a3_exile_occupation/config.sqf
2016-04-16 02:32:48 +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 = true; // 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 = true; // 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_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_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_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
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_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
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 garrison AI in specific locations
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_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
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)
SC_statics = [ [[1178,2524,0],8,250,true] ]; //[[pos],ai count,radius,search buildings]
// Settings for roaming ground vehicle AI
SC_maxNumberofVehicles = 4;
SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_Octavius_White"];
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis = 1;
SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats = 1;
SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","Exile_Boat_MotorBoat_Police" ];
// AI Custom Loadouts
// namalsk specific settings
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
};
// 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 = [];
SC_StopTheBus = false;
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_StopTheBus";
publicVariable "SC_SurvivorSide";
publicVariable "SC_BanditSide";