From 887f26612b0077f9cb2e2ead53d95ce14f3ae5f7 Mon Sep 17 00:00:00 2001 From: second_coming Date: Wed, 6 Apr 2016 11:26:39 +0100 Subject: [PATCH] Update config.sqf --- config.sqf | 95 ++++++++++++++++++++++++++++-------------------------- 1 file changed, 50 insertions(+), 45 deletions(-) diff --git a/config.sqf b/config.sqf index 28b2494..755b4e4 100644 --- a/config.sqf +++ b/config.sqf @@ -2,7 +2,7 @@ // // Server Occupation script by second_coming // -// Version 3 +// v5 (06-04-2016) // // http://www.exilemod.com/profile/60-second_coming/ // @@ -14,12 +14,12 @@ // Shared Config for each occupation monitor -SC_debug = false; // set to true to turn on debug features (not for live servers) +SC_debug = true; // set to true to turn on debug features (not for live servers) SC_extendedLogging = true; // set to true for additional logging SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn -SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false +SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player @@ -27,70 +27,75 @@ SC_scaleAI = 10; // any more than _scaleAI players on the server an SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings // (can affect performance when the AI is spawned and the waypoints are calculated) + // Occupation Places (towns, villages & cities roaming AI) SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled -SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf) -SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet) + + // Occupation Military (roaming AI near military buildings) +SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below) + +SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F", + "Land_Cargo_House_V1_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_Patrol_V2_F", + "Land_Cargo_Patrol_V3_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F", + "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F", + "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F", + "Land_Radar_F","Land_Radar_Small_F","Land_Dome_Big_F","Land_Dome_Small_F","Land_Army_hut3_long_int", + "Land_Army_hut_int","Land_Army_hut2_int" + ]; + +SC_occupyStatic = true; // true if you want to garrison AI in specific locations (not working yet) + SC_occupyVehicle = true; // true if you want to have roaming AI vehicles SC_occupySky = true; // true if you want to have roaming AI helis +SC_occupySea = false; // true if you want to have roaming AI boats + + + SC_occupyLootCrates = true; // true if you want to have random loot crates with guards SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided for Namalsk in occupationLootCrates.sqf) +SC_LootCrateGuards = 3; // number of AI to spawn at each crate +SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards) SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns + + SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes +SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided for Namalsk in occupationHeliCrashes.sqf) + +SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings] -SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings] -// Which buildings to patrol with the occupyMilitary option (adding more classnames could affect server performance when the spawning occurs) -SC_buildings = [ "Land_Cargo_Patrol_V1_F", - "Land_i_Barracks_V1_F", - "Land_i_Barracks_V1_dam_F", - "Land_i_Barracks_V2_F", - "Land_Cargo_House_V1_F", - "Land_Cargo_HQ_V1_F", - "Land_Cargo_HQ_V2_F", - "Land_Cargo_HQ_V3_F", - "Land_Cargo_Patrol_V2_F", - "Land_Cargo_Patrol_V3_F", - "Land_Cargo_Tower_V1_F", - "Land_Cargo_Tower_V1_No1_F", - "Land_Cargo_Tower_V1_No2_F", - "Land_Cargo_Tower_V1_No3_F", - "Land_Cargo_Tower_V1_No4_F", - "Land_Cargo_Tower_V1_No5_F", - "Land_Cargo_Tower_V1_No6_F", - "Land_Cargo_Tower_V1_No7_F", - "Land_Cargo_Tower_V2_F", - "Land_Cargo_Tower_V3_F", - "Land_MilOffices_V1_F", - "Land_Radar_F", - "Land_Radar_Small_F", - "Land_Dome_Big_F", - "Land_Dome_Small_F", - "Land_Army_hut3_long_int", - "Land_Army_hut_int", - "Land_Army_hut2_int" - ]; // Settings for roaming ground vehicle AI -SC_maxNumberofVehicles = 3; +SC_maxNumberofVehicles = 10; SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Guerilla03"]; - - // Settings for roaming airborne AI (non armed helis will just fly around) -SC_maxNumberofHelis = 1; +SC_maxNumberofHelis = 2; SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; + +// Settings for roaming seaborne AI (non armed boats will just sail around) +SC_maxNumberofBoats = 0; +SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","O_G_Boat_Transport_01_F" ]; // namalsk specific settings if (worldName == 'Namalsk') then { - SC_maxAIcount = 80; - SC_occupySky = false; + //SC_maxAIcount = 80; + //SC_occupySky = false; }; // Don't alter anything below this point SC_liveVehicles = 0; -publicVariable "SC_liveVehicles"; +SC_liveVehiclesArray = []; SC_liveHelis = 0; -publicVariable "SC_liveHelis"; -publicVariable "SC_numberofLootCrates"; \ No newline at end of file +SC_liveHelisArray = []; +SC_liveBoats = 0; +SC_liveBoatsArray = []; + +publicVariable "SC_liveVehicles"; +publicVariable "SC_liveVehiclesArray"; +publicVariable "SC_liveHelis"; +publicVariable "SC_liveHelisArray"; +publicVariable "SC_liveBoats"; +publicVariable "SC_liveBoatsArray"; +publicVariable "SC_numberofLootCrates";