a3_exile_occupation/config.sqf
second_coming 766ae4042b all the updates!
update, adding eventhandlers to vehicle AI and an additional loot crate
option
2016-03-26 15:41:31 +00:00

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// 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";