[AI] Stalker 11 Report post Posted February 3, 2017 Hi guys. Been awhile since i customised DMS for my player group , and i can not remember what code i used before to create a custom crate for missions on a per mission basis. Basically i am currently editing the DMS_nedresearch mission and i am unsure how to remove the default loot settings on the mission. And how to replace them with what i want. DEFAULT SCRIPT BELOW Spoiler /* Research Mission with new difficulty selection system Hardcore now gives persistent vehicle easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk based on work by Defent and eraser1 */ private ["_num", "_side", "_pos", "_OK", "_difficulty", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty"]; // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "bandit"; // This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos. // It also allows anybody to modify the default calling parameters easily. if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then { _this = [ [10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists], [ [] ], _this ]; }; // Check calling parameters for manually defined mission position. // You can define "_extraParams" to specify the vehicle classname to spawn, either as _vehClass or [_vehClass] _OK = (_this call DMS_fnc_MissionParams) params [ ["_pos",[],[[]],[3],[],[],[]], ["_extraParams",[]] ]; if !(_OK) exitWith { diag_log format ["DMS ERROR :: Called MISSION nedresearch_mission.sqf with invalid parameters: %1",_this]; }; //create possible difficulty add more of one difficulty to weight it towards that _PossibleDifficulty = [ "easy", "easy", "moderate", "moderate", "difficult", "difficult", "difficult", "hardcore", "hardcore" ]; //choose difficulty and set value _difficulty = selectRandom _PossibleDifficulty; switch (_difficulty) do { case "easy": { _AICount = (4 + (round (random 4))); _crate_weapons = (4 + (round (random 2))); _crate_items = (3 + (round (random 3))); _crate_backpacks = (1 + (round (random 1))); }; case "moderate": { _AICount = (4 + (round (random 6))); _crate_weapons = (6 + (round (random 3))); _crate_items = (6 + (round (random 3))); _crate_backpacks = (2 + (round (random 1))); }; case "difficult": { _AICount = (6 + (round (random 6))); _crate_weapons = (8 + (round (random 3))); _crate_items = (8 + (round (random 4))); _crate_backpacks = (3 + (round (random 1))); }; //case "hardcore": default { _AICount = (8 + (round (random 8))); _crate_weapons = (10 + (round (random 6))); _crate_items = (15 + (round (random 8))); _crate_backpacks = (4 + (round (random 1))); }; }; //_msgStart = ['#FFFF00',format["A %1 research camp has been spotted, find out what they are up to",_difficulty]]; _msgStart = ['#FFFF00',"A research camp has been spotted, find out what they are up to"]; _crate_weapon_list = ["arifle_SDAR_F","arifle_MX_GL_Black_F","MMG_01_hex_F","MMG_01_tan_F","MMG_02_black_F","MMG_02_camo_F","MMG_02_sand_F","hgun_PDW2000_F","SMG_01_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"]; _crate_item_list = ["H_HelmetLeaderO_ocamo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo","H_HelmetLeaderO_oucamo","U_B_survival_uniform","U_B_Wetsuit","U_O_Wetsuit","U_I_Wetsuit","H_HelmetB_camo","H_HelmetSpecB","H_HelmetSpecO_blk","Exile_Item_EMRE","Exile_Item_InstantCoffee","Exile_Item_PowerDrink","Exile_Item_InstaDoc"]; _group = [ [[(_pos select 0)+2,(_pos select 1)+4,0],[(_pos select 0)-10,(_pos select 1)+0,0]], // Position AI in tent + 2nd squad _AICount, // Number of AI _difficulty, // "random","hardcore","difficult","moderate", or "easy" "assault", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher] _side // "bandit","hero", etc. ] call DMS_fnc_SpawnAIGroup_MultiPos; // add vehicle patrol _veh = [ [ [(_pos select 0)+5,(_pos select 1)+40,0] ], _group, "assault", _difficulty, _side ] call DMS_fnc_SpawnAIVehicle; // add static guns _staticGuns = [ [ // make statically positioned relative to centre point, keep static as they are on top of building [(_pos select 0)+7,(_pos select 1)+3,(_pos select 2)+3.11146], [(_pos select 0)+7,(_pos select 1)+4,(_pos select 2)+3.11146] ], _group, "assault", "static", "bandit" ] call DMS_fnc_SpawnAIStaticMG; // Create Buildings - use seperate file as found in the mercbase mission _baseObjs = [ "nedresearch_objects", _pos ] call DMS_fnc_ImportFromM3E; // If hardcore give pincoded vehicle, if not give non persistent if (_difficulty isEqualTo "hardcore") then { _pinCode = (1000 +(round (random 8999))); _vehicle = ["Exile_Car_Ural_Covered_Yellow",[(_pos select 0) -30, (_pos select 1) -0],_pinCode] call DMS_fnc_SpawnPersistentVehicle; _msgWIN = ['#0080ff',format ["Convicts have taken over the research camp, vehicle entry code is %1...",_pinCode]]; } else { _vehicle = ["Exile_Car_Ural_Covered_Yellow",[(_pos select 0)-30,(_pos select 1)+0,0],[], 0, "CAN_COLLIDE"] call DMS_fnc_SpawnNonPersistentVehicle; _msgWIN = ['#0080ff',"Convicts have taken over the research camp"]; }; // Create Crate type _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate; // setup crate iteself with items _crate_loot_values1 = [ [_crate_weapons,_crate_weapon_list], // Weapons [_crate_items,_crate_item_list], // Items + selection list _crate_backpacks // Backpacks ]; // Define mission-spawned AI Units _missionAIUnits = [ _group // We only spawned the single group for this mission ]; // Define mission-spawned objects and loot values _missionObjs = [ _staticGuns+_baseObjs+[_veh], // armed AI vehicle, base objects, and static guns [_vehicle], //this is prize vehicle [[_crate1,_crate_loot_values1]] //this is prize crate ]; // define start messages in difficulty choice // Define Mission Win message defined in persistent choice // Define Mission Lose message _msgLOSE = ['#FF0000',"The research camp has packed up and left with whatever they were making"]; // Define mission name (for map marker and logging) _missionName = "Research Camp"; // Create Markers _markers = [ _pos, _missionName, _difficulty ] call DMS_fnc_CreateMarker; // Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly) _time = diag_tickTime; // Parse and add mission info to missions monitor _added = [ _pos, [ [ "kill", _group ], [ "playerNear", [_pos,DMS_playerNearRadius] ] ], [ _time, (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0)) ], _missionAIUnits, _missionObjs, [_missionName,_msgWIN,_msgLOSE], _markers, _side, _difficulty, [] ] call DMS_fnc_AddMissionToMonitor; // Check to see if it was added correctly, otherwise delete the stuff if !(_added) exitWith { diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName]; // Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly) _cleanup = []; { _cleanup pushBack _x; } forEach _missionAIUnits; _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1)); { _cleanup pushBack (_x select 0); } foreach (_missionObjs select 2); _cleanup call DMS_fnc_CleanUp; // Delete the markers directly {deleteMarker _x;} forEach _markers; // Reset the mission count DMS_MissionCount = DMS_MissionCount - 1; }; // Notify players [_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus; if (DMS_DEBUG) then { (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog; }; MY EDITED SCRIPT BELOW ( UNSURE IF FAULTY OR HOW I LIST IT IN THE DMS CONFIG IS THE REASON IT DOESNT SPAWN ) Spoiler /* Research Mission with new difficulty selection system Hardcore now gives persistent vehicle easy/mod/difficult/hardcore - reworked by [CiC]red_ned http://cic-gaming.co.uk based on work by Defent and eraser1 */ private ["_num", "_side", "_pos", "_OK", "_difficulty", "_AICount", "_group", "_type", "_launcher", "_staticGuns", "_crate1", "_vehicle", "_pinCode", "_class", "_veh", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup", "_baseObjs", "_crate_weapons", "_crate_weapon_list", "_crate_items", "_crate_item_list", "_crate_backpacks", "_PossibleDifficulty"]; // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "bandit"; // This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos. // It also allows anybody to modify the default calling parameters easily. if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then { _this = [ [10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists], [ [] ], _this ]; }; // Check calling parameters for manually defined mission position. // You can define "_extraParams" to specify the vehicle classname to spawn, either as _vehClass or [_vehClass] _OK = (_this call DMS_fnc_MissionParams) params [ ["_pos",[],[[]],[3],[],[],[]], ["_extraParams",[]] ]; if !(_OK) exitWith { diag_log format ["DMS ERROR :: Called MISSION nedresearch_mission.sqf with invalid parameters: %1",_this]; }; //create possible difficulty add more of one difficulty to weight it towards that _PossibleDifficulty = [ "moderate", "moderate", ]; //choose difficulty and set value _difficulty = selectRandom _PossibleDifficulty; switch (_difficulty) do { case "easy": { _AICount = (4 + (round (random 4))); _crate_weapons = (4 + (round (random 2))); _crate_items = (3 + (round (random 3))); _crate_backpacks = (1 + (round (random 1))); }; case "moderate": { _AICount = (14 + (round (random 6))); _crate_weapons = (1 ); _crate_items = (1 ); _crate_weapons1 = (1 ); _crate_items1 = (1 ); _crate_backpacks = (2 + (round (random 1))); }; case "difficult": { _AICount = (6 + (round (random 6))); _crate_weapons = (8 + (round (random 3))); _crate_items = (8 + (round (random 4))); _crate_backpacks = (3 + (round (random 1))); }; //case "hardcore": default { _AICount = (8 + (round (random 8))); _crate_weapons = (10 + (round (random 6))); _crate_items = (15 + (round (random 8))); _crate_backpacks = (4 + (round (random 1))); }; }; //_msgStart = ['#FFFF00',format["A %1 research camp has been spotted, find out what they are up to",_difficulty]]; _msgStart = ['#FFFF00',"A research camp has been spotted, find out what they are up to"]; _crate_weapon_list = ["O_HMG_01_weapon_F"]; _crate_item_list = ["O_HMG_01_support_F"]; _crate_weapon_list1 = ["I_UAV_01_backpack_F"]; _crate_item_list1 = ["I_UavTerminal"]; _group = [ [[(_pos select 0)+2,(_pos select 1)+4,0],[(_pos select 0)-10,(_pos select 1)+0,0]], // Position AI in tent + 2nd squad _AICount, // Number of AI _difficulty, // "random","hardcore","difficult","moderate", or "easy" "assault", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher] _side // "bandit","hero", etc. ] call DMS_fnc_SpawnAIGroup_MultiPos; // add vehicle patrol _veh = [ [ [(_pos select 0)+5,(_pos select 1)+40,0] ], _group, "assault", _difficulty, _side ] call DMS_fnc_SpawnAIVehicle; // add static guns _staticGuns = [ [ // make statically positioned relative to centre point, keep static as they are on top of building [(_pos select 0)+7,(_pos select 1)+3,(_pos select 2)+3.11146], [(_pos select 0)+7,(_pos select 1)+4,(_pos select 2)+3.11146] ], _group, "assault", "static", "bandit" ] call DMS_fnc_SpawnAIStaticMG; // Create Buildings - use seperate file as found in the mercbase mission _baseObjs = [ "nedresearch_objects", _pos ] call DMS_fnc_ImportFromM3E; // If hardcore give pincoded vehicle, if not give non persistent if (_difficulty isEqualTo "hardcore") then { _pinCode = (1000 +(round (random 8999))); _vehicle = ["Exile_Car_Ural_Covered_Yellow",[(_pos select 0) -30, (_pos select 1) -0],_pinCode] call DMS_fnc_SpawnPersistentVehicle; _msgWIN = ['#0080ff',format ["Convicts have taken over the research camp, vehicle entry code is %1...",_pinCode]]; } else { _vehicle = ["Exile_Car_Ural_Covered_Yellow",[(_pos select 0)-30,(_pos select 1)+0,0],[], 0, "CAN_COLLIDE"] call DMS_fnc_SpawnNonPersistentVehicle; _msgWIN = ['#0080ff',"Convicts have taken over the research camp"]; }; // Create Crate type _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate; // setup crate iteself with items _crate_loot_values1 = [ [_crate_weapons,_crate_weapon_list], [_crate_items,_crate_item_list], [_crate_weapons1,_crate_weapon_list1], [_crate_items1,_crate_item_list1], _crate_backpacks // Backpacks ]; // Define mission-spawned AI Units _missionAIUnits = [ _group // We only spawned the single group for this mission ]; // Define mission-spawned objects and loot values _missionObjs = [ _staticGuns+_baseObjs+[_veh], // armed AI vehicle, base objects, and static guns [_vehicle], //this is prize vehicle [[_crate1,_crate_loot_values1]] //this is prize crate ]; // define start messages in difficulty choice // Define Mission Win message defined in persistent choice // Define Mission Lose message _msgLOSE = ['#FF0000',"The research camp has packed up and left with whatever they were making"]; // Define mission name (for map marker and logging) _missionName = "Research Camp"; // Create Markers _markers = [ _pos, _missionName, _difficulty ] call DMS_fnc_CreateMarker; // Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly) _time = diag_tickTime; // Parse and add mission info to missions monitor _added = [ _pos, [ [ "kill", _group ], [ "playerNear", [_pos,DMS_playerNearRadius] ] ], [ _time, (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0)) ], _missionAIUnits, _missionObjs, [_missionName,_msgWIN,_msgLOSE], _markers, _side, _difficulty, [] ] call DMS_fnc_AddMissionToMonitor; // Check to see if it was added correctly, otherwise delete the stuff if !(_added) exitWith { diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName]; // Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly) _cleanup = []; { _cleanup pushBack _x; } forEach _missionAIUnits; _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1)); { _cleanup pushBack (_x select 0); } foreach (_missionObjs select 2); _cleanup call DMS_fnc_CleanUp; // Delete the markers directly {deleteMarker _x;} forEach _markers; // Reset the mission count DMS_MissionCount = DMS_MissionCount - 1; }; // Notify players [_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus; if (DMS_DEBUG) then { (format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog; }; My intent with the edited version is to create a loot crate box that includes the following. 1 HMG STATIC backpack 1 HMG STATIC bipod 1 UAV TERMINAL 1 UAV DRONE backpack The DMS CONFIG i try to get to work the edited mission sqf looks as follows 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 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 = false; // 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*/ /*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 = [30,30]; // [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 = [14400,14440]; // [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 = 0; // 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 = true; // 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 = true; // Whether or not to place a prefix before the mission marker text. Enable this if your players get confused by the marker names DMS_MarkerText_MissionPrefix = "Mission:"; // The text displayed before the mission name in the mission marker. DMS_MarkerText_ShowAICount = false; // Whether or not to display the number of remaining AI in the marker name. DMS_MarkerText_ShowAICount_Static = false; // 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 = 15; // How many seconds the "win" mission dot will remain on the map DMS_MissionMarkerLoseDotTime = 15; // 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 = 3600; // Minimum time until mission-spawned buildings and AI are cleaned up DMS_CleanUp_PlayerNearLimit = 20; // Cleanup of an object is aborted if a player is this many meters close to the object DMS_AIVehCleanUpTime = 300; // 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 = 2000; // Missions won't spawn in a position this many meters close to a player DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone DMS_TraderZoneNearBlacklist = 2500; // 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 = 100; // 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 = 5; // 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 ["nedresearch_mission",100] ]; DMS_StaticMissionTypes = [ // List of STATIC missions with spawn chances. ["radiation",1] //<--Example (already imported by default on Altis in map configs) ]; 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. //"radiation_objects", //<--Example (already imported by default on Altis) ]; DMS_BanditMissionsOnServerStart = [ //"construction" //<-- Example ]; DMS_StaticMissionsOnServerStart = [ // List of STATIC missions with spawn chances. "radiation" //<--Example ]; 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 = true; // 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 = 5; // 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 = 10; // 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 = 15; // 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 = 25; // 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 = true; // 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 = false; // 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 = 500; // 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 = 60; // 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 = false; // Whether or not to "freeze" AI that are not spawned by DMS. DMS_ai_freezingDistance = 3500; // 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 = 3500; // 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 = 15; // 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 = 100; // 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",0.20],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Static AI Skills DMS_ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy DMS_ai_skill_moderate = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Moderate DMS_ai_skill_difficult = [["aimingAccuracy",0.50],["aimingShake",0.70],["aimingSpeed",0.50],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Difficult DMS_ai_skill_hardcore = [["aimingAccuracy",0.60],["aimingShake",1.00],["aimingSpeed",0.50],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hardcore 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 = 0; // 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 = 100; // 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_Katiba_F", // Katiba 6.5 mm "arifle_Katiba_GL_F", // Katiba GL 6.5 mm "arifle_MXC_F", // MXC 6.5 mm "arifle_MX_F", // MX 6.5 mm "arifle_MX_GL_F", // MX 3GL 6.5 mm "arifle_MXM_F", // MXM 6.5 mm "arifle_MXM_Black_F", // MXM 6.5 mm (Black) "arifle_TRG21_F", // TRG-21 5.56 mm "arifle_TRG20_F", // TRG-20 5.56 mm "arifle_TRG21_GL_F", // TRG-21 EGLM 5.56 mm "arifle_Mk20_F", // Mk20 5.56 mm "arifle_Mk20C_F", // Mk20C 5.56 mm "arifle_Mk20_GL_F", // Mk20 EGLM 5.56 mm "arifle_MXC_Black_F", // MXC 6.5 mm (Black) "arifle_MX_Black_F", // MX 6.5 mm (Black) "arifle_MX_GL_Black_F", // MX 3GL 6.5 mm (Black) "Exile_Weapon_AK107", "Exile_Weapon_AK107_GL", "Exile_Weapon_AK74_GL", "Exile_Weapon_AK74", "Exile_Weapon_AK47", "Exile_Weapon_AKS_Gold", "arifle_MX_khk_F", // MX 6.5 mm (Khaki) "arifle_MX_GL_khk_F", // MX 3GL 6.5 mm (Khaki) "arifle_MXC_khk_F", // MXC 6.5 mm (Khaki) "arifle_MXM_khk_F", // MXM 6.5 mm (Khaki) "arifle_AK12_F", // AK-12 7.62 mm "arifle_AK12_GL_F", // AK-12 GL 7.62 mm "arifle_AKM_F", // AKM 7.62 mm "arifle_AKM_FL_F", // AKM 7.62 mm "arifle_AKS_F", // AKS "arifle_ARX_blk_F", // Type 115 6.5 mm (Black) "arifle_ARX_ghex_F", // Type 115 6.5 mm (Green Hex) "arifle_ARX_hex_F", // Type 115 6.5 mm (Hex) "arifle_CTAR_blk_F", // CAR-95 5.8 mm (Black) "arifle_CTAR_hex_F", // CAR-95 5.8 mm (Hex) "arifle_CTAR_ghex_F", // CAR-95 5.8 mm (Green Hex) "arifle_CTAR_GL_blk_F", // CAR-95 GL 5.8 mm (Black) "arifle_CTARS_blk_F", // CAR-95-1 5.8mm (Black) "arifle_CTARS_ghex_F", // CAR-95-1 5.8mm (Green Hex) "arifle_CTARS_hex_F", // CAR-95-1 5.8mm (Hex) "arifle_SPAR_01_blk_F", // SPAR-16 5.56 mm (Black) "arifle_SPAR_01_khk_F", // SPAR-16 5.56 mm (Khaki) "arifle_SPAR_01_snd_F", // SPAR-16 5.56 mm (Sand) "arifle_SPAR_01_GL_blk_F", // SPAR-16 GL 5.56 mm (Black) "arifle_SPAR_01_GL_khk_F", // SPAR-16 GL 5.56 mm (Khaki) "arifle_SPAR_01_GL_snd_F", // SPAR-16 GL 5.56 mm (Sand) "arifle_SPAR_02_blk_F", // SPAR-16S 5.56 mm (Black) "arifle_SPAR_02_khk_F", // SPAR-16S 5.56 mm (Khaki) "arifle_SPAR_02_snd_F", // SPAR-16S 5.56 mm (Sand) "arifle_SPAR_03_blk_F", // SPAR-17 7.62 mm (Black) "arifle_SPAR_03_khk_F", // SPAR-17 7.62 mm (Khaki) "arifle_SPAR_03_snd_F" // SPAR-17 7.62 mm (Sand) #endif ]; 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" ]; DMS_assault_optics = [ // Optics for Assault Class #ifdef GIVE_AI_APEX_GEAR "optic_MRCO", "optic_DMS", "optic_DMS_ghex_F", "optic_ERCO_blk_F", "optic_ERCO_khk_F", "optic_ERCO_snd_F", "optic_Arco", "optic_Arco_blk_F", "optic_Arco_ghex_F", "optic_Hamr", "optic_Hamr_khk_F", "optic_Holosight", "optic_Holosight_blk_F", "optic_Holosight_khk_F" #endif ]; DMS_assault_optic_chance = 100; // 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 = 01; // 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_Vishpirin", "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_Beret_Colonel" #endif ]; DMS_assault_clothes = [ // Uniforms for Assault Class #ifdef GIVE_AI_APEX_GEAR "U_B_GEN_Commander_F", "U_B_GEN_Soldier_F" #endif ]; DMS_assault_vests = [ // Vests for Assault Class #ifdef GIVE_AI_APEX_GEAR "V_TacVestIR_blk" #endif ]; DMS_assault_backpacks = [ // Backpacks for Assault Class #ifdef GIVE_AI_APEX_GEAR "B_AssaultPack_blk" #endif ]; //Machine Gun Class DMS_MG_weps = [ // Machine Guns #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS "arifle_MX_SW_Black_F", // MX SW 6.5 mm (Black) "arifle_MX_SW_F", // MX SW 6.5 mm "LMG_Mk200_F", // Mk200 6.5 mm "LMG_Zafir_F", // Zafir 7.62 mm "Exile_Weapon_RPK", "Exile_Weapon_PK", "Exile_Weapon_PKP", "LMG_03_F", //= LIM-85 5.56 mm #endif #ifdef GIVE_AI_APEX_WEAPONS "arifle_MX_SW_Black_F", // MX SW 6.5 mm (Black) "arifle_MX_SW_F", // MX SW 6.5 mm "LMG_Mk200_F", // Mk200 6.5 mm "LMG_Zafir_F", // Zafir 7.62 mm "Exile_Weapon_RPK", "Exile_Weapon_PK", "Exile_Weapon_PKP", "LMG_03_F" //= LIM-85 5.56 mm #endif ]; 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" ]; 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 = 01; // 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_Vishpirin", "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_Beret_Colonel" #endif ]; DMS_MG_clothes = [ // Uniforms for MG Class #ifdef GIVE_AI_APEX_GEAR "U_B_GEN_Commander_F", "U_B_GEN_Soldier_F" #endif ]; DMS_MG_vests = [ // Vests for MG Class #ifdef GIVE_AI_APEX_GEAR "V_PlateCarrier1_blk" #endif ]; DMS_MG_backpacks = [ // Backpacks for MG Class #ifdef GIVE_AI_APEX_GEAR "B_Carryall_oucamo" #endif ]; //Sniper Class DMS_sniper_weps = [ // Sniper Rifles #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS "srifle_EBR_F", "srifle_DMR_01_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", // Does anybody like the ASP-1? "srifle_DMR_06_olive_F", "srifle_DMR_07_ghex_F", "Exile_Weapon_DMR", "Exile_Weapon_SVD", "Exile_Weapon_VSSVintorez", #endif #ifdef GIVE_AI_APEX_WEAPONS "srifle_EBR_F", "srifle_DMR_01_F", "srifle_DMR_03_woodland_F", "srifle_DMR_04_F", // Does anybody like the ASP-1? "srifle_DMR_06_olive_F", "srifle_DMR_07_ghex_F", "Exile_Weapon_DMR", "Exile_Weapon_SVD", "Exile_Weapon_VSSVintorez" #endif ]; 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", #endif #ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS "optic_SOS", #endif "optic_SOS", "optic_DMS" ]; DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic DMS_sniper_bipod_chance = 100; // 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_Vishpirin", "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_MilCap_gen_F" #endif ]; DMS_sniper_clothes = [ // Uniforms for Sniper Class #ifdef GIVE_AI_APEX_GEAR "U_B_GEN_Commander_F", "U_B_GEN_Soldier_F" #endif ]; DMS_sniper_vests = [ // Vests for Sniper Class #ifdef GIVE_AI_APEX_GEAR "V_Chestrig_blk" #endif ]; DMS_sniper_backpacks = [ // Backpacks for Sniper Class #ifdef GIVE_AI_APEX_GEAR "B_ViperLightHarness_blk_F" #endif ]; 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" ]; 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 = 6; // How many units per AI group can get a launcher. DMS_ai_use_launchers_chance = 100; // 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 = 3; // 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 #ifdef GIVE_AI_APEX_WEAPONS "launch_RPG7_F", #endif "launch_NLAW_F", "launch_RPG32_F" ]; DMS_AI_wep_launchers_AA = [ // AA Launchers ]; 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_EBR_F",1], ["srifle_LRR_F",1], ["srifle_GM6_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_03_woodland_F", //"srifle_DMR_04_F", // ASP-1 Kir "srifle_DMR_06_olive_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 "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", "arifle_MXM_Black_F", "Exile_Weapon_DMR", "Exile_Weapon_SVD", "Exile_Weapon_VSSVintorez", "Exile_Weapon_CZ550", "Exile_Weapon_SVDCamo" ]; 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 ]; DMS_BoxBaseParts = [ // List of all base parts to spawn. Weighted towards wood base parts. "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_Sand", "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" ]; 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 "Exile_Item_SafeKit", BreachingChargeBigMomma, "BreachingChargeMetal", "BreachingChargeWood", "Exile_Item_CodeLock" ]; DMS_RareLootChance = 25; // 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" ]; 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 */ So my questions are my friends : A: Is the edited mission SQF correct - IE: Should spawn with following - difficulty level - moderate 20+ AI loot box containing STATIC 50cal , STATIC bipod , UAV TERMINAL , UAV DRONE. If it is badly written .... can i please have the error shown and a solution provided so i can create custom loot boxes for further edits. B: Is the DMS CONFIG correct - IE: The bandit mission is listed correctly , with 100 being the chance of spawning. if the dms is incorrect - can i please have the correction listed so i can avoid making the same mistake. N.B.: All other config edits on the DMS.Config are intended and working - ie: customised AI classes and loadouts etc. Thank you all and anyone who is able to shred light on my issue. I have done numerious hours of searching this forum but have been unable to make sense or find the answers. I have not asked for help on LOOT TABLES , General configs , Shop pricing and custom sell prices and have used the power of google to get me all the information i needed. But the custom mission edit is so far alluding my efforts. Thank you again in advance. Share this post Link to post Share on other sites
[AI] Stalker 11 Report post Posted February 4, 2017 ? Share this post Link to post Share on other sites
aussie battler 282 Report post Posted February 22, 2017 Hi @[AI] Stalker I would test the mission by loading it on DMS startup. Decrease the time you have to wait until the mission spawns & have four of them spawn at once for testing. Spoiler DMS_MaxBanditMissions = 4; // Maximum number of Bandit Missions running at the same time DMS_TimeToFirstMission = [30,60]; // [Minimum,Maximum] time between first mission spawn. | DEFAULT: 3-7 minutes. then change these lines: Spoiler DMS_BanditMissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn ["your_mission_name",3] ]; and here: Spoiler DMS_BanditMissionsOnServerStart = [ "your_misson_name" ]; If I want to do a custom crate mission, I modify @red_ned 's nedsnipercamp_mission.sqf: Add the items to _crate_item_list = Spoiler //create possible difficulty add more of one difficulty to weight it towards that _PossibleDifficulty = [ // "easy", // "easy", "moderate" // you asked for moderate ai // "moderate", // "difficult", // "difficult", // "difficult", // "hardcore" ]; //choose difficulty and set value _difficulty = selectRandom _PossibleDifficulty; switch (_difficulty) do { case "moderate": { _AICount = (6 + (round (random 4))); _msgStart = ['#FFFF00',"Snipers have set up a moderate training camp, go steal their rifles"]; _crate_weapons = (6 + (round (random 2))); _crate_weapon_list = ["arifle_MXM_Black_F","srifle_DMR_01_F","srifle_EBR_F","srifle_GM6_camo_F","srifle_LRR_camo_F"]; _crate_items = (10 + (round (random 3))); _crate_item_list = ["10Rnd_93x64_DMR_05_Mag","10Rnd_93x64_DMR_05_Mag","10Rnd_93x64_DMR_05_Mag","10Rnd_93x64_DMR_05_Mag","10Rnd_93x64_DMR_05_Mag","100Rnd_65x39_caseless_mag","10Rnd_127x54_Mag","16Rnd_9x21_Mag","30Rnd_65x39_caseless_mag","30Rnd_556x45_Stanag"]; _crate_backpacks = (2 + (round (random 1))); }; }; Share this post Link to post Share on other sites
[AI] Stalker 11 Report post Posted February 22, 2017 Thanks . How do i add the following. ie; I want to always spawn a m320 with this following list randomised : ["arifle_MXM_Black_F","srifle_DMR_01_F","srifle_EBR_F","srifle_GM6_camo_F","srifle_LRR_camo_F"]; Share this post Link to post Share on other sites
aussie battler 282 Report post Posted February 22, 2017 I would like to know that as well. Maybe you could make a custom dms crate in the dms congif file and call that? Share this post Link to post Share on other sites
[AI] Stalker 11 Report post Posted February 22, 2017 Well you could. But i know there is a way to create a _private loot box referenced only in the actual misson.SQF because about 2 years ago i was editing DMS and i made crates that had something like [[Itemcode,1],itemcode,itemcode,itemcode] ; Share this post Link to post Share on other sites
aussie battler 282 Report post Posted February 23, 2017 Maybe you could do this: _crate1 setVariable ["ExileMoney",25000,true]; //Adds 25,000 poptabs to the box/container/crate referred to as "_crate1" and change "ExileMoney" to wherever you want to spawn. eg: (i'm guessing here, not tested): Spoiler _crate1 setVariable ["Exile_Item_Knife",1,true]; //Adds 1 knife to the box/container/crate referred to as "_crate1" I found it here: Share this post Link to post Share on other sites
dima054 59 Report post Posted May 26, 2017 @aussie battler your solution renders items/money in crate before the mission is completed Share this post Link to post Share on other sites
red_ned 658 Report post Posted May 26, 2017 On 22/02/2017 at 2:03 PM, [AI] Stalker said: Thanks . How do i add the following. ie; I want to always spawn a m320 with this following list randomised : ["arifle_MXM_Black_F","srifle_DMR_01_F","srifle_EBR_F","srifle_GM6_camo_F","srifle_LRR_camo_F"]; this can be done by doing something like this: _crate_item_list0 = ["item"]; _crate_item_list1 = ["item2"]; _crate_item_list = [ _crate_item_list0 + _crate_item_list1]; you can basically add string together so do the random choice from the selected possibilities then just add what you want as a definite with the variable you use to fill the crate. 1 hour ago, dima054 said: @aussie battler your solution renders items/money in crate before the mission is completed this is why I would usually add cash to vehicles in the mission instead as they are locked unless the mission is complete so cash is safe just change to : _vehicle setVariable ["ExileMoney",25000,true]; cash will then go into locked vehicle, if no vehicle then add to crate as if not completed AI will be around to kill anyone who tries to steal cash Share this post Link to post Share on other sites