance_2],
...
[[x_N,y_N,z_N], chance_N]
*/
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
];
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.
2016-07-10 01:38:15 +00:00
DMS_MinThrottledDistance = 500; // The minimum distance to which it will throttle. If the throttled value is less than this value, 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
2016-06-28 00:07:18 +00:00
DMS_TerritoryNearBlacklist = 100; // Missions won't spawn in a position this many meters close to a territory flag. This is a resource intensive check, don't set this value too high!
2016-07-10 01:38:15 +00:00
DMS_MixerNearBlacklist = 1000; // Missions won't spawn in a position this many meters close to a concrete mixer
DMS_ContaminatedZoneNearBlacklist = 1000; // Missions won't spawn in a position this many meters close to a contaminated zone
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_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"
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_MinDistFromWestBorder = 250; // Missions won't spawn in a position this many meters close to the western map border.
DMS_MinDistFromEastBorder = 250; // Missions won't spawn in a position this many meters close to the easter map border.
DMS_MinDistFromSouthBorder = 250; // Missions won't spawn in a position this many meters close to the southern map border.
DMS_MinDistFromNorthBorder = 250; // Missions won't spawn in a position this many meters close to the northern map border.
2016-02-07 20:24:35 +00:00
DMS_SpawnZoneMarkerTypes = [ // If you're using custom spawn zone markers, make sure you define them here. CASE SENSITIVE!!!
2016-07-10 01:38:15 +00:00
"ExileSpawnZoneIcon"
2016-02-07 20:24:35 +00:00
];
DMS_TraderZoneMarkerTypes = [ // If you're using custom trader markers, make sure you define them here. CASE SENSITIVE!!!
2016-07-10 01:38:15 +00:00
"ExileTraderZoneIcon"
];
DMS_MixerMarkerTypes = [ // If you're using custom concrete mixer map markers, make sure you define them here. CASE SENSITIVE!!!
"ExileConcreteMixerZoneIcon"
];
DMS_ContaminatedZoneMarkerTypes = [ // If you're using custom contaminated zone markers, make sure you define them here. CASE SENSITIVE!!!
"ExileContaminatedZoneIcon"
2016-02-07 20:24:35 +00:00
];
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.
2015-12-24 19:45:20 +00:00
DMS_EnableBoxMoving = true; // Whether or not to allow the box to move and/or be lifted by choppers.
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*/
2016-01-07 00:38:55 +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*/
2016-06-29 21:07:01 +00:00
DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest", "ExileToasts"]. Details below.
//"dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
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
//"standardHintRequest", // Hints are a bit wonky...
2016-01-07 00:38:55 +00:00
//"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. This message type is also performance-intensive, so I advise against it.
2016-06-29 21:07:01 +00:00
//"systemChatRequest", // Always nice to show in chat so that players can scroll up to read the info if they need to.
"ExileToasts" // Default notification type since Exile 0.98, see (http://www.exilemod.com/devblog/new-ingame-notifications/)
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
2016-06-29 21:07:01 +00:00
/*Exile Toasts Notification Settings*/
DMS_ExileToasts_Title_Size = 22; // Size for Client Exile Toasts mission titles.
DMS_ExileToasts_Title_Font = "puristaMedium"; // Font for Client Exile Toasts mission titles.
2016-07-01 03:41:33 +00:00
DMS_ExileToasts_Message_Color = "#FFFFFF"; // Exile Toasts color for "ExileToast" client notification type.
2016-06-29 21:07:01 +00:00
DMS_ExileToasts_Message_Size = 19; // Exile Toasts size for "ExileToast" client notification type.
DMS_ExileToasts_Message_Font = "PuristaLight"; // Exile Toasts font for "ExileToast" client notification type.
/*Exile Toasts 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
/*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*/
2016-01-07 00:38:55 +00:00
DMS_standardHint_Title_Size = 2; // Size for Client Standard Hint mission titles.
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_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
2016-07-27 02:10:32 +00:00
DMS_RandomBanditMissionsOnStart = 0; // Number of (random) bandit missions to spawn when the server starts, just so players don't have to wait for missions to spawn.
2016-07-03 06:40:17 +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
["bandits",3],
["bauhaus",3],
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
["beertransport",3],
2016-07-03 06:40:17 +00:00
["behindenemylines",3],
["blackhawkdown",3],
["cardealer",3],
["construction",3],
["donthasslethehoff",3],
["foodtransport",3],
["guntransport",3],
["humanitarian",3],
["lost_battalion",3],
["medical",3],
["mercbase",2],
["mercenaries",3],
["nedbuilding1_mission",3],
["nedcar_mission",4],
["nedguns1_mission",3],
["nedhatchback_mission",3],
["nedhunter_mission",2],
["nedifrit_mission",2],
["nedlittlebird_mission",2],
["nedmedical1_mission",3],
["nedoffroad_mission",3],
["nedresearch_mission",3],
["nedsnipercamp_mission",3],
["nedstrider_mission",2],
["nedural_mission",3],
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
["roguenavyseals",3],
2016-07-03 06:40:17 +00:00
["thieves",3],
["walmart",3]
2015-08-28 08:38:46 +00:00
];
2016-01-07 00:38:55 +00:00
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
2016-05-12 11:30:03 +00:00
DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances.
2017-02-24 00:50:14 +00:00
//["saltflats",1] //<--Example (already imported by default on Altis in map configs)
//["slums",1] //<--Example (already imported by default on Altis in map configs)
2016-05-12 11:30:03 +00:00
//["occupation",1] //<--Example
2016-01-07 00:38:55 +00:00
//["sectorB",1] //<--Example for Taviana
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
];
2017-02-24 00:50:14 +00:00
DMS_SpecialMissions = [ // List of special missions with restrictions. Each element must be defined as [mission<STRING>, minPlayers<SCALAR>, maxPlayers<SCALAR>, timesPerRestart<SCALAR>, _timeBetween<SCALAR>].
//["specops",15,60,2,900] //<-- Example for a mission named "specops.sqf" that must be placed in the "special" folder. It will only spawn when there are at least 15 players, less than 60 players, it will only spawn up to twice per restart, and at least 900 seconds must pass before another instance of the mission can spawn.
];
2016-05-12 11:30:03 +00:00
DMS_BasesToImportOnServerStart = [ // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here.
2016-01-07 00:38:55 +00:00
//"saltflatsbase", //<--Example (already imported by default on Altis)
2016-07-11 21:56:38 +00:00
//"slums_objects" //<--Example (already imported by default on Altis)
2016-01-07 00:38:55 +00:00
];
DMS_BanditMissionsOnServerStart = [
//"construction" //<-- Example
];
2016-05-12 11:30:03 +00:00
DMS_StaticMissionsOnServerStart = [ // List of STATIC missions with spawn chances.
2016-07-11 21:56:38 +00:00
//"saltflats" //<--Example
2016-05-12 11:30:03 +00:00
//"slums" //<--Example
//"occupation" //<--Example
2016-01-07 00:38:55 +00:00
//"sectorB" //<--Example for Taviana
2015-12-24 19:45:20 +00:00
];
Static Missions! And MORE!
* ** NEW CONFIG VALUES:
|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
2015-08-27 07:44:23 +00:00
2016-06-25 22:04:12 +00:00
DMS_findSafePosBlacklist = [ // This list defines areas where missions WILL NOT spawn. For position blacklist info refer to: http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=31190
// There are examples in the altis map config (it blacklists the salt flats) and in the tavi/taviana map configs.
2016-06-07 03:47:15 +00:00
//[[2350,4680],100] // This random example blacklists any position within 100 meters of coordinates "[2350,4680]"
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 */
2015-12-24 19:45:20 +00:00
DMS_AI_Classname = "O_recon_F"; // Since some of you wanted this...
2017-02-24 00:50:14 +00:00
DMS_AI_NamingType = 0; // This specifies the "naming scheme" for the AI. 0 corresponds with the default ArmA names; 1 means you want a DMS name (eg: [DMS BANDIT SOLDIER 123]); 2 means you want to generate a name from a list of first and last names (DMS_AI_FirstNames, DMS_AI_LastNames).
DMS_AI_FirstNames = [ // List of "first names" that an AI can have. Only used when DMS_AI_NamingType = 2.
"Adam",
"Benjamin",
"Charles",
"David",
"Eric"
// etc.
];
DMS_AI_LastNames = [ // List of "last names" that an AI can have. Only used when DMS_AI_NamingType = 2.
"Smith",
"Johnson",
"Williams",
"Jones",
"Brown"
// etc.
];
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)
2016-02-17 08:11:17 +00:00
DMS_Show_Kill_Rank_Notification = true;
2016-01-07 00:38:55 +00:00
DMS_Show_Party_Kill_Notification = true; // Whether or not to show in chat when a party member kills an 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
2016-06-29 21:07:01 +00:00
DMS_Spawn_AI_With_Money = true; // Whether or not to spawn AI with money that can be looted from the body.
DMS_AIMoney_PopulationMultiplier = 5; // This determines how much EXTRA money an AI will have on his body. For example, setting this to 5 and having a server population of 30 means the AI will have an extra 150 poptabs on the body. Set to 0 to disable.
DMS_GiveMoneyToPlayer_OnAIKill = true; // Whether or not to give money directly to players when they kill AI (old method of giving money).
DMS_GiveRespectToPlayer_OnAIKill = true; // Whether or not to give respect to players when they kill AI.
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
2016-02-17 08:11:17 +00:00
DMS_Bandit_Soldier_RankGain = 15;
2016-06-29 21:07:01 +00:00
DMS_Bandit_Soldier_SpawnMoney = 50; // The amount of Poptabs carried by 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
2016-02-17 08:11:17 +00:00
DMS_Bandit_Static_RankGain = 30;
2016-06-29 21:07:01 +00:00
DMS_Bandit_Static_SpawnMoney = 75; // The amount of Poptabs carried by a bandit static gunner
2015-09-15 03:50:09 +00:00
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
2016-02-17 08:11:17 +00:00
DMS_Bandit_Vehicle_RankGain = 50;
2016-06-29 21:07:01 +00:00
DMS_Bandit_Vehicle_SpawnMoney = 100; // The amount of Poptabs carried by a bandit vehicle crew member
2016-03-01 06:34:55 +00:00
/* DonkeyPunchDMS Custom Settings for Hero AI*/
2016-02-17 08:11:17 +00:00
DMS_Hero_Soldier_MoneyGain = 100; // The amount of Poptabs gained for killing a hero soldier
DMS_Hero_Soldier_RepGain = 20; // The amount of Respect gained for killing a hero soldier
2016-03-01 06:34:55 +00:00
DMS_Hero_Soldier_RankGain = -30;
2016-06-29 21:07:01 +00:00
DMS_Hero_Soldier_SpawnMoney = 100; // The amount of Poptabs carried by a hero soldier
2016-02-17 08:11:17 +00:00
DMS_Hero_Static_MoneyGain = 120; // The amount of Poptabs gained for killing a hero static gunner
2016-03-25 23:09:41 +00:00
DMS_Hero_Static_RepGain = 30; // The amount of Respect gained for killing a hero static gunner
2016-02-17 08:11:17 +00:00
DMS_Hero_Static_RankGain = -60;
2016-06-29 21:07:01 +00:00
DMS_Hero_Static_SpawnMoney = 120; // The amount of Poptabs carried by a hero static gunner
2016-02-17 08:11:17 +00:00
DMS_Hero_Vehicle_MoneyGain = 200; // The amount of Poptabs gained for killing a hero vehicle crew member
DMS_Hero_Vehicle_RepGain = 50; // The amount of Respect gained for killing a hero vehicle crew member
DMS_Hero_Vehicle_RankGain = -100;
2016-06-29 21:07:01 +00:00
DMS_Hero_Vehicle_SpawnMoney = 200; // The amount of Poptabs carried by a hero vehicle crew member
2016-03-01 06:34:55 +00:00
/* DonkeyPunchDMS Custom Settings for Survivor AI*/
2016-02-17 08:11:17 +00:00
DMS_Survivor_Soldier_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor soldier
DMS_Survivor_Soldier_RepGain = -100; // The amount of Respect gained for killing a Survivor soldier
DMS_Survivor_Soldier_RankGain = -250;
2016-06-29 21:07:01 +00:00
DMS_Survivor_Soldier_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor soldier
2016-03-25 23:09:41 +00:00
DMS_Survivor_Static_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor static gunner
2016-02-17 08:11:17 +00:00
DMS_Survivor_Static_RepGain = -100; // The amount of Respect gained for killing a Survivor static gunner
DMS_Survivor_Static_RankGain = -400;
2016-06-29 21:07:01 +00:00
DMS_Survivor_Static_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor static gunner
2016-02-17 08:11:17 +00:00
DMS_Survivor_Vehicle_MoneyGain = -500; // The amount of Poptabs gained for killing a Survivor vehicle crew member
2016-03-25 23:09:41 +00:00
DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
2016-02-17 08:11:17 +00:00
DMS_Survivor_Vehicle_RankGain = -600;
2016-07-06 00:16:06 +00:00
DMS_Survivor_Vehicle_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor vehicle crew member
2016-03-01 06:34:55 +00:00
2015-11-15 02:08:41 +00:00
DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
2015-11-15 02:45:47 +00:00
DMS_AIKill_DistanceBonusCoefficient = 0.05; // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.
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
2016-02-17 08:11:17 +00:00
DMS_Bandit_Soldier_RoadkillRank = 20;
2015-09-22 04:17:51 +00:00
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
2016-02-17 08:11:17 +00:00
DMS_Bandit_Static_RoadkillRank = 30;
2015-09-22 04:17:51 +00:00
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
2016-02-17 08:11:17 +00:00
DMS_Bandit_Vehicle_RoadkillRank = 50;
2016-03-01 06:34:55 +00:00
/* DonkeyPunchDMS Custom RoadKill Settings for Hero AI*/
2016-02-17 08:11:17 +00:00
DMS_Hero_Soldier_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero soldier
DMS_Hero_Soldier_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero soldier
DMS_Hero_Soldier_RoadkillRank = -40;
DMS_Hero_Static_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero static gunner
DMS_Hero_Static_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero static gunner
DMS_Hero_Static_RoadkillRank = -60;
DMS_Hero_Vehicle_RoadkillMoney = 20; // The amount of Poptabs gained/lost for running over a hero vehicle crew member
DMS_Hero_Vehicle_RoadkillRep = 10; // The amount of Respect gained/lost for running over a hero vehicle crew member
DMS_Hero_Vehicle_RoadkillRank = -100;
2016-03-01 06:34:55 +00:00
/* DonkeyPunchDMS Custom Roadkill Settings for Survivor AI*/
2016-02-17 08:11:17 +00:00
DMS_Survivor_Soldier_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor soldier
2016-03-25 23:09:41 +00:00
DMS_Survivor_Soldier_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor soldier
DMS_Survivor_Soldier_RoadkillRank = -200;
DMS_Survivor_Static_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor static gunner
2016-02-17 08:11:17 +00:00
DMS_Survivor_Static_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor static gunner
2016-03-25 23:09:41 +00:00
DMS_Survivor_Static_RoadkillRank = -200;
2016-02-17 08:11:17 +00:00
DMS_Survivor_Vehicle_RoadkillMoney = -500; // The amount of Poptabs gained/lost for running over a Survivor vehicle crew member
2016-03-25 23:09:41 +00:00
DMS_Survivor_Vehicle_RoadkillRep = -100; // The amount of Respect gained/lost for running over a Survivor vehicle crew member
DMS_Survivor_Vehicle_RoadkillRank = -100;
2015-09-22 04:17:51 +00:00
2015-08-28 08:38:46 +00:00
DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
2016-02-17 08:11:17 +00:00
/* DonkeyPunchDMS Custom Side Factions */
DMS_heroSide = WEST; // The side (team) that AI Heros will spawn on
2016-03-25 23:09:41 +00:00
DMS_survivorSide = CIV; // The side (team) that AI Survivor will spawn on
2016-03-01 06:34:55 +00:00
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.
2017-02-24 00:50:14 +00:00
DMS_ai_offload_Only_DMS_AI = true; // Don't set this to false unless you know what you're doing.
2016-01-07 00:38:55 +00:00
DMS_ai_offload_notifyClient = false; // Notify the client when AI has been offloaded to the client.
2015-08-29 18:03:13 +00:00
2016-05-22 05:05:16 +00:00
DMS_ai_allowFreezing = true; // Whether or not to "freeze" AI that are a certain distance away from players (and therefore inactive).
DMS_ai_freeze_Only_DMS_AI = false; // Whether or not to "freeze" AI that are not spawned by DMS.
DMS_ai_freezingDistance = 3500; // If there are no players within this distance of the leader of an AI group, then the AI group will be "frozen".
DMS_ai_unfreezingDistance = 3500; // If there are players within this distance of the leader of an AI group, then the AI group will be "un-frozen".
DMS_ai_offloadOnUnfreeze = true; // Whether or not to offload AI to clients once they have been "un-frozen". NOTE: This config will be ignored if "DMS_ai_offload_to_client" is set to false.
2016-07-03 06:40:17 +00:00
DMS_ai_freezeCheckingDelay = 15; // How often (in seconds) DMS will check whether to freeze/un-freeze AI.
2016-05-22 20:15:38 +00:00
DMS_ai_freezeOnSpawn = true; // Whether or not to freeze an AI group when initially spawned.
2016-05-22 05:05:16 +00:00
2016-06-29 21:07:01 +00:00
DMS_ai_share_info = false; // Share info about killer
2016-07-06 00:16:06 +00:00
DMS_ai_share_info_distance = 25; // 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
2016-01-07 00:38:55 +00:00
DMS_ai_skill_randomDifficult = ["hardcore","hardcore","difficult","difficult","difficult"]; // 60% chance for "difficult", 40% chance for "hardcore" AI.
DMS_ai_skill_randomEasy = ["moderate","moderate","easy","easy","easy"]; // 60% chance for "easy", 40% chance for "moderate" AI.
DMS_ai_skill_randomIntermediate = ["difficult","difficult","moderate","moderate","moderate"]; // 60% chance for "moderate", 40% chance for "difficult" AI.
2016-03-25 23:09:41 +00:00
DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI.
DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI.
DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI.
DMS_AI_WP_Radius_hardcore = 75; // Waypoint radius for "hardcore" AI.
2015-12-24 19:45:20 +00:00
DMS_AI_AimCoef_easy = 0.9; // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
DMS_AI_AimCoef_moderate = 0.65; // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
DMS_AI_AimCoef_difficult = 0.4; // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
DMS_AI_AimCoef_hardcore = 0.05; // "Custom Aim Coefficient" (weapon sway multiplier) for "hardcore" AI
DMS_AI_EnableStamina_easy = true; // Whether or not to keep the stamina system for "easy" AI.
DMS_AI_EnableStamina_moderate = true; // Whether or not to keep the stamina system for "moderate" AI.
DMS_AI_EnableStamina_difficult = false; // Whether or not to keep the stamina system for "difficult" AI.
DMS_AI_EnableStamina_hardcore = false; // Whether or not to keep the stamina system for "hardcore" AI.
2016-03-25 23:09:41 +00:00
DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases.
DMS_AI_WP_Radius_heli = 500; // Waypoint radius for AI in helis.
DMS_AI_destroyVehicleChance = 75; // Percent chance that an AI vehicle will be destroyed after the AI have been killed. Set to 100 for always, or 0 for never.
2015-08-28 08:38:46 +00:00
2015-12-24 19:45:20 +00:00
DMS_AI_destroyStaticWeapon = true; // Whether or not to destroy static HMGs after AI death.
DMS_AI_destroyStaticWeapon_chance = 95; // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)
2015-08-28 19:14:59 +00:00
DMS_static_weapons = [ // Static weapons for AI
"O_HMG_01_high_F"
];
2015-08-29 06:09:50 +00:00
DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
"ItemWatch",
"ItemMap",
"ItemCompass",
"ItemRadio"
];
2016-01-07 00:38:55 +00:00
2015-08-29 06:09:50 +00:00
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"
];
2015-08-28 19:14:59 +00:00
//Assault Class
2015-08-28 16:37:23 +00:00
DMS_assault_weps = [ // Assault Rifles
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_WEAPONS
"arifle_AK12_F",
"arifle_ARX_ghex_F",
"arifle_CTAR_blk_F",
"arifle_SPAR_01_khk_F",
"arifle_SPAR_03_khk_F",
#endif
2015-08-28 16:37:23 +00:00
"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",
2016-07-03 06:40:17 +00:00
"arifle_Mk20_F",
"Exile_Weapon_AK107",
"Exile_Weapon_AK107_GL",
"Exile_Weapon_AK74_GL",
"Exile_Weapon_AK47",
"Exile_Weapon_AKS_Gold"
2015-08-28 16:37:23 +00:00
];
2015-08-29 06:09:50 +00:00
DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
2015-08-28 16:37:23 +00:00
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
2016-07-03 06:40:17 +00:00
"hgun_Pistol_heavy_02_F",
"Exile_Weapon_Colt1911",
"Exile_Weapon_Makarov",
"Exile_Weapon_Taurus",
"Exile_Weapon_TaurusGold"
2015-08-28 16:37:23 +00:00
];
DMS_assault_optics = [ // Optics for Assault Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"optic_ERCO_khk_F",
"optic_Holosight_blk_F",
#endif
2015-08-28 16:37:23 +00:00
"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_DMS"
];
2015-08-29 06:09:50 +00:00
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"
];
2016-05-07 03:44:48 +00:00
DMS_assault_RandItemCount = 2; // How many random items to add to the AI's inventory.
DMS_assault_RandItems = [ // The random items that will be added to the AI's inventory.
"Exile_Item_Catfood_Cooked",
"Exile_Item_Surstromming_Cooked",
"Exile_Item_PowerDrink",
"Exile_Item_EnergyDrink",
"Exile_Item_Vishpirin",
"Exile_Item_Bandage"
];
2015-08-28 16:37:23 +00:00
DMS_assault_helmets = [ // Helmets for Assault Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"H_HelmetB_TI_tna_F",
"H_HelmetB_Enh_tna_F",
"H_HelmetSpecO_ghex_F",
"H_HelmetCrew_O_ghex_F",
#endif
2015-08-28 16:37:23 +00:00
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_assault_clothes = [ // Uniforms for Assault Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"U_B_T_Soldier_F",
"U_B_T_Soldier_SL_F",
"U_B_CTRG_Soldier_F",
"U_O_V_Soldier_Viper_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Camo_F",
"U_B_CTRG_Soldier_urb_1_F",
#endif
2015-08-28 16:37:23 +00:00
"U_O_CombatUniform_ocamo",
"U_O_PilotCoveralls",
2016-07-06 00:16:06 +00:00
//"U_B_Wetsuit",
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"V_TacChestrig_grn_F",
"V_PlateCarrier2_tna_F",
"V_PlateCarrierSpec_tna_F",
"V_PlateCarrierGL_tna_F",
"V_TacVest_gen_F",
"V_PlateCarrier1_rgr_noflag_F",
#endif
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"B_Bergen_tna_F",
"B_FieldPack_ghex_F",
"B_ViperLightHarness_khk_F",
#endif
2015-08-28 16:37:23 +00:00
"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
2015-08-28 16:37:23 +00:00
DMS_MG_weps = [ // Machine Guns
2016-07-03 06:40:17 +00:00
#ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
"MMG_01_hex_F",
"MMG_02_black_F",
#endif
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_WEAPONS
"LMG_03_F",
#endif
2015-08-28 16:37:23 +00:00
"LMG_Zafir_F",
"LMG_Mk200_F",
2016-07-03 06:40:17 +00:00
"arifle_MX_SW_Black_F",
"Exile_Weapon_RPK",
"Exile_Weapon_PKP"
2015-08-28 16:37:23 +00:00
];
2016-07-03 06:40:17 +00:00
DMS_MG_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
2015-08-28 16:37:23 +00:00
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
2016-07-03 06:40:17 +00:00
"hgun_Pistol_heavy_02_F",
"Exile_Weapon_Colt1911",
"Exile_Weapon_Makarov",
"Exile_Weapon_Taurus",
"Exile_Weapon_TaurusGold"
2015-08-28 16:37:23 +00:00
];
DMS_MG_optics = [ // Optics for MG Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"optic_ERCO_khk_F",
"optic_DMS_ghex_F",
"optic_Arco_blk_F",
#endif
2015-08-28 16:37:23 +00:00
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO"
];
2015-08-29 06:09:50 +00:00
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
2015-08-30 01:30:56 +00:00
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"
];
2016-05-07 03:44:48 +00:00
DMS_MG_RandItemCount = 3; // How many random items to add to the AI's inventory.
DMS_MG_RandItems = [ // The random items that will be added to the AI's inventory.
"Exile_Item_EMRE",
"Exile_Item_Surstromming_Cooked",
"Exile_Item_PowerDrink",
"Exile_Item_PlasticBottleCoffee",
"Exile_Item_Vishpirin",
"Exile_Item_Instadoc"
];
2015-08-28 16:37:23 +00:00
DMS_MG_helmets = [ // Helmets for MG Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"H_HelmetB_TI_tna_F",
"H_HelmetB_Enh_tna_F",
"H_HelmetSpecO_ghex_F",
"H_HelmetLeaderO_ghex_F",
"H_HelmetCrew_O_ghex_F",
#endif
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"U_B_T_Soldier_F",
"U_B_T_Soldier_SL_F",
"U_B_CTRG_Soldier_F",
"U_O_V_Soldier_Viper_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Camo_F",
"U_B_CTRG_Soldier_urb_1_F",
#endif
2015-08-28 16:37:23 +00:00
"U_O_CombatUniform_ocamo",
"U_O_PilotCoveralls",
2016-07-06 00:16:06 +00:00
//"U_B_Wetsuit",
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"V_TacChestrig_grn_F",
"V_PlateCarrier2_tna_F",
"V_PlateCarrierSpec_tna_F",
"V_PlateCarrierGL_tna_F",
"V_TacVest_gen_F",
"V_PlateCarrier1_rgr_noflag_F",
#endif
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"B_Bergen_tna_F",
"B_Carryall_ghex_F",
"B_ViperHarness_ghex_F",
"B_ViperLightHarness_ghex_F",
#endif
2015-08-28 16:37:23 +00:00
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_Bergen_blk"
];
2015-08-28 19:14:59 +00:00
//Sniper Class
2015-08-28 16:37:23 +00:00
DMS_sniper_weps = [ // Sniper Rifles
"srifle_EBR_F",
"srifle_GM6_F",
"srifle_LRR_F",
"arifle_MXM_Black_F",
2016-07-03 06:40:17 +00:00
"srifle_DMR_01_F",
#ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
"srifle_DMR_02_F",
"srifle_DMR_03_woodland_F",
//"srifle_DMR_04_F", // Does anybody like the ASP-1? :p
"srifle_DMR_05_blk_F",
"srifle_DMR_06_olive_F",
#endif
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_WEAPONS
"srifle_DMR_07_ghex_F",
#endif
2016-07-03 06:40:17 +00:00
"Exile_Weapon_DMR",
"Exile_Weapon_SVD",
"Exile_Weapon_VSSVintorez"
];
DMS_sniper_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_WEAPONS
"hgun_Pistol_01_F",
#endif
2015-08-28 16:37:23 +00:00
"hgun_ACPC2_F",
"hgun_Rook40_F",
"hgun_P07_F",
"hgun_Pistol_heavy_01_F",
2016-07-03 06:40:17 +00:00
"hgun_Pistol_heavy_02_F",
"Exile_Weapon_Colt1911",
"Exile_Weapon_Makarov",
"Exile_Weapon_Taurus",
"Exile_Weapon_TaurusGold"
2015-08-28 16:37:23 +00:00
];
DMS_sniper_optics = [ // Optics for Sniper Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"optic_SOS_khk_F",
"optic_DMS_ghex_F",
"optic_LRPS_tna_F",
#endif
#ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
"optic_AMS_khk",
#endif
2015-08-28 16:37:23 +00:00
"optic_SOS",
"optic_DMS",
"optic_LRPS"
];
2015-08-29 06:09:50 +00:00
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"
];
2016-05-07 03:44:48 +00:00
DMS_sniper_RandItemCount = 3; // How many random items to add to the AI's inventory.
DMS_sniper_RandItems = [ // The random items that will be added to the AI's inventory.
"Exile_Item_EMRE",
"Exile_Item_PlasticBottleCoffee",
"Exile_Item_CanOpener",
2016-06-20 21:12:06 +00:00
"Exile_Item_Instadoc",
"Exile_Item_DuctTape"
2016-05-07 03:44:48 +00:00
];
2015-08-28 16:37:23 +00:00
DMS_sniper_helmets = [ // Helmets for Sniper Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
//"H_HelmetO_ViperSP_ghex_F", // Special helmet with in-built NVGs and thermal :o
"H_HelmetB_Enh_tna_F",
"H_HelmetSpecO_ghex_F",
"H_HelmetLeaderO_ghex_F",
#endif
2015-08-28 16:37:23 +00:00
"H_HelmetSpecB_paint1",
"H_HelmetIA_camo",
"H_HelmetLeaderO_ocamo",
"H_HelmetLeaderO_oucamo"
];
DMS_sniper_clothes = [ // Uniforms for Sniper Class
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"U_B_T_Sniper_F",
"U_B_T_FullGhillie_tna_F", // Invisible to thermal? 0_o
"U_O_T_Sniper_F",
"U_O_T_FullGhillie_tna_F",
#endif
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"V_PlateCarrier2_tna_F",
"V_PlateCarrierSpec_tna_F",
"V_PlateCarrierGL_tna_F",
"V_PlateCarrier2_rgr_noflag_F",
#endif
2015-08-28 16:37:23 +00:00
"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
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_GEAR
"B_Bergen_tna_F",
"B_Bergen_hex_F",
"B_Carryall_ghex_F",
"B_ViperHarness_ghex_F",
"B_ViperHarness_blk_F",
"B_ViperLightHarness_ghex_F",
"B_ViperLightHarness_khk_F",
#endif
2015-08-28 16:37:23 +00:00
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_Bergen_blk"
];
2016-01-07 00:38:55 +00:00
2015-08-29 06:09:50 +00:00
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"
];
2015-08-28 16:37:23 +00:00
2015-12-24 19:45:20 +00:00
DMS_ai_SupportedRandomClasses = [ // Allowed "random" AI presets here if you want to create different random presets.
"random",
"random_non_assault",
"random_non_MG",
"random_non_sniper"
];
DMS_random_AI = [ // Random AI preset that contains all default classes | DEFAULT: 60% Assault, 20% MG, 20% Sniper
2015-08-28 16:37:23 +00:00
"assault",
"assault",
"assault",
2015-08-29 06:09:50 +00:00
"MG",
2015-08-28 16:37:23 +00:00
"sniper"
];
2015-08-28 08:38:46 +00:00
2015-12-24 19:45:20 +00:00
DMS_random_non_assault_AI = [ // Random AI preset that excludes the "assault" class
"MG",
"MG",
"sniper"
];
DMS_random_non_MG_AI = [ // Random AI preset that excludes the "MG" class
"assault",
"assault",
"sniper"
];
DMS_random_non_sniper_AI = [ // Random AI preset that excludes the "sniper" class
"assault",
"assault",
"MG"
];
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
2015-09-02 00:43:17 +00:00
DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
2015-08-29 19:46:07 +00:00
DMS_AI_wep_launchers_AT = [ // AT Launchers
2016-07-06 00:16:06 +00:00
#ifdef GIVE_AI_APEX_WEAPONS
"launch_RPG7_F",
#endif
2015-08-29 19:46:07 +00:00
"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
2016-03-25 23:09:41 +00:00
DMS_RHeli_Height = 500; // Altitude of the heli when flying to drop point.
DMS_RHeli_MinDistFromDrop = 500; // Minimum distance for the reinforcement heli to spawn from drop point.
DMS_RHeli_MaxDistFromDrop = 5000; // Maximum distance for the reinforcement heli to spawn from drop point.
DMS_RHeli_MinDistFromPlayers = 1000; // Minimum distance for the reinforcement heli to spawn from players.
2015-08-28 08:38:46 +00:00
/* AI Settings */
2015-08-28 16:37:23 +00:00
2015-08-28 08:38:46 +00:00
/* Loot Settings */
2015-09-12 01:21:53 +00:00
DMS_GodmodeCrates = true; // Whether or not crates will have godmode after being filled with loot.
2016-01-07 00:38:55 +00:00
DMS_MinimumMagCount = 3; // Minimum number of magazines for weapons.
DMS_MaximumMagCount = 5; // Maximum number of magazines for weapons.
2015-09-12 01:21:53 +00:00
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],
2015-10-04 03:32:42 +00:00
["srifle_EBR_F",1],
["hgun_Pistol_heavy_01_F",1],
["hgun_PDW2000_F",1]
2015-09-12 01:21:53 +00:00
],
[
["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],
2015-10-04 03:32:42 +00:00
["optic_DMS",1],
["acc_pointer_IR",1],
["muzzle_snds_B",1],
2015-09-12 01:21:53 +00:00
["optic_LRPS",1],
2015-10-04 03:32:42 +00:00
["optic_MRD",1],
2015-09-12 01:21:53 +00:00
["muzzle_snds_acp",1],
2015-10-04 03:32:42 +00:00
["optic_Holosight_smg",1],
["muzzle_snds_L",1],
2015-09-12 01:21:53 +00:00
["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
2016-07-03 06:40:17 +00:00
#ifdef USE_MARKSMAN_DLC_WEAPONS_IN_CRATES
"srifle_DMR_02_F",
"srifle_DMR_03_woodland_F",
//"srifle_DMR_04_F", // ASP-1 Kir
"srifle_DMR_05_blk_F",
"srifle_DMR_06_olive_F",
"MMG_01_hex_F",
"MMG_02_black_F",
#endif
2016-07-06 00:16:06 +00:00
#ifdef USE_APEX_WEAPONS_IN_CRATES
"arifle_AK12_F",
"arifle_ARX_ghex_F",
"arifle_CTAR_blk_F",
"arifle_SPAR_01_khk_F",
"arifle_SPAR_03_khk_F",
//"srifle_DMR_07_ghex_F", // Oh great, a 6.5mm 20 round sniper rifle... because everybody wanted a nerfed MXM :p
"LMG_03_F",
#endif
2015-08-28 08:38:46 +00:00
"Exile_Melee_Axe",
2016-07-10 17:51:32 +00:00
"Exile_Melee_SledgeHammer",
2016-07-10 01:38:15 +00:00
//"Exile_Melee_Shovel", // Not really interesting for players...
2015-08-28 08:38:46 +00:00
"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",
2016-07-03 06:40:17 +00:00
"Exile_Weapon_AK107",
"Exile_Weapon_AK107_GL",
"Exile_Weapon_AK74_GL",
"Exile_Weapon_AK47",
"Exile_Weapon_AKS_Gold",
2015-08-28 08:38:46 +00:00
"LMG_Zafir_F",
"LMG_Mk200_F",
"arifle_MX_SW_Black_F",
2016-07-03 06:40:17 +00:00
"Exile_Weapon_RPK",
"Exile_Weapon_PK",
"Exile_Weapon_PKP",
2015-08-28 08:38:46 +00:00
"srifle_EBR_F",
"srifle_DMR_01_F",
"srifle_GM6_F",
"srifle_LRR_F",
"arifle_MXM_Black_F",
2016-07-03 06:40:17 +00:00
"Exile_Weapon_DMR",
"Exile_Weapon_SVD",
"Exile_Weapon_VSSVintorez",
"Exile_Weapon_CZ550",
"Exile_Weapon_SVDCamo"
2015-08-28 08:38:46 +00:00
];
2016-01-11 18:52:26 +00:00
DMS_BoxFood = [ // List of food that can spawn in a crate.
"Exile_Item_GloriousKnakworst_Cooked",
"Exile_Item_Surstromming_Cooked",
2015-08-28 08:38:46 +00:00
"Exile_Item_SausageGravy_Cooked",
2016-01-11 18:52:26 +00:00
"Exile_Item_ChristmasTinner_Cooked",
2015-08-28 08:38:46 +00:00
"Exile_Item_BBQSandwich_Cooked",
2016-01-11 18:52:26 +00:00
"Exile_Item_Catfood_Cooked",
2016-05-07 03:44:48 +00:00
"Exile_Item_DogFood_Cooked",
"Exile_Item_EMRE",
2016-07-03 06:40:17 +00:00
"Exile_Item_BeefParts",
"Exile_Item_Noodles",
"Exile_Item_SeedAstics",
"Exile_Item_Raisins",
"Exile_Item_Moobar",
"Exile_Item_InstantCoffee"
2016-01-11 18:52:26 +00:00
];
DMS_BoxDrinks = [
"Exile_Item_PlasticBottleCoffee",
"Exile_Item_PowerDrink",
2015-08-28 08:38:46 +00:00
"Exile_Item_PlasticBottleFreshWater",
2016-01-11 18:52:26 +00:00
"Exile_Item_EnergyDrink",
2016-07-03 06:40:17 +00:00
"Exile_Item_MountainDupe",
"Exile_Item_ChocolateMilk"
2016-01-11 18:52:26 +00:00
];
DMS_BoxMeds = [
"Exile_Item_InstaDoc",
"Exile_Item_Vishpirin",
"Exile_Item_Bandage"
2015-08-28 08:38:46 +00:00
];
2016-01-11 18:52:26 +00:00
DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) that can spawn in a crate. "DMS_BoxFood", "DMS_BoxDrinks", and "DMS_BoxMeds" is automatically added to this list.
"Exile_Item_Matches",
"Exile_Item_CookingPot",
"Exile_Melee_Axe",
"Exile_Item_CanOpener"
] + DMS_BoxFood + DMS_BoxDrinks + DMS_BoxMeds;
2016-07-03 06:40:17 +00:00
DMS_Box_BaseParts_Wood = [ // List of wooden base parts.
2016-01-11 18:52:26 +00:00
"Exile_Item_WoodWallKit",
"Exile_Item_WoodWallHalfKit",
2016-07-03 06:40:17 +00:00
"Exile_Item_WoodWindowKit",
2016-01-11 18:52:26 +00:00
"Exile_Item_WoodDoorKit",
2016-07-03 06:40:17 +00:00
"Exile_Item_WoodDoorwayKit",
"Exile_Item_WoodGateKit",
2016-01-11 18:52:26 +00:00
"Exile_Item_WoodFloorKit",
"Exile_Item_WoodFloorPortKit",
2016-07-03 06:40:17 +00:00
"Exile_Item_WoodStairsKit"
];
DMS_Box_BaseParts_Concrete = [ // List of concrete base parts
"Exile_Item_ConcreteWallKit",
"Exile_Item_ConcreteWindowKit",
"Exile_Item_ConcreteDoorKit",
"Exile_Item_ConcreteDoorwayKit",
"Exile_Item_ConcreteGateKit",
"Exile_Item_ConcreteFloorKit",
"Exile_Item_ConcreteFloorPortKit",
"Exile_Item_ConcreteStairsKit"
];
DMS_BoxBaseParts = [ // List of all base parts to spawn. Weighted towards wood base parts.
"Exile_Item_FortificationUpgrade",
"Exile_Item_FortificationUpgrade",
"Exile_Item_SandBagsKit_Long",
"Exile_Item_SandBagsKit_Long",
"Exile_Item_SandBagsKit_Corner",
"Exile_Item_SandBagsKit_Corner",
"Exile_Item_HBarrier5Kit"
] + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Concrete;
2016-01-11 18:52:26 +00:00
DMS_BoxCraftingMaterials = [
2016-07-03 06:40:17 +00:00
"Exile_Item_Cement",
"Exile_Item_Sand",
"Exile_Item_Sand",
"Exile_Item_WaterCanisterDirtyWater",
2015-08-28 08:38:46 +00:00
"Exile_Item_MetalBoard",
2016-07-03 06:40:17 +00:00
"Exile_Item_MetalPole",
"Exile_Item_MetalPole",
"Exile_Item_JunkMetal",
"Exile_Item_JunkMetal",
"Exile_Item_JunkMetal",
"Exile_Item_WoodPlank",
"Exile_Item_WoodPlank",
"Exile_Item_WoodPlank",
"Exile_Item_WoodPlank"
2016-01-11 18:52:26 +00:00
];
DMS_BoxTools = [
"Exile_Item_Grinder",
2016-07-03 06:40:17 +00:00
"Exile_Item_Handsaw",
"Exile_Item_CanOpener",
"Exile_Item_Pliers",
"Exile_Item_Screwdriver",
"Exile_Item_Foolbox"
2015-08-28 08:38:46 +00:00
];
2016-01-11 18:52:26 +00:00
DMS_BoxBuildingSupplies = [ // List of building supplies that can spawn in a crate ("DMS_BoxBaseParts", "DMS_BoxCraftingMaterials", and "DMS_BoxTools" are automatically added to this list. "DMS_BoxCraftingMaterials" is added twice for weight.)
"Exile_Item_DuctTape",
"Exile_Item_PortableGeneratorKit"
] + DMS_BoxBaseParts + DMS_BoxCraftingMaterials + DMS_BoxCraftingMaterials + DMS_BoxTools;
2015-09-02 00:43:17 +00:00
DMS_BoxOptics = [ // List of optics that can spawn in a crate
2015-08-28 08:38:46 +00:00
"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_SOS",
"optic_DMS",
"optic_LRPS",
2015-12-24 19:45:20 +00:00
"optic_Nightstalker" // Nightstalker scope lost thermal in Exile v0.9.4
2015-08-28 08:38:46 +00:00
];
2015-09-02 00:43:17 +00:00
DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate
2015-08-28 08:38:46 +00:00
"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
2016-07-03 06:40:17 +00:00
DMS_Box_BreachingCharges = [ // List of breaching charges (weighted). Not used (yet).
"BreachingChargeBigMomma",
"BreachingChargeMetal",
"BreachingChargeMetal",
"BreachingChargeWood",
"BreachingChargeWood",
"BreachingChargeWood"
];
2015-08-29 06:09:50 +00:00
DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
2016-03-25 23:09:41 +00:00
DMS_RareLootAmount = 1; // How many rare loot items to add.
2015-08-28 16:37:23 +00:00
DMS_RareLootList = [ // List of rare loot to spawn
"Exile_Item_SafeKit",
"Exile_Item_CodeLock"
];
2015-08-29 06:09:50 +00:00
DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10%
2015-08-28 08:38:46 +00:00
// Vehicles
2015-08-28 16:37:23 +00:00
DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
2016-07-06 00:16:06 +00:00
#ifdef USE_APEX_VEHICLES
"B_T_LSV_01_armed_F",
"O_T_LSV_02_armed_F",
#endif
2015-08-28 16:37:23 +00:00
"Exile_Car_Offroad_Armed_Guerilla01"
];
2016-01-07 00:38:55 +00:00
2016-07-06 00:16:06 +00:00
DMS_MilitaryVehicles = [ // List of (unarmed) military vehicles that can spawn
#ifdef USE_APEX_VEHICLES
"B_T_LSV_01_unarmed_F",
"O_T_LSV_02_unarmed_F",
#endif
2015-08-28 16:37:23 +00:00
"Exile_Car_Strider",
"Exile_Car_Hunter",
"Exile_Car_Ifrit"
];
2015-08-28 08:38:46 +00:00
2015-08-28 16:37:23 +00:00
DMS_TransportTrucks = [ // List of transport trucks that can spawn
"Exile_Car_Van_Guerilla01",
2015-10-05 03:27:22 +00:00
"Exile_Car_Zamak",
"Exile_Car_Tempest",
2016-02-07 20:24:35 +00:00
"Exile_Car_HEMMT",
"Exile_Car_Ural_Open_Military",
"Exile_Car_Ural_Covered_Military"
2015-08-28 16:37:23 +00:00
];
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
2016-07-06 00:16:06 +00:00
#ifdef USE_APEX_VEHICLES
"C_Offroad_02_unarmed_F",
"I_C_Van_01_transport_F",
#endif
2015-08-28 16:37:23 +00:00
"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"
];
2016-01-07 00:38:55 +00:00
2015-08-28 16:37:23 +00:00
DMS_TransportHelis = [ // List of transport helis that can spawn
2016-07-06 00:16:06 +00:00
#ifdef USE_APEX_VEHICLES
"B_T_VTOL_01_infantry_F",
"O_T_VTOL_02_infantry_F",
#endif
2015-08-28 16:37:23 +00:00
"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"
];
2016-02-07 20:24:35 +00:00
2016-03-25 23:09:41 +00:00
DMS_ReinforcementHelis = [ // List of helis that can spawn for AI paratrooper reinforcements.
//"B_Heli_Transport_01_camo_F" // Ghosthawk: You'll have to whitelist this in infistar if you want to use it.
] + DMS_TransportHelis;
2016-02-07 20:24:35 +00:00
DMS_CarThievesVehicles = [ // List of vehicles that can spawn in the "car thieves" mission. By default, it's just "DMS_MilitaryVehicles" and "DMS_TransportTrucks".
//"Exile_Car_Offroad_Armed_Guerilla01"
] + DMS_MilitaryVehicles + DMS_TransportTrucks;
2015-08-28 08:38:46 +00:00
/* Loot Settings */
2017-02-24 00:50:14 +00:00
DMS_ConfigLoaded = true;