Performance Latest Topicshttps://exile.majormittens.co.uk/forum/108-performance/Performance Latest TopicsenWhat is causing these threads? (Listed)https://exile.majormittens.co.uk/topic/27599-what-is-causing-these-threads-listed/ Maybe you guys can help me. These are found both on server and client.
 

Spoiler


22:52:40 "40 -- | [""Wreck_Heli_Attack_01_engineExhaustSmoke1"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,26]"
22:52:40 "41 -- | [""Wreck_Heli_Attack_01_engineExhaustSmoke2"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,53]"
22:52:40 "42 -- | [""Wreck_Heli_Attack_01_avionicsSparks1"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,82]"
22:52:40 "43 -- | [""Wreck_Heli_Attack_01_avionicsSparks2"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,115]"
22:52:40 "44 -- | [""Wreck_Heli_Attack_01_avionicsSparks3"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,148]"
22:52:40 "45 -- | [""Wreck_Heli_Attack_01_avionicsSparks1"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,82]"
22:52:40 "46 -- | [""Wreck_Heli_Attack_01_avionicsSparks2"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,115]"
22:52:40 "47 -- | [""Wreck_Heli_Attack_01_avionicsSparks3"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,148]"
22:52:40 "48 -- | [""Wreck_Heli_Attack_01_engineExhaustSmoke1"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,26]"
22:52:40 "49 -- | [""Wreck_Heli_Attack_01_engineExhaustSmoke2"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,53]"
22:52:40 "50 -- | [""Wreck_Heli_Attack_01_avionicsSparks1"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,82]"
22:52:40 "51 -- | [""Wreck_Heli_Attack_01_avionicsSparks2"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,115]"
22:52:40 "52 -- | [""Wreck_Heli_Attack_01_avionicsSparks3"",""A3\Structures_F\Wrecks\Scripts\Wreck_Heli_Attack_01.sqf"",true,148]"

 

 

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27599Sat, 09 Feb 2019 09:43:18 +0000
Moving Custom Buildings Client-side increases performance?https://exile.majormittens.co.uk/topic/19126-moving-custom-buildings-client-side-increases-performance/ Hello all,

Quick question ( sorry I ask so much :P ), but I was wondering, currently I have all custom placed map content loaded on the server so no one can steal it. Would it be better for performance if I moved these client-side? And maybe encrypt the PBO so no one can steal it? Or won't this matter speaking of performance?

Thanks for responding ^^
GolovaRaoul

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19126Mon, 24 Oct 2016 15:19:26 +0000
What's your server FPS?https://exile.majormittens.co.uk/topic/20731-whats-your-server-fps/ I was curious - what do you guys normally see as your average server FPS when your server is under load, say 25 - 30 players?

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20731Sat, 14 Jan 2017 23:36:44 +0000
allmissionobjectshttps://exile.majormittens.co.uk/topic/26921-allmissionobjects/ Hello, my server running not bad but i just want to know is this allmissionobjects count is normal or nor? allmissionobjects:  4500 

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26921Fri, 10 Aug 2018 10:40:58 +0000
High CPU usagehttps://exile.majormittens.co.uk/topic/25961-high-cpu-usage/ Let me preface this by saying that I know that this could be potentially an issue on server provider's side but first I want to figure out if I didn't mess something up.

So recently my server has been randomly getting huge lag waves that make the game unplayable and my server provider's support claims that it's happening because of high CPU usage. Usually the server smoothly works under full load (60/60 players) for a full day and it just starts happening randomly but interestingly enough it once happened while there were 15 players on the server and the CPU usage was really low.

The mods I'm using are CUP_Terrains_Core, Chernarus_Redux, Ryanzombies, Extended_Base_Mod, RHSAFRF, RHSUSAF, RHSGREF. I'm also using DMS and ExileZ. The server is kinda new so there's not a lot of bases.

So far I tried turning off CP missions since I noticed CPU usage spikes when players interacted with them, I also significantly reduced amount of zombies (currently capped at 30 zombies), reduced radius and increased interval at which server checks for loot to spawn and increased server restart frequency from 4 to every 3 hours. I also just now turned off ExileZ Crashes but I don't know if it helped yet.

Is there anything else I can do to try and fix it or is it for sure a problem on hosting's side? Is it a common issue on GTXGaming?

 

EDIT: Let me add that we've bought a best server they had available, there's no room for upgrades.

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25961Sun, 18 Mar 2018 01:50:49 +0000
closedhttps://exile.majormittens.co.uk/topic/26036-closed/ pls close

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26036Sun, 25 Mar 2018 17:19:57 +0000
Talking About Performancehttps://exile.majormittens.co.uk/topic/5013-talking-about-performance/Hi all

I'm here for talking about performance and share information all togheter :)

To have clean and good information the best way was to share a lot of information about your config before post it 

Hardware:
- OS: Windows Server 2008 R2
- CPU: Intel Xeon-e3 1245 V3 
- SSD 256Go
- 32Go Ram
- 1 Gbps (700Mbps Down / 850Mbps Up)

Start Line Info:
 

start "arma3" "arma3server.exe" 
-port=2302 -maxMem=8192 -exThreads=7 -enableHT -mod=@Exile; -serverMod=@Arma3Log;@Marma; -world=empty
"-cfg=cfg\basic.cfg" "-config=cfg\confignp.cfg" -bepath=C:\arma3exile\battleye 
-nosplash -autoinit -noSound -noPause -loadMissionToMemory

Custom Information

Config.cfg and arma.cfg was default from Exile update

tbb4malloc_bi : Come from last dwarden push --> 
https://www.dropbox.com/sh/582opsto4mmr8d8/3BSy9PdRGm

Executable: Arma3Server comme from last dwarden push (look up)

Reboot: Every 4hours


CUSTOM SCRIPT
- Personal Bike System
- Mission AI Systeme DMS


Perf Example: UPTIME: 2h30

rv7uw8b.png

T7vO8iy.png



Another example ... 5min after reboot player come back and ... lose 20 fps :S 

ksFtslf.png




5srXCQy.png

 

 



EDIT 02/10
- remove -malloc... to batch start file
- add -loadMissionToMemory to batch start file

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5013Thu, 01 Oct 2015 12:38:05 +0000
[ SOLVED ] To Set Max Ping or Not ? Is there a real benefit ?https://exile.majormittens.co.uk/topic/25013-solved-to-set-max-ping-or-not-is-there-a-real-benefit/ To Set Max Ping or Not ? Is there a real benefit in limiting ping rate for players these days ...many of my players are in EU .. my server is in US .. if I limit I cut off much of my user base .. is this still needed today or not 

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25013Fri, 01 Dec 2017 19:53:35 +0000
Custom basic.cfg file helphttps://exile.majormittens.co.uk/topic/23724-custom-basiccfg-file-help/ In the past when I have hosted an ARMA server, it has been on a shared server from a GSP so I always left the basic.cfg file as default. Now I am running a dedicated server for the first time and feel I may need to edit the file as it says it's for a 1GBit/s connection with 100 slots yet my server only has a 250Mbps connection and 30 slots.

My server spec is:

Processor: Intel  Xeon E5-1620v2
Cores/Threads: 4c/8t
Frequency: 3.7GHz /3.9GHz
RAM: 64GB DDR3 ECC 1333 MHz
Disks: SoftRaid  2x2TB   SATA
Bandwidth: 250 Mbps
Traffic: Unlimited
Anti-DDoS: Included

Would someone mind helping me out with what I should set the settings to please? I was thinking just divide the MinBandwidth and MaxBandwidth by 4 but then my server only runs 30 slots so not sure if I need to change anything else.

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23724Wed, 12 Jul 2017 11:18:42 +0000
Server freezehttps://exile.majormittens.co.uk/topic/23254-server-freeze/ I have been fighting an issue for a week now and have been searching the depths of this site to no avail. My server freezes randomly - by this I mean it goes dark - the server is technically running but kicks everyone and does not appear in server menu and it is not logging anything from that point on. I don't see any thing obvious in the logs. I am fairly new at this stuff so I may be missing something obvious.

I can restart server and all is good for a while - set for 4 hr restarts FYI and sometimes it makes it thru a restart or even a few. Any info Helps!

19:23:08 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:23:20 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:23:39 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:23:50 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:24:15 Sound: Error: File: exile_psycho_uaz\sounds\ext-uaz-getout not found !!!
19:24:26 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:24:50 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:24:59 Error: Object(5 : 10) not found
19:25:20 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:25:42 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:25:50 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:26:13 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:26:38 Cannot create entity with abstract type B_ViperLightHarness_base_F (scope = private?)
19:26:39 "ExileServer - Spawning ExileServer_system_event_supplyBox_start..."
19:26:44 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:26:50 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 1c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 2c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 3c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 4c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 5c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 6c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 7c not found
19:27:35 Wrong vertex mapping for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Selection 8c not found
19:27:35 Wrong geometry convex component mapping  for person collision geometry found in a3\characters_f\civil\c_nikos.p3d. Convex component number 3. not found
19:27:46 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:27:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:27:55 "ExileServer - Dispatching hasPlayerRequest for session 'zkyjrfzf'..."
19:28:17 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:28:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:28:48 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:28:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:29:19 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:29:20 Road not found
19:29:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:29:50 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:30:02 Road not found
19:30:09 Error: Object(5 : 13) not found
19:30:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:30:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:30:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:31:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:31:22 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:31:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:31:53 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:32:00 Server: Object 2:4189 not found (message Type_346)
19:32:00 Server: Object 2:4189 not found (message Type_347)
19:32:14 "[A3XAI Monitor] [Uptime:00:31:28][FPS:45][Groups:27/29][Respawn:2][HC:false]"
19:32:14 "[A3XAI Monitor] [Static:4][Dynamic:0][Random:7][Air:5][Land:15][UAV:0][UGV:5]"
19:32:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:32:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:33:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:33:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:33:57 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:34:09 "DMS_SpawnAIGroup :: Spawned 11 AI at [17775.3,16491.7,0]."
19:34:14 Server: Network message 495fa is pending
19:34:14 Server: Network message 495fa is pending
19:34:14 Server: Network message 495fa is pending
19:34:14 Server: Network message 495fa is pending
19:34:14 Server: Network message 495fa is pending
19:34:14 Server: Network message 495fc is pending
19:34:14 Server: Network message 495fc is pending
19:34:14 Server: Network message 495fc is pending
19:34:14 Server: Network message 495fc is pending
19:34:14 Server: Network message 495fc is pending
19:34:14 Server: Network message 495fd is pending
19:34:14 Server: Network message 495fd is pending
19:34:14 Server: Network message 495fd is pending
19:34:14 Server: Network message 495fd is pending
19:34:14 Server: Network message 495fd is pending
19:34:14 Server: Network message 495fe is pending
19:34:14 Server: Network message 495fe is pending
19:34:14 Server: Network message 495fe is pending
19:34:14 Server: Network message 495fe is pending
19:34:14 Server: Network message 495ff is pending
19:34:14 Server: Network message 495ff is pending
19:34:14 Server: Network message 49818 is pending
19:34:14 Server: Network message 49818 is pending
19:34:14 Server: Network message 49818 is pending
19:34:14 Server: Network message 49835 is pending
19:34:14 Server: Network message 4984d is pending
19:34:14 Server: Network message 49855 is pending
19:34:14 Server: Network message 49855 is pending
19:34:14 Server: Network message 4985d is pending
19:34:14 Server: Network message 4985d is pending
19:34:14 Server: Network message 4985d is pending
19:34:14 Server: Network message 49864 is pending
19:34:14 Server: Network message 4986d is pending
19:34:28 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:34:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:34:59 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:36:00 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:36:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:36:31 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:36:40 Error in expression <ils>
19:36:40   Error position: <ils>
19:36:40   Error Undefined variable in expression: ils
19:36:40 unable to compile MFD condition 'ils'
19:36:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:37:01 Server: Object 2:2061 not found (message Type_121)
19:37:02 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:37:03 Server: Object 2:2062 not found (message Type_93)
19:37:03 Server: Object 2:2061 not found (message Type_93)
19:37:05 Server: Object 2:3573 not found (message Type_121)
19:37:15 Server: Object 2:3573 not found (message Type_93)
19:37:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:37:23 Server: Object 2:2062 not found (message Type_93)
19:37:23 Server: Object 2:2061 not found (message Type_93)
19:37:35 Server: Object 2:3573 not found (message Type_93)
19:37:35 Error: Object(4 : 30) not found
19:37:35 Server: Object 2:2062 not found (message Type_121)
19:37:38 Server: Object 2:2061 not found (message Type_121)
19:37:42 Server: Object 2:3573 not found (message Type_121)
19:37:43 Server: Object 2:2062 not found (message Type_93)
19:37:43 Server: Object 2:2061 not found (message Type_93)
19:37:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:37:55 Server: Object 2:3573 not found (message Type_93)
19:38:03 Server: Object 2:2062 not found (message Type_93)
19:38:03 Server: Object 2:2061 not found (message Type_93)
19:38:03 Protocol bin\config.bin/CUP_D_RadioProtocol_TK/: Missing word veh_infantry_s
19:38:03 Protocol bin\config.bin/CUP_D_RadioProtocol_TK/: Missing word executeAction
19:38:12 Server: Object 2:2062 not found (message Type_121)
19:38:14 Server: Object 2:2061 not found (message Type_121)
19:38:15 Server: Object 2:3573 not found (message Type_93)
19:38:17 Road not found
19:38:19 Server: Object 2:3573 not found (message Type_121)
19:38:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:38:23 Server: Object 2:2062 not found (message Type_93)
19:38:23 Server: Object 2:2061 not found (message Type_93)
19:38:35 Server: Object 2:3573 not found (message Type_93)
19:38:35 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:38:43 Server: Object 2:2062 not found (message Type_93)
19:38:43 Server: Object 2:2061 not found (message Type_93)
19:38:48 Server: Object 2:2062 not found (message Type_121)
19:38:51 Server: Object 2:2061 not found (message Type_121)
19:38:55 Server: Object 2:3573 not found (message Type_93)
19:38:56 Server: Object 2:3573 not found (message Type_121)
19:39:03 Sound: Error: File: exile_psycho_uaz\sounds\ext-uaz-getout not found !!!
19:39:03 Server: Object 2:2062 not found (message Type_93)
19:39:03 Server: Object 2:2061 not found (message Type_93)
19:39:06 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:39:06 Loading movesType CfgMovesCock_F
19:39:06 Reading cached action map data
19:39:06 MovesType CfgMovesCock_F load time 25 ms
19:39:15 Server: Object 2:3573 not found (message Type_93)
19:39:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:39:23 Server: Object 2:2062 not found (message Type_93)
19:39:23 Server: Object 2:2061 not found (message Type_93)
19:39:25 Server: Object 2:2062 not found (message Type_121)
19:39:28 Server: Object 2:2061 not found (message Type_121)
19:39:33 Server: Object 2:3573 not found (message Type_121)
19:39:35 Server: Object 2:3573 not found (message Type_93)
19:39:37 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:39:37 "ExileServer - Dispatching hasPlayerRequest for session 'zkyjrfzf'..."
19:39:41 Error: Object(3 : 13) not found
19:39:43 Server: Object 2:2062 not found (message Type_93)
19:39:43 Server: Object 2:2061 not found (message Type_93)
19:39:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:39:55 Server: Object 2:3573 not found (message Type_93)
19:40:02 Server: Object 2:2062 not found (message Type_121)
19:40:03 Server: Object 2:2062 not found (message Type_93)
19:40:03 Server: Object 2:2061 not found (message Type_93)
19:40:04 Server: Object 2:2061 not found (message Type_121)
19:40:08 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:40:09 Server: Object 2:3573 not found (message Type_121)
19:40:15 Server: Object 2:3573 not found (message Type_93)
19:40:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:40:23 Server: Object 2:2062 not found (message Type_93)
19:40:23 Server: Object 2:2061 not found (message Type_93)
19:40:35 Server: Object 2:3573 not found (message Type_93)
19:40:39 Server: Object 2:2062 not found (message Type_121)
19:40:41 Server: Object 2:2061 not found (message Type_121)
19:40:43 Server: Object 2:2062 not found (message Type_93)
19:40:43 Server: Object 2:2061 not found (message Type_93)
19:40:46 Server: Object 2:3573 not found (message Type_121)
19:40:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:40:55 Server: Object 2:3573 not found (message Type_93)
19:40:55 Error: Object(5 : 17) not found
19:41:03 Server: Object 2:2062 not found (message Type_93)
19:41:03 Server: Object 2:2061 not found (message Type_93)
19:41:14 "ExileServer - Dispatching hasPlayerRequest for session 'zkyjrfzf'..."
19:41:15 Server: Object 2:3573 not found (message Type_93)
19:41:16 Server: Object 2:2062 not found (message Type_121)
19:41:17 Server: Object 2:2061 not found (message Type_121)
19:41:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:41:23 Server: Object 2:3573 not found (message Type_121)
19:41:23 Server: Object 2:2062 not found (message Type_93)
19:41:23 Server: Object 2:2061 not found (message Type_93)
19:41:37 Server: Object 2:3573 not found (message Type_93)
19:41:43 Server: Object 2:2062 not found (message Type_93)
19:41:43 Server: Object 2:2061 not found (message Type_93)
19:41:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:41:52 Server: Object 2:2062 not found (message Type_121)
19:41:54 Server: Object 2:2061 not found (message Type_121)
19:41:57 Server: Object 2:3573 not found (message Type_93)
19:41:57 Sound: Error: File: exile_psycho_uaz\sounds\ext-uaz-getout not found !!!
19:42:00 Server: Object 2:3573 not found (message Type_121)
19:42:03 "Debug: Cleaning up reinforcement group O Bravo 2-2."
19:42:03 Server: Object 2:2062 not found (message Type_93)
19:42:03 Server: Object 2:2061 not found (message Type_93)
19:42:17 Server: Object 2:3573 not found (message Type_93)
19:42:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:42:23 Server: Object 2:2062 not found (message Type_93)
19:42:23 Server: Object 2:2061 not found (message Type_93)
19:42:29 Server: Object 2:2062 not found (message Type_121)
19:42:31 Server: Object 2:2061 not found (message Type_121)
19:42:37 Server: Object 2:3573 not found (message Type_93)
19:42:37 Server: Object 2:3573 not found (message Type_121)
19:42:42 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:42:42 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:42:43 Server: Object 2:2062 not found (message Type_93)
19:42:43 Server: Object 2:2061 not found (message Type_93)
19:42:51 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:42:57 Server: Object 2:3573 not found (message Type_93)
19:43:03 Server: Object 2:2062 not found (message Type_93)
19:43:03 Server: Object 2:2061 not found (message Type_93)
19:43:05 Server: Object 2:2062 not found (message Type_121)
19:43:08 Server: Object 2:2061 not found (message Type_121)
19:43:14 Server: Object 2:3573 not found (message Type_121)
19:43:17 Server: Object 2:3573 not found (message Type_93)
19:43:19 "ExileServer - Dispatching hasPlayerRequest for session 'zkyjrfzf'..."
19:43:21 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:43:23 Server: Object 2:2062 not found (message Type_93)
19:43:23 Server: Object 2:2061 not found (message Type_93)
19:43:37 Server: Object 2:3573 not found (message Type_93)
19:43:42 Server: Object 2:2062 not found (message Type_121)
19:43:43 Server: Object 2:2062 not found (message Type_93)
19:43:43 Server: Object 2:2061 not found (message Type_93)
19:43:44 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:43:44 Server: Object 2:2061 not found (message Type_121)
19:43:50 Server: Object 2:3573 not found (message Type_121)
19:43:52 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:43:57 Server: Object 2:3573 not found (message Type_93)
19:43:57 Sound: Error: File: exile_psycho_uaz\sounds\ext-uaz-getout not found !!!
19:44:01 "ExileServer - Dispatching hasPlayerRequest for session 'zkyjrfzf'..."
19:44:03 Server: Object 2:2062 not found (message Type_93)
19:44:03 Server: Object 2:2061 not found (message Type_93)
19:44:15 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:44:17 Server: Object 2:3573 not found (message Type_93)
19:44:19 Server: Object 2:2062 not found (message Type_121)
19:44:21 Server: Object 2:2061 not found (message Type_121)
19:44:22 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:44:23 Server: Object 2:2062 not found (message Type_93)
19:44:23 Server: Object 2:2061 not found (message Type_93)
19:44:27 Server: Object 2:3573 not found (message Type_121)
19:44:37 Server: Object 2:3573 not found (message Type_93)
19:44:43 Server: Object 2:2061 not found (message Type_93)
19:44:43 Server: Object 2:2062 not found (message Type_93)
19:44:52 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:44:54 Road not found
19:44:54 Road not found
19:44:56 Server: Object 2:2062 not found (message Type_121)
19:44:57 Server: Object 2:3573 not found (message Type_93)
19:44:58 Server: Object 2:2061 not found (message Type_121)
19:45:03 Server: Object 2:2062 not found (message Type_93)
19:45:03 Server: Object 2:2061 not found (message Type_93)
19:45:04 Server: Object 2:3573 not found (message Type_121)
19:45:09 Road not found
19:45:17 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:45:17 Server: Object 2:3573 not found (message Type_93)
19:45:23 Server: Object 2:2062 not found (message Type_93)
19:45:23 Server: Object 2:2061 not found (message Type_93)
19:45:29 Road not found
19:45:32 Server: Object 2:2062 not found (message Type_121)
19:45:35 Server: Object 2:2061 not found (message Type_121)
19:45:37 Server: Object 2:3573 not found (message Type_93)
19:45:40 Server: Object 2:3573 not found (message Type_121)
19:45:43 Server: Object 2:2062 not found (message Type_93)
19:45:43 Server: Object 2:2061 not found (message Type_93)
19:45:48 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:45:57 Server: Object 2:3573 not found (message Type_93)
19:46:03 Server: Object 2:2062 not found (message Type_93)
19:46:03 Server: Object 2:2061 not found (message Type_93)
19:46:09 Server: Object 2:2062 not found (message Type_121)
19:46:11 Server: Object 2:2061 not found (message Type_121)
19:46:17 Server: Object 2:3573 not found (message Type_93)
19:46:17 Server: Object 2:3573 not found (message Type_121)
19:46:18 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:46:23 Server: Object 2:2062 not found (message Type_93)
19:46:23 Server: Object 2:2061 not found (message Type_93)
19:46:37 Server: Object 2:3573 not found (message Type_93)
19:46:43 Server: Object 2:2062 not found (message Type_93)
19:46:43 Server: Object 2:2061 not found (message Type_93)
19:46:46 Server: Object 2:2062 not found (message Type_121)
19:46:48 Server: Object 2:2061 not found (message Type_121)
19:46:49 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:46:52 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:46:54 Server: Object 2:3573 not found (message Type_121)
19:46:57 Server: Object 2:3573 not found (message Type_93)
19:47:03 Server: Object 2:2062 not found (message Type_93)
19:47:03 Server: Object 2:2061 not found (message Type_93)
19:47:08 "Debug: Cleaning up reinforcement group O Bravo 2-5."
19:47:11 Server: Object 2:3878 not found (message Type_93)
19:47:11 Server: Object 2:3678 not found (message Type_93)
19:47:14 "[A3XAI Monitor] [Uptime:00:46:29][FPS:38][Groups:30/32][Respawn:2][HC:false]"
19:47:14 "[A3XAI Monitor] [Static:5][Dynamic:1][Random:11][Air:5][Land:14][UAV:0][UGV:5]"
19:47:17 Server: Object 2:3573 not found (message Type_93)
19:47:20 Warning Message: Bad vehicle type Exile_Item_HalfWoodWallKit
19:47:22 Server: Object 2:2062 not found (message Type_121)
19:47:23 Server: Object 2:2062 not found (message Type_93)
19:47:23 Server: Object 2:2061 not found (message Type_93)
19:47:24 Server: Object 2:2061 not found (message Type_121)
19:47:27 Server: Object 2:3878 not found (message Type_121)
19:47:28 Server: Object 2:3678 not found (message Type_121)
19:47:31 Server: Object 2:3573 not found (message Type_121)
19:47:31 Server: Object 2:3878 not found (message Type_93)
19:47:31 Server: Object 2:3678 not found (message Type_93)
19:47:37 Server: Object 2:3573 not found (message Type_93)
19:47:40 Sound: Error: File: exile_psycho_uaz\sounds\ext-uaz-getout not found !!!
19:47:43 Server: Object 2:2062 not found (message Type_93)
19:47:43 Server: Object 2:2061 not found (message Type_93)
19:47:47 Error in ReloadMagazine - unable to locate target weapon arifle_SPAR_03_snd_F
19:47:51 Server: Object 2:3878 not found (message Type_93)

Yes I know I have the half wall class name wrong ;)

]]>
23254Sun, 04 Jun 2017 04:13:01 +0000
server performance 1.68https://exile.majormittens.co.uk/topic/21979-server-performance-168/ Hi,

we are hosting a tanoa server with 30-50 players and had some question about the performance after arma 3  1.68 update.

before we updated to 1.68 we had a cpu usage of 90-100%, now is the arma3server.exe idling like 50-60% all the time with the same amount of players.

did somone else notice this issue or do somone know any fix for that issue?

 

some information:

•we didnt change any serverexile files (only the fix from eichi with the doors and the custombuildings).

•the server FPS is pretty bad, with 30players we have only 20 server FPS we had much more than 20 server FPS before we updated our server to 1.68

•AllMapMissionObjects Simulated: arround 10k (we had arround 9,5k before the 1.68 update)

•We also try the .exe dwarden performance binary (https://www.dropbox.com/sh/582opsto4mmr8d8/AABGmPFGJUK1a0ZmKi_4Tst7a/168perf/perf01?dl=0) but seems not help enough.

• i have notice that CPU 1 and CPU 3 and 7 didnt get high, on 1.66 we had all cores up to 100%/90% thats pretty strange.

•50-100 AI units without Headlessclient.

 

Startparameters:

"-mod=@Exile" "-serverMod=@ExileServer" -world=empty -nosplash -noSound -noPause -high -autoinit -enableHT

performanceissue.png

 

btw. its a dedicated server, windows server 2012 R2 (Arma3server 32bit)

regards

]]>
21979Sun, 19 Mar 2017 21:28:14 +0000
High cpu utilizationhttps://exile.majormittens.co.uk/topic/22400-high-cpu-utilization/ Hello, I am hosting a Linux Debian 8 root server.

4vCores 2.00 - 2.66GHz
16GB DDR3 ECC memory
60GB SSD

On the server runs 1 Gameserver Arma 3.
Mods:
Exile
CUP CWA
CUP Units
CUP Maps
CUP Core
CUP Vehicles
CUP Weapons
BW Mod
CBA
Enhanced Soundscape
XCam Taunus

Addons:
Igiload
Enigma Revive
Strain gage
Roaming AI
ZCP

I start the Gameserver it shows according to SSH command Top Arma3server with a CPU 113.4 utilization and memory 9.9 utilization.

Currently there are 1 players on the Gameserver and 91 AI according to Infistar.
Is there a way to reduce or optimize the CPU?
Server FPS according to Infistar jump from 6 FPS to 50 FPS.

]]>
22400Thu, 13 Apr 2017 11:38:08 +0000
Non Exile Map Iconshttps://exile.majormittens.co.uk/topic/22294-non-exile-map-icons/ Hey friends, im likely posting this in the wrong sub so apologies if so.

I've spent about three days messing around trying different ways of implements a marker for a bridge ive made. 0 luck, just a lot of issues. 

Heres what im trying to add: (im likely doing this completely wrong but I havent found a single post/guide that has worked)

Spoiler

class Item38
    {
        dataType = "Marker";
        position[] = {4582.48, 0, 11522.6};
        name = "ExileMarker38";
        text = "";
        markerType = "RECTANGLE";
        type = "";
        colorName = "ColorBlue";
        fillName = "Solid";
        a = 400;
        b = 20;
        drawBorder = 1;
        id = 138;
        atlOffset = 0;
    };

So if any one has a suggestion or idea for me to try, I would greatly appreciate it. Perhaps there is a different method I could use to add markers that im unaware of? I've just been adding this to the mission file, which works itself, but when thats added server goes nuts. Ether loops, or comes up with error in stringtable [indefinite], or it would work and there no map icon.

 

- Thanks, Patrick

 

]]>
22294Tue, 04 Apr 2017 21:06:03 +0000
Do Server Threads reduce performance?https://exile.majormittens.co.uk/topic/20854-do-server-threads-reduce-performance/ Hello,

Do Server Threads reduce server performance?
Around peak hours there are around 20 server threads running.

I've installed Occupation and saw that ExAd - Deploy Vehicle is running 10 (!) server threads.
I'm wondering, if those 10 threads weren't there, would performance increase?
Server FPS is around 5-7

Thanks for responding :)
GolovaRaoul

]]>
20854Fri, 20 Jan 2017 16:49:09 +0000
Viewing Active Server Threadshttps://exile.majormittens.co.uk/topic/19318-viewing-active-server-threads/ Hello,

When our server is at full load we have 23 server threads running. I want to look up what are these threads, and take action against them (removing/modifying script, etc...). I did see a guy on the forums who had something which returns active threads in a log file in the arma folder, but I forgot where the post was, and I don't know what tool he was using to do that. Can someone enlighten me?

Thanks for responding ^^
GolovaRaoul

]]>
19318Fri, 04 Nov 2016 10:02:23 +0000
CPU boosting at 90%https://exile.majormittens.co.uk/topic/20266-cpu-boosting-at-90/ So right now our server is hosted on a 6700k overclocked to 4.4 boost 4.7 GHz.

 

We noticed that when reached the threshold of 30 players the CPU goes crazy and up to 90% usage on all cores.

 

Has anyone experienced anything like this?

]]>
20266Sat, 24 Dec 2016 02:32:40 +0000
Startparameter and malloc?https://exile.majormittens.co.uk/topic/19976-startparameter-and-malloc/ hey guys,

just want to ask, which malloc are you using right now in your server startparameters or what can you recommend?

we have malloc=system since a long time. we tried a lot of stuff in the past, but this seemed to be the best way.

cheers!

yes

]]>
19976Thu, 08 Dec 2016 18:36:49 +0000
Client Side Scripts to Server side?https://exile.majormittens.co.uk/topic/19975-client-side-scripts-to-server-side/ Is it possible to transfer the load of some client sided scripts to the server?

 

I have a server that is struggling to have decent player threads (around 30/35) while its sitting on an all time low 9 threads serverside with 47fps constant.

 

Any way I can transfer some load to the server so that players don't get too laggy?

]]>
19975Thu, 08 Dec 2016 14:29:19 +0000
How to get most out of CPUhttps://exile.majormittens.co.uk/topic/19125-how-to-get-most-out-of-cpu/ Hello everyone,

So my server FPS sinks from around 10 to 4 due restart. My goal is to keep it at least at 7. So here's the thing. When the server is loaded ( around 60 players ), it has a server FPS of around 10, which sinks down to 4 near restart. I doubt this is normal. The thing is, the dedicated machine still has available CPU resources, but it simply does not use them. It sits around 70-85% all the time, which is really annoying because the server really needs to use those extra resources :P . 

I saw in this thread that this guy has managed to get his CPU almost maxed out:

So I'm wondering if this is also possible on my machine. My CPU is Xeon E3 1245v2. And I tried the best I could to optimise the server, I mean the 'default' stuff. Low Ai/Missions, Limit Building, use as much SimpleObjects as possible, trying not to run to many scripts, etc. My Windows Energy thingy is allready set to High Performance.

These are my server startup parameters:

Spoiler

start "Arma3" /min /realtime /wait arma3server.exe -mod=@CBA_A3;@CUP_Core;@CUP_Maps;@CUP_Units;@CUP_Vehicles;@CUP_Weapons;@Exile;Kart,Mark,Heli; -servermod=@exileserver; -config=C:\Arma\Chernarus\@ExileServer\config.cfg -profiles=SC -cfg=C:\Arma\Chernarus\@ExileServer\basic.cfg -name=SC -autoinit -maxMem=3072 -malloc=jemalloc_bi -loadMissionToMemory -enableHT
 

And these server addons are running. Picture included.

I'm aware that -noLogs could help with performance, but I chose not to use it to catch errors.
Also, could AntiTheft be eating resources? Since this script needs to run pretty much all the time on some client?

Thanks for responding ^^
GolovaRaoul

addons.PNG

]]>
19125Mon, 24 Oct 2016 15:01:09 +0000
TRYK's Multi-Play Uniformshttps://exile.majormittens.co.uk/topic/19854-tryks-multi-play-uniforms/ Hello,

Our server has peak hours of 65 people online. Now I'm wondering, if we add TRYK's Multi-Play Uniforms on top of our current mods ( Exile, CBA, CUP Core + Maps + Vehicles + Weapons + Units ), will this negatively influence server performance? 

I'm not sure, on one hand it's only uniforms, but doesn't the engine need to load more items?

Thanks for responding!
GolovaRaoul

]]>
19854Fri, 02 Dec 2016 17:01:24 +0000
Post your Basic.cfghttps://exile.majormittens.co.uk/topic/19755-post-your-basiccfg/ Hey out there,

have no expirience with the basic.cfg and want to find out the best setting for our server. So here are our settings in basic.cfg. Got a 1GBit/s pipe and 100 Slots

///////////////////////////////////////////////////////////////////////////////
// Default Options
///////////////////////////////////////////////////////////////////////////////
language = "English";
adapter = -1;
3D_Performance = 1.000000;
Resolution_W = 800;
Resolution_H = 600;
Resolution_Bpp = 32;

///////////////////////////////////////////////////////////////////////////////
// Bandwidth Tuning 
//
// Be sure to adjust this to your server settings!
// This example is for 1GBit/s pipe
///////////////////////////////////////////////////////////////////////////////
// 100MB * 1024 * 1024 = 104857600
MinBandwidth = 104857600;	

// Do NOT set this too high or your Arma server will simulate ego-ddos
// 600MB * 1024 * 1024 = 629145600
MaxBandwidth = 629145600;		

///////////////////////////////////////////////////////////////////////////////
// Network Tuning 
// 
// Usually something we developers set. Only change these if you really know
// what you are doing. Do something wrong here and your sever will burn in hell 
// and cause massive desych.
///////////////////////////////////////////////////////////////////////////////
MaxMsgSend = 256;
MaxSizeGuaranteed = 512;		
MaxSizeNonguaranteed = 256;	
MinErrorToSend = 0.004;	
MinErrorToSendNear = 0.03;		
MaxCustomFileSize = 0;		

 

What's your settings? 

 

]]>
19755Mon, 28 Nov 2016 10:44:21 +0000
Server Not Cleaning Up Loothttps://exile.majormittens.co.uk/topic/18571-server-not-cleaning-up-loot/ Yo all,

I have a serious problem. When the server gets heavily loaded (50+players), the server DOES NOT clean up anymore. Like with loot. Normally it does just fine, but it's litterly a bloody problem... Like when the server needs cleanup, it does not anymore. There are now 3.3K lootweaponholders on the map...

This is my cleanup settings:

Config.cpp in Missionside Loot settings:

Spoiler

class CfgExileLootSettings
{
    /**
     * Lifetime of loot in minutes. Synchronize this with
     * the garbage collector settings of your server
     * CfgSettings!
     */
    lifeTime = 6;

    /**
     * Interval in seconds when the client searches for
     * new buildings to spawn loot in
     */
    spawnInterval = 30;

    /**
     * This is a percentage value to determine how many loot
     * positions should contain loot when the system spawns loot.
     *
     * If a building has 20 positions defined, Exile will 
     * spawn loot in 10 random positions of them.
     * 
     * This means smaller buildings spawn less loot and larger
     * ones spawn more loot.
     *
     * You can also cap it at a maximum value. See below.
     */
    maximumPositionCoverage = 30;

     /**
      * Limit the number of loot positions per building. If the 
      * above percentage value exceeds this value, it will be capped.
      *
      * Example: Coverage is 50%. Building has 60 loot positions defined.
      * This results in 30 loot positions and that is too much. So we
      * cap this at 10
      */
    maximumNumberOfLootSpotsPerBuilding = 4;

    /**
     * Exile spawns a random number of items per loot spot. This 
     * is the upper cap for that. So 3 means it could spawn 1, 2 
     * or 3.
     */
    maximumNumberOfItemsPerLootSpot = 3;

    /**
     * Radius in meter to spawn loot AROUND each player.
     * Do NOT touch this value if you dont know what you do.
     * The higher the number, the higher the drop rates, the
     * easier your server will lag.
     *
     * 50m  = Minimum
     * 200m = Maximum
     */
    spawnRadius = 50;

    /**
     * Defines the radius around trader cities where the system should
     * not spawn loot. Set this to 0 if you want to have loot spawning
     * in trader citites, ugh.
     */
    minimumDistanceToTraderZones = 350;

    /**
     * Defines the radius around territories where no loot spawns.
     * This does not regard the actual size of a territory. So do not
     * set this to a lower value than the maximum radius of a territory,
     * which is 150m by default.
     */
    minimumDistanceToTerritories = 75;
};

This is my GarbageCollector in ExileServerConfig

Spoiler

class GarbageCollector
    {
        /*
            Remark: 
            In 0.9.35 and below, Exile has checked if a player was nearby and then delayed
            the deletion. This check has been removed to save server performance.

            Do NOT touch these if you are not 10000% sure what you do!    
        */
        class Ingame 
        {
            // Dropped items without fissix
            class GroundWeaponHolder
            {
                lifeTime = 8;
                interval = 4;
            };

            // Dropped items with fissix
            class WeaponHolderSimulated
            {
                lifeTime = 8;
                interval = 4;
            };

            // Corpses and wrecks
            class AllDead 
            {
                lifeTime = 15;
                interval = 5;
            };

            // Loot spawned inside a building
            class Loot 
            {
                lifeTime = 6;
                interval = 1;
            };

            // Never touch this or you will break your sever!
            class Groups 
            {
                interval = 0.5;
            };
        };

        class Database 
        {
            // Remove all deleted items from the database after X days
            permanentlyDeleteTime = 2;
            
            // Remove all territories (and contructions + containers in it) that were not paid after X days
            territoryLifeTime = 10;

            // Remove all containers outside of territories that have not been used for X days
            // Example: Tents
            containerLifeTime = 10;

            // Remove all constructions outside of territories that are older than X days or not moved for X days 
            // Example: Work Benches
            constructionLifeTime = 1;

            // Remove all vehicles that were not moved/used for X days
            vehicleLifeTime = 3;
            
            // Set safe as abandoned
            abandonedTime = 10;
            
            // Deletes a base X days after the flag is stolen if the ransom money isn't paid
            stolenFlagLifeTime = 5;
            
            // Sets door & safe pins to 0000 and marks safes to abandoned X days after the flag is stolen if the ransom money isn't paid
            unlockLifeTime = 2;
        };
    };

And here's my RPT on peak hours:

http://www.filedropper.com/arma3server2016-09-3018-23-27

I've had to put it on FileDropper because it is to big. Normally I would post on PasteBin.

I'm not sure if it is usable, but here's also my DMSConfig. I made custom missions, so...

Spoiler

/*
    Main DMS Config File

    Created by eraser1
    Several revisions and additions have been made by community members.


    A lot of these configs are influenced by WAI :P
   https://github.com/nerdalertdk/WICKED-AI
*/

// You dawg... heard you like configs... so here's some configs for your config.... so you can configure your configuration to make it easier to configure your configuration http://i.imgur.com/9eJjEEo.jpg


// If you don't want the AI to have marksman DLC weapons, then simply remove the line below, or comment it by putting // at the beginning of the line
#define GIVE_AI_MARKSMAN_DLC_WEAPONS 1

// If you don't want crates to spawn with marksman DLC weapons, simply remove the line below or comment it out.
#define USE_MARKSMAN_DLC_WEAPONS_IN_CRATES 1

// Uncomment this if you want Apex weapons on AI.
#define GIVE_AI_APEX_WEAPONS 1

// Uncomment this if you want Apex gear on AI. Uniforms, Vests, Backpacks, Helmets,Scopes
#define GIVE_AI_APEX_GEAR 1

// Uncomment this if you want Apex weapons in loot crates
#define USE_APEX_WEAPONS_IN_CRATES 1

// Uncomment this if you want Apex vehicles to spawn for AI/missions
//#define USE_APEX_VEHICLES 1


DMS_Use_Map_Config = true;    // Whether or not to use config overwrites specific to the map.
/*
    If you are using a map other than a map listed in the "map_configs" folder, you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
    To share your map-specific config, please create a merge request on GitHub and/or leave a message on the DMS thread in the Exile forums.
    For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
*/

DMS_Enable_RankChange = true; // Whether or not to use Rank Changes. (Required 'true' if using Occupation)
/*
    I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
*/

DMS_Add_AIKill2DB = false;  // Adds killstat for player in the database ;)

DMS_SpawnMissions_Scheduled = false;    // Whether or not to spawn missions in a scheduled environment. Setting to true may help with lag when certain missions spawn.

/* Mission System Settings */
    /*General settings for dynamic missions*/
    DMS_DynamicMission                    = true;                        // Enable/disable dynamic mission system.
    DMS_MaxBanditMissions                = 2;                        // Maximum number of Bandit Missions running at the same time
    DMS_TimeToFirstMission                = [180,420];                // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
    DMS_TimeBetweenMissions                = [600,900];                // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
    DMS_MissionTimeOut                    = [900,1800];                 // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
    DMS_MissionTimeoutResetRange        = 1500;                        // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
    DMS_MissionTimeoutResetFrequency    = 180;                        // How often (in seconds) to check for nearby players and reset the mission timeout.
    /*General settings for dynamic missions*/
    // DMS_DynamicMission                    = true;                        // Enable/disable dynamic mission system.
    // DMS_MaxBanditMissions                = 2;                        // Maximum number of Bandit Missions running at the same time
    // DMS_TimeToFirstMission                = [180,420];                // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes.
    // DMS_TimeBetweenMissions                = [600,900];                // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
    // DMS_MissionTimeOut                    = [900,1800];                 // [Minimum,Maximum] time it will take for a mission to timeout | DEFAULT: 15-30 mins
    // DMS_MissionTimeoutResetRange        = 1500;                        // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
    // DMS_MissionTimeoutResetFrequency    = 180;    
    /*General settings for static missions*/
    DMS_StaticMission                    = true;                        // Enable/disable static mission system.
    DMS_MaxStaticMissions                = 1;                        // Maximum number of Static Missions running at the same time. It's recommended you set this to the same amount of static missions that you have in total. This config will be ignored by "DMS_StaticMissionsOnServerStart".
    DMS_TimeToFirstStaticMission        = [180,420];                    // [Minimum,Maximum] time between first static mission spawn. | DEFAULT: 3-7 minutes.
    DMS_TimeBetweenStaticMissions        = [900,1800];                // [Minimum,Maximum] time between static missions (if static mission limit is not reached) | DEFAULT: 15-30 mins
    DMS_StaticMissionTimeOut            = [1800,3600];                 // [Minimum,Maximum] time it will take for a static mission to timeout | DEFAULT: 30-60 mins
    DMS_StaticMissionTimeoutResetRange    = 1500;                        // If a player is this close to a mission then it won't time-out. Set to 0 to disable this check.
    DMS_SMissionTimeoutResetFrequency    = 180;                        // How often (in seconds) to check for nearby players and reset the mission timeout for static missions.
    DMS_StaticMinPlayerDistance            = 350;                        // If a player is this close to a mission location, then it won't spawn the mission and will wait 60 seconds before attempting to spawn it.
    DMS_AllowStaticReinforcements        = false;                        // Whether or not static missions will receive reinforcements. This will simply disable the calling of GroupReinforcementsMonitor;
    DMS_SpawnFlareOnReinforcements        = true;                        // Whether or not to spawn a flare and noise when AI reinforcements have spawned.
    /*General settings for static missions*/

    DMS_playerNearRadius                = 100;                        // How close a player has to be to a mission in order to satisfy the "playerNear" mission requirement (can be customized per mission).

    DMS_AI_KillPercent                    = 100;                        // The percent amount of AI that need to be killed for "killPercent" mission requirement (NOT IMPLEMENTED)

    /*Mission Marker settings*/
    DMS_ShowDifficultyColorLegend        = true;                        // Whether or not to show a "color legend" at the bottom left of the map that shows which color corresponds to which difficulty. I know it's not very pretty, meh.
    DMS_ShowMarkerCircle                = false;                    // Whether or not to show the colored "circle" around a mission marker.
    DMS_MarkerText_ShowMissionPrefix    = false;                        // Whether or not to place a prefix before the mission marker text. Enable this if your players get confused by the marker names :P
    DMS_MarkerText_MissionPrefix        = "Mission:";                // The text displayed before the mission name in the mission marker.
    DMS_MarkerText_ShowAICount            = true;                        // Whether or not to display the number of remaining AI in the marker name.
    DMS_MarkerText_ShowAICount_Static    = true;                        // Whether or not to display the number of remaining AI in the marker name for STATIC missions.
    DMS_MarkerText_AIName                = "Units";                    // What the AI will be called in the map marker. For example, the marker text can show: "Car Dealer (3 Units remaining)"
    DMS_MarkerPosRandomization            = false;                    // Randomize the position of the circle marker of a mission
    DMS_MarkerPosRandomRadius            = [25,100];                    // Minimum/Maximum distance that the circle marker position will be randomized | DEFAULT: 0 meters to 200 meters
    DMS_RandomMarkerBrush                = "Cross";                    // See: https://community.bistudio.com/wiki/setMarkerBrush
    DMS_MissionMarkerWinDot                = true;                        // Keep the mission marker dot with a "win" message after mission is over
    DMS_MissionMarkerLoseDot            = true;                        // Keep the mission marker dot with a "lose" message after mission is over
    DMS_MissionMarkerWinDot_Type        = "mil_end";                // The marker type to show when a mission is completed. Refer to: https://community.bistudio.com/wiki/cfgMarkers
    DMS_MissionMarkerLoseDot_Type        = "KIA";                    // The marker type to show when a mission fails. Refer to: https://community.bistudio.com/wiki/cfgMarkers
    DMS_MissionMarkerWinDotTime            = 30;                        // How many seconds the "win" mission dot will remain on the map
    DMS_MissionMarkerLoseDotTime        = 30;                        // How many seconds the "lose" mission dot will remain on the map
    DMS_MissionMarkerWinDotColor        = "ColorBlue";                // The color of the "win" marker dot
    DMS_MissionMarkerLoseDotColor        = "ColorRed";                // The color of the "lose" marker dot
    /*Mission Marker settings*/

    /*Mission Cleanup settings*/
    DMS_CompletedMissionCleanup            = true;                        // Cleanup mission-spawned buildings and AI bodies after some time
    DMS_CompletedMissionCleanupTime        = 360;                        // Minimum time until mission-spawned buildings and AI are cleaned up
    DMS_CleanUp_PlayerNearLimit            = 200;                        // Cleanup of an object is aborted if a player is this many meters close to the object
    DMS_AIVehCleanUpTime                = 180;                        // Time until a destroyed AI vehicle is cleaned up.
    /*Mission Cleanup settings*/

    /*Mission spawn location settings*/
    DMS_UsePredefinedMissionLocations    = false;                    // Whether or not to use a list of pre-defined mission locations instead before attempting to find a random (valid) position. The positions will still be checked for validity. If none of the provided positions are valid, a random one will be generated.
    DMS_PredefinedMissionLocations =     [                            // List of Preset/Predefined mission locations.
                                            /* List of positions:
                                            position1: [x_1,y_1,z_1],
                                            position2: [x_2,y_2,z_2],
                                            ...
                                            positionN: [x_N,y_N,z_N]
                                            */

                                        ];

    DMS_PredefinedMissionLocations_WEIGHTED =     [                    // List of Preset/Predefined mission locations WITH WEIGHTED CHANCES. This will NOT override "DMS_PredefinedMissionLocations", and everything from "DMS_PredefinedMissionLocations" will behave as though it has 1 weight per position.
                                            /* List of arrays with position and weighted chance:
                                            [[x_1,y_1,z_1], chance_1],
                                            [[x_2,y_2,z_2], chance_2],
                                            ...
                                            [[x_N,y_N,z_N], chance_N]
                                            */

                                        ];
    DMS_ThrottleBlacklists                = true;                        // Whether or not to "throttle" the blacklist distance parameters in DMS_fnc_FindSafePos. This will reduce the values of the minimum
                                                                        //distances for some of the below parameters if several attempts have been made, but a suitable position was not yet found. This
                                                                        //should help with server performance drops when spawning a mission, as DMS_fnc_findSafePos is the most resource-intensive function.
    DMS_AttemptsUntilThrottle            = 15;                        // How many attempts until the parameters are throttled.
    DMS_ThrottleCoefficient                = 0.9;                        // How much the parameters are throttled. The parameters are multiplied by the coefficient, so 0.9 means 90% of whatever the parameter was.
    DMS_MinThrottledDistance            = 500;                        // The minimum distance to which it will throttle. If the throttled value is less than this value, then this value is used instead.
    DMS_PlayerNearBlacklist                = 350;                        // Missions won't spawn in a position this many meters close to a player
    DMS_SpawnZoneNearBlacklist            = 1250;                        // Missions won't spawn in a position this many meters close to a spawn zone
    DMS_TraderZoneNearBlacklist            = 1500;                        // Missions won't spawn in a position this many meters close to a trader zone
    DMS_MissionNearBlacklist            = 2500;                        // Missions won't spawn in a position this many meters close to another mission
    DMS_WaterNearBlacklist                = 500;                        // Missions won't spawn in a position this many meters close to water
    DMS_TerritoryNearBlacklist            = 75;                        // Missions won't spawn in a position this many meters close to a territory flag. This is a resource intensive check, don't set this value too high!
    DMS_MixerNearBlacklist                = 1000;                        // Missions won't spawn in a position this many meters close to a concrete mixer
    DMS_ContaminatedZoneNearBlacklist    = 1000;                        // Missions won't spawn in a position this many meters close to a contaminated zone
    DMS_MinSurfaceNormal                = 0.9;                        // Missions won't spawn in a position where its surfaceNormal is less than this amount. The lower the value, the steeper the location. Greater values means flatter locations. Values can range from 0-1, with 0 being sideways, and 1 being perfectly flat. For reference: SurfaceNormal of about 0.7 is when you are forced to walk up a surface. If you want to convert surfaceNormal to degrees, use the arc-cosine of the surfaceNormal. 0.9 is about 25 degrees. Google "(arccos 0.9) in degrees"
    DMS_MinDistFromWestBorder            = 250;                        // Missions won't spawn in a position this many meters close to the western map border.
    DMS_MinDistFromEastBorder            = 250;                        // Missions won't spawn in a position this many meters close to the easter map border.
    DMS_MinDistFromSouthBorder            = 250;                        // Missions won't spawn in a position this many meters close to the southern map border.
    DMS_MinDistFromNorthBorder            = 250;                        // Missions won't spawn in a position this many meters close to the northern map border.
    DMS_SpawnZoneMarkerTypes =            [                            // If you're using custom spawn zone markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileSpawnZoneIcon"
                                        ];
    DMS_TraderZoneMarkerTypes =            [                            // If you're using custom trader markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileTraderZoneIcon"
                                        ];
    DMS_MixerMarkerTypes =                [                            // If you're using custom concrete mixer map markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileConcreteMixerZoneIcon"
                                        ];
    DMS_ContaminatedZoneMarkerTypes =    [                            // If you're using custom contaminated zone markers, make sure you define them here. CASE SENSITIVE!!!
                                            "ExileContaminatedZoneIcon"
                                        ];
    /*Mission spawn location settings*/

    DMS_MinWaterDepth                    = 20;                        // Minimum depth of water that an underwater mission can spawn at.

    /*Crate/Box settings*/
    DMS_HideBox                            = false;                    // "Hide" the box from being visible by players until the mission is completed.
    DMS_EnableBoxMoving                    = true;                        // Whether or not to allow the box to move and/or be lifted by choppers.
    DMS_SpawnBoxSmoke                    = true;                        // Spawn a smoke grenade on mission box upon misson completion during daytime
    DMS_SpawnBoxIRGrenade                = true;                        // Spawn an IR grenade on mission box upon misson completion during nighttime
    /*Crate/Box settings*/

    /*Mine settings*/
    DMS_SpawnMinefieldForEveryMission    = false;                    // Whether or not to spawn a minefield for every dynamic mission.
    DMS_SpawnMinesAroundMissions        = true;                        // Whether or not to spawn mines around AI missions that have them.
    DMS_despawnMines_onCompletion        = true;                        // Despawn mines spawned around missions when the mission is completed
    DMS_MineInfo_easy                    = [5,50];                    // Mine info for "easy" missions. This will spawn 5 mines within a 50m radius.
    DMS_MineInfo_moderate                = [10,50];                    // Mine info for "moderate" missions. This will spawn 10 mines within a 50m radius.
    DMS_MineInfo_difficult                = [15,75];                    // Mine info for "difficult" missions. This will spawn 15 mines within a 75m radius.
    DMS_MineInfo_hardcore                = [25,100];                    // Mine info for "hardcore" missions. This will spawn 25 mines within a 100m radius.
    DMS_SpawnMineWarningSigns            = true;                        // Whether or not to spawn mine warning signs around a minefield.
    DMS_BulletProofMines                = true;                        // Whether or not you want to make the mines bulletproof. Prevents players from being able to shoot the mines and creating explosions.
    /*Mine settings*/

    DMS_MinPlayerCount                    = 0;                         // Minimum number of players until mission start
    DMS_MinServerFPS                    = 3;                         // Minimum server FPS for missions to start

    /*Mission notification settings*/
    DMS_PlayerNotificationTypes =        [                                    // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest", "ExileToasts"]. Details below.
                                            //"dynamicTextRequest",            // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
                                            //"standardHintRequest",        // Hints are a bit wonky...
                                            //"textTilesRequest",            // Keep in mind you can only have 1 "text tile" message up at a time, so the message will disappear if the player gets a kill or something while the message is shown. This message type is also performance-intensive, so I advise against it.
                                            "systemChatRequest",            // Always nice to show in chat so that players can scroll up to read the info if they need to.
                                            "ExileToasts"                    // Default notification type since Exile 0.98, see (http://exile.majormittens.co.uk/devblog/new-ingame-notifications/)
                                        ];

        /*Exile Toasts Notification Settings*/
    DMS_ExileToasts_Title_Size            = 22;                        // Size for Client Exile Toasts  mission titles.
    DMS_ExileToasts_Title_Font            = "puristaMedium";            // Font for Client Exile Toasts  mission titles.
    DMS_ExileToasts_Message_Color        = "#FFFFFF";                // Exile Toasts color for "ExileToast" client notification type.
    DMS_ExileToasts_Message_Size        = 19;                        // Exile Toasts size for "ExileToast" client notification type.
    DMS_ExileToasts_Message_Font        = "PuristaLight";            // Exile Toasts font for "ExileToast" client notification type.
        /*Exile Toasts Notification Settings*/

        /*Dynamic Text Notification Settings*/
    DMS_dynamicText_Duration            = 7;                        // Number of seconds that the message will last on the screen.
    DMS_dynamicText_FadeTime            = 1.5;                        // Number of seconds that the message will fade in/out (does not affect duration).
    DMS_dynamicText_Title_Size            = 1.2;                        // Size for Client Dynamic Text mission titles.
    DMS_dynamicText_Title_Font            = "puristaMedium";            // Font for Client Dynamic Text mission titles.
    DMS_dynamicText_Message_Color        = "#FFFFFF";                // Dynamic Text color for "dynamicTextRequest" client notification type.
    DMS_dynamicText_Message_Size        = 0.65;                        // Dynamic Text size for "dynamicTextRequest" client notification type.
    DMS_dynamicText_Message_Font        = "OrbitronMedium";            // Dynamic Text font for "dynamicTextRequest" client notification type.
        /*Dynamic Text Notification Settings*/

        /*Standard Hint Notification Settings*/
    DMS_standardHint_Title_Size            = 2;                        // Size for Client Standard Hint mission titles.
    DMS_standardHint_Title_Font            = "puristaMedium";            // Font for Client Standard Hint mission titles.
    DMS_standardHint_Message_Color        = "#FFFFFF";                // Standard Hint color for "standardHintRequest" client notification type.
    DMS_standardHint_Message_Size        = 1;                        // Standard Hint size for "standardHintRequest" client notification type.
    DMS_standardHint_Message_Font        = "OrbitronMedium";            // Standard Hint font for "standardHintRequest" client notification type.
        /*Standard Hint Notification Settings*/

        /*Text Tiles Notification Settings*/
    DMS_textTiles_Duration                = 7;                        // Number of seconds that the message will last on the screen.
    DMS_textTiles_FadeTime                = 1.5;                        // Number of seconds that the message will fade in/out (does not affect duration).
    DMS_textTiles_Title_Size            = 2.3;                        // Size for Client Text Tiles mission titles.
    DMS_textTiles_Title_Font            = "puristaMedium";            // Font for Client Text Tiles mission titles.
    DMS_textTiles_Message_Color            = "#FFFFFF";                // Text Tiles color for "textTilesRequest" client notification type.
    DMS_textTiles_Message_Size            = 1.25;                        // Text Tiles size for "textTilesRequest" client notification type.
    DMS_textTiles_Message_Font            = "OrbitronMedium";            // Text Tiles font for "textTilesRequest" client notification type.
        /*Text Tiles Notification Settings*/

    /*Mission notification settings*/

    DMS_RandomBanditMissionsOnStart        = 0;                        // Number of (random) bandit missions to spawn when the server starts, just so players don't have to wait for missions to spawn.
    DMS_BanditMissionTypes =            [            //    List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
                                            ["paul_safe_mission",15],
                                            ["paul_bambi_slide",16],
                                             ["paul_industrial_new",18],
                                            ["paul_bandits",12],
                                            ["paul_medical",12],
                                            ["paul_dome_mission",20],
                                            ["paul_military_camp",12],
                                            ["paul_cargo_tower",10],
                                            ["paul_beer_transport",15],
                                            ["paul_strider_mission",15],
                                            ["paul_church_mission",17],
                                            ["paul_water_mission",18],
                                            ["paul_littlebird_mission",12],
                                            ["paul_boat_mission",20],
                                            ["paul_clean_energy",18],
                                            ["paul_ah1z",16],
                                            ["paul_jackal",15],
                                            ["paul_hmmwv",15],
                                            ["paul_sandbags_mission",12],
                                            ["paul_highend_mission",5],
                                            ["paul_weed_mission",19]
                                        ];


    DMS_StaticMissionTypes =            [                                // List of STATIC missions with spawn chances.
                                            ["chernogorsk",1],
                                            //["saltflats",1]            //<--Example (already imported by default on Altis in map configs)
                                            //["slums",1]                //<--Example (already imported by default on Altis in map configs)
                                            ["occupation",1]        //<--Example
                                            //["sectorB",1]            //<--Example for Taviana
                                        ];

    DMS_BasesToImportOnServerStart =     [                                // List of static bases to import on server startup (spawned post-init). This will reduce the amount of work the server has to do when it actually spawns static missions, and players won't be surprised when a base suddenly pops up. You can also include any other M3E-exported bases to spawn here.
                                            //"saltflatsbase",        //<--Example (already imported by default on Altis)
                                            //"slums_objects"        //<--Example (already imported by default on Altis)
                                        ];

    DMS_BanditMissionsOnServerStart =    [
                                            //"construction"        //<-- Example
                                        ];

    DMS_StaticMissionsOnServerStart =    [                                // List of STATIC missions with spawn chances.
                                            //"saltflats"    
                                            //"chernogorsk",        //<--Example
                                            //"slums"                //<--Example
                                            //"occupation"            //<--Example
                                            //"sectorB"                //<--Example for Taviana
                                        ];

    DMS_findSafePosBlacklist =            [                                // This list defines areas where missions WILL NOT spawn. For position blacklist info refer to: http://exile.majormittens.co.uk/topic/61-dms-defents-mission-system/?do=findComment&comment=31190
                                            // There are examples in the altis map config (it blacklists the salt flats) and in the tavi/taviana map configs.

                                            //[[2350,4680],100]        // This random example blacklists any position within 100 meters of coordinates "[2350,4680]"
                                        ];
/* Mission System Settings */


/* AI Settings */
    DMS_AI_Classname                    = "O_recon_F";                // Since some of you wanted this...
    DMS_AI_UseRealNames                    = true;                        // true if you want Arma assigned real names, false if you want random DMS assigned unit numbers

    DMS_Show_Kill_Poptabs_Notification    = false;                        // Whether or not to show the poptabs gained/lost message on the player's screen when killing an AI. (It will still change the player's money, it just won't show the "Money Received" notification)
    DMS_Show_Kill_Respect_Notification    = true;                        // Whether or not to show the "Frag Message" on the player's screen when killing an AI. (It will still change the player's respect, it just won't show the "AI Killed" frag message)
    DMS_Show_Kill_Rank_Notification        = true;
    DMS_Show_Party_Kill_Notification    = true;                        // Whether or not to show in chat when a party member kills an AI.

    DMS_Spawn_AI_With_Money                = true;                        // Whether or not to spawn AI with money that can be looted from the body.
    DMS_AIMoney_PopulationMultiplier    = 10;                        // This determines how much EXTRA money an AI will have on his body. For example, setting this to 5 and having a server population of 30 means the AI will have an extra 150 poptabs on the body. Set to 0 to disable.

    DMS_GiveMoneyToPlayer_OnAIKill        = true;                        // Whether or not to give money directly to players when they kill AI (old method of giving money).
    DMS_GiveRespectToPlayer_OnAIKill    = true;                        // Whether or not to give respect to players when they kill AI.

    DMS_Bandit_Soldier_MoneyGain        = 50;                        // The amount of Poptabs gained for killing a bandit soldier
    DMS_Bandit_Soldier_RepGain            = 50;                        // The amount of Respect gained for killing a bandit soldier
    DMS_Bandit_Soldier_RankGain            = 15;
    DMS_Bandit_Soldier_SpawnMoney        = 50;                        // The amount of Poptabs carried by a bandit soldier

    DMS_Bandit_Static_MoneyGain            = 75;                        // The amount of Poptabs gained for killing a bandit static gunner
    DMS_Bandit_Static_RepGain            = 50;                        // The amount of Respect gained for killing a bandit static gunner
    DMS_Bandit_Static_RankGain            = 30;
    DMS_Bandit_Static_SpawnMoney        = 75;                        // The amount of Poptabs carried by a bandit static gunner

    DMS_Bandit_Vehicle_MoneyGain        = 100;                        // The amount of Poptabs gained for killing a bandit vehicle crew member
    DMS_Bandit_Vehicle_RepGain            = 75;                        // The amount of Respect gained for killing a bandit vehicle crew member
    DMS_Bandit_Vehicle_RankGain            = 50;
    DMS_Bandit_Vehicle_SpawnMoney        = 100;                        // The amount of Poptabs carried by a bandit vehicle crew member

/* DonkeyPunchDMS Custom Settings for Hero AI*/
    DMS_Hero_Soldier_MoneyGain            = 100;                        // The amount of Poptabs gained for killing a hero soldier
    DMS_Hero_Soldier_RepGain            = 20;                        // The amount of Respect gained for killing a hero soldier
    DMS_Hero_Soldier_RankGain            = -30;
    DMS_Hero_Soldier_SpawnMoney            = 100;                        // The amount of Poptabs carried by a hero soldier

    DMS_Hero_Static_MoneyGain            = 120;                        // The amount of Poptabs gained for killing a hero static gunner
    DMS_Hero_Static_RepGain                = 30;                        // The amount of Respect gained for killing a hero static gunner
    DMS_Hero_Static_RankGain            = -60;
    DMS_Hero_Static_SpawnMoney            = 120;                        // The amount of Poptabs carried by a hero static gunner

    DMS_Hero_Vehicle_MoneyGain            = 200;                        // The amount of Poptabs gained for killing a hero vehicle crew member
    DMS_Hero_Vehicle_RepGain            = 50;                        // The amount of Respect gained for killing a hero vehicle crew member
    DMS_Hero_Vehicle_RankGain            = -100;
    DMS_Hero_Vehicle_SpawnMoney            = 200;                        // The amount of Poptabs carried by a hero vehicle crew member
/* DonkeyPunchDMS Custom Settings for Survivor AI*/
    DMS_Survivor_Soldier_MoneyGain        = -100;                        // The amount of Poptabs gained for killing a Survivor soldier
    DMS_Survivor_Soldier_RepGain        = -100;                        // The amount of Respect gained for killing a Survivor soldier
    DMS_Survivor_Soldier_RankGain        = -250;
    DMS_Survivor_Soldier_SpawnMoney        = 0;                        // The amount of Poptabs carried by a Survivor soldier

    DMS_Survivor_Static_MoneyGain        = -100;                        // The amount of Poptabs gained for killing a Survivor static gunner
    DMS_Survivor_Static_RepGain            = -100;                        // The amount of Respect gained for killing a Survivor static gunner
    DMS_Survivor_Static_RankGain        = -400;
    DMS_Survivor_Static_SpawnMoney        = 0;                        // The amount of Poptabs carried by a Survivor static gunner

    DMS_Survivor_Vehicle_MoneyGain        = -500;                        // The amount of Poptabs gained for killing a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RepGain        = -100;                        // The amount of Respect gained for killing a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RankGain        = -600;
    DMS_Survivor_Vehicle_SpawnMoney        = 0;                        // The amount of Poptabs carried by a Survivor vehicle crew member

    DMS_AIKill_DistanceBonusMinDistance    = 100;                        // Minimum distance from the player to the AI to apply the distance bonus.
    DMS_AIKill_DistanceBonusCoefficient    = 0.05;                        // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.

    DMS_Diff_RepOrTabs_on_roadkill         = true;                        // Whether or not you want to use different values for giving respect/poptabs when you run an AI over. Default values are NEGATIVE. This means player will LOSE respect or poptabs.
    DMS_Bandit_Soldier_RoadkillMoney    = -10;                        // The amount of Poptabs gained/lost for running over a bandit soldier
    DMS_Bandit_Soldier_RoadkillRep        = -5;                        // The amount of Respect gained/lost for running over a bandit soldier
    DMS_Bandit_Soldier_RoadkillRank        = 20;
    DMS_Bandit_Static_RoadkillMoney        = -10;                        // The amount of Poptabs gained/lost for running over a bandit static gunner
    DMS_Bandit_Static_RoadkillRep        = -5;                        // The amount of Respect gained/lost for running over a bandit static gunner
    DMS_Bandit_Static_RoadkillRank        = 30;
    DMS_Bandit_Vehicle_RoadkillMoney    = -10;                        // The amount of Poptabs gained/lost for running over a bandit vehicle crew member
    DMS_Bandit_Vehicle_RoadkillRep        = -5;                        // The amount of Respect gained/lost for running over a bandit vehicle crew member
    DMS_Bandit_Vehicle_RoadkillRank        = 50;
/* DonkeyPunchDMS Custom RoadKill Settings for Hero AI*/
    DMS_Hero_Soldier_RoadkillMoney        = 20;                        // The amount of Poptabs gained/lost for running over a hero soldier
    DMS_Hero_Soldier_RoadkillRep        = 10;                        // The amount of Respect gained/lost for running over a hero soldier
    DMS_Hero_Soldier_RoadkillRank        = -40;
    DMS_Hero_Static_RoadkillMoney        = 20;                        // The amount of Poptabs gained/lost for running over a hero static gunner
    DMS_Hero_Static_RoadkillRep            = 10;                        // The amount of Respect gained/lost for running over a hero static gunner
    DMS_Hero_Static_RoadkillRank        = -60;
    DMS_Hero_Vehicle_RoadkillMoney        = 20;                        // The amount of Poptabs gained/lost for running over a hero vehicle crew member
    DMS_Hero_Vehicle_RoadkillRep        = 10;                        // The amount of Respect gained/lost for running over a hero vehicle crew member
    DMS_Hero_Vehicle_RoadkillRank        = -100;
/* DonkeyPunchDMS Custom Roadkill Settings for Survivor AI*/
    DMS_Survivor_Soldier_RoadkillMoney    = -200;                        // The amount of Poptabs gained/lost for running over a Survivor soldier
    DMS_Survivor_Soldier_RoadkillRep    = -200;                        // The amount of Respect gained/lost for running over a Survivor soldier
    DMS_Survivor_Soldier_RoadkillRank    = -200;
    DMS_Survivor_Static_RoadkillMoney    = -200;                        // The amount of Poptabs gained/lost for running over a Survivor static gunner
    DMS_Survivor_Static_RoadkillRep        = -200;                        // The amount of Respect gained/lost for running over a Survivor static gunner
    DMS_Survivor_Static_RoadkillRank    = -200;
    DMS_Survivor_Vehicle_RoadkillMoney    = -500;                        // The amount of Poptabs gained/lost for running over a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RoadkillRep    = -100;                        // The amount of Respect gained/lost for running over a Survivor vehicle crew member
    DMS_Survivor_Vehicle_RoadkillRank    = -100;

    DMS_banditSide                        = EAST;                        // The side (team) that AI Bandits will spawn on
/* DonkeyPunchDMS Custom Side Factions */
    DMS_heroSide                        = WEST;                        // The side (team) that AI Heros will spawn on
    DMS_survivorSide                    = CIV;                        // The side (team) that AI Survivor will spawn on

    DMS_clear_AI_body                    = false;                    // Clear AI body as soon as they die
    DMS_clear_AI_body_chance            = 50;                        // Percentage chance that AI bodies will be cleared when they die
    DMS_ai_disable_ramming_damage         = false;                        // Disables damage due to ramming into AI. !!!NOTE: THIS WILL NOT BE RELIABLE WITH "DMS_ai_offload_to_client"!!!
    DMS_remove_roadkill                    = true;                     // Remove gear from AI bodies that are roadkilled
    DMS_remove_roadkill_chance            = 50;                        // Percentage chance that roadkilled AI bodies will be deleted
    DMS_explode_onRoadkill                = true;                        // Whether or not to spawn an explosion when an AI gets run over. It will likely take out the 2 front wheels. Should help mitigate the ineffective AI vs. striders issue ;)
    DMS_RemoveNVG                        = false;                    // Remove NVGs from AI bodies

    DMS_MaxAIDistance                    = 400;                        // The maximum distance an AI unit can be from a mission before he is killed. Helps with AI running away and forcing the mission to keep running. Set to 0 if you don't want it.
    DMS_AIDistanceCheckFrequency        = 90;                        // How often to check within DMS_fnc_TargetsKilled whether or not the AI is out of the maximum radius. Lower values increase frequency and increase server load, greater values decrease frequency and may cause longer delays for "runaway" AI.

    DMS_ai_offload_to_client            = true;                        // Offload spawned AI groups to random clients. Helps with server performance.
    DMS_ai_offload_Only_DMS_AI            = false;                    // Do you use other mission systems on your server but still want to offload AI? You should probably enable this then, unless you have tested it for compatibility.
    DMS_ai_offload_notifyClient            = false;                    // Notify the client when AI has been offloaded to the client.

    DMS_ai_allowFreezing                = true;                        // Whether or not to "freeze" AI that are a certain distance away from players (and therefore inactive).
    DMS_ai_freeze_Only_DMS_AI            = true;                    // Whether or not to "freeze" AI that are not spawned by DMS.
    DMS_ai_freezingDistance                = 2500;                        // If there are no players within this distance of the leader of an AI group, then the AI group will be "frozen".
    DMS_ai_unfreezingDistance            = 2500;                        // If there are players within this distance of the leader of an AI group, then the AI group will be "un-frozen".
    DMS_ai_offloadOnUnfreeze            = true;                        // Whether or not to offload AI to clients once they have been "un-frozen". NOTE: This config will be ignored if "DMS_ai_offload_to_client" is set to false.
    DMS_ai_freezeCheckingDelay            = 20;                        // How often (in seconds) DMS will check whether to freeze/un-freeze AI.
    DMS_ai_freezeOnSpawn                = true;                        // Whether or not to freeze an AI group when initially spawned.

    DMS_ai_share_info                    = false;                    // Share info about killer
    DMS_ai_share_info_distance            = 25;                        // The distance killer's info will be shared to other AI

    DMS_ai_nighttime_accessory_chance    = 75;                        // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
    DMS_ai_enable_water_equipment        = true;                        // Enable/disable overriding default weapons of an AI if it spawns on/in water

    // https://community.bistudio.com/wiki/AI_Sub-skills#general
    DMS_ai_skill_static                    = [["aimingAccuracy",0.50],["aimingShake",0.60],["aimingSpeed",0.50],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]];    // Moderate
    DMS_ai_skill_easy                    = [["aimingAccuracy",0.25],["aimingShake",0.30],["aimingSpeed",0.24],["spotDistance",0.50],["spotTime",0.30],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.30]];    // Easy
    DMS_ai_skill_moderate                = [["aimingAccuracy",0.27],["aimingShake",0.30],["aimingSpeed",0.30],["spotDistance",0.50],["spotTime",0.40],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.33]];    // Moderate
    DMS_ai_skill_difficult                = [["aimingAccuracy",0.45],["aimingShake",0.55],["aimingSpeed",0.45],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.36]];     // Difficult
    DMS_ai_skill_hardcore                = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.80],["spotTime",0.70],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.42]];
    DMS_ai_skill_random                    = ["hardcore","difficult","difficult","difficult","moderate","moderate","moderate","moderate","easy","easy"];    // Skill frequencies for "random" AI skills | Default: 10% hardcore, 30% difficult, 40% moderate, and 20% easy
    DMS_ai_skill_randomDifficult        = ["hardcore","hardcore","difficult","difficult","difficult"];    // 60% chance for "difficult", 40% chance for "hardcore" AI.
    DMS_ai_skill_randomEasy                = ["moderate","moderate","easy","easy","easy"];                    // 60% chance for "easy", 40% chance for "moderate" AI.
    DMS_ai_skill_randomIntermediate        = ["difficult","difficult","moderate","moderate","moderate"];    // 60% chance for "moderate", 40% chance for "difficult" AI.
    DMS_AI_WP_Radius_easy                = 20;                        // Waypoint radius for "easy" AI.
    DMS_AI_WP_Radius_moderate            = 30;                        // Waypoint radius for "moderate" AI.
    DMS_AI_WP_Radius_difficult            = 50;                        // Waypoint radius for "difficult" AI.
    DMS_AI_WP_Radius_hardcore            = 75;                        // Waypoint radius for "hardcore" AI.
    DMS_AI_AimCoef_easy                    = 0.9;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
    DMS_AI_AimCoef_moderate                = 0.65;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
    DMS_AI_AimCoef_difficult            = 0.4;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
    DMS_AI_AimCoef_hardcore                = 0.05;                        // "Custom Aim Coefficient" (weapon sway multiplier) for "hardcore" AI
    DMS_AI_EnableStamina_easy            = true;                        // Whether or not to keep the stamina system for "easy" AI.
    DMS_AI_EnableStamina_moderate        = true;                        // Whether or not to keep the stamina system for "moderate" AI.
    DMS_AI_EnableStamina_difficult        = false;                    // Whether or not to keep the stamina system for "difficult" AI.
    DMS_AI_EnableStamina_hardcore        = false;                    // Whether or not to keep the stamina system for "hardcore" AI.
    DMS_AI_WP_Radius_base                = 5;                        // Waypoint radius for AI in bases.
    DMS_AI_WP_Radius_heli                = 500;                        // Waypoint radius for AI in helis.

    DMS_AI_destroyVehicleChance            = 75;                        // Percent chance that an AI vehicle will be destroyed after the AI have been killed. Set to 100 for always, or 0 for never.

    DMS_AI_destroyStaticWeapon            = true;                        // Whether or not to destroy static HMGs after AI death.
    DMS_AI_destroyStaticWeapon_chance    = 95;                        // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)

    DMS_static_weapons =                [                            // Static weapons for AI
                                            "O_HMG_01_high_F"
                                        ];

    DMS_ai_default_items =                [                            // Toolbelt items each AI will spawn with
                                            "ItemWatch",
                                            "ItemMap",
                                            "ItemCompass",
                                            "ItemRadio"
                                        ];

    DMS_ai_BipodList =                    [
                                            "bipod_01_F_blk",
                                            "bipod_01_F_mtp",
                                            "bipod_01_F_snd",
                                            "bipod_02_F_blk",
                                            "bipod_02_F_hex",
                                            "bipod_02_F_tan",
                                            "bipod_03_F_blk",
                                            "bipod_03_F_oli"
                                        ];

    //Assault Class
    DMS_assault_weps =                    [                            // Assault Rifles
                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "arifle_AK12_F",
                                            "arifle_ARX_ghex_F",
                                            "arifle_CTAR_blk_F",
                                            "arifle_SPAR_01_khk_F",
                                            "arifle_SPAR_03_khk_F",
                                            #endif
                                            "arifle_Katiba_GL_F",
                                            "arifle_MX_GL_Black_F",
                                            "arifle_Mk20_GL_F",
                                            "arifle_TRG21_GL_F",
                                            "arifle_Katiba_F",
                                            "arifle_MX_Black_F",
                                            "arifle_TRG21_F",
                                            "arifle_TRG20_F",
                                            "arifle_Mk20_plain_F",
                                            "arifle_Mk20_F",
                                            "Exile_Weapon_AK107",
                                            "Exile_Weapon_AK107_GL",
                                            "Exile_Weapon_AK74_GL",
                                            "Exile_Weapon_AK47",
                                            "Exile_Weapon_AKS_Gold",
                                            "CUP_arifle_AK74",
            "CUP_arifle_AK107",
            "CUP_arifle_AK107_GL",
            "CUP_arifle_AKS74",
            "CUP_arifle_AKS74U",
            "CUP_arifle_AK74_GL",
            "CUP_arifle_AKM",
            "CUP_arifle_AKS",
            "CUP_arifle_AKS_Gold",
            "CUP_arifle_RPK74",
            //"CUP_arifle_AK107_GL_kobra",
            //"CUP_arifle_AK107_kobra",
            //"CUP_arifle_AK107_GL_pso",
            //"CUP_arifle_AK107_pso",
            //"CUP_arifle_AKS74UN_kobra_snds",
            //"CUP_arifle_AKS74_Goshawk",
            //"CUP_arifle_AKS74_NSPU",
            //"CUP_arifle_AK74_GL_kobra",
            //"CUP_arifle_CZ805_A1_ZDDot_Laser",
            //"CUP_arifle_CZ805_GL_ZDDot_Laser",
            "CUP_arifle_CZ805_A2",
            //"CUP_arifle_CZ805_A2_ZDDot_Flashlight_Snds",
            //"CUP_arifle_CZ805B_GL_ACOG_Laser",
            "CUP_arifle_FNFAL",
            "CUP_arifle_FNFAL_ANPVS4",
            //"CUP_arifle_FNFAL_railed",
            "CUP_arifle_G36A",
            "CUP_arifle_G36A_camo",
            "CUP_arifle_G36K",
            "CUP_arifle_G36K_camo",
            "CUP_arifle_G36C",
            "CUP_arifle_G36C_camo",
            "CUP_arifle_MG36",
            "CUP_arifle_MG36_camo",
            //"CUP_arifle_G36C_holo_snds",
            //"CUP_arifle_G36C_camo_holo_snds",
            /* "CUP_arifle_ksvk_PSO3", */
           // "CUP_arifle_L85A2_Holo_laser",
           // "CUP_arifle_L85A2_GL_Holo_laser",
            //"CUP_arifle_L85A2_SUSAT_Laser",
            //"CUP_arifle_L85A2_GL_SUSAT_Laser",
            //"CUP_arifle_L85A2_CWS_Laser",
            //"CUP_arifle_L85A2_ACOG_Laser",
            "CUP_arifle_L85A2",
            "CUP_arifle_L85A2_GL",
           // "CUP_arifle_L85A2_GL_ACOG_Laser",
            //"CUP_arifle_L86A2_ACOG",
            "CUP_arifle_L86A2",
            "CUP_arifle_M16A2",
            "CUP_arifle_M16A2_GL",
            //"CUP_arifle_M16A4_Aim_Laser",
            //"CUP_arifle_M16A4_ACOG_Laser",
            "CUP_arifle_M16A4_GL",
            //"CUP_arifle_M16A4_GL_ACOG_Laser",
            "CUP_arifle_M4A1",
            "CUP_arifle_M4A1_camo",
            //"CUP_arifle_M4A1_camo_Aim",
            //"CUP_arifle_M4A3_desert_Aim_Flashlight",
            //"CUP_arifle_M4A3_desert_GL_ACOG_Laser",
            "CUP_arifle_M4A1_Aim",
            //"CUP_arifle_M4A1_camo_AIM_snds",
            //"CUP_arifle_M4A1_GL_Holo_Flashlight",
            //"CUP_arifle_M4A1_GL_ACOG_Flashlight",
           // "CUP_arifle_M4A1_camo_GL_Holo_Flashlight",
            //"CUP_arifle_M4A1_camo_GL_Holo_Flashlight_Snds",
            "CUP_arifle_M16A4_Base",
            /* "CUP_arifle_M16A4GL", */
            "CUP_arifle_M4A1_BUIS_GL",
            "CUP_arifle_M4A1_BUIS_camo_GL",
            "CUP_arifle_M4A1_BUIS_desert_GL",
            "CUP_arifle_M4A1_black",
            "CUP_arifle_M4A1_desert",
            "CUP_arifle_Sa58P",
            "CUP_arifle_Sa58V",
            //"CUP_arifle_Sa58V_ACOG_Laser",
           // "CUP_arifle_Sa58V_Aim_Laser",
            "CUP_arifle_Mk16_CQC",
            //"CUP_arifle_Mk16_CQC_FG_Aim_Laser_snds",
            "CUP_arifle_Mk16_CQC_SFG_Holo",
            //"CUP_arifle_Mk16_STD_EGLM_ACOG_Laser",
            //"CUP_arifle_Mk16_STD_EGLM_ANPAS13c1_Laser_mfsup",
            //"CUP_arifle_Mk16_STD_FG_Holo_Laser",
            //"CUP_arifle_Mk16_STD_FG_LeupoldMk4CQT_Laser",
            "CUP_arifle_Mk17_CQC_SFG_Aim_mfsup",
            "CUP_arifle_Mk17_STD_FG_Aim_Laser_snds",
            "CUP_arifle_Mk20_SB11420_snds",
            //"CUP_arifle_Mk17_STD_EGL_ElcanSpecter_Laser",
            //"CUP_arifle_Mk17_STD_FG_ANPAS13c1_Laser_Snds",
            "CUP_arifle_XM8_Compact_Rail",
            "CUP_arifle_XM8_Railed",
            "CUP_arifle_XM8_Carbine",
            //"CUP_arifle_XM8_Carbine_FG",
            //"CUP_arifle_XM8_Carbine_GL",
            "CUP_arifle_XM8_Compact",
            //"CUP_arifle_XM8_Compact_Holo_Flashlight",
            //"CUP_arifle_XM8_Railed_Holo_Laser_snds",
            //"CUP_arifle_xm8_SAW",
            //"CUP_arifle_xm8_sharpshooter",
            //"CUP_arifle_XM8_Railed_ANPAS13c1_Laser",
            //"CUP_arifle_XM8_Railed_ANPAS13c1_Laser_snds",
            "CUP_arifle_CZ805_A1",
            "CUP_arifle_CZ805_GL",
            //"CUP_arifle_CZ805_A2_Holo_Laser",
            //"CUP_arifle_CZ805_A1_Holo_Laser",
            //"CUP_arifle_CZ805_A2_Aco_Laser",
            //"CUP_arifle_CZ805_A1_Aco_Laser",
            ////"CUP_arifle_CZ805_A1_MRCO_Laser",
            //"CUP_arifle_CZ805_A2_MRCO_Laser",
           // "CUP_arifle_CZ805_GL_Hamr_Laser",
            "CUP_arifle_CZ805_B_GL",
            "CUP_arifle_CZ805_B",
            "CUP_arifle_Sa58P_des",
            "CUP_arifle_Sa58V_camo",
            //"CUP_arifle_Sa58RIS1",
            //"CUP_arifle_Sa58RIS1_des",    //may be broken
            "CUP_arifle_Sa58RIS2",
            "CUP_arifle_Sa58RIS2_camo",
            //"CUP_arifle_Sa58RIS1_Aco_Laser",
            //"CUP_arifle_Sa58RIS2_Arco_Laser",
            //"CUP_arifle_Sa58RIS1_camo_Aco_Laser",
            //"CUP_arifle_Sa58RIS2_camo_Arco_Laser",
            "CUP_arifle_Mk16_CQC_FG",
            "CUP_arifle_Mk16_CQC_SFG",
            "CUP_arifle_Mk16_CQC_EGLM",
            "CUP_arifle_Mk16_STD",
            "CUP_arifle_Mk16_STD_FG",
            "CUP_arifle_Mk16_STD_SFG",
            "CUP_arifle_Mk16_STD_EGLM",
            "CUP_arifle_Mk16_SV",
            //"CUP_arifle_Mk16_CQC_EGLM_Holo_Laser_mfsup",
            "CUP_arifle_Mk17_CQC",
            "CUP_arifle_Mk17_CQC_FG",
            "CUP_arifle_Mk17_CQC_SFG",
            "CUP_arifle_Mk17_CQC_EGLM",
            "CUP_arifle_Mk17_STD",
            "CUP_arifle_Mk17_STD_FG",
            "CUP_arifle_Mk17_STD_SFG",
            "CUP_arifle_Mk17_STD_EGLM",
            "CUP_arifle_Mk20",
            //"CUP_arifle_Mk20_LeupoldMk4MRT",
            "CUP_sgun_AA12",
            "CUP_sgun_M1014",
            "CUP_sgun_Saiga12K"
                                        ];
    DMS_assault_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold",
                                            "CUP_hgun_Colt1911_snds",
            "CUP_hgun_Compact",
            "CUP_hgun_Duty_M3X",
            "CUP_hgun_Glock17",
            "CUP_hgun_glock17_flashlight_snds",
            "CUP_hgun_glock17_snds",
            "CUP_hgun_glock17_flashlight",
            "CUP_hgun_M9",
            "CUP_hgun_M9_snds",
            "CUP_hgun_Makarov",
            "CUP_hgun_PB6P9",
            "CUP_hgun_PB6P9_snds",
            "CUP_hgun_MicroUzi",
            "CUP_hgun_MicroUzi_snds",
            "CUP_hgun_Phantom_Flashlight",
            "CUP_hgun_Phantom_Flashlight_snds",
            "CUP_hgun_TaurusTracker455",
            "CUP_hgun_TaurusTracker455_gold",
            "CUP_hgun_SA61",
            "CUP_hgun_Duty",
            "CUP_hgun_Phantom"
                                        ];
    DMS_assault_optics =                [                            // Optics for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "optic_ERCO_khk_F",
                                            "optic_Holosight_blk_F",
                                            #endif
                                            "optic_Arco",
                                            "optic_Hamr",
                                            "optic_Aco",
                                            "optic_Holosight",
                                            "optic_MRCO",
                                            "optic_DMS"
                                        ];
    DMS_assault_optic_chance            = 75;                        // Percentage chance that an Assault Class AI will get an optic
    DMS_assault_bipod_chance            = 25;                        // Percentage chance that an Assault Class AI will get a bipod
    DMS_assault_suppressor_chance        = 25;                        // Percentage chance that an Assault Class AI will get a suppressor

    DMS_assault_items =                    [                            // Items for Assault Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_BBQSandwich",
                                            "Exile_Item_Energydrink"
                                        ];
    DMS_assault_equipment =                [                            // Equipment for Assault Class AI (stuff that goes in toolbelt slots)
                                            "ItemGPS"
                                        ];
    DMS_assault_RandItemCount =            2;                            // How many random items to add to the AI's inventory.
    DMS_assault_RandItems =                [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_Catfood_Cooked",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PowerDrink",
                                            "Exile_Item_EnergyDrink",
                                            "Exile_Item_Vishpirin",
                                            "Exile_Item_Bandage"
                                        ];
    DMS_assault_helmets    =                [                            // Helmets for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "H_HelmetB_TI_tna_F",
                                            "H_HelmetB_Enh_tna_F",
                                            "H_HelmetSpecO_ghex_F",
                                            "H_HelmetCrew_O_ghex_F",
                                            #endif
                                            "H_HelmetSpecB_paint1",
                                            "H_HelmetIA_camo",
                                            "H_HelmetLeaderO_ocamo",
                                            "H_HelmetLeaderO_oucamo"
                                        ];
    DMS_assault_clothes    =                [                            // Uniforms for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "U_B_T_Soldier_F",
                                            "U_B_T_Soldier_SL_F",
                                            "U_B_CTRG_Soldier_F",
                                            "U_O_V_Soldier_Viper_F",
                                            "U_I_C_Soldier_Bandit_2_F",
                                            "U_I_C_Soldier_Camo_F",
                                            "U_B_CTRG_Soldier_urb_1_F",
                                            #endif
                                            "U_O_CombatUniform_ocamo",
                                            "U_O_PilotCoveralls",
                                            //"U_B_Wetsuit",
                                            "U_BG_Guerilla3_1",
                                            "U_BG_Guerilla2_3",
                                            "U_BG_Guerilla2_2",
                                            "U_BG_Guerilla1_1",
                                            "U_BG_Guerrilla_6_1",
                                            "U_IG_Guerilla3_2",
                                            "U_B_SpecopsUniform_sgg",
                                            "U_I_OfficerUniform",
                                            "U_B_CTRG_3",
                                            "U_I_G_resistanceLeader_F"
                                        ];
    DMS_assault_vests =                    [                            // Vests for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "V_TacChestrig_grn_F",
                                            "V_PlateCarrier2_tna_F",
                                            "V_PlateCarrierSpec_tna_F",
                                            "V_PlateCarrierGL_tna_F",
                                            "V_TacVest_gen_F",
                                            "V_PlateCarrier1_rgr_noflag_F",
                                            #endif
                                            "V_PlateCarrierH_CTRG",
                                            "V_PlateCarrierSpec_rgr",
                                            "V_PlateCarrierGL_blk",
                                            "V_PlateCarrierGL_mtp",
                                            "V_PlateCarrierGL_rgr",
                                            "V_PlateCarrierSpec_blk",
                                            "V_PlateCarrierSpec_mtp",
                                            "V_PlateCarrierL_CTRG",
                                            "V_TacVest_blk_POLICE",
                                            "V_PlateCarrierIA2_dgtl"
                                        ];
    DMS_assault_backpacks =                [                            // Backpacks for Assault Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_FieldPack_ghex_F",
                                            "B_ViperLightHarness_khk_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_FieldPack_oucamo",
                                            "B_FieldPack_cbr",
                                            "B_Bergen_blk",
                                            "CUP_B_ACRScout_m95",
            "CUP_B_AssaultPack_ACU",
            "CUP_B_USPack_Coyote",
            "CUP_B_CivPack_WDL",
            "CUP_B_HikingPack_Civ",
            "CUP_B_Ger_Pack_Tropentarn",
            "CUP_B_Bergen_BAF"
                                        ];

    //Machine Gun Class
    DMS_MG_weps    =                        [                            // Machine Guns
                                            #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
                                            "MMG_01_hex_F",
                                            "MMG_02_black_F",
                                            #endif

                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "LMG_03_F",
                                            #endif
                                            "LMG_Zafir_F",
                                            "LMG_Mk200_F",
                                            "arifle_MX_SW_Black_F",
                                            "Exile_Weapon_RPK",
                                            "Exile_Weapon_PKP",
                                            "CUP_lmg_L7A2",
            "CUP_lmg_L110A1",
           // "CUP_lmg_L110A1_Aim_Laser",
            /* "CUP_lmg_M60A4", */
            "CUP_lmg_M240",
            //"CUP_lmg_M240_ElcanM143",
            "CUP_lmg_M249",
            //"CUP_lmg_M249_para",
            //"CUP_lmg_M249_ElcanM145_Laser",
            //"CUP_lmg_M249_Laser",
            //"CUP_lmg_M249_ANPAS13c2_Laser",
            //"CUP_lmg_Mk48_des_Aim_Laser",
            //"CUP_lmg_Mk48_wdl_Aim_Laser",
            "CUP_lmg_Mk48_des",
            "CUP_lmg_Mk48_wdl",
            "CUP_lmg_PKM",
            "CUP_lmg_Pecheneg_PScope",
            "CUP_lmg_UK59",
            "CUP_lmg_Pecheneg"
                                        ];
    DMS_MG_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold",
                                            "CUP_hgun_Colt1911",
            "CUP_hgun_Colt1911_snds",
            "CUP_hgun_Compact",
            "CUP_hgun_Duty_M3X",
            "CUP_hgun_Glock17",
            "CUP_hgun_glock17_flashlight_snds",
            "CUP_hgun_glock17_snds",
            "CUP_hgun_glock17_flashlight",
            "CUP_hgun_M9",
            "CUP_hgun_M9_snds",
            "CUP_hgun_Makarov",
            "CUP_hgun_PB6P9",
            "CUP_hgun_PB6P9_snds",
            "CUP_hgun_MicroUzi",
            "CUP_hgun_MicroUzi_snds",
            "CUP_hgun_Phantom_Flashlight",
            "CUP_hgun_Phantom_Flashlight_snds",
            "CUP_hgun_TaurusTracker455",
            "CUP_hgun_TaurusTracker455_gold",
            "CUP_hgun_SA61",
            "CUP_hgun_Duty",
            "CUP_hgun_Phantom"
                                        ];
    DMS_MG_optics =                        [                            //    Optics for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "optic_ERCO_khk_F",
                                            "optic_DMS_ghex_F",
                                            "optic_Arco_blk_F",
                                            #endif
                                            "optic_Hamr",
                                            "optic_Aco",
                                            "optic_Holosight",
                                            "optic_MRCO"
                                        ];
    DMS_MG_optic_chance                    = 50;                        // Percentage chance that an MG Class AI will get an optic
    DMS_MG_bipod_chance                    = 90;                        // Percentage chance that an MG Class AI will get a bipod
    DMS_MG_suppressor_chance            = 10;                        // Percentage chance that an MG Class AI will get a suppressor

    DMS_MG_items =                        [                            // Items for MG Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_Catfood_Cooked",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_CookingPot"
                                        ];
    DMS_MG_equipment =                    [                            // Equipment for MG Class AI (stuff that goes in toolbelt slots)
                                            "Binocular"
                                        ];
    DMS_MG_RandItemCount =                3;                            // How many random items to add to the AI's inventory.
    DMS_MG_RandItems =                    [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_EMRE",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PowerDrink",
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_Vishpirin",
                                            "Exile_Item_Instadoc"
                                        ];
    DMS_MG_helmets =                    [                            // Helmets for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "H_HelmetB_TI_tna_F",
                                            "H_HelmetB_Enh_tna_F",
                                            "H_HelmetSpecO_ghex_F",
                                            "H_HelmetLeaderO_ghex_F",
                                            "H_HelmetCrew_O_ghex_F",
                                            #endif
                                            "H_PilotHelmetHeli_I",
                                            "H_PilotHelmetHeli_O",
                                            "H_PilotHelmetFighter_I",
                                            "H_PilotHelmetFighter_O",
                                            "H_HelmetCrew_O",
                                            "H_CrewHelmetHeli_I",
                                            "H_HelmetSpecB_paint1",
                                            "H_HelmetIA_camo",
                                            "H_HelmetLeaderO_ocamo",
                                            "H_HelmetLeaderO_oucamo"
                                        ];
    DMS_MG_clothes =                    [                            // Uniforms for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "U_B_T_Soldier_F",
                                            "U_B_T_Soldier_SL_F",
                                            "U_B_CTRG_Soldier_F",
                                            "U_O_V_Soldier_Viper_F",
                                            "U_I_C_Soldier_Bandit_2_F",
                                            "U_I_C_Soldier_Camo_F",
                                            "U_B_CTRG_Soldier_urb_1_F",
                                            #endif
                                            "U_O_CombatUniform_ocamo",
                                            "U_O_PilotCoveralls",
                                            //"U_B_Wetsuit",
                                            "U_BG_Guerilla3_1",
                                            "U_BG_Guerilla2_3",
                                            "U_BG_Guerilla2_2",
                                            "U_BG_Guerilla1_1",
                                            "U_BG_Guerrilla_6_1",
                                            "U_IG_Guerilla3_2",
                                            "U_B_SpecopsUniform_sgg",
                                            "U_I_OfficerUniform",
                                            "U_B_CTRG_3",
                                            "U_I_G_resistanceLeader_F"
                                        ];
    DMS_MG_vests =                        [                            // Vests for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "V_TacChestrig_grn_F",
                                            "V_PlateCarrier2_tna_F",
                                            "V_PlateCarrierSpec_tna_F",
                                            "V_PlateCarrierGL_tna_F",
                                            "V_TacVest_gen_F",
                                            "V_PlateCarrier1_rgr_noflag_F",
                                            #endif
                                            "V_PlateCarrierH_CTRG",
                                            "V_PlateCarrierSpec_rgr",
                                            "V_PlateCarrierGL_blk",
                                            "V_PlateCarrierGL_mtp",
                                            "V_PlateCarrierGL_rgr",
                                            "V_PlateCarrierSpec_blk",
                                            "V_PlateCarrierSpec_mtp",
                                            "V_PlateCarrierL_CTRG",
                                            "V_TacVest_blk_POLICE",
                                            "V_PlateCarrierIA2_dgtl",
                                            "V_HarnessO_brn",
                                            "V_HarnessO_gry"
                                        ];
    DMS_MG_backpacks =                    [                            // Backpacks for MG Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_Carryall_ghex_F",
                                            "B_ViperHarness_ghex_F",
                                            "B_ViperLightHarness_ghex_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_Bergen_blk",
                                            "CUP_B_ACRScout_m95",
            "CUP_B_AssaultPack_ACU",
            "CUP_B_USPack_Coyote",
            "CUP_B_CivPack_WDL",
            "CUP_B_HikingPack_Civ",
            "CUP_B_Ger_Pack_Tropentarn",
            "CUP_B_Bergen_BAF"
                                        ];

    //Sniper Class
    DMS_sniper_weps =                    [                            // Sniper Rifles
                                            "srifle_EBR_F",
                                            "srifle_GM6_F",
                                            "srifle_LRR_F",
                                            "arifle_MXM_Black_F",
                                            "srifle_DMR_01_F",
                                            #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
                                            "srifle_DMR_02_F",
                                            "srifle_DMR_03_woodland_F",
                                            //"srifle_DMR_04_F",            // Does anybody like the ASP-1? :P
                                            "srifle_DMR_05_blk_F",
                                            "srifle_DMR_06_olive_F",
                                            #endif

                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "srifle_DMR_07_ghex_F",
                                            #endif
                                            "Exile_Weapon_DMR",
                                            "Exile_Weapon_SVD",
                                            "Exile_Weapon_VSSVintorez",
                                            "CUP_srifle_AWM_des",
            "CUP_srifle_AWM_wdl",
            //"CUP_srifle_AWM_des_SBPMII",
            //"CUP_srifle_AWM_wdl_SBPMII",
            "CUP_srifle_CZ750",
            //"CUP_srifle_CZ750_SOS_bipod",
            "CUP_srifle_DMR",
            //"CUP_srifle_DMR_LeupoldMk4",
            "CUP_srifle_CZ550",
            "CUP_srifle_LeeEnfield",
            "CUP_srifle_M14",
            /* "CUP_srifle_M15_Aim", */
            "CUP_srifle_Mk12SPR",
            //"CUP_srifle_Mk12SPR_LeupoldM3LR",
            "CUP_srifle_M24_des",
            "CUP_srifle_M24_wdl",
            "CUP_srifle_M24_ghillie",
            //"CUP_srifle_M24_wdl_LeupoldMk4LRT",
            //"CUP_srifle_M24_des_LeupoldMk4LRT",
            "CUP_srifle_M40A3",
            "CUP_srifle_M107_Base",
            //"CUP_srifle_M107_LeupoldVX3",
           // "CUP_srifle_M107_ANPAS13c2",
            "CUP_srifle_M110",
            //"CUP_srifle_M110_ANPAS13c2",
            //"CUP_srifle_M110_ANPVS10",
            "CUP_srifle_SVD",
            "CUP_srifle_SVD_des",
            //"CUP_srifle_SVD_Des_pso",
            //"CUP_srifle_SVD_pso",
            "CUP_srifle_SVD_wdl_ghillie",
            //"CUP_srifle_SVD_des_ghillie_pso",
            //"CUP_srifle_SVD_NSPU",
            "CUP_srifle_ksvk",
            "CUP_srifle_VSSVintorez",
            //"CUP_srifle_VSSVintorez_pso",
            "CUP_srifle_AS50"
                                        ];
    DMS_sniper_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            #ifdef GIVE_AI_APEX_WEAPONS
                                            "hgun_Pistol_01_F",
                                            #endif
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold"
                                        ];
    DMS_sniper_optics =                    [                            // Optics for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "optic_SOS_khk_F",
                                            "optic_DMS_ghex_F",
                                            "optic_LRPS_tna_F",
                                            #endif

                                            #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
                                            "optic_AMS_khk",
                                            #endif
                                            "optic_SOS",
                                            "optic_DMS",
                                            "optic_LRPS"
                                        ];
    DMS_sniper_optic_chance                = 100;                        // Percentage chance that a Sniper Class AI will get an optic
    DMS_sniper_bipod_chance                = 90;                        // Percentage chance that a Sniper Class AI will get a bipod
    DMS_sniper_suppressor_chance        = 15;                        // Percentage chance that a Sniper Class AI will get a suppressor

    DMS_sniper_items =                    [                            // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_Matches"
                                        ];
    DMS_sniper_equipment =                [                            // Equipment for Sniper Class AI (stuff that goes in toolbelt slots)
                                            "Rangefinder",
                                            "ItemGPS"
                                        ];
    DMS_sniper_RandItemCount =            3;                            // How many random items to add to the AI's inventory.
    DMS_sniper_RandItems =                [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_EMRE",
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_CanOpener",
                                            "Exile_Item_Instadoc",
                                            "Exile_Item_DuctTape"
                                        ];
    DMS_sniper_helmets =                [                            // Helmets for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            //"H_HelmetO_ViperSP_ghex_F",            // Special helmet with in-built NVGs and thermal :o
                                            "H_HelmetB_Enh_tna_F",
                                            "H_HelmetSpecO_ghex_F",
                                            "H_HelmetLeaderO_ghex_F",
                                            #endif
                                            "H_HelmetSpecB_paint1",
                                            "H_HelmetIA_camo",
                                            "H_HelmetLeaderO_ocamo",
                                            "H_HelmetLeaderO_oucamo"
                                        ];
    DMS_sniper_clothes =                [                            // Uniforms for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "U_B_T_Sniper_F",
                                            "U_B_T_FullGhillie_tna_F",                // Invisible to thermal? 0_o
                                            "U_O_T_Sniper_F",
                                            "U_O_T_FullGhillie_tna_F",
                                            #endif
                                            "U_O_GhillieSuit",
                                            "U_B_FullGhillie_ard",
                                            "U_B_FullGhillie_lsh",
                                            "U_B_FullGhillie_sard",
                                            "U_B_GhillieSuit",
                                            "U_I_FullGhillie_ard",
                                            "U_I_FullGhillie_lsh",
                                            "U_I_FullGhillie_sard",
                                            "U_I_GhillieSuit",
                                            "U_O_FullGhillie_ard",
                                            "U_O_FullGhillie_lsh",
                                            "U_O_FullGhillie_sard"
                                        ];
    DMS_sniper_vests =                    [                            // Vests for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "V_PlateCarrier2_tna_F",
                                            "V_PlateCarrierSpec_tna_F",
                                            "V_PlateCarrierGL_tna_F",
                                            "V_PlateCarrier2_rgr_noflag_F",
                                            #endif
                                            "V_PlateCarrierH_CTRG",
                                            "V_PlateCarrierSpec_rgr",
                                            "V_PlateCarrierGL_blk",
                                            "V_PlateCarrierGL_mtp",
                                            "V_PlateCarrierGL_rgr",
                                            "V_PlateCarrierSpec_blk",
                                            "V_PlateCarrierSpec_mtp",
                                            "V_PlateCarrierL_CTRG",
                                            "V_TacVest_blk_POLICE",
                                            "V_PlateCarrierIA2_dgtl",
                                            "V_HarnessO_brn",
                                            "V_HarnessO_gry"
                                        ];
    DMS_sniper_backpacks =                [                            // Backpacks for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_Bergen_hex_F",
                                            "B_Carryall_ghex_F",
                                            "B_ViperHarness_ghex_F",
                                            "B_ViperHarness_blk_F",
                                            "B_ViperLightHarness_ghex_F",
                                            "B_ViperLightHarness_khk_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_Bergen_blk",
                                            "CUP_B_ACRScout_m95",
            "CUP_B_AssaultPack_ACU",
            "CUP_B_USPack_Coyote",
            "CUP_B_CivPack_WDL",
            "CUP_B_HikingPack_Civ",
            "CUP_B_Ger_Pack_Tropentarn",
            "CUP_B_Bergen_BAF"
                                        ];

    //ZELF GEMAAKT HOLY SHIT ALS T WERKT ;)
    //Bambi Class
    DMS_bambi_weps =                [        "arifle_Katiba_GL_F",
                                            "arifle_MX_GL_Black_F",
                                            "arifle_Mk20_GL_F",
                                            "arifle_TRG21_GL_F",
                                            "arifle_Katiba_F",
                                            "arifle_MX_Black_F",
                                            "arifle_TRG21_F",
                                            "arifle_TRG20_F",
                                            "arifle_Mk20_plain_F",
                                            "arifle_Mk20_F",
                                            "CUP_arifle_M4A1_BUIS_GL",
            "CUP_arifle_M4A1_BUIS_camo_GL",
            "CUP_arifle_M4A1_BUIS_desert_GL",
            "CUP_arifle_M4A1_black",
            "CUP_arifle_M4A1_desert"];    
    DMS_bambi_pistols =                [                            // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
                                            "hgun_ACPC2_F",
                                            "hgun_Rook40_F",
                                            "hgun_P07_F",
                                            "hgun_Pistol_heavy_01_F",
                                            "hgun_Pistol_heavy_02_F",
                                            "Exile_Weapon_Colt1911",
                                            "Exile_Weapon_Makarov",
                                            "Exile_Weapon_Taurus",
                                            "Exile_Weapon_TaurusGold",
                                            "CUP_hgun_Colt1911",
            "CUP_hgun_Colt1911_snds",
            "CUP_hgun_Compact",
            "CUP_hgun_Duty_M3X",
            "CUP_hgun_Glock17",
            "CUP_hgun_glock17_flashlight_snds",
            "CUP_hgun_glock17_snds",
            "CUP_hgun_glock17_flashlight",
            "CUP_hgun_M9",
            "CUP_hgun_M9_snds",
            "CUP_hgun_Makarov",
            "CUP_hgun_PB6P9",
            "CUP_hgun_PB6P9_snds",
            "CUP_hgun_MicroUzi",
            "CUP_hgun_MicroUzi_snds",
            "CUP_hgun_Phantom_Flashlight",
            "CUP_hgun_Phantom_Flashlight_snds",
            "CUP_hgun_TaurusTracker455",
            "CUP_hgun_TaurusTracker455_gold",
            "CUP_hgun_SA61",
            "CUP_hgun_Duty",
            "CUP_hgun_Phantom" 
                                        ];
    DMS_bambi_optics =                    [
                                        ];
    DMS_bambi_optic_chance                = 0;                        // Percentage chance that a Sniper Class AI will get an optic
    DMS_bambi_bipod_chance                = 0;                        // Percentage chance that a Sniper Class AI will get a bipod
    DMS_bambi_suppressor_chance        = 0;                        // Percentage chance that a Sniper Class AI will get a suppressor

    DMS_bambi_items =                    [                            // Items for Sniper Class AI (Loot stuff that goes in uniform/vest/backpack)
                                            "Exile_Item_Magazine01",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_Matches"
                                        ];
    DMS_bambi_equipment =                [
                                            "ItemGPS"
                                        ];
    DMS_bambi_RandItemCount =            3;                            // How many random items to add to the AI's inventory.
    DMS_bambi_RandItems =                [                            // The random items that will be added to the AI's inventory.
                                            "Exile_Item_BeefParts",
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_Beer",
                                            "Exile_Item_Beer"
                                        ];
    DMS_bambi_helmets =                    [
                                        ];
    DMS_bambi_clothes =                    ["Exile_Uniform_BambiOverall"];
    DMS_bambi_vests =                    [
                                        ];
    DMS_bambi_backpacks =                [                            // Backpacks for Sniper Class
                                            #ifdef GIVE_AI_APEX_GEAR
                                            "B_Bergen_tna_F",
                                            "B_Bergen_hex_F",
                                            "B_Carryall_ghex_F",
                                            "B_ViperHarness_ghex_F",
                                            "B_ViperHarness_blk_F",
                                            "B_ViperLightHarness_ghex_F",
                                            "B_ViperLightHarness_khk_F",
                                            #endif
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_Bergen_blk"
                                        ];
    ///EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNDDDDDDDDDDDEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

    DMS_ai_SupportedClasses =            [                            // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here
                                            "assault",
                                            "MG",
                                            "sniper",
                                            "bambi"
                                        ];

    DMS_ai_SupportedRandomClasses =     [                            // Allowed "random" AI presets here if you want to create different random presets.
                                            "random",
                                            "random_non_assault",
                                            "random_non_MG",
                                            "random_non_sniper"
                                        ];

    DMS_random_AI =                        [                            // Random AI preset that contains all default classes | DEFAULT: 60% Assault, 20% MG, 20% Sniper
                                            "assault",
                                            "assault",
                                            "assault",
                                            "MG",
                                            "sniper"
                                        ];

    DMS_random_non_assault_AI =            [                            // Random AI preset that excludes the "assault" class
                                            "MG",
                                            "MG",
                                            "sniper"
                                        ];

    DMS_random_non_MG_AI =                [                            // Random AI preset that excludes the "MG" class
                                            "assault",
                                            "assault",
                                            "sniper"
                                        ];

    DMS_random_non_sniper_AI =            [                            // Random AI preset that excludes the "sniper" class
                                            "assault",
                                            "assault",
                                            "MG"
                                        ];

    DMS_ai_use_launchers                = true;                        // Enable/disable spawning an AI in a group with a launcher
    DMS_ai_launchers_per_group            = 2;                        // How many units per AI group can get a launcher.
    DMS_ai_use_launchers_chance            = 50;                        // Percentage chance to actually spawn the launcher (per-unit). With "DMS_ai_launchers_per_group" set to 2, and "DMS_ai_use_launchers_chance" set to 50, there will be an average of 1 launcher per group.
    DMS_AI_launcher_ammo_count            = 2;                        // How many rockets an AI will get with its launcher
    DMS_ai_remove_launchers                = false;                        // Remove rocket launchers on AI death

    DMS_AI_wep_launchers_AT =            [                            // AT Launchers
                                            "launch_NLAW_F",
                                            "launch_RPG32_F",
                                            "launch_B_Titan_short_F",
                                            "CUP_launch_Igla",
            "CUP_launch_Javelin",
            "CUP_launch_M47",
            "CUP_launch_M136",
            "CUP_launch_MAAWS_Scope",
            "CUP_launch_Metis",
            "CUP_launch_NLAW",
            "CUP_launch_RPG7V",
            "CUP_launch_RPG18",
            "CUP_launch_Mk153Mod0_SMAWOptics",
            "CUP_launch_MAAWS",
            "CUP_launch_Mk153Mod0",
            "CUP_launch_9K32Strela"    
                                        ];
    DMS_AI_wep_launchers_AA =            [                            // AA Launchers
                                            "launch_B_Titan_F"
                                        ];

    DMS_RHeli_Height                    = 500;                        // Altitude of the heli when flying to drop point.
    DMS_RHeli_MinDistFromDrop            = 500;                        // Minimum distance for the reinforcement heli to spawn from drop point.
    DMS_RHeli_MaxDistFromDrop            = 5000;                        // Maximum distance for the reinforcement heli to spawn from drop point.
    DMS_RHeli_MinDistFromPlayers        = 1000;                        // Minimum distance for the reinforcement heli to spawn from players.

/* AI Settings */


/* Loot Settings */
    DMS_GodmodeCrates                     = true;                        // Whether or not crates will have godmode after being filled with loot.
    DMS_MinimumMagCount                    = 3;                        // Minimum number of magazines for weapons.
    DMS_MaximumMagCount                    = 5;                        // Maximum number of magazines for weapons.
    DMS_CrateCase_Sniper =                [                            // If you pass "Sniper" in _lootValues, then it will spawn these weapons/items/backpacks
                                            [
                                                ["Rangefinder",1],
                                                ["srifle_GM6_F",1],
                                                ["srifle_LRR_F",1],
                                                ["srifle_EBR_F",1],
                                                ["hgun_Pistol_heavy_01_F",1],
                                                ["hgun_PDW2000_F",1]
                                            ],
                                            [
                                                ["ItemGPS",1],
                                                ["U_B_FullGhillie_ard",1],
                                                ["U_I_FullGhillie_lsh",1],
                                                ["U_O_FullGhillie_sard",1],
                                                ["U_O_GhillieSuit",1],
                                                ["V_PlateCarrierGL_blk",1],
                                                ["V_HarnessO_brn",1],
                                                ["Exile_Item_InstaDoc",3],
                                                ["Exile_Item_Surstromming_Cooked",5],
                                                ["Exile_Item_PlasticBottleFreshWater",5],
                                                ["optic_DMS",1],
                                                ["acc_pointer_IR",1],
                                                ["muzzle_snds_B",1],
                                                ["optic_LRPS",1],
                                                ["optic_MRD",1],
                                                ["muzzle_snds_acp",1],
                                                ["optic_Holosight_smg",1],
                                                ["muzzle_snds_L",1],
                                                ["5Rnd_127x108_APDS_Mag",3],
                                                ["7Rnd_408_Mag",3],
                                                ["20Rnd_762x51_Mag",5],
                                                ["11Rnd_45ACP_Mag",3],
                                                ["30Rnd_9x21_Mag",3]
                                            ],
                                            [
                                                ["B_Carryall_cbr",1],
                                                ["B_Kitbag_mcamo",1]
                                            ]
                                        ];
    DMS_BoxWeapons =                    [                            // List of weapons that can spawn in a crate
                                            #ifdef USE_MARKSMAN_DLC_WEAPONS_IN_CRATES
                                            "srifle_DMR_02_F",
                                            "srifle_DMR_03_woodland_F",
                                            //"srifle_DMR_04_F",            // ASP-1 Kir
                                            "srifle_DMR_05_blk_F",
                                            "srifle_DMR_06_olive_F",
                                            "MMG_01_hex_F",
                                            "MMG_02_black_F",
                                            #endif

                                            #ifdef USE_APEX_WEAPONS_IN_CRATES
                                            "arifle_AK12_F",
                                            "arifle_ARX_ghex_F",
                                            "arifle_CTAR_blk_F",
                                            "arifle_SPAR_01_khk_F",
                                            "arifle_SPAR_03_khk_F",
                                            //"srifle_DMR_07_ghex_F",                // Oh great, a 6.5mm 20 round sniper rifle... because everybody wanted a nerfed MXM :P
                                            "LMG_03_F",
                                            #endif
                                            "Exile_Melee_Axe",
                                            "Exile_Melee_SledgeHammer",
                                            //"Exile_Melee_Shovel",                    // Not really interesting for players...
                                            "arifle_Katiba_GL_F",
                                            "arifle_MX_GL_Black_F",
                                            "arifle_Mk20_GL_F",
                                            "arifle_TRG21_GL_F",
                                            "arifle_Katiba_F",
                                            "arifle_MX_Black_F",
                                            "arifle_TRG21_F",
                                            "arifle_TRG20_F",
                                            "arifle_Mk20_plain_F",
                                            "arifle_Mk20_F",
                                            "Exile_Weapon_AK107",
                                            "Exile_Weapon_AK107_GL",
                                            "Exile_Weapon_AK74_GL",
                                            "Exile_Weapon_AK47",
                                            "Exile_Weapon_AKS_Gold",
                                            "LMG_Zafir_F",
                                            "LMG_Mk200_F",
                                            "arifle_MX_SW_Black_F",
                                            "Exile_Weapon_RPK",
                                            "Exile_Weapon_PK",
                                            "Exile_Weapon_PKP",
                                            "srifle_EBR_F",
                                            "srifle_DMR_01_F",
                                            "srifle_GM6_F",
                                            "srifle_LRR_F",
                                            "arifle_MXM_Black_F",
                                            "Exile_Weapon_DMR",
                                            "Exile_Weapon_SVD",
                                            "Exile_Weapon_VSSVintorez",
                                            "Exile_Weapon_CZ550",
                                            "Exile_Weapon_SVDCamo",
                                             "CUP_arifle_AK74",
            "CUP_arifle_AK107",
            "CUP_arifle_AK107_GL",
            "CUP_arifle_AKS74",
            "CUP_arifle_AKS74U",
            "CUP_arifle_AK74_GL",
            "CUP_arifle_AKM",
            "CUP_arifle_AKS",
            "CUP_arifle_AKS_Gold",
            "CUP_arifle_RPK74",
            //"CUP_arifle_AK107_GL_kobra",
            //"CUP_arifle_AK107_kobra",
            //"CUP_arifle_AK107_GL_pso",
            //"CUP_arifle_AK107_pso",
            //"CUP_arifle_AKS74UN_kobra_snds",
            //"CUP_arifle_AKS74_Goshawk",
            //"CUP_arifle_AKS74_NSPU",
            //"CUP_arifle_AK74_GL_kobra",
            //"CUP_arifle_CZ805_A1_ZDDot_Laser",
            //"CUP_arifle_CZ805_GL_ZDDot_Laser",
            "CUP_arifle_CZ805_A2",
            //"CUP_arifle_CZ805_A2_ZDDot_Flashlight_Snds",
            //"CUP_arifle_CZ805B_GL_ACOG_Laser",
            "CUP_arifle_FNFAL",
            "CUP_arifle_FNFAL_ANPVS4",
            //"CUP_arifle_FNFAL_railed",
            "CUP_arifle_G36A",
            "CUP_arifle_G36A_camo",
            "CUP_arifle_G36K",
            "CUP_arifle_G36K_camo",
            "CUP_arifle_G36C",
            "CUP_arifle_G36C_camo",
            "CUP_arifle_MG36",
            "CUP_arifle_MG36_camo",
            //"CUP_arifle_G36C_holo_snds",
            //"CUP_arifle_G36C_camo_holo_snds",
            /* "CUP_arifle_ksvk_PSO3", */
           // "CUP_arifle_L85A2_Holo_laser",
           // "CUP_arifle_L85A2_GL_Holo_laser",
            //"CUP_arifle_L85A2_SUSAT_Laser",
            //"CUP_arifle_L85A2_GL_SUSAT_Laser",
            //"CUP_arifle_L85A2_CWS_Laser",
            //"CUP_arifle_L85A2_ACOG_Laser",
            "CUP_arifle_L85A2",
            "CUP_arifle_L85A2_GL",
           // "CUP_arifle_L85A2_GL_ACOG_Laser",
            //"CUP_arifle_L86A2_ACOG",
            "CUP_arifle_L86A2",
            "CUP_arifle_M16A2",
            "CUP_arifle_M16A2_GL",
            //"CUP_arifle_M16A4_Aim_Laser",
            //"CUP_arifle_M16A4_ACOG_Laser",
            "CUP_arifle_M16A4_GL",
            //"CUP_arifle_M16A4_GL_ACOG_Laser",
            "CUP_arifle_M4A1",
            "CUP_arifle_M4A1_camo",
            //"CUP_arifle_M4A1_camo_Aim",
            //"CUP_arifle_M4A3_desert_Aim_Flashlight",
            //"CUP_arifle_M4A3_desert_GL_ACOG_Laser",
            "CUP_arifle_M4A1_Aim",
            //"CUP_arifle_M4A1_camo_AIM_snds",
            //"CUP_arifle_M4A1_GL_Holo_Flashlight",
            //"CUP_arifle_M4A1_GL_ACOG_Flashlight",
           // "CUP_arifle_M4A1_camo_GL_Holo_Flashlight",
            //"CUP_arifle_M4A1_camo_GL_Holo_Flashlight_Snds",
            "CUP_arifle_M16A4_Base",
            /* "CUP_arifle_M16A4GL", */
            "CUP_arifle_M4A1_BUIS_GL",
            "CUP_arifle_M4A1_BUIS_camo_GL",
            "CUP_arifle_M4A1_BUIS_desert_GL",
            "CUP_arifle_M4A1_black",
            "CUP_arifle_M4A1_desert",
            "CUP_arifle_Sa58P",
            "CUP_arifle_Sa58V",
            //"CUP_arifle_Sa58V_ACOG_Laser",
           // "CUP_arifle_Sa58V_Aim_Laser",
            "CUP_arifle_Mk16_CQC",
            //"CUP_arifle_Mk16_CQC_FG_Aim_Laser_snds",
            "CUP_arifle_Mk16_CQC_SFG_Holo",
            //"CUP_arifle_Mk16_STD_EGLM_ACOG_Laser",
            //"CUP_arifle_Mk16_STD_EGLM_ANPAS13c1_Laser_mfsup",
            //"CUP_arifle_Mk16_STD_FG_Holo_Laser",
            //"CUP_arifle_Mk16_STD_FG_LeupoldMk4CQT_Laser",
            "CUP_arifle_Mk17_CQC_SFG_Aim_mfsup",
            "CUP_arifle_Mk17_STD_FG_Aim_Laser_snds",
            "CUP_arifle_Mk20_SB11420_snds",
            //"CUP_arifle_Mk17_STD_EGL_ElcanSpecter_Laser",
            //"CUP_arifle_Mk17_STD_FG_ANPAS13c1_Laser_Snds",
            "CUP_arifle_XM8_Compact_Rail",
            "CUP_arifle_XM8_Railed",
            "CUP_arifle_XM8_Carbine",
            //"CUP_arifle_XM8_Carbine_FG",
            //"CUP_arifle_XM8_Carbine_GL",
            "CUP_arifle_XM8_Compact",
            //"CUP_arifle_XM8_Compact_Holo_Flashlight",
            //"CUP_arifle_XM8_Railed_Holo_Laser_snds",
            //"CUP_arifle_xm8_SAW",
            //"CUP_arifle_xm8_sharpshooter",
            //"CUP_arifle_XM8_Railed_ANPAS13c1_Laser",
            //"CUP_arifle_XM8_Railed_ANPAS13c1_Laser_snds",
            "CUP_arifle_CZ805_A1",
            "CUP_arifle_CZ805_GL",
            //"CUP_arifle_CZ805_A2_Holo_Laser",
            //"CUP_arifle_CZ805_A1_Holo_Laser",
            //"CUP_arifle_CZ805_A2_Aco_Laser",
            //"CUP_arifle_CZ805_A1_Aco_Laser",
            ////"CUP_arifle_CZ805_A1_MRCO_Laser",
            //"CUP_arifle_CZ805_A2_MRCO_Laser",
           // "CUP_arifle_CZ805_GL_Hamr_Laser",
            "CUP_arifle_CZ805_B_GL",
            "CUP_arifle_CZ805_B",
            "CUP_arifle_Sa58P_des",
            "CUP_arifle_Sa58V_camo",
            //"CUP_arifle_Sa58RIS1",
            //"CUP_arifle_Sa58RIS1_des",    //may be broken
            "CUP_arifle_Sa58RIS2",
            "CUP_arifle_Sa58RIS2_camo",
            //"CUP_arifle_Sa58RIS1_Aco_Laser",
            //"CUP_arifle_Sa58RIS2_Arco_Laser",
            //"CUP_arifle_Sa58RIS1_camo_Aco_Laser",
            //"CUP_arifle_Sa58RIS2_camo_Arco_Laser",
            "CUP_arifle_Mk16_CQC_FG",
            "CUP_arifle_Mk16_CQC_SFG",
            "CUP_arifle_Mk16_CQC_EGLM",
            "CUP_arifle_Mk16_STD",
            "CUP_arifle_Mk16_STD_FG",
            "CUP_arifle_Mk16_STD_SFG",
            "CUP_arifle_Mk16_STD_EGLM",
            "CUP_arifle_Mk16_SV",
            //"CUP_arifle_Mk16_CQC_EGLM_Holo_Laser_mfsup",
            "CUP_arifle_Mk17_CQC",
            "CUP_arifle_Mk17_CQC_FG",
            "CUP_arifle_Mk17_CQC_SFG",
            "CUP_arifle_Mk17_CQC_EGLM",
            "CUP_arifle_Mk17_STD",
            "CUP_arifle_Mk17_STD_FG",
            "CUP_arifle_Mk17_STD_SFG",
            "CUP_arifle_Mk17_STD_EGLM",
            "CUP_arifle_Mk20",
            //"CUP_arifle_Mk20_LeupoldMk4MRT",
            "CUP_sgun_AA12",
            "CUP_sgun_M1014",
            "CUP_sgun_Saiga12K",
            //"CUP_srifle_AS50_SBPMII",
            //"CUP_srifle_AS50_AMPAS13c2",
            "CUP_srifle_AWM_des",
            "CUP_srifle_AWM_wdl",
            //"CUP_srifle_AWM_des_SBPMII",
            //"CUP_srifle_AWM_wdl_SBPMII",
            "CUP_srifle_CZ750",
            //"CUP_srifle_CZ750_SOS_bipod",
            "CUP_srifle_DMR",
            //"CUP_srifle_DMR_LeupoldMk4",
            "CUP_srifle_CZ550",
            "CUP_srifle_LeeEnfield",
            "CUP_srifle_M14",
            /* "CUP_srifle_M15_Aim", */
            "CUP_srifle_Mk12SPR",
            //"CUP_srifle_Mk12SPR_LeupoldM3LR",
            "CUP_srifle_M24_des",
            "CUP_srifle_M24_wdl",
            "CUP_srifle_M24_ghillie",
            //"CUP_srifle_M24_wdl_LeupoldMk4LRT",
            //"CUP_srifle_M24_des_LeupoldMk4LRT",
            "CUP_srifle_M40A3",
            "CUP_srifle_M107_Base",
            //"CUP_srifle_M107_LeupoldVX3",
           // "CUP_srifle_M107_ANPAS13c2",
            "CUP_srifle_M110",
            //"CUP_srifle_M110_ANPAS13c2",
            //"CUP_srifle_M110_ANPVS10",
            "CUP_srifle_SVD",
            "CUP_srifle_SVD_des",
            //"CUP_srifle_SVD_Des_pso",
            //"CUP_srifle_SVD_pso",
            "CUP_srifle_SVD_wdl_ghillie",
            //"CUP_srifle_SVD_des_ghillie_pso",
            //"CUP_srifle_SVD_NSPU",
            "CUP_srifle_ksvk",
            "CUP_srifle_VSSVintorez",
            //"CUP_srifle_VSSVintorez_pso",
            "CUP_srifle_AS50",
            "CUP_lmg_L7A2",
            "CUP_lmg_L110A1",
           // "CUP_lmg_L110A1_Aim_Laser",
            /* "CUP_lmg_M60A4", */
            "CUP_lmg_M240",
            //"CUP_lmg_M240_ElcanM143",
            "CUP_lmg_M249",
            //"CUP_lmg_M249_para",
            //"CUP_lmg_M249_ElcanM145_Laser",
            //"CUP_lmg_M249_Laser",
            //"CUP_lmg_M249_ANPAS13c2_Laser",
            //"CUP_lmg_Mk48_des_Aim_Laser",
            //"CUP_lmg_Mk48_wdl_Aim_Laser",
            "CUP_lmg_Mk48_des",
            "CUP_lmg_Mk48_wdl",
            "CUP_lmg_PKM",
            "CUP_lmg_Pecheneg_PScope",
            "CUP_lmg_UK59",
            "CUP_lmg_Pecheneg",
            "CUP_smg_bizon",
            "CUP_smg_bizon_snds",
            "CUP_smg_EVO",
            "CUP_smg_EVO_MRad_Flashlight",
            "CUP_smg_EVO_MRad_Flashlight_Snds",
            "CUP_smg_MP5SD6",
            "CUP_smg_MP5A5"
                                        ];
    DMS_BoxFood =                        [                            // List of food that can spawn in a crate.
                                            "Exile_Item_GloriousKnakworst_Cooked",
                                            "Exile_Item_Surstromming_Cooked",
                                            "Exile_Item_SausageGravy_Cooked",
                                            "Exile_Item_ChristmasTinner_Cooked",
                                            "Exile_Item_BBQSandwich_Cooked",
                                            "Exile_Item_Catfood_Cooked",
                                            "Exile_Item_DogFood_Cooked",
                                            "Exile_Item_EMRE",
                                            "Exile_Item_BeefParts",
                                            "Exile_Item_Noodles",
                                            "Exile_Item_SeedAstics",
                                            "Exile_Item_Raisins",
                                            "Exile_Item_Moobar",
                                            "Exile_Item_InstantCoffee"
                                        ];
    DMS_BoxDrinks =                        [
                                            "Exile_Item_PlasticBottleCoffee",
                                            "Exile_Item_PowerDrink",
                                            "Exile_Item_PlasticBottleFreshWater",
                                            "Exile_Item_EnergyDrink",
                                            "Exile_Item_MountainDupe",
                                            "Exile_Item_ChocolateMilk"
                                        ];
    DMS_BoxMeds =                        [
                                            "Exile_Item_InstaDoc",
                                            "Exile_Item_Vishpirin",
                                            "Exile_Item_Bandage"
                                        ];
    DMS_BoxSurvivalSupplies    =            [                            //List of survival supplies (food/drink/meds) that can spawn in a crate. "DMS_BoxFood", "DMS_BoxDrinks", and "DMS_BoxMeds" is automatically added to this list.
                                            "Exile_Item_Matches",
                                            "Exile_Item_CookingPot",
                                            "Exile_Melee_Axe",
                                            "Exile_Item_CanOpener"
                                        ] + DMS_BoxFood + DMS_BoxDrinks + DMS_BoxMeds;
    DMS_Box_BaseParts_Wood =            [                            // List of wooden base parts.
                                            "Exile_Item_WoodWallKit",
                                            "Exile_Item_WoodWallHalfKit",
                                            "Exile_Item_WoodWindowKit",
                                            "Exile_Item_WoodDoorKit",
                                            "Exile_Item_WoodDoorwayKit",
                                            "Exile_Item_WoodGateKit",
                                            "Exile_Item_WoodFloorKit",
                                            "Exile_Item_WoodFloorPortKit",
                                            "Exile_Item_WoodStairsKit"
                                        ];
    DMS_Box_BaseParts_Concrete =        [                            // List of concrete base parts
                                            "Exile_Item_ConcreteWallKit",
                                            "Exile_Item_ConcreteWindowKit",
                                            "Exile_Item_ConcreteDoorKit",
                                            "Exile_Item_ConcreteDoorwayKit",
                                            "Exile_Item_ConcreteGateKit",
                                            "Exile_Item_ConcreteFloorKit",
                                            "Exile_Item_ConcreteFloorPortKit",
                                            "Exile_Item_ConcreteStairsKit"
                                        ];
    DMS_BoxBaseParts =                    [                            // List of all base parts to spawn. Weighted towards wood base parts.
                                            "Exile_Item_FortificationUpgrade",
                                            "Exile_Item_FortificationUpgrade",
                                            "Exile_Item_SandBagsKit_Long",
                                            "Exile_Item_SandBagsKit_Long",
                                            "Exile_Item_SandBagsKit_Corner",
                                            "Exile_Item_SandBagsKit_Corner",
                                            "Exile_Item_HBarrier5Kit"
                                        ] + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Wood + DMS_Box_BaseParts_Concrete;
    DMS_BoxCraftingMaterials =            [
                                            "Exile_Item_Cement",
                                            "Exile_Item_Sand",
                                            "Exile_Item_Sand",
                                            "Exile_Item_WaterCanisterDirtyWater",
                                            "Exile_Item_MetalBoard",
                                            "Exile_Item_MetalPole",
                                            "Exile_Item_MetalPole",
                                            "Exile_Item_JunkMetal",
                                            "Exile_Item_JunkMetal",
                                            "Exile_Item_JunkMetal",
                                            "Exile_Item_WoodPlank",
                                            "Exile_Item_WoodPlank",
                                            "Exile_Item_WoodPlank",
                                            "Exile_Item_WoodPlank"
                                        ];
    DMS_BoxTools =                        [
                                            "Exile_Item_Grinder",
                                            "Exile_Item_Handsaw",
                                            "Exile_Item_CanOpener",
                                            "Exile_Item_Pliers",
                                            "Exile_Item_Screwdriver",
                                            "Exile_Item_Foolbox"
                                        ];
    DMS_BoxBuildingSupplies    =            [                            // List of building supplies that can spawn in a crate ("DMS_BoxBaseParts", "DMS_BoxCraftingMaterials", and "DMS_BoxTools" are automatically added to this list. "DMS_BoxCraftingMaterials" is added twice for weight.)
                                            "Exile_Item_DuctTape",
                                            "Exile_Item_PortableGeneratorKit"
                                        ] + DMS_BoxBaseParts + DMS_BoxCraftingMaterials + DMS_BoxCraftingMaterials + DMS_BoxTools;
    DMS_BoxOptics =                        [                            // List of optics that can spawn in a crate
                                            "optic_Arco",
                                            "optic_Hamr",
                                            "optic_Aco",
                                            "optic_Holosight",
                                            "optic_MRCO",
                                            "optic_SOS",
                                            "optic_DMS",
                                            "optic_LRPS",
                                            "optic_Nightstalker"            // Nightstalker scope lost thermal in Exile v0.9.4
                                        ];
    DMS_BoxBackpacks =                    [                            //List of backpacks that can spawn in a crate
                                            "B_Bergen_rgr",
                                            "B_Carryall_oli",
                                            "B_Kitbag_mcamo",
                                            "B_Carryall_cbr",
                                            "B_FieldPack_oucamo",
                                            "B_FieldPack_cbr",
                                            "B_Bergen_blk"
                                        ];
    DMS_BoxItems                        = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics;    // Random "items" can spawn optics, survival supplies, or building supplies

    DMS_Box_BreachingCharges =            [                            // List of breaching charges (weighted). Not used (yet).
                                            "BreachingChargeBigMomma",
                                            "BreachingChargeMetal",
                                            "BreachingChargeMetal",
                                            "BreachingChargeWood",
                                            "BreachingChargeWood",
                                            "BreachingChargeWood"
                                        ];

    DMS_RareLoot                        = true;                        // Potential chance to spawn rare loot in any crate.
    DMS_RareLootAmount                    = 1;                        // How many rare loot items to add.
    DMS_RareLootList =                    [                            // List of rare loot to spawn
                                                                        // List of rare loot to spawn
                                            "Exile_Item_Laptop","BreachingChargeWood","BreachingChargeWood","BreachingChargeWood","BreachingChargeMetal","BreachingChargeMetal","BreachingChargeBigMomma"
                                        
                                        ];
    DMS_RareLootChance                    = 20;                        // Percentage Chance to spawn rare loot in any crate | Default: 10%

    // Vehicles
    DMS_ArmedVehicles =                    [                            // List of armed vehicles that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "B_T_LSV_01_armed_F",
                                            "O_T_LSV_02_armed_F",
                                            #endif
                                            "Exile_Car_Offroad_Armed_Guerilla01"
                                        ];

    DMS_MilitaryVehicles =                [                            // List of (unarmed) military vehicles that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "B_T_LSV_01_unarmed_F",
                                            "O_T_LSV_02_unarmed_F",
                                            #endif
                                            "Exile_Car_Strider",
                                            "Exile_Car_Hunter",
                                            "Exile_Car_Ifrit",
                                            "CUP_I_Datsun_PK_TK",
                                            "CUP_O_BRDM2_TKA",
                                            "CUP_BAF_Jackal2_GMG_D",
                                            "CUP_B_HMMWV_M1114_USMC",
                                            "CUP_B_HMMWV_AGS_GPK_ACR",
                                            "CUP_B_HMMWV_Crows_MK19_USA"
                                        ];

    DMS_TransportTrucks =                [                            // List of transport trucks that can spawn
                                            "Exile_Car_Van_Guerilla01",
                                            "Exile_Car_Zamak",
                                            "Exile_Car_Tempest",
                                            "Exile_Car_HEMMT",
                                            "Exile_Car_Ural_Open_Military",
                                            "Exile_Car_Ural_Covered_Military"
                                        ];

    DMS_RefuelTrucks =                    [                            // List of refuel trucks that can spawn
                                            "Exile_Car_Van_Fuel_Black",
                                            "Exile_Car_Van_Fuel_White",
                                            "Exile_Car_Van_Fuel_Red",
                                            "Exile_Car_Van_Fuel_Guerilla01",
                                            "Exile_Car_Van_Fuel_Guerilla02",
                                            "Exile_Car_Van_Fuel_Guerilla03"
                                        ];

    DMS_CivilianVehicles =                [                            // List of civilian vehicles that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "C_Offroad_02_unarmed_F",
                                            "I_C_Van_01_transport_F",
                                            #endif
                                            "Exile_Car_SUV_Red",
                                            "Exile_Car_Hatchback_Rusty1",
                                            "Exile_Car_Hatchback_Rusty2",
                                            "Exile_Car_Hatchback_Sport_Red",
                                            "Exile_Car_SUV_Red",
                                            "Exile_Car_Offroad_Rusty2",
                                            "Exile_Bike_QuadBike_Fia"
                                        ];

    DMS_TransportHelis =                [                            // List of transport helis that can spawn
                                            #ifdef USE_APEX_VEHICLES
                                            "B_T_VTOL_01_infantry_F",
                                            "O_T_VTOL_02_infantry_F",
                                            #endif
                                            "Exile_Chopper_Hummingbird_Green",
                                            "Exile_Chopper_Orca_BlackCustom",
                                            "Exile_Chopper_Mohawk_FIA",
                                            "Exile_Chopper_Huron_Black",
                                            "Exile_Chopper_Hellcat_Green",
                                            "Exile_Chopper_Taru_Transport_Black"
                                        ];

    DMS_ReinforcementHelis =            [                            // List of helis that can spawn for AI paratrooper reinforcements.
                                            //"B_Heli_Transport_01_camo_F"        // Ghosthawk: You'll have to whitelist this in infistar if you want to use it.
                                        ] + DMS_TransportHelis;

    DMS_CarThievesVehicles =            [                            // List of vehicles that can spawn in the "car thieves" mission. By default, it's just "DMS_MilitaryVehicles" and "DMS_TransportTrucks".
                                            //"Exile_Car_Offroad_Armed_Guerilla01"
                                        ] + DMS_MilitaryVehicles + DMS_TransportTrucks;
/* Loot Settings */
 

Really, thank you for your help, it's appreciated!

GolovaRaoul

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18571Fri, 30 Sep 2016 20:13:17 +0000
initServer vs initPlayerLocalhttps://exile.majormittens.co.uk/topic/19393-initserver-vs-initplayerlocal/ I noticed that the default Tanoa Exile mission has Vendor NPCs created in the initPlayerLocal file, but the trader city objects are in the InitServer file.  I am curious why not have both in the initPlayerLocal?   I am thinking along the lines of any walls or barrier objects would need to be server side so that AI will walk around them, but the decorative stuff like beer bottles, photos, guns on the walls could move client side only, and possibly conserve server resources?

  

 

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19393Wed, 09 Nov 2016 07:03:29 +0000
[SOLVED] Memory pagefaulthttps://exile.majormittens.co.uk/topic/19164-solved-memory-pagefault/ I use marma.io to monitor my server's performance and I noticed the "Memory Pagefault" graph shows anywhere between 90 and 200. In the 3 hour graph, I see spikes that can go all the way up to 2000. I don't know anything about Memory Pagefaults. Can someone with a working technical knowledge of this please explain to me what this is and how it affects my server? Here's a screenshot of the last 3 hours:

pagefault.JPG

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19164Wed, 26 Oct 2016 12:11:15 +0000
750 Containers in database normal?https://exile.majormittens.co.uk/topic/19063-750-containers-in-database-normal/ Yo,

So I found out that I'm having 1000vehicles on the server because there are around 750 containers in the database. Is this normal? They all seem legit, they are safes, storageboxes, tents... I'm running a popular server, so should I be worried about this? The other +- 250 vehicles are vehicles from players on the map. Do containers influence performance as much as a vehicle?

Thanks for responding ^^

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19063Fri, 21 Oct 2016 19:37:09 +0000