I am running DMS and Occupation on my Tanoa server. I have 4 Kajman "O_Heli_Attack_02_F" patrolling the sky from the Occupation system. They roam the sky and do chase our players. The issue is they do not actually fire upon them.
When I launched my server about a year ago there was a chopper ( I cannot recall the type ) that would attack my players from 2K away and kill them like the finger of god unseen. I then substituted the pawnee ( unarmed ) and all went well. Now My players asked to bring back armed air AI. So I chose the Kajman (armed) but they will not engage. What am I missing? How did I screw this up?
One strange thing is, I use the same chopper "O_Heli_Attack_02_F" for air patrol in my VEMF missions and it engages correctly.
SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging = false; // set to true for additional
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_maxAIcount = 50; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Turn Modules On or Off (can be overridden in the map overrides section)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_fastNights = true; // true if you want night time to go faster than daytime
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
SC_occupyTraders = true; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyStatic = false; // true if you want to add AI in specific locations
SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
SC_occupyRandomSpawn = true; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
SC_occupyMilitary = true; // true if you want military buildings patrolled
SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
SC_occupySky = true; // true if you want to have roaming AI helis
SC_occupySea = true; // true if you want to have roaming AI boats
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fast nights Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight = 24; // the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Random Spawn Setup (Work in progress)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxGroups = 2; // Maximum amount of random AI groups allowed at any time
SC_randomSpawnMinGroupSize = 2; // Minimum amount of random AI groups allowed per group
SC_randomSpawnMaxGroupSize = 4; // Maximum amount of random AI groups allowed per group
SC_randomSpawnChance = 15; // Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
SC_randomSpawnNameTarget = true; // true if you want to name the targeted player
SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Trader Base Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_colourTransport = true; // true if you want the public transport coloured
SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only
SC_occupyTransportStartPos = []; // if empty defaults to map centre
SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
SC_occupyLootCratesLocations = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
SC_numberofLootCrates = 2; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards = 3; // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
SC_ropeAttach = true; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
// to add a fixed amount make the second number 0
SC_LootCrateItems = [
["Exile_Melee_Axe",1,0],
["Exile_Item_GloriousKnakworst",1,2],
["Exile_Item_PlasticBottleFreshWater",1,2],
["Exile_Item_Beer",5,1],
["Exile_Item_BaseCameraKit",0,2],
["Exile_Item_InstaDoc",1,1],
["Exile_Item_Matches",1,0],
["Exile_Item_CookingPot",1,0],
["Exile_Item_MetalPole",1,0],
["Exile_Item_LightBulb",1,0],
["Exile_Item_FuelCanisterEmpty",1,0],
["Exile_Item_Laptop",0,1],
["Exile_Item_CodeLock",0,1],
["Exile_Item_Cement",2,10],
["Exile_Item_Sand",2,10],
["Exile_Item_MetalWire",1,5],
["Exile_Item_WaterCanisterEmpty",0,2],
["Exile_Item_Shovel",0,1],
["U_O_T_Officer_F",0,1],
["U_O_T_Sniper_F",0,1],
["U_O_T_FullGhillie_tna_F",0,1],
["U_O_V_Soldier_Viper_F",0,1],
["U_I_C_Soldier_Para_4_F",0,1],
["U_I_C_Soldier_Camo_F",0,1],
["U_C_Man_casual_6_F",0,1],
["U_B_CTRG_Soldier_urb_3_F",0,1],
["V_TacChestrig_cbr_F",0,1],
["V_PlateCarrierGL_tna_F",0,1],
["V_HarnessO_ghex_F",0,1],
["V_TacVest_gen_F",0,1],
["V_PlateCarrier2_rgr_noflag_F",0,1],
["H_HelmetO_ghex_F",0,1],
["H_HelmetCrew_O_ghex_F",0,1],
["H_MilCap_ghex_F",0,1],
["H_Booniehat_tna_F",0,1],
["H_Beret_gen_F",0,1],
["H_MilCap_gen_F",0,1],
["H_Cap_grn_Syndikat_F",0,1],
["B_Kitbag_sgg",0,1],
["B_OutdoorPack_tan",0,1],
["B_TacticalPack_blk",0,1],
["B_Bergen_mcamo_F",0,1],
["hgun_P07_F",0,1],
["arifle_MX_GL_F",0,1],
["arifle_MXC_F",0,1],
["arifle_SDAR_F",0,1],
["Exile_Weapon_AK107",0,1],
["Exile_Weapon_AK107_GL",0,1],
["Exile_Weapon_AK74",0,1],
["Exile_Weapon_AK74_GL",0,1],
["Exile_Weapon_AK47",0,1],
["Exile_Weapon_AKS_Gold",0,1],
["arifle_AK12_F",0,1],
["arifle_ARX_blk_F",0,1],
["arifle_CTARS_hex_F",0,1],
["arifle_SPAR_03_snd_F",0,1],
["arifle_MX_khk_F",0,1],
["Exile_Weapon_M4",0,1],
["Exile_Weapon_SVDCamo",0,1],
["Exile_Weapon_VSSVintorez",0,1],
["Exile_Weapon_DMR",0,1],
["Exile_Weapon_LeeEnfield",0,1],
["srifle_LRR_tna_F",0,1],
["srifle_GM6_ghex_F",0,1],
["srifle_DMR_07_ghex_F",0,1],
["Exile_Weapon_m107",0,1],
["Exile_Weapon_ksvk",0,1],
["Exile_Item_MetalScrews",0,5]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Blacklisted Zones
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
SC_occupyHeliCrashesLocations = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
SC_HeliCrashGuards = 2; // number of AI to spawn at each crate
SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
// to add a fixed amount make the second number 0
SC_HeliCrashWeaponsAmount = [1,0]; // [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount = [2,0]; // [fixed amount to add, random amount to add]
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_minimumCrewAmount = 3; // Minimum amount of AI allowed in a vehicle
SC_maximumCrewAmount = 4; // Maximum amount of AI allowed in a vehicle
// (essential crew like drivers and gunners will always spawn regardless of these settings)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_maxNumberofVehicles = 6; // How many roaming vehicles to spawn
SC_occupyLandVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions = [
[[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
[[2238,6717,0],2000,"Tanoa"],
[[8197,9081,0],3000,"Tanoa"],
[[13074,11817,0],3000,"Tanoa"]
];
// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_VehicleClassToUse = [
["Exile_Car_LandRover_Green",0],
["Exile_Bike_QuadBike_Black",2],
["Exile_Car_UAZ_Open_Green",2]
];
SC_VehicleClassToUseRare = [
["Exile_Car_Hunter",1],
["Exile_Car_HEMMT",1],
["Exile_Car_Zamak",1],
["Exile_Car_Offroad_Armed_Guerilla12",1],
["Exile_Car_Offroad_Armed_Guerilla03",1],
["Exile_Car_Tempest",1]
];
// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_SurvivorVehicleClassToUse = [
["Exile_Car_LandRover_Green",0],
["Exile_Bike_QuadBike_Black",2],
["Exile_Car_UAZ_Open_Green",2]
];
SC_SurvivorVehicleClassToUseRare = [
["Exile_Car_Hunter",1],
["Exile_Car_HEMMT",1],
["Exile_Car_Zamak",1],
["Exile_Car_Offroad_Armed_Guerilla12",1],
["Exile_Car_Offroad_Armed_Guerilla03",1],
["Exile_Car_Tempest",1]
];
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis = 4 ;
SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_HeliClassToUse = [ ["O_Heli_Attack_02_F",5] ];
SC_occupyHeliUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyHeliFixedPositions = [
[], // [[x,y,z],radius,"mapname"] leave no spaces between
[],
[],
[]
];
// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats = 3;
SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_BoatClassToUse = [
["B_Boat_Armed_01_minigun_F",1],
["I_Boat_Armed_01_minigun_F",1],
["O_Boat_Transport_01_F",0],
["Exile_Boat_MotorBoat_Police",1]
];
SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions = [
[[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
[[400,400,0],2000,"Tanoa"],
[[14000,5000,0],3000,"Tanoa"],
[[16000,16000,0],3000,"Tanoa"]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Occupy Military Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Array of buildings to add military patrols to
SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
"Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
"Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
"Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
"Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
"Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
"Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
"Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
"Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
"Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
"Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
"Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
"Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
"Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
// Additional Buildings
"Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
"land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
"Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
"Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
"Land_Cargo_Tower_V4_F"
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// AI Setup (used in multiple modules)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_useRealNames = true;
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
// false if you want survivors to be aggressive to players
// Possible equipment for survivor AI to spawn with
// spawning survivors without vests or backpacks will result in them having no ammunition
SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"];
SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
SC_SurvivorHeadgear = [];
SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
SC_SurvivorWeaponAttachments = [];
SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
SC_SurvivorPistol = ["hgun_Rook40_F"];
SC_SurvivorPistolAttachments = [];
SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
SC_SurvivorLauncher = [];
SC_SurvivorBackpack = [];
// Possible equipment for bandit AI to spawn with
// spawning bandits without vests or backpacks will result in them having no ammunition
SC_BanditUniforms = ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"];
SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
SC_BanditWeapon = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
SC_BanditWeaponAttachments = [];
SC_BanditMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
SC_BanditPistolAttachments = [];
SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher = [];
SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
// Possible equipment for random ai to spawn with
// spawning random ai without vests or backpacks will result in them having no ammunition
SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
SC_RandomVests = ["V_TacVest_gen_F"];
SC_RandomHeadgear = ["H_Cap_police"];
SC_RandomWeapon = ["SMG_05_F"];
SC_RandomWeaponAttachments = ["muzzle_snds_L"];
SC_RandomMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_RandomPistol = ["hgun_Rook40_F"];
SC_RandomPistolAttachments = ["muzzle_snds_L"];
SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_RandomLauncher = [];
SC_RandomBackpack = ["B_AssaultPack_blk"];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Map Specific Overrides
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (worldName == 'Napf' AND SC_useMapOverrides) then
{
SC_maxAIcount = 120;
SC_useApexClasses = false;
};
if (worldName == 'Chernarus' AND SC_useMapOverrides) then
{
SC_maxAIcount = 120;
SC_useApexClasses = false;
};
if (worldName == 'Tanoa' AND SC_useMapOverrides) then
{
SC_useApexClasses = true;
SC_maxAIcount = 80;
};
if (worldName == 'Australia' AND SC_useMapOverrides) then
{
SC_useApexClasses = true;
SC_maxAIcount = 50;
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Apex Specific Settings (only used if SC_useApexClasses = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't alter anything below this point, unless you want your server to explode
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if(!SC_SurvivorsFriendly) then
{
CIVILIAN setFriend[RESISTANCE,0];
};
CIVILIAN setFriend [EAST,0];
CIVILIAN setFriend [WEST,0];
EAST setFriend [CIVILIAN,0];
WEST setFriend [CIVILIAN,0];
EAST setFriend [WEST,0];
WEST setFriend [EAST,0];
I am running DMS and Occupation on my Tanoa server. I have 4 Kajman "O_Heli_Attack_02_F" patrolling the sky from the Occupation system. They roam the sky and do chase our players. The issue is they do not actually fire upon them.
When I launched my server about a year ago there was a chopper ( I cannot recall the type ) that would attack my players from 2K away and kill them like the finger of god unseen. I then substituted the pawnee ( unarmed ) and all went well. Now My players asked to bring back armed air AI. So I chose the Kajman (armed) but they will not engage. What am I missing? How did I screw this up?
One strange thing is, I use the same chopper "O_Heli_Attack_02_F" for air patrol in my VEMF missions and it engages correctly.
Config.sqf Spoiler below.
////////////////////////////////////////////////////////////////////////
//
// Exile Occupation by second_coming
// http://exile.majormittens.co.uk/profile/60-second_coming/
//
// For support, visit:
// http://exile.majormittens.co.uk/topic/12517-release-exile-occupation-roaming-ai-more/
//
// This script uses the fantastic DMS by Defent and eraser1:
// http://exile.majormittens.co.uk/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////
// Shared Config for each occupation monitor
SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging = false; // set to true for additional
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_maxAIcount = 50; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Turn Modules On or Off (can be overridden in the map overrides section)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_fastNights = true; // true if you want night time to go faster than daytime
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
SC_occupyTraders = true; // true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyStatic = false; // true if you want to add AI in specific locations
SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
SC_occupyRandomSpawn = true; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
SC_occupyMilitary = true; // true if you want military buildings patrolled
SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
SC_occupySky = true; // true if you want to have roaming AI helis
SC_occupySea = true; // true if you want to have roaming AI boats
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fast nights Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight = 24; // the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Random Spawn Setup (Work in progress)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_randomSpawnMinPlayers = 1; // Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxGroups = 2; // Maximum amount of random AI groups allowed at any time
SC_randomSpawnMinGroupSize = 2; // Minimum amount of random AI groups allowed per group
SC_randomSpawnMaxGroupSize = 4; // Maximum amount of random AI groups allowed per group
SC_randomSpawnChance = 15; // Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
SC_randomSpawnNameTarget = true; // true if you want to name the targeted player
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Occupy Places Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Trader Base Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_occupyTraderDetails = [
//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
//["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
//["Australia","Darwin Traders",[17010.568,33953.934,0],"trader1.sqf",true],
//["Australia","Alice Springs Traders",[22497.084,24804.129,0],"trader1.sqf",true],
//["Australia","Perth Traders",[6865.665,18386.592,0],"trader1.sqf",true],
//["Australia","5 Way Split Traders",[24448.172,16981.695,0],"trader1.sqf",true],
//["Australia","Cairns Traders",[31759.38,29826.69,0],"trader1.sqf",true],
//["Australia","West Australia Traders",[8369.58,26340.53,0],"trader1.sqf",true],
//["Australia","Tasmania Traders",[32302.629,2701.081,0],"trader1.sqf",true],
//["Australia","Sydney Traders",[35613.043,11883.601,0],"trader1.sqf",true]
]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Occupy Static Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
];
SC_staticSurvivors = [ //[[pos],ai count,radius,search buildings]
//[[3770,8791,0],8,250,true]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_colourTransport = true; // true if you want the public transport coloured
SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass = ["Exile_Chopper_Orca_BlackCustom"]; // to always use the same vehicle, specify one option only
SC_occupyTransportStartPos = []; // if empty defaults to map centre
SC_TransportAirFixed = false; // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_TransportLandFixed = false; // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Loot Crate Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_occupyLootCratesStatic = false; // true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
SC_occupyLootCratesLocations = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
SC_numberofLootCrates = 2; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards = 3; // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
SC_ropeAttach = true; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
// to add a fixed amount make the second number 0
SC_LootCrateItems = [
["Exile_Melee_Axe",1,0],
["Exile_Item_GloriousKnakworst",1,2],
["Exile_Item_PlasticBottleFreshWater",1,2],
["Exile_Item_Beer",5,1],
["Exile_Item_BaseCameraKit",0,2],
["Exile_Item_InstaDoc",1,1],
["Exile_Item_Matches",1,0],
["Exile_Item_CookingPot",1,0],
["Exile_Item_MetalPole",1,0],
["Exile_Item_LightBulb",1,0],
["Exile_Item_FuelCanisterEmpty",1,0],
["Exile_Item_Laptop",0,1],
["Exile_Item_CodeLock",0,1],
["Exile_Item_Cement",2,10],
["Exile_Item_Sand",2,10],
["Exile_Item_MetalWire",1,5],
["Exile_Item_WaterCanisterEmpty",0,2],
["Exile_Item_Shovel",0,1],
["U_O_T_Officer_F",0,1],
["U_O_T_Sniper_F",0,1],
["U_O_T_FullGhillie_tna_F",0,1],
["U_O_V_Soldier_Viper_F",0,1],
["U_I_C_Soldier_Para_4_F",0,1],
["U_I_C_Soldier_Camo_F",0,1],
["U_C_Man_casual_6_F",0,1],
["U_B_CTRG_Soldier_urb_3_F",0,1],
["V_TacChestrig_cbr_F",0,1],
["V_PlateCarrierGL_tna_F",0,1],
["V_HarnessO_ghex_F",0,1],
["V_TacVest_gen_F",0,1],
["V_PlateCarrier2_rgr_noflag_F",0,1],
["H_HelmetO_ghex_F",0,1],
["H_HelmetCrew_O_ghex_F",0,1],
["H_MilCap_ghex_F",0,1],
["H_Booniehat_tna_F",0,1],
["H_Beret_gen_F",0,1],
["H_MilCap_gen_F",0,1],
["H_Cap_grn_Syndikat_F",0,1],
["B_Kitbag_sgg",0,1],
["B_OutdoorPack_tan",0,1],
["B_TacticalPack_blk",0,1],
["B_Bergen_mcamo_F",0,1],
["hgun_P07_F",0,1],
["arifle_MX_GL_F",0,1],
["arifle_MXC_F",0,1],
["arifle_SDAR_F",0,1],
["Exile_Weapon_AK107",0,1],
["Exile_Weapon_AK107_GL",0,1],
["Exile_Weapon_AK74",0,1],
["Exile_Weapon_AK74_GL",0,1],
["Exile_Weapon_AK47",0,1],
["Exile_Weapon_AKS_Gold",0,1],
["arifle_AK12_F",0,1],
["arifle_ARX_blk_F",0,1],
["arifle_CTARS_hex_F",0,1],
["arifle_SPAR_03_snd_F",0,1],
["arifle_MX_khk_F",0,1],
["Exile_Weapon_M4",0,1],
["Exile_Weapon_SVDCamo",0,1],
["Exile_Weapon_VSSVintorez",0,1],
["Exile_Weapon_DMR",0,1],
["Exile_Weapon_LeeEnfield",0,1],
["srifle_LRR_tna_F",0,1],
["srifle_GM6_ghex_F",0,1],
["srifle_DMR_07_ghex_F",0,1],
["Exile_Weapon_m107",0,1],
["Exile_Weapon_ksvk",0,1],
["Exile_Item_MetalScrews",0,5]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Blacklisted Zones
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_blackListedAreas = [
[[3810,8887,0], 500, "Chernarus"], // Vybor Occupation DMS Static Mission
[[12571,14337,0], 500, "Altis"], // Neochori Occupation DMS Static Mission
[[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
[[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
[[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
[[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
[[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
SC_occupyHeliCrashesLocations = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
SC_HeliCrashGuards = 2; // number of AI to spawn at each crate
SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
// to add a fixed amount make the second number 0
SC_HeliCrashItems = [
["B_Parachute",0,1],
["H_CrewHelmetHeli_B",0,1],
["ItemGPS",0,1],
["Exile_Item_InstaDoc",0,3],
["Exile_Item_PlasticBottleFreshWater",2,2],
["Exile_Item_EMRE",2,2],
["Exile_Item_DuctTape",2,2],
["Exile_Item_ExtensionCord",2,2],
["Exile_Item_FuelCanisterEmpty",1,2],
["Exile_Item_JunkMetal",1,2],
["Exile_Item_LightBulb",0,2],
["Exile_Item_MetalBoard",0,2],
["Exile_Item_MetalPole",0,2],
["Exile_Item_SafeKit",0,2],
["Exile_Item_CamoTentKit",0,2],
["Exile_Item_CodeLock",0,2],
["Exile_Item_MetalScrews",1,2],
["Exile_Item_Defibrillator",0,2]
];
SC_HeliCrashRareItems = [
["HandGrenade",0,2],
["APERSBoundingMine_Range_Mag",0,2],
["Exile_Item_WaterBarrelKit",1,0],
["Exile_Item_WoodDoorwayKit",1,0],
["Exile_Item_WoodDrawBridgeKit",1,0],
["Exile_Item_WoodFloorKit",1,0],
["Exile_Item_WoodFloorPortKit",1,0],
["Exile_Item_WoodFloorPortSmallKit",1,0],
["Exile_Item_WoodGateKit",1,0],
["Exile_Item_WoodLadderKit",1,0],
["Exile_Item_WoodPlank",1,0],
["Exile_Item_WoodStairsKit",1,0],
["Exile_Item_WoodSupportKit",1,0],
["Exile_Item_WoodWallKit",1,0],
["Exile_Item_WoodWallHalfKit",1,0],
["Exile_Item_WoodWindowKit",1,0],
["Exile_Item_WorkBenchKit",1,0],
["Exile_Item_ConcreteDoorKit",1,0],
["Exile_Item_ConcreteFloorPortKit",1,0],
["Exile_Item_ConcreteGateKit",1,0],
["Exile_Item_ConcreteWindowKit",1,0],
["Exile_Item_WoodDoorKit",1,0],
["Exile_Item_ConcreteDoorwayKit",1,0],
["Exile_Item_ConcreteFloorKit",1,0],
["Exile_Item_ConcreteStairsKit",1,0],
["Exile_Item_ConcreteSupportKit",1,0],
["Exile_Item_ConcreteWallKit",1,0]
];
SC_HeliCrashRareItemChance = 10; // percentage chance to spawn each SC_HeliCrashRareItems
// Array of possible weapons to place in the crate
SC_HeliCrashWeapons = [
"Exile_Magazine_30Rnd_762x39_AK",
"Exile_Magazine_30Rnd_545x39_AK_Green",
"Exile_Magazine_30Rnd_545x39_AK_Red",
"Exile_Magazine_30Rnd_545x39_AK_White",
"Exile_Magazine_30Rnd_545x39_AK_Yellow",
"Exile_Magazine_45Rnd_545x39_RPK_Green",
"Exile_Magazine_75Rnd_545x39_RPK_Green",
"Exile_Magazine_20Rnd_762x51_DMR",
"Exile_Magazine_20Rnd_762x51_DMR_Yellow",
"Exile_Magazine_20Rnd_762x51_DMR_Red",
"Exile_Magazine_20Rnd_762x51_DMR_Green",
"Exile_Magazine_10Rnd_303",
"Exile_Magazine_100Rnd_762x54_PK_Green",
"Exile_Magazine_7Rnd_45ACP",
"Exile_Magazine_8Rnd_9x18",
"Exile_Magazine_30Rnd_545x39_AK",
"Exile_Magazine_6Rnd_45ACP",
"Exile_Magazine_5Rnd_22LR",
"Exile_Magazine_10Rnd_762x54",
"Exile_Magazine_10Rnd_9x39",
"Exile_Magazine_20Rnd_9x39",
"Exile_Magazine_8Rnd_74Slug",
"Exile_Magazine_5Rnd_127x108_Bullet_Cam_Mag",
"Exile_Magazine_5Rnd_127x108_APDS_Bullet_Cam_Mag",
"Exile_Magazine_10Rnd_93x64_DMR_05_Bullet_Cam_Mag",
"Exile_Magazine_7Rnd_408_Bullet_Cam_Mag",
"Exile_Magazine_10Rnd_338_Bullet_Cam_Mag",
"Exile_Magazine_10Rnd_127x99_m107_Bullet_Cam_Mag",
"Exile_Magazine_5Rnd_127x108_KSVK_Bullet_Cam_Mag",
"Exile_Magazine_5Rnd_127x108_APDS_KSVK_Bullet_Cam_Mag",
"Exile_Magazine_10Rnd_765x17_SA61",
"Exile_Magazine_20Rnd_765x17_SA61",
"Exile_Magazine_10Rnd_127x99_m107",
"Exile_Magazine_5Rnd_127x108_APDS_KSVK",
"Exile_Magazine_5Rnd_127x108_KSVK",
"Exile_Weapon_Colt1911",
"Exile_Weapon_Makarov",
"Exile_Weapon_Taurus",
"Exile_Weapon_TaurusGold",
"Exile_Weapon_SA61",
"Exile_Weapon_RPK",
"Exile_Weapon_PK",
"Exile_Weapon_PKP",
"Exile_Weapon_AK107",
"Exile_Weapon_AK107_GL",
"Exile_Weapon_AK74",
"Exile_Weapon_AK74_GL",
"Exile_Weapon_AK47",
"Exile_Weapon_AKS_Gold",
"Exile_Weapon_M4",
"Exile_Weapon_M16A4",
"Exile_Weapon_M16A2",
"Exile_Weapon_M1014",
"Exile_Weapon_CZ550",
"Exile_Weapon_SVD",
"Exile_Weapon_SVDCamo",
"Exile_Weapon_VSSVintorez",
"Exile_Weapon_DMR",
"Exile_Weapon_LeeEnfield",
"Exile_Weapon_m107",
"Exile_Weapon_ksvk"
];
SC_HeliCrashWeaponsAmount = [1,0]; // [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount = [2,0]; // [fixed amount to add, random amount to add]
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_minimumCrewAmount = 3; // Minimum amount of AI allowed in a vehicle
SC_maximumCrewAmount = 4; // Maximum amount of AI allowed in a vehicle
// (essential crew like drivers and gunners will always spawn regardless of these settings)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_maxNumberofVehicles = 6; // How many roaming vehicles to spawn
SC_occupyLandVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions = [
[[4434,2892,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
[[2238,6717,0],2000,"Tanoa"],
[[8197,9081,0],3000,"Tanoa"],
[[13074,11817,0],3000,"Tanoa"]
];
// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_VehicleClassToUse = [
["Exile_Car_LandRover_Green",0],
["Exile_Bike_QuadBike_Black",2],
["Exile_Car_UAZ_Open_Green",2]
];
SC_VehicleClassToUseRare = [
["Exile_Car_Hunter",1],
["Exile_Car_HEMMT",1],
["Exile_Car_Zamak",1],
["Exile_Car_Offroad_Armed_Guerilla12",1],
["Exile_Car_Offroad_Armed_Guerilla03",1],
["Exile_Car_Tempest",1]
];
// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_SurvivorVehicleClassToUse = [
["Exile_Car_LandRover_Green",0],
["Exile_Bike_QuadBike_Black",2],
["Exile_Car_UAZ_Open_Green",2]
];
SC_SurvivorVehicleClassToUseRare = [
["Exile_Car_Hunter",1],
["Exile_Car_HEMMT",1],
["Exile_Car_Zamak",1],
["Exile_Car_Offroad_Armed_Guerilla12",1],
["Exile_Car_Offroad_Armed_Guerilla03",1],
["Exile_Car_Tempest",1]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Aircraft Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis = 4 ;
SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_HeliClassToUse = [ ["O_Heli_Attack_02_F",5] ];
SC_occupyHeliUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyHeliFixedPositions = [
[], // [[x,y,z],radius,"mapname"] leave no spaces between
[],
[],
[]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Boats Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats = 3;
SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_BoatClassToUse = [
["B_Boat_Armed_01_minigun_F",1],
["I_Boat_Armed_01_minigun_F",1],
["O_Boat_Transport_01_F",0],
["Exile_Boat_MotorBoat_Police",1]
];
SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions = [
[[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between
[[400,400,0],2000,"Tanoa"],
[[14000,5000,0],3000,"Tanoa"],
[[16000,16000,0],3000,"Tanoa"]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Occupy Military Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Array of buildings to add military patrols to
SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
"Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
"Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
"Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
"Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
"Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
"Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
"Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
"Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
"Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
"Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
"Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
"Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
"Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
// Additional Buildings
"Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
"land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
"Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
"Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
"Land_Cargo_Tower_V4_F"
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// AI Setup (used in multiple modules)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_useRealNames = true;
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
SC_SurvivorsChance = 20; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
// false if you want survivors to be aggressive to players
// Possible equipment for survivor AI to spawn with
// spawning survivors without vests or backpacks will result in them having no ammunition
SC_SurvivorUniforms = ["Exile_Uniform_BambiOverall"];
SC_SurvivorVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
SC_SurvivorHeadgear = [];
SC_SurvivorWeapon = ["arifle_MXC_F","arifle_TRG20_F"];
SC_SurvivorWeaponAttachments = [];
SC_SurvivorMagazines = ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
SC_SurvivorPistol = ["hgun_Rook40_F"];
SC_SurvivorPistolAttachments = [];
SC_SurvivorAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
SC_SurvivorLauncher = [];
SC_SurvivorBackpack = [];
// Possible equipment for bandit AI to spawn with
// spawning bandits without vests or backpacks will result in them having no ammunition
SC_BanditUniforms = ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"];
SC_BanditVests = ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];
SC_BanditHeadgear = ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
SC_BanditWeapon = ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
SC_BanditWeaponAttachments = [];
SC_BanditMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
SC_BanditPistolAttachments = [];
SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher = [];
SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
// Possible equipment for random ai to spawn with
// spawning random ai without vests or backpacks will result in them having no ammunition
SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
SC_RandomVests = ["V_TacVest_gen_F"];
SC_RandomHeadgear = ["H_Cap_police"];
SC_RandomWeapon = ["SMG_05_F"];
SC_RandomWeaponAttachments = ["muzzle_snds_L"];
SC_RandomMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_RandomPistol = ["hgun_Rook40_F"];
SC_RandomPistolAttachments = ["muzzle_snds_L"];
SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_RandomLauncher = [];
SC_RandomBackpack = ["B_AssaultPack_blk"];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Map Specific Overrides
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (worldName == 'Napf' AND SC_useMapOverrides) then
{
SC_maxAIcount = 120;
SC_useApexClasses = false;
};
if (worldName == 'Chernarus' AND SC_useMapOverrides) then
{
SC_maxAIcount = 120;
SC_useApexClasses = false;
};
if (worldName == 'Tanoa' AND SC_useMapOverrides) then
{
SC_useApexClasses = true;
SC_maxAIcount = 80;
};
if (worldName == 'Australia' AND SC_useMapOverrides) then
{
SC_useApexClasses = true;
SC_maxAIcount = 50;
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Apex Specific Settings (only used if SC_useApexClasses = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if(SC_useApexClasses) then
{
SC_BanditWeapon = [
"arifle_MX_khk_F",
"arifle_MX_GL_khk_F",
"arifle_MX_SW_khk_F",
"arifle_MXC_khk_F",
"arifle_MXM_khk_F",
"arifle_AK12_F",
"arifle_AK12_GL_F",
"arifle_AKM_F",
"arifle_AKS_F",
"arifle_ARX_blk_F",
"arifle_ARX_ghex_F",
"arifle_ARX_hex_F",
"arifle_CTAR_blk_F",
"arifle_CTAR_GL_blk_F",
"arifle_CTARS_blk_F",
"arifle_SPAR_01_blk_F",
"arifle_SPAR_01_khk_F",
"arifle_SPAR_01_snd_F",
"arifle_SPAR_01_GL_blk_F",
"arifle_SPAR_01_GL_khk_F",
"arifle_SPAR_01_GL_snd_F",
"arifle_SPAR_02_blk_F",
"arifle_SPAR_02_khk_F",
"arifle_SPAR_02_snd_F",
"arifle_SPAR_03_blk_F",
"arifle_SPAR_03_khk_F",
"arifle_SPAR_03_snd_F"
];
SC_BanditUniforms = [
"U_I_C_Soldier_Para_1_F",
"U_I_C_Soldier_Para_2_F",
"U_I_C_Soldier_Para_3_F",
"U_I_C_Soldier_Para_4_F",
"U_I_C_Soldier_Para_5_F",
"U_I_C_Soldier_Bandit_1_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_3_F",
"U_I_C_Soldier_Bandit_4_F",
"U_I_C_Soldier_Bandit_5_F",
"U_I_C_Soldier_Camo_F",
"U_B_CTRG_Soldier_urb_1_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_B_CTRG_Soldier_urb_3_F"
];
SC_VehicleClassToUse = [
["B_GEN_Offroad_01_gen_F",0],
["C_Offroad_02_unarmed_F",0],
["I_C_Offroad_02_unarmed_F",0]
];
SC_VehicleClassToUseRare = [
["B_LSV_01_unarmed_black_F",1],
["O_T_LSV_02_unarmed_black_F",1],
["O_T_Truck_03_device_ghex_F",1]
];
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Debug Settings (only used if SC_debug = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if (SC_debug) then
{
SC_extendedLogging = true;
SC_processReporter = true;
SC_mapMarkers = true;
SC_occupyPlaces = false;
SC_occupyVehicle = true;
SC_occupyMilitary = false;
SC_occupyRandomSpawn = true;
SC_occupyStatic = false;
SC_occupySky = false;
SC_occupySea = false;
SC_occupyTraders = false;
SC_occupyTransport = true;
SC_occupyLootCrates = false;
SC_occupyHeliCrashes = false;
SC_maxAIcount = 150;
SC_maxNumberofVehicles = 10;
SC_maxNumberofBoats = 5;
SC_maxNumberofHelis = 1;
SC_randomSpawnChance = 100;
SC_randomSpawnIgnoreCount = true;
SC_randomSpawnFrequency = 120;
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't alter anything below this point, unless you want your server to explode
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if(!SC_SurvivorsFriendly) then
{
CIVILIAN setFriend[RESISTANCE,0];
};
CIVILIAN setFriend [EAST,0];
CIVILIAN setFriend [WEST,0];
EAST setFriend [CIVILIAN,0];
WEST setFriend [CIVILIAN,0];
EAST setFriend [WEST,0];
WEST setFriend [EAST,0];
SC_SurvivorSide = CIVILIAN;
SC_BanditSide = EAST;
SC_liveVehicles = 0;
SC_liveVehiclesArray = [];
SC_liveHelis = 0;
SC_liveHelisArray = [];
SC_liveBoats = 0;
SC_liveBoatsArray = [];
SC_liveStaticGroups = [];
SC_liveRandomGroups = [];
SC_transportArray = [];
// Remove spawn locations for roaming vehicles that aren't for this map
_occupyVehicleFixedPositions = [];
{
_currentWorld = _x select 2;
if(worldName == _currentWorld) then
{
_occupyVehicleFixedPositions pushback _x;
};
}forEach SC_occupyVehicleFixedPositions;
SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;
publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray";
publicVariable "SC_liveHelis";
publicVariable "SC_liveHelisArray";
publicVariable "SC_liveBoats";
publicVariable "SC_liveBoatsArray";
publicVariable "SC_liveStaticGroups";
publicVariable "SC_liveRandomGroups";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_transportArray";
publicVariable "SC_SurvivorSide";
publicVariable "SC_BanditSide";
SC_CompiledOkay = true;
Added VEMF reference
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