// Shared Config for each occupation monitor SC_debug = false; // set to true for additional logging and to speed up the spawn rate for testing SC_infiSTAR_log = true; // Use infiSTAR logging SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn // As Namalsk is a smaller map, lower the maximum AI count if (worldName == 'Namalsk') then { SC_maxAIcount = 80; }; SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false SC_minFPS = 8; // 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_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns SC_statics = [ [[4151,6697,0],4,100,true], [[3560,6673,0],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_u_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; // Number of roaming vehicles required, randomly selected from VehicleClassToUse SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green", "Exile_Car_UAZ_Open_Green", "Exile_Car_Offroad_Armed_Guerilla01"]; // Settings for roaming airborne AI SC_maxNumberofHelis = 1; // Number of roaming vehicles required, randomly selected from HeliClassToUse (only use armed helis for now) SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; // Don't alter anything below this point SC_liveVehicles = 0; publicVariable "SC_liveVehicles"; SC_liveHelis = 0; publicVariable "SC_liveHelis";