mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
3760bc9826
Used function "params" to parse input. Decrease the initial "maxDistance" Added debug log for the function Improved explanation of a couple of configs
527 lines
22 KiB
Plaintext
527 lines
22 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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// If you're gonna make any changes to DMS functions and/or create any new missions, it's a good idea to enable this :)
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DMS_DEBUG = false;
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/* Mission System Settings */
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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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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).
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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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DMS_BanditMoneyGainOnKill = 100; // The amount of Poptabs gained for killing a bandit
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DMS_BanditRepGainOnKill = 25; // The amount of Respect gained for killing a bandit
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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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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_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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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_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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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", <--- Currently won't work.
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"standardHintRequest",
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"systemChatRequest"
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];
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DMS_dynamicText_Size = "0.55"; // 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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DMS_MissionTypes = [ // 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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["mission1",25],
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["mission2",25],
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["mission3",15],
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["mission4",10],
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["bauhaus",45],
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["lost_battalion",30],
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["walmart",20]
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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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];
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/* Mission System Settings */
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/* AI Settings */
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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_remove_roadkill = false; // Remove gear from AI bodies that are roadkilled
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DMS_remove_roadkill_chance = 0; // 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_ai_offload_to_client = true; // Offload spawned AI groups to random clients. Helps with server performance.
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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_static_skills = true; // Use "DMS_ai_skill_static" for AI on static guns
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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_static_weapons = [ // Static weapons for AI
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"O_HMG_01_F",
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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",
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"Exile_Item_Matches"
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];
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DMS_sniper_equipment = [ // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
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"Rangefinder",
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"ItemGPS"
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];
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DMS_sniper_helmets = [ // Helmets for Sniper 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_sniper_clothes = [ // Uniforms for Sniper Class
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"U_O_GhillieSuit",
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"U_B_FullGhillie_ard",
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"U_B_FullGhillie_lsh",
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"U_B_FullGhillie_sard",
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"U_B_GhillieSuit",
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"U_I_FullGhillie_ard",
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"U_I_FullGhillie_lsh",
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"U_I_FullGhillie_sard",
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"U_I_GhillieSuit",
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"U_O_FullGhillie_ard",
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"U_O_FullGhillie_lsh",
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"U_O_FullGhillie_sard"
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];
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DMS_sniper_vests = [ // Vests for Sniper 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_sniper_backpacks = [ // Backpacks for Sniper 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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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
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"assault",
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"MG",
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"sniper"
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];
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DMS_random_AI = [ // The classes that a "random" AI can spawn as | DEFAULT: 60% Assault, 20% MG, 20% Sniper
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"assault",
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"assault",
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"assault",
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"MG",
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"sniper"
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];
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DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
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DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-group)
|
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DMS_AI_launcher_ammo_count = 2; // How many rockets an AI will get with its launcher
|
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DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
|
|
|
|
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 = [240,300];
|
|
diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
|
|
}; |