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