9213ec24ca
Added old Dayz style helicrashes
100 lines
3.9 KiB
Plaintext
100 lines
3.9 KiB
Plaintext
////////////////////////////////////////////////////////////////////////
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//
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// Server Occupation script by second_coming
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//
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// Version 2.1
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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// This script uses the fantastic DMS by Defent and eraser1
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//
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// http://www.exilemod.com/topic/61-dms-defents-mission-system/
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//
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////////////////////////////////////////////////////////////////////////
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// Shared Config for each occupation monitor
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SC_debug = false; // set to true for additional logging and to speed up the spawn rate for testing
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SC_infiSTAR_log = true; // Use infiSTAR logging
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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_minFPS = 8; // 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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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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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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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_occupyLootCrates = true; // true if you want to have random loot crates with guards
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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_statics = [
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[[1178,2524,0],4,100,true]
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]; //[[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; // Number of roaming vehicles required, randomly selected from VehicleClassToUse
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SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green",
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"Exile_Car_UAZ_Open_Green",
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"Exile_Car_UAZ_Green",
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"Exile_Car_Offroad_Guerilla03"
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];
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// Settings for roaming airborne AI
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SC_maxNumberofHelis = 1; // Number of roaming vehicles required, randomly selected from HeliClassToUse (only use armed helis for now)
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SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
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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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};
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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_liveHelis = 0;
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publicVariable "SC_liveHelis";
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publicVariable "SC_numberofLootCrates"; |