/* Most of this stuff is stolen from WAI :P https://github.com/nerdalertdk/WICKED-AI Created by eraser1 [_delay, _function, _params, _persistance] call ExileServer_system_thread_addTask; */ DMS_DEBUG = false; /* Mission System Settings */ DMS_DynamicMission = true; // Enable/disable dynamic mission system DMS_MaxBanditMissions = 1; // Maximum number of Bandit Missions DMS_StaticMission = false; // Enable/disable static missions DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | Default: 15-30 mins DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time DMS_CompletedMissionCleanupTime = 3600; // How long until mission-spawned buildings and AI are cleaned up DMS_MissionTimeoutReset = true; // Enable mission timeout timer reset if a player is close DMS_MissionTimeoutResetRange = 1000; // If a player is this close to a mission then it won't time-out DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone DMS_TraderZoneNearBlacklist = 3000; // Missions won't spawn in a position this many meters close to a trader zone DMS_MissionNearBlacklist = 4000; // Missions won't spawn in a position this many meters close to another mission DMS_WaterNearBlacklist = 750; // Missions won't spawn in a position this many meters close to water DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion DMS_MinPlayerCount = 0; // Minimum number of players until mission start DMS_MinServerFPS = 10; // Minimum server FPS for missions to start //Mission notification settings DMS_PlayerNotificationTypes = ["standardHintRequest"]; // Notification types. Supported values are: ["advancedHintRequest","dynamicTextRequest","standardHintRequest","systemChatRequest"] DMS_dynamicText_Size = 0.55; // Dynamic Text size for "dynamicTextRequest" notification type. DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type. DMS_MissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["mission1",25], ["mission2",50], ["mission3",15], ["mission4",10] ]; DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos ]; /* Mission System Settings */ /* AI Settings */ DMS_ai_wep_accessories = ["acc_pointer_IR","acc_flashlight"]; DMS_ai_wep_suppressors = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"]; DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on DMS_clear_AI_body = false; // Clear AI body when they die DMS_remove_roadkill = false; // Delete AI bodies that are roadkill DMS_remove_roadkill_chance = 0; // Percentage chance that roadkilled AI bodies will be deleted DMS_ai_share_info = true; // Share info about killer DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher DMS_ai_use_launchers_chance = 0.5; // Percentage chance to actually spawn the launcher (per-group) DMS_ai_remove_launchers = false; // Remove rocket launchers on AI death DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water // https://community.bistudio.com/wiki/AI_Sub-skills#general DMS_ai_static_skills = true; // Use "DMS_ai_skill_static" for AI on static guns DMS_ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme DMS_ai_skill_hard = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Hard DMS_ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Medium DMS_ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy DMS_ai_skill_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]]; DMS_ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy]; DMS_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // Static weapons for AI DMS_assault_weps = ["arifle_Katiba_GL_F","arifle_MX_GL_Black_F","arifle_Mk20_GL_F","arifle_TRG21_GL_F","arifle_Katiba_F","arifle_MX_Black_F","arifle_TRG21_F","arifle_TRG20_F","arifle_Mk20_plain_F","arifle_Mk20_F"]; // Assault DMS_assault_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"]; DMS_assault_scopes = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"]; DMS_assault_scope_chance = 0.75; // Percentage chance that assault AI will get a scope on their weapon DMS_assault_items = ["ItemGPS"]; DMS_assault_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"]; DMS_assault_clothes = ["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_B_Wetsuit","U_BG_Guerilla3_1","U_BG_Guerilla2_3","U_BG_Guerilla2_2","U_BG_Guerilla1_1","U_BG_Guerrilla_6_1","U_IG_Guerilla3_2","U_B_SpecopsUniform_sgg","U_I_OfficerUniform","U_B_CTRG_3","U_I_G_resistanceLeader_F"]; DMS_assault_vests = ["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 = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"]; DMS_MG_weps = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // LMGs DMS_MG_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"]; DMS_MG_scopes = ["optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO"]; DMS_MG_scope_chance = 0.5; // Percentage chance that MG AI will get a scope on their weapon DMS_MG_items = ["ItemWatch","ItemMap","ItemCompass","Binocular"]; DMS_MG_helmets = ["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 = ["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_B_Wetsuit","U_BG_Guerilla3_1","U_BG_Guerilla2_3","U_BG_Guerilla2_2","U_BG_Guerilla1_1","U_BG_Guerrilla_6_1","U_IG_Guerilla3_2","U_B_SpecopsUniform_sgg","U_I_OfficerUniform","U_B_CTRG_3","U_I_G_resistanceLeader_F"]; DMS_MG_vests = ["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 = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"]; DMS_sniper_weps = ["srifle_EBR_F","srifle_DMR_01_F","srifle_GM6_F","srifle_LRR_F","arifle_MXM_F","arifle_MXM_Black_F","srifle_DMR_02_F"]; // Sniper rifles DMS_sniper_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"]; DMS_sniper_scopes = ["optic_SOS","optic_DMS","optic_LRPS"]; DMS_sniper_scope_chance = 1; // Percentage chance that sniper AI will get a scope on their weapon DMS_sniper_items = ["Rangefinder","ItemGPS"]; DMS_sniper_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"]; DMS_sniper_clothes = ["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 = ["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 = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"]; DMS_random_AI = ["assault","assault","assault","sniper","machine"]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle DMS_AI_wep_launchers = ["Exile_Melee_Axe"]; /* AI Settings */ /* Loot Settings */ DMS_BoxWeapons = [ //List of weapons that can potentially spawn in a crate "Exile_Melee_Axe", "arifle_Katiba_GL_F", "arifle_MX_GL_Black_F", "arifle_Mk20_GL_F", "arifle_TRG21_GL_F", "arifle_Katiba_F", "arifle_MX_Black_F", "arifle_TRG21_F", "arifle_TRG20_F", "arifle_Mk20_plain_F", "arifle_Mk20_F", "LMG_Zafir_F", "LMG_Mk200_F", "arifle_MX_SW_Black_F", "MMG_01_hex_F", "srifle_EBR_F", "srifle_DMR_01_F", "srifle_GM6_F", "srifle_LRR_F", "arifle_MXM_F", "arifle_MXM_Black_F", "srifle_DMR_02_F" ]; DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) "Exile_Item_Catfood_Cooked", "Exile_Item_SausageGravy_Cooked", "Exile_Item_BBQSandwich_Cooked", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_Matches", "Exile_Item_CookingPot" ]; DMS_BoxBuildingSupplies = [ //List of building supplies "Exile_Item_CamoTentKit", "Exile_Item_MetalPole", "Exile_Item_MetalBoard", "Exile_Item_LightBulb", "Exile_Item_JunkMetal", "Exile_Item_ExtensionCord", "Exile_Item_DuctTape" ]; DMS_BoxOptics = [ "optic_Arco", "optic_Hamr", "optic_Aco", "optic_Holosight", "optic_MRCO", "optic_SOS", "optic_DMS", "optic_LRPS", "optic_Nightstalker" ]; DMS_BoxBackpacks = [ //List of backpacks that can potentially spawn in a crate "B_Bergen_rgr", "B_Carryall_oli", "B_Kitbag_mcamo", "B_Carryall_cbr", "B_FieldPack_oucamo", "B_FieldPack_cbr", "B_Bergen_blk" ]; DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate. DMS_RareLootList = ["Exile_Item_SafeKit","Exile_Item_CodeLock"]; // List of rare loot to spawn DMS_RareLootChance = 0.1; // Chance to spawn rare loot in any crate | Default: 10% // Vehicles DMS_ArmedVehicles = ["Exile_Car_Offroad_Armed_Guerilla01"]; DMS_RefuelTrucks = ["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_TransportTrucks = ["Exile_Car_Van_Guerilla01","Exile_Car_Van_Black"]; DMS_TransportHelis = ["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"]; DMS_MilitaryVehicles = ["Exile_Car_Strider","Exile_Car_Hunter","Exile_Car_Ifrit"]; DMS_CivilianVehicles = ["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"]; /* Loot Settings */ // Debug Overwrites if(DMS_DEBUG) then { DMS_TimeBetweenMissions = [60,60]; DMS_MissionTimeOut = [300,300]; };