a3_exile_occupation/config.sqf
2016-04-20 17:35:26 +01:00

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////////////////////////////////////////////////////////////////////////
//
// 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; // End 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";