/* A lot of these configs are influenced by WAI :P https://github.com/nerdalertdk/WICKED-AI Created by eraser1 */ // If you're gonna make any changes to DMS functions and/or create any new missions, it's a good idea to enable this :) DMS_DEBUG = true; /* Mission System Settings */ DMS_DynamicMission = true; // Enable/disable dynamic mission system DMS_MaxBanditMissions = 3; // Maximum number of Bandit Missions running at the same time DMS_StaticMission = false; // Enable/disable static missions DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | Default: 15-30 mins DMS_playerNearRadius = 75; // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission). DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED) DMS_BanditMoneyGainOnKill = 50; // The amount of Poptabs gained for killing a bandit DMS_BanditRepGainOnKill = 10; // The amount of Respect gained for killing a bandit DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time DMS_CompletedMissionCleanupTime = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object DMS_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 during daytime DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion during nighttime DMS_MinPlayerCount = 0; // Minimum number of players until mission start DMS_MinServerFPS = 5; // Minimum server FPS for missions to start //Mission notification settings DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest"] //"dynamicTextRequest", <--- Won't work in Exile v0.9.19 "standardHintRequest", "systemChatRequest" ]; DMS_dynamicText_Size = "0.65"; // Dynamic Text size for "dynamicTextRequest" notification type. DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type. DMS_MissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["mission1",25], ["mission2",25], ["mission3",15], ["mission4",10], ["bauhaus",45], ["lost_battalion",30], ["walmart",20] ]; DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos [[22500,19420],[24870,16725]] // Salt flats ]; /* Mission System Settings */ /* AI Settings */ DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on DMS_clear_AI_body = false; // Clear AI body as soon as they die DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die DMS_remove_roadkill = false; // Remove gear from AI bodies that are roadkilled DMS_remove_roadkill_chance = 0; // Percentage chance that roadkilled AI bodies will be deleted DMS_RemoveNVG = false; // Remove NVGs from AI bodies DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance. DMS_ai_share_info = true; // Share info about killer DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water // https://community.bistudio.com/wiki/AI_Sub-skills#general DMS_ai_static_skills = true; // Use "DMS_ai_skill_static" for AI on static guns DMS_ai_skill_static = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Static AI Skills DMS_ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy DMS_ai_skill_moderate = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Moderate DMS_ai_skill_difficult = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Difficult DMS_ai_skill_hardcore = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hardcore DMS_ai_skill_random = ["hardcore","difficult","difficult","difficult","moderate","moderate","moderate","moderate","easy","easy"]; // Skill frequencies for "random" AI skills | Default: 10% hardcore, 30% difficult, 40% moderate, and 20% easy DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI DMS_AI_WP_Radius_moderate = 40; // Waypoint radius for "moderate" AI DMS_AI_WP_Radius_difficult = 75; // Waypoint radius for "difficult" AI DMS_AI_WP_Radius_hardcore = 150; // Waypoint radius for "hardcore" AI DMS_static_weapons = [ // Static weapons for AI "O_HMG_01_F", "O_HMG_01_high_F" ]; DMS_ai_default_items = [ // Toolbelt items each AI will spawn with "ItemWatch", "ItemMap", "ItemCompass", "ItemRadio" ]; DMS_ai_BipodList = [ "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli" ]; //Assault Class DMS_assault_weps = [ // Assault Rifles "arifle_Katiba_GL_F", "arifle_MX_GL_Black_F", "arifle_Mk20_GL_F", "arifle_TRG21_GL_F", "arifle_Katiba_F", "arifle_MX_Black_F", "arifle_TRG21_F", "arifle_TRG20_F", "arifle_Mk20_plain_F", "arifle_Mk20_F" ]; DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols) "hgun_ACPC2_F", "hgun_Rook40_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F" ]; DMS_assault_optics = [ // Optics for Assault Class "optic_Arco", "optic_Hamr", "optic_Aco", "optic_Holosight", "optic_MRCO", "optic_DMS" ]; DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor DMS_assault_items = [ // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack) "Exile_Item_InstaDoc", "Exile_Item_BBQSandwich", "Exile_Item_Energydrink" ]; DMS_assault_equipment = [ // Equipment for Assault Class AI (stuff that goes in toolbelt slots) "ItemGPS" ]; DMS_assault_helmets = [ // Helmets for Assault Class "H_HelmetSpecB_paint1", "H_HelmetIA_camo", "H_HelmetLeaderO_ocamo", "H_HelmetLeaderO_oucamo" ]; DMS_assault_clothes = [ // Uniforms for Assault Class "U_O_CombatUniform_ocamo", "U_O_PilotCoveralls", "U_B_Wetsuit", "U_BG_Guerilla3_1", "U_BG_Guerilla2_3", "U_BG_Guerilla2_2", "U_BG_Guerilla1_1", "U_BG_Guerrilla_6_1", "U_IG_Guerilla3_2", "U_B_SpecopsUniform_sgg", "U_I_OfficerUniform", "U_B_CTRG_3", "U_I_G_resistanceLeader_F" ]; DMS_assault_vests = [ // Vests for Assault Class "V_PlateCarrierH_CTRG", "V_PlateCarrierSpec_rgr", "V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierGL_rgr", "V_PlateCarrierSpec_blk", "V_PlateCarrierSpec_mtp", "V_PlateCarrierL_CTRG", "V_TacVest_blk_POLICE", "V_PlateCarrierIA2_dgtl" ]; DMS_assault_backpacks = [ // Backpacks for Assault Class "B_Bergen_rgr", "B_Carryall_oli", "B_Kitbag_mcamo", "B_Carryall_cbr", "B_FieldPack_oucamo", "B_FieldPack_cbr", "B_Bergen_blk" ]; //Machine Gun Class DMS_MG_weps = [ // Machine Guns "LMG_Zafir_F", "LMG_Mk200_F", "arifle_MX_SW_Black_F", "MMG_01_hex_F" ]; DMS_MG_pistols = [ // Pistols for MG Class (Set to empty array if you don't want to give them any pistols) "hgun_ACPC2_F", "hgun_Rook40_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F" ]; DMS_MG_optics = [ // Optics for MG Class "optic_Hamr", "optic_Aco", "optic_Holosight", "optic_MRCO" ]; DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor DMS_MG_items = [ // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack) "Exile_Item_InstaDoc", "Exile_Item_Catfood_Cooked", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_CookingPot" ]; DMS_MG_equipment = [ // Equipment for MG Class AI (stuff that goes in toolbelt slots) "Binocular" ]; DMS_MG_helmets = [ // Helmets for MG Class "H_PilotHelmetHeli_I", "H_PilotHelmetHeli_O", "H_PilotHelmetFighter_I", "H_PilotHelmetFighter_O", "H_HelmetCrew_O", "H_CrewHelmetHeli_I", "H_HelmetSpecB_paint1", "H_HelmetIA_camo", "H_HelmetLeaderO_ocamo", "H_HelmetLeaderO_oucamo" ]; DMS_MG_clothes = [ // Uniforms for MG Class "U_O_CombatUniform_ocamo", "U_O_PilotCoveralls", "U_B_Wetsuit", "U_BG_Guerilla3_1", "U_BG_Guerilla2_3", "U_BG_Guerilla2_2", "U_BG_Guerilla1_1", "U_BG_Guerrilla_6_1", "U_IG_Guerilla3_2", "U_B_SpecopsUniform_sgg", "U_I_OfficerUniform", "U_B_CTRG_3", "U_I_G_resistanceLeader_F" ]; DMS_MG_vests = [ // Vests for MG Class "V_PlateCarrierH_CTRG", "V_PlateCarrierSpec_rgr", "V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierGL_rgr", "V_PlateCarrierSpec_blk", "V_PlateCarrierSpec_mtp", "V_PlateCarrierL_CTRG", "V_TacVest_blk_POLICE", "V_PlateCarrierIA2_dgtl", "V_HarnessO_brn", "V_HarnessO_gry" ]; DMS_MG_backpacks = [ // Backpacks for MG Class "B_Bergen_rgr", "B_Carryall_oli", "B_Kitbag_mcamo", "B_Carryall_cbr", "B_Bergen_blk" ]; //Sniper Class DMS_sniper_weps = [ // Sniper Rifles "srifle_EBR_F", "srifle_DMR_01_F", "srifle_GM6_F", "srifle_LRR_F", "arifle_MXM_F", "arifle_MXM_Black_F", "srifle_DMR_02_F" ]; DMS_sniper_pistols = [ // Pistols for Sniper Class (Set to empty array if you don't want to give them any pistols) "hgun_ACPC2_F", "hgun_Rook40_F", "hgun_P07_F", "hgun_Pistol_heavy_01_F", "hgun_Pistol_heavy_02_F" ]; DMS_sniper_optics = [ // Optics for Sniper Class "optic_SOS", "optic_DMS", "optic_LRPS" ]; DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor DMS_sniper_items = [ // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack) "Exile_Item_InstaDoc", "Exile_Item_Surstromming_Cooked", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_Matches" ]; DMS_sniper_equipment = [ // Equipment for Sniper Class AI (stuff that goes in toolbelt slots) "Rangefinder", "ItemGPS" ]; DMS_sniper_helmets = [ // Helmets for Sniper Class "H_HelmetSpecB_paint1", "H_HelmetIA_camo", "H_HelmetLeaderO_ocamo", "H_HelmetLeaderO_oucamo" ]; DMS_sniper_clothes = [ // Uniforms for Sniper Class "U_O_GhillieSuit", "U_B_FullGhillie_ard", "U_B_FullGhillie_lsh", "U_B_FullGhillie_sard", "U_B_GhillieSuit", "U_I_FullGhillie_ard", "U_I_FullGhillie_lsh", "U_I_FullGhillie_sard", "U_I_GhillieSuit", "U_O_FullGhillie_ard", "U_O_FullGhillie_lsh", "U_O_FullGhillie_sard" ]; DMS_sniper_vests = [ // Vests for Sniper Class "V_PlateCarrierH_CTRG", "V_PlateCarrierSpec_rgr", "V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierGL_rgr", "V_PlateCarrierSpec_blk", "V_PlateCarrierSpec_mtp", "V_PlateCarrierL_CTRG", "V_TacVest_blk_POLICE", "V_PlateCarrierIA2_dgtl", "V_HarnessO_brn", "V_HarnessO_gry" ]; DMS_sniper_backpacks = [ // Backpacks for Sniper Class "B_Bergen_rgr", "B_Carryall_oli", "B_Kitbag_mcamo", "B_Carryall_cbr", "B_Bergen_blk" ]; DMS_ai_SupportedClasses = [ // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here "assault", "MG", "sniper" ]; DMS_random_AI = [ // The classes that a "random" AI can spawn as | DEFAULT: 60% Assault, 20% MG, 20% Sniper "assault", "assault", "assault", "MG", "sniper" ]; DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-group) DMS_AI_launcher_ammo_count = 2; // How many rockets an AI will get with its launcher DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death DMS_AI_wep_launchers_AT = [ // AT Launchers "launch_NLAW_F", "launch_RPG32_F", "launch_B_Titan_short_F" ]; DMS_AI_wep_launchers_AA = [ // AA Launchers "launch_B_Titan_F" ]; /* AI Settings */ /* Loot Settings */ DMS_BoxWeapons = [ // List of weapons that can spawn in a crate "Exile_Melee_Axe", "arifle_Katiba_GL_F", "arifle_MX_GL_Black_F", "arifle_Mk20_GL_F", "arifle_TRG21_GL_F", "arifle_Katiba_F", "arifle_MX_Black_F", "arifle_TRG21_F", "arifle_TRG20_F", "arifle_Mk20_plain_F", "arifle_Mk20_F", "LMG_Zafir_F", "LMG_Mk200_F", "arifle_MX_SW_Black_F", "MMG_01_hex_F", "srifle_EBR_F", "srifle_DMR_01_F", "srifle_GM6_F", "srifle_LRR_F", "arifle_MXM_F", "arifle_MXM_Black_F", "srifle_DMR_02_F" ]; DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds) that can spawn in a crate "Exile_Item_Catfood_Cooked", "Exile_Item_SausageGravy_Cooked", "Exile_Item_BBQSandwich_Cooked", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_PlasticBottleFreshWater", "Exile_Item_Matches", "Exile_Item_CookingPot" ]; DMS_BoxBuildingSupplies = [ // List of building supplies that can spawn in a crate "Exile_Item_CamoTentKit", "Exile_Item_MetalPole", "Exile_Item_MetalBoard", "Exile_Item_LightBulb", "Exile_Item_JunkMetal", "Exile_Item_ExtensionCord", "Exile_Item_DuctTape" ]; DMS_BoxOptics = [ // List of optics that can spawn in a crate "optic_Arco", "optic_Hamr", "optic_Aco", "optic_Holosight", "optic_MRCO", "optic_SOS", "optic_DMS", "optic_LRPS", "optic_Nightstalker" ]; DMS_BoxBackpacks = [ //List of backpacks that can spawn in a crate "B_Bergen_rgr", "B_Carryall_oli", "B_Kitbag_mcamo", "B_Carryall_cbr", "B_FieldPack_oucamo", "B_FieldPack_cbr", "B_Bergen_blk" ]; DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate. DMS_RareLootList = [ // List of rare loot to spawn "Exile_Item_SafeKit", "Exile_Item_CodeLock" ]; DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10% // Vehicles DMS_ArmedVehicles = [ // List of armed vehicles that can spawn "Exile_Car_Offroad_Armed_Guerilla01" ]; DMS_MilitaryVehicles = [ // List of military vehicles that can spawn "Exile_Car_Strider", "Exile_Car_Hunter", "Exile_Car_Ifrit" ]; DMS_TransportTrucks = [ // List of transport trucks that can spawn "Exile_Car_Van_Guerilla01", "Exile_Car_Van_Black" ]; DMS_RefuelTrucks = [ // List of refuel trucks that can spawn "Exile_Car_Van_Fuel_Black", "Exile_Car_Van_Fuel_White", "Exile_Car_Van_Fuel_Red", "Exile_Car_Van_Fuel_Guerilla01", "Exile_Car_Van_Fuel_Guerilla02", "Exile_Car_Van_Fuel_Guerilla03" ]; DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn "Exile_Car_SUV_Red", "Exile_Car_Hatchback_Rusty1", "Exile_Car_Hatchback_Rusty2", "Exile_Car_Hatchback_Sport_Red", "Exile_Car_SUV_Red", "Exile_Car_Offroad_Rusty2", "Exile_Bike_QuadBike_Fia" ]; DMS_TransportHelis = [ // List of transport helis that can spawn "Exile_Chopper_Hummingbird_Green", "Exile_Chopper_Orca_BlackCustom", "Exile_Chopper_Mohawk_FIA", "Exile_Chopper_Huron_Black", "Exile_Chopper_Hellcat_Green", "Exile_Chopper_Taru_Transport_Black" ]; /* Loot Settings */ // Debug Overwrites if(DMS_DEBUG) then { DMS_TimeBetweenMissions = [30,60]; DMS_MissionTimeOut = [60,90]; diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut]; };