//////////////////////////////////////////////////////////////////////// // // Server Occupation script by second_coming // // 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 = false; // 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_fastNights = false; // true if you want night time to go faster than daytime SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm SC_fastNightsMultiplierNight= 16; // the time multiplier to use at night (12 = 12x speed) SC_fastNightsEnds = 6; // Start fast nights at this hour (24 hour clock) eg. 6 for 6am SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed) 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 by bandits SC_minDistanceToSpawnZones = 500; // Distance in metres (British spelling, sue me :p ) Only used by occupy Places SC_minDistanceToTraders = 500; // Distance in metres (British spelling, sue me :p ) Only used by occupy Places SC_occupyVehicle = true; // true if you want to have roaming AI vehicles SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead SC_occupyTraders = false; // (WORK IN PROGRESS, NOT WORKING YET) true if you want to create trader camps at positions specified in SC_occupyTraderDetails SC_occupyTraderDetails = [ ["Test Trader1",[23718,16223,0],true], ["Test Trader2",[10666,10262,0],true] ]; //["Name",[x,y,z],true] trader name, location, safezone true/false SC_SurvivorsChance = 33; // chance in % to spawn survivors instead of bandits (for places and land vehicles) SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option) SC_occupyVehicleSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option) SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players) // false if you want survivors to be aggressive to players // Array of uniforms for survivor AI to use SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"]; SC_SurvivorVests = []; SC_SurvivorHeadgear = []; // Array of uniforms for bandit AI to use SC_BanditUniforms = [ "U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1", "U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2", "U_BG_Guerilla2_3","U_BG_Guerilla3_1"]; SC_BanditVests = [ "V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; SC_BanditHeadgear = [ "H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"]; SC_occupyMilitary = false; // true if you want military buildings patrolled // Array of buildings to add military patrols to SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F", "Land_Airport_Tower_F","Land_Cargo_House_V1_F", "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F", "Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F", "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F", "Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F", "Land_Cargo_Patrol_V2_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_budova4_winter","land_hlaska", "Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks", "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House", "land_pozorovatelna","Land_vys_budova_p1", "Land_Vez","Land_Mil_Barracks_i", "Land_Mil_Barracks_L","Land_Mil_Barracks", "Land_Hlidac_budka","Land_Ss_hangar", "Land_Mil_ControlTower","Land_a_stationhouse", "Land_Farm_WTower","Land_Mil_Guardhouse", "Land_A_statue01","Land_A_Castle_Gate", "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30", "Land_A_Castle_Stairs_A", "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_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 = false; // true if you want to add AI in specific locations SC_staticBandits = [ [[23350,18709,0],12,400,true] ]; //[[pos],ai count,radius,search buildings] SC_staticSurvivors = [ [[23286,18524,0],6,400,true] ]; //[[pos],ai count,radius,search buildings] 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_occupyPublicBus = true; // true if you want a roaming bus service SC_occupyPublicBusClass = "Exile_Car_Ikarus_Party"; // class name for the vehicle to use as the public bus SC_occupyPublicBusStartPos = []; // if empty defaults to map centre 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 below for Namalsk) SC_LootCrateGuards = 4; // 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 // Array of possible common items to go in loot crates ["classname",fixed amount,random amount] // ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more) // to add a fixed amount make the second number 0 SC_LootCrateItems = [ ["Exile_Melee_Axe",1,0], ["Exile_Item_GloriousKnakworst",1,2], ["Exile_Item_PlasticBottleFreshWater",1,2], ["Exile_Item_Beer",5,1], ["Exile_Item_BaseCameraKit",0,2], ["Exile_Item_InstaDoc",1,1], ["Exile_Item_Matches",1,0], ["Exile_Item_CookingPot",1,0], ["Exile_Item_MetalPole",1,0], ["Exile_Item_LightBulb",1,0], ["Exile_Item_FuelCanisterEmpty",1,0], ["Exile_Item_WoodPlank",1,8], ["Exile_Item_woodFloorKit",1,2], ["Exile_Item_WoodWindowKit",1,1], ["Exile_Item_WoodDoorwayKit",1,1], ["Exile_Item_WoodFloorPortKit",1,2], ["Exile_Item_Laptop",0,1], ["Exile_Item_CodeLock",0,1] ]; 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 below for Namalsk) // Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS // ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random) // to add a fixed amount make the second number 0 SC_HeliCrashItems = [ ["HandGrenade",0,2], ["APERSBoundingMine_Range_Mag",0,2], ["B_Parachute",1,1], ["H_CrewHelmetHeli_B",1,1], ["ItemGPS",0,1], ["Exile_Item_InstaDoc",0,1], ["Exile_Item_PlasticBottleFreshWater",2,2], ["Exile_Item_EMRE",2,2] ]; // Array of possible weapons to place in the crate SC_HeliCrashWeapons = ["srifle_DMR_02_camo_F","srifle_DMR_03_woodland_F","srifle_DMR_04_F","srifle_DMR_05_hex_F"]; SC_HeliCrashWeaponsAmount = [1,3]; // [fixed amount to add, random amount to add] SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to add] SC_maximumCrewAmount = 2; // Maximum amount of AI allowed in a vehicle // (essential crew like drivers and gunners will always spawn regardless of this setting) // Settings for roaming ground vehicle AI SC_maxNumberofVehicles = 4; // Array of ground vehicles which can be used by AI patrols SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_UAZ_Open_Green"]; // Settings for roaming airborne AI (non armed helis will just fly around) SC_maxNumberofHelis = 1; // Array of aircraft which can be used by AI patrols SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; // Settings for roaming seaborne AI (non armed boats will just sail around) SC_maxNumberofBoats = 1; // Array of boats which can be used by AI patrols SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","Exile_Boat_MotorBoat_Police" ]; // namalsk specific settings (if you want to override settings for specific maps if you run multiple servers) if (worldName == 'Namalsk') then { SC_maxAIcount = 80; SC_occupySky = false; SC_maxNumberofVehicles = 2; SC_numberofLootCrates = 3; SC_numberofHeliCrashes = 2; SC_maxNumberofBoats = 1; SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk }; if (SC_debug) then { SC_extendedLogging = true; SC_mapMarkers = true; SC_occupyPlaces = true; SC_occupyVehicle = true; SC_occupyMilitary = true; SC_occupyStatic = true; SC_occupySky = true; SC_occupySea = true; SC_occupyPublicBus = true; SC_occupyLootCrates = true; SC_occupyHeliCrashes = true; }; // Don't alter anything below this point, unless you want your server to explode :) if(!SC_SurvivorsFriendly) then { CIVILIAN setFriend[RESISTANCE,0]; }; CIVILIAN setFriend[EAST,0]; CIVILIAN setFriend[WEST,0]; EAST setFriend[CIVILIAN,0]; WEST setFriend[CIVILIAN,0]; SC_SurvivorSide = CIVILIAN; SC_BanditSide = EAST; SC_liveVehicles = 0; SC_liveVehiclesArray = []; SC_liveHelis = 0; SC_liveHelisArray = []; SC_liveBoats = 0; SC_liveBoatsArray = []; SC_publicBusArray = []; publicVariable "SC_liveVehicles"; publicVariable "SC_liveVehiclesArray"; publicVariable "SC_liveHelis"; publicVariable "SC_liveHelisArray"; publicVariable "SC_liveBoats"; publicVariable "SC_liveBoatsArray"; publicVariable "SC_numberofLootCrates"; publicVariable "SC_publicBusArray"; publicVariable "SC_SurvivorSide"; publicVariable "SC_BanditSide";