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7a074042b1
* CONFIG VALUES: Changed "DMS_MissionTypes" to "DMS_BanditMissionTypes" * Renamed some variables to "future-proof" them * Placed all current missions under "bandit" subfolder to for easier future integration. * Created function "DMS_fnc_SpawnBanditMission" to handle bandit mission spawning (makes it easier to spawn missions via admin console). * Attached vehicle eventhandlers to DMS-spawned non-persistent vehicles. * Fixed the "lock" option appearing on DMS-spawned vehicles.
604 lines
26 KiB
Plaintext
604 lines
26 KiB
Plaintext
/*
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A lot of these configs are influenced by WAI :P
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https://github.com/nerdalertdk/WICKED-AI
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Created by eraser1
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*/
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// Enables debug logging in DMS functions. This will also make missions spawn and timeout more quickly (for testing purposes).
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// Disable this on live servers, unless you know what you're doing.
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DMS_DEBUG = false;
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/* Mission System Settings */
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/*General settings for dynamic missions*/
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DMS_DynamicMission = true; // Enable/disable dynamic mission system
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DMS_MaxBanditMissions = 3; // Maximum number of Bandit Missions running at the same time
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DMS_StaticMission = false; // Enable/disable static missions
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DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
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DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | Default: 15-30 mins
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/*General settings for dynamic missions*/
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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).
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DMS_AI_KillPercent = 100; // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)
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/*Mission Marker settings*/
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DMS_MarkerPosRandomization = false; // Randomize the position of the circle marker of a mission
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DMS_MarkerPosRandomRadius = [25,100]; // Minimum/Maximum distance that the circle marker position will be randomized | Default: 0 meters to 200 meters
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DMS_RandomMarkerBrush = "Cross"; // See: https://community.bistudio.com/wiki/setMarkerBrush
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DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
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DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
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DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
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DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
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DMS_MissionMarkerWinDotColor = "ColorBlue"; // The color of the "win" marker dot
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DMS_MissionMarkerLoseDotColor = "ColorRed"; // The color of the "lose" marker dot
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/*Mission Marker settings*/
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/*Mission Cleanup/Timeout settings*/
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DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
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DMS_CompletedMissionCleanupTime = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up
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DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object
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DMS_AIVehCleanUpTime = 900; // Time until a destroyed AI vehicle is cleaned up.
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DMS_MissionTimeoutReset = true; // Enable mission timeout timer reset if a player is close
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DMS_MissionTimeoutResetRange = 1000; // If a player is this close to a mission then it won't time-out
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/*Mission Cleanup/Timeout settings*/
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/*Mission spawn location settings*/
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DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
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DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
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DMS_TraderZoneNearBlacklist = 3000; // Missions won't spawn in a position this many meters close to a trader zone
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DMS_MissionNearBlacklist = 4000; // Missions won't spawn in a position this many meters close to another mission
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DMS_WaterNearBlacklist = 750; // Missions won't spawn in a position this many meters close to water
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DMS_MaxSurfaceNormal = 0.95; // Missions won't spawn if the surface normal of the location is less than this amount. The lower the value, the steeper the location. Greater values means flatter locations
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/*Mission spawn location settings*/
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DMS_MinWaterDepth = 20; // Minimum depth of water that an underwater mission can spawn at.
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/*Crate/Box settings*/
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DMS_HideBox = false; // "Hide" the box from being visible by players until the mission is completed.
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DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion during daytime
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DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion during nighttime
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/*Crate/Box settings*/
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DMS_MinPlayerCount = 0; // Minimum number of players until mission start
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DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
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/*Mission notification settings*/
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DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest"]
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//"dynamicTextRequest", <--- Text formatting makes this weird...
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"standardHintRequest"
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//"systemChatRequest"
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];
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DMS_dynamicText_Size = 0.65; // Dynamic Text size for "dynamicTextRequest" notification type.
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DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type.
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/*Mission notification settings*/
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DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
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["bandits",25],
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["bauhaus",25],
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["beertransport",15],
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["behindenemylines",10],
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["blackhawkdown",45],
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["cardealer",25],
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["construction",35],
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["donthasslethehoff",30],
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["foodtransport",25],
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["guntransport",20],
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["humanitarian",25],
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["lost_battalion",10],
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["mercenaries",20],
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["roguenavyseals",15],
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["walmart",20],
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["mercbase",5]
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];
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DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos
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[[22500,19420],[24870,16725]] // Salt flats
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];
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/* Mission System Settings */
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/* AI Settings */
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DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
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DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
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DMS_Bandit_Static_MoneyGain = 75; // The amount of Poptabs gained for killing a bandit static gunner
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DMS_Bandit_Static_RepGain = 15; // The amount of Respect gained for killing a bandit static gunner
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DMS_Bandit_Vehicle_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit vehicle crew member
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DMS_Bandit_Vehicle_RepGain = 25; // The amount of Respect gained for killing a bandit vehicle crew member
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DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
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DMS_clear_AI_body = false; // Clear AI body as soon as they die
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DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
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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"!!!
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DMS_credit_roadkill = false; // Credit players with respect/poptabs if they kill an AI by running it over
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DMS_remove_roadkill = true; // Remove gear from AI bodies that are roadkilled
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DMS_remove_roadkill_chance = 50; // Percentage chance that roadkilled AI bodies will be deleted
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DMS_RemoveNVG = false; // Remove NVGs from AI bodies
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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.
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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.
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DMS_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
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DMS_ai_offload_Only_DMS_AI = false; // Do you use other mission systems on your server but still want to offload AI? You should probably enable this then, unless you have tested it for compatibility.
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DMS_ai_share_info = true; // Share info about killer
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DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
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DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
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DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
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// https://community.bistudio.com/wiki/AI_Sub-skills#general
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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
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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
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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
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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
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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
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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
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DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI
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DMS_AI_WP_Radius_moderate = 40; // Waypoint radius for "moderate" AI
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DMS_AI_WP_Radius_difficult = 75; // Waypoint radius for "difficult" AI
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DMS_AI_WP_Radius_hardcore = 150; // Waypoint radius for "hardcore" AI
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DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases
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DMS_static_weapons = [ // Static weapons for AI
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"O_HMG_01_high_F"
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];
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DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
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"ItemWatch",
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"ItemMap",
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"ItemCompass",
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"ItemRadio"
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];
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DMS_ai_BipodList = [
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"bipod_01_F_blk",
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"bipod_01_F_mtp",
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"bipod_01_F_snd",
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"bipod_02_F_blk",
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"bipod_02_F_hex",
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"bipod_02_F_tan",
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"bipod_03_F_blk",
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"bipod_03_F_oli"
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];
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//Assault Class
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DMS_assault_weps = [ // Assault Rifles
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"arifle_Katiba_GL_F",
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"arifle_MX_GL_Black_F",
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"arifle_Mk20_GL_F",
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"arifle_TRG21_GL_F",
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"arifle_Katiba_F",
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"arifle_MX_Black_F",
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"arifle_TRG21_F",
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"arifle_TRG20_F",
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"arifle_Mk20_plain_F",
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"arifle_Mk20_F"
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];
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DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
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"hgun_ACPC2_F",
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"hgun_Rook40_F",
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"hgun_P07_F",
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"hgun_Pistol_heavy_01_F",
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"hgun_Pistol_heavy_02_F"
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];
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DMS_assault_optics = [ // Optics for Assault Class
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"optic_Arco",
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"optic_Hamr",
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"optic_Aco",
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"optic_Holosight",
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"optic_MRCO",
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"optic_DMS"
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];
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DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic
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DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod
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DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor
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DMS_assault_items = [ // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
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"Exile_Item_InstaDoc",
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"Exile_Item_BBQSandwich",
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"Exile_Item_Energydrink"
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];
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DMS_assault_equipment = [ // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
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"ItemGPS"
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];
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DMS_assault_helmets = [ // Helmets for Assault Class
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"H_HelmetSpecB_paint1",
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"H_HelmetIA_camo",
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"H_HelmetLeaderO_ocamo",
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"H_HelmetLeaderO_oucamo"
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];
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DMS_assault_clothes = [ // Uniforms for Assault Class
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"U_O_CombatUniform_ocamo",
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"U_O_PilotCoveralls",
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"U_B_Wetsuit",
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"U_BG_Guerilla3_1",
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"U_BG_Guerilla2_3",
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"U_BG_Guerilla2_2",
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"U_BG_Guerilla1_1",
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"U_BG_Guerrilla_6_1",
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"U_IG_Guerilla3_2",
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"U_B_SpecopsUniform_sgg",
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"U_I_OfficerUniform",
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"U_B_CTRG_3",
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"U_I_G_resistanceLeader_F"
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];
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DMS_assault_vests = [ // Vests for Assault Class
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"V_PlateCarrierH_CTRG",
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"V_PlateCarrierSpec_rgr",
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"V_PlateCarrierGL_blk",
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"V_PlateCarrierGL_mtp",
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"V_PlateCarrierGL_rgr",
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"V_PlateCarrierSpec_blk",
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"V_PlateCarrierSpec_mtp",
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"V_PlateCarrierL_CTRG",
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"V_TacVest_blk_POLICE",
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"V_PlateCarrierIA2_dgtl"
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];
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DMS_assault_backpacks = [ // Backpacks for Assault Class
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"B_Bergen_rgr",
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"B_Carryall_oli",
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"B_Kitbag_mcamo",
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"B_Carryall_cbr",
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"B_FieldPack_oucamo",
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"B_FieldPack_cbr",
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"B_Bergen_blk"
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];
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//Machine Gun Class
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DMS_MG_weps = [ // Machine Guns
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"LMG_Zafir_F",
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"LMG_Mk200_F",
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"arifle_MX_SW_Black_F",
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"MMG_01_hex_F"
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];
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DMS_MG_pistols = [ // Pistols for MG Class (Set to empty array if you don't want to give them any pistols)
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"hgun_ACPC2_F",
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"hgun_Rook40_F",
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"hgun_P07_F",
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"hgun_Pistol_heavy_01_F",
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"hgun_Pistol_heavy_02_F"
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];
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DMS_MG_optics = [ // Optics for MG Class
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"optic_Hamr",
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"optic_Aco",
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"optic_Holosight",
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"optic_MRCO"
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];
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DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic
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DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod
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DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor
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DMS_MG_items = [ // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
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"Exile_Item_InstaDoc",
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"Exile_Item_Catfood_Cooked",
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"Exile_Item_PlasticBottleFreshWater",
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"Exile_Item_CookingPot"
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];
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DMS_MG_equipment = [ // Equipment for MG Class AI (stuff that goes in toolbelt slots)
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"Binocular"
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];
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DMS_MG_helmets = [ // Helmets for MG Class
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"H_PilotHelmetHeli_I",
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"H_PilotHelmetHeli_O",
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"H_PilotHelmetFighter_I",
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"H_PilotHelmetFighter_O",
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"H_HelmetCrew_O",
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"H_CrewHelmetHeli_I",
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"H_HelmetSpecB_paint1",
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"H_HelmetIA_camo",
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"H_HelmetLeaderO_ocamo",
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"H_HelmetLeaderO_oucamo"
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];
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DMS_MG_clothes = [ // Uniforms for MG Class
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"U_O_CombatUniform_ocamo",
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"U_O_PilotCoveralls",
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"U_B_Wetsuit",
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"U_BG_Guerilla3_1",
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"U_BG_Guerilla2_3",
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"U_BG_Guerilla2_2",
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"U_BG_Guerilla1_1",
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"U_BG_Guerrilla_6_1",
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"U_IG_Guerilla3_2",
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"U_B_SpecopsUniform_sgg",
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"U_I_OfficerUniform",
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"U_B_CTRG_3",
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"U_I_G_resistanceLeader_F"
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];
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DMS_MG_vests = [ // Vests for MG Class
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"V_PlateCarrierH_CTRG",
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"V_PlateCarrierSpec_rgr",
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"V_PlateCarrierGL_blk",
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"V_PlateCarrierGL_mtp",
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"V_PlateCarrierGL_rgr",
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"V_PlateCarrierSpec_blk",
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"V_PlateCarrierSpec_mtp",
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"V_PlateCarrierL_CTRG",
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"V_TacVest_blk_POLICE",
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"V_PlateCarrierIA2_dgtl",
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"V_HarnessO_brn",
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"V_HarnessO_gry"
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];
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DMS_MG_backpacks = [ // Backpacks for MG Class
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"B_Bergen_rgr",
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"B_Carryall_oli",
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"B_Kitbag_mcamo",
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"B_Carryall_cbr",
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"B_Bergen_blk"
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];
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//Sniper Class
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DMS_sniper_weps = [ // Sniper Rifles
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"srifle_EBR_F",
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"srifle_DMR_01_F",
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"srifle_GM6_F",
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"srifle_LRR_F",
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"arifle_MXM_F",
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"arifle_MXM_Black_F",
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"srifle_DMR_02_F"
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];
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DMS_sniper_pistols = [ // Pistols for Sniper Class (Set to empty array if you don't want to give them any pistols)
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"hgun_ACPC2_F",
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"hgun_Rook40_F",
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"hgun_P07_F",
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"hgun_Pistol_heavy_01_F",
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"hgun_Pistol_heavy_02_F"
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];
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DMS_sniper_optics = [ // Optics for Sniper Class
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"optic_SOS",
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"optic_DMS",
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"optic_LRPS"
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];
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DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic
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DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod
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DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor
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DMS_sniper_items = [ // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
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"Exile_Item_InstaDoc",
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"Exile_Item_Surstromming_Cooked",
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"Exile_Item_PlasticBottleFreshWater",
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"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_GodmodeCrates = true; // Whether or not crates will have godmode after being filled with loot.
|
|
DMS_CrateCase_Sniper = [ // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
|
|
[
|
|
["Rangefinder",1],
|
|
["srifle_GM6_F",1],
|
|
["srifle_LRR_F",1],
|
|
["srifle_EBR_DMS_pointer_snds_F",1],
|
|
["hgun_Pistol_heavy_01_MRD_F",1],
|
|
["hgun_PDW2000_Holo_snds_F",1]
|
|
],
|
|
[
|
|
["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],
|
|
["optic_LRPS",1],
|
|
["muzzle_snds_acp",1],
|
|
["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]
|
|
]
|
|
];
|
|
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 = [10,15];
|
|
DMS_MissionTimeOut = [60,70];
|
|
//DMS_BanditMissionTypes = [["testmission",1]];
|
|
//DMS_BanditMissionTypes = [["mercbase",1]];
|
|
diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
|
|
};
|