//////////////////////////////////////////////////////////////////////// // // Server Occupation script by second_coming // // Version 3 // // http://www.exilemod.com/profile/60-second_coming/ // // This script uses the fantastic DMS by Defent and eraser1 // // http://www.exilemod.com/topic/61-dms-defents-mission-system/ // //////////////////////////////////////////////////////////////////////// // Shared Config for each occupation monitor SC_debug = false; // 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_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 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) 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) 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_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_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_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_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_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; // namalsk specific settings if (worldName == 'Namalsk') then { SC_maxAIcount = 80; SC_occupySky = false; }; // Don't alter anything below this point SC_liveVehicles = 0; publicVariable "SC_liveVehicles"; SC_liveHelis = 0; publicVariable "SC_liveHelis"; publicVariable "SC_numberofLootCrates";