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Longshot03XX

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Posts posted by Longshot03XX

  1. I removed the BOLD area from these 2 lines & it stopped them from showing in the scroll wheel menu.

     

                  s_player_maintain_area = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTAREA"], "custom\maintain_area.sqf", "maintain", 5, false];

                 s_player_maintain_area_preview = player addAction [format["<t color='#ff0000'>%1</t>",localize "STR_EPOCH_ACTIONS_MAINTPREV"], "custom\maintain_area.sqf", "preview", 5, false];

    From the fnselfactions? or?

  2. 63.143.45.118:2302 =BWB= | Coins/OverwatchSkins/Plot4Life/SnapPro/VectorBuild | DayZ Overpoch

     

    It's been a few years since the last time I had a server, I am looking to populate my server with well rounded players. We have the following mods installed on this fresh server:

     

    Zupa Single Coin Currency 3.0 ------------------------------------------------No global banking

    Wicked AI 2.2.0 -----------------------------------------------------------------Because it wouldn't be fun without it

    Deploy bike/mozzie ------------------------------------------------------------ Who hates walking?

    Epoch events --------------------------------------------------------------------PVP reasons

    Plot for life -----------------------------------------------------------------------Just because

    Plot management --------------------------------------------------------------- Life is just simpler that way

    Snap-pro w/ fast build ---------------------------------------------------------- If you build it they will come

    Refuel/rearm/repair with coins ------------------------------------------------ Because single currency is just way easier

    Tow/Lift -------------------------------------------------------------------------- Do I even have to say?

    Self Bloodbag w/ restrictions -------------------------------------------------- Can't get spoon fed all the time now, come on

    Door management -------------------------------------------------------------- Because America!!!!

    Zupa's Overwatch clothing ----------------------------------------------------- Wouldn't be an overpoch server without it

    Combokey changer ------------------------------------------------------------- Cause keeping notes sucks

    Hero perks ----------------------------------------------------------------------- Too many bandits

    Dayz Group Manager ----------------------------------------------------------- We encourage teamwork

    Zupa's Advanced Trading ------------------------------------------------------ Hell, why not?

     

    We are not only looking for players, but we are also recruiting staff members to be apart of our upcoming gaming community. Please feel free to join us at anytime. Thank you for your time!

     

    S/F

    SGT Cruz

    1/23 WPNS CO 81s

    Section Leader, Bravo

  3. can't get the static ai to spawn on my cherno map, can anyone help? here are my files:

     

    config.sqf

    if(isServer) then {

    /* GENERAL CONFIG */

    debug_mode = false; // enable debug

    use_blacklist = true; // use blacklist

    blacklist = [

    [[0,16000,0],[1000,-0,0]], // Left

    [[0,16000,0],[16000.0,14580.3,0]] // Top

    ];

    /* END GENERAL CONFIG */

    /* AI CONFIG */

    ai_clear_body = false; // instantly clear bodies

    ai_clean_dead = true; // clear bodies after certain amount of time

    ai_cleanup_time = 7200; // time to clear bodies in seconds

    ai_clean_roadkill = false; // clean bodies that are roadkills

    ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying

    ai_bandit_combatmode = "YELLOW"; // combatmode of bandit AI

    ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI

    ai_hero_combatmode = "YELLOW"; // combatmode of hero AI

    ai_hero_behaviour = "COMBAT"; // behaviour of hero AI

    ai_friendly_behaviour = false; // make ai friendly towards comrades

    player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true

    player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

    ai_share_info = true; // AI share info on player position

    ai_share_distance = 300; // distance from killed AI for AI to share your rough position

    ai_kills_gain = true; // add kill to bandit/human kill score

    ai_humanity_gain = true; // gain humanity for killing AI

    ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI

    ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI

    ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment

    ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme

    ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard

    ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium

    ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy

    ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

    ai_static_useweapon = true; // Allows AI on static guns to have a loadout

    ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns

    ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)

    ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

    ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];

    ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];

    ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear

    ai_wep_assault = ["FHQ_ACR_BLK_CCO","FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_BLK_CCO_SD","FHQ_ACR_BLK_CCO_SD_F","FHQ_ACR_BLK_G33","FHQ_ACR_BLK_G33_F","FHQ_ACR_BLK_G33_GL","FHQ_ACR_BLK_G33_GL_F","FHQ_ACR_BLK_G33_GL_SD","FHQ_ACR_BLK_G33_GL_SD_F","FHQ_ACR_BLK_G33_SD","FHQ_ACR_BLK_G33_SD_F","FHQ_ACR_BLK_HAMR","FHQ_ACR_BLK_HAMR_F","FHQ_ACR_BLK_HAMR_GL","FHQ_ACR_BLK_HAMR_GL_F","FHQ_ACR_BLK_HAMR_GL_SD","FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_ACR_BLK_HAMR_SD","FHQ_ACR_BLK_HAMR_SD_F","FHQ_ACR_BLK_HWS","FHQ_ACR_BLK_HWS_F","FHQ_ACR_BLK_HWS_GL","FHQ_ACR_BLK_HWS_GL_F","FHQ_ACR_BLK_HWS_GL_SD","FHQ_ACR_BLK_HWS_GL_SD_F","FHQ_ACR_BLK_HWS_SD","FHQ_ACR_BLK_HWS_SD_F","FHQ_ACR_BLK_IRN","FHQ_ACR_BLK_IRN_F","FHQ_ACR_BLK_IRN_GL","FHQ_ACR_BLK_IRN_GL_F","FHQ_ACR_BLK_IRN_GL_SD","FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_ACR_BLK_IRN_SD","FHQ_ACR_BLK_IRN_SD_F","FHQ_ACR_BLK_RCO","FHQ_ACR_BLK_RCO_F","FHQ_ACR_BLK_RCO_GL","FHQ_ACR_BLK_RCO_GL_F","FHQ_ACR_BLK_RCO_GL_SD","FHQ_ACR_BLK_RCO_GL_SD_F","FHQ_ACR_BLK_RCO_SD","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_SNW_CCO","FHQ_ACR_SNW_CCO_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_SD","FHQ_ACR_SNW_CCO_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_SNW_G33_GL","FHQ_ACR_SNW_G33_GL_F","FHQ_ACR_SNW_G33_GL_SD","FHQ_ACR_SNW_G33_GL_SD_F","FHQ_ACR_SNW_G33_SD","FHQ_ACR_SNW_G33_SD_F","FHQ_ACR_SNW_HAMR","FHQ_ACR_SNW_HAMR_F","FHQ_ACR_SNW_HAMR_GL","FHQ_ACR_SNW_HAMR_GL_F","FHQ_ACR_SNW_HAMR_GL_SD","FHQ_ACR_SNW_HAMR_GL_SD_F","FHQ_ACR_SNW_HAMR_SD","FHQ_ACR_SNW_HAMR_SD_F","FHQ_ACR_SNW_HWS","FHQ_ACR_SNW_HWS_F","FHQ_ACR_SNW_HWS_GL","FHQ_ACR_SNW_HWS_GL_F","FHQ_ACR_SNW_HWS_GL_SD","FHQ_ACR_SNW_HWS_GL_SD_F","FHQ_ACR_SNW_HWS_SD","FHQ_ACR_SNW_HWS_SD_F","FHQ_ACR_SNW_IRN","FHQ_ACR_SNW_IRN_F","FHQ_ACR_SNW_IRN_GL","FHQ_ACR_SNW_IRN_GL_F","FHQ_ACR_SNW_IRN_GL_SD","FHQ_ACR_SNW_IRN_GL_SD_F","FHQ_ACR_SNW_IRN_SD","FHQ_ACR_SNW_IRN_SD_F","FHQ_ACR_SNW_RCO","FHQ_ACR_SNW_RCO_F","FHQ_ACR_SNW_RCO_GL","FHQ_ACR_SNW_RCO_GL_F","FHQ_ACR_SNW_RCO_GL_SD","FHQ_ACR_SNW_RCO_GL_SD_F","FHQ_ACR_SNW_RCO_SD","FHQ_ACR_SNW_RCO_SD_F","FHQ_ACR_TAN_CCO","FHQ_ACR_TAN_CCO_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_TAN_CCO_SD_F","FHQ_ACR_TAN_G33","FHQ_ACR_TAN_G33_F","FHQ_ACR_TAN_G33_GL","FHQ_ACR_TAN_G33_GL_F","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_TAN_G33_GL_SD_F","FHQ_ACR_TAN_G33_SD","FHQ_ACR_TAN_G33_SD_F","FHQ_ACR_TAN_HAMR","FHQ_ACR_TAN_HAMR_F","FHQ_ACR_TAN_HAMR_GL","FHQ_ACR_TAN_HAMR_GL_F","FHQ_ACR_TAN_HAMR_GL_SD","FHQ_ACR_TAN_HAMR_GL_SD_F","FHQ_ACR_TAN_HAMR_SD","FHQ_ACR_TAN_HAMR_SD_F","FHQ_ACR_TAN_HWS","FHQ_ACR_TAN_HWS_F","FHQ_ACR_TAN_HWS_GL","FHQ_ACR_TAN_HWS_GL_F","FHQ_ACR_TAN_HWS_GL_SD","FHQ_ACR_TAN_HWS_GL_SD_F","FHQ_ACR_TAN_HWS_SD","FHQ_ACR_TAN_HWS_SD_F","FHQ_ACR_TAN_IRN","FHQ_ACR_TAN_IRN_F","FHQ_ACR_TAN_IRN_GL","FHQ_ACR_TAN_IRN_GL_F","FHQ_ACR_TAN_IRN_GL_SD","FHQ_ACR_TAN_IRN_GL_SD_F","FHQ_ACR_TAN_IRN_SD","FHQ_ACR_TAN_IRN_SD_F","FHQ_ACR_TAN_RCO","FHQ_ACR_TAN_RCO_F","FHQ_ACR_TAN_RCO_GL","FHQ_ACR_TAN_RCO_GL_F","FHQ_ACR_TAN_RCO_GL_SD","FHQ_ACR_TAN_RCO_GL_SD_F","FHQ_ACR_TAN_RCO_SD","FHQ_ACR_TAN_RCO_SD_F","FHQ_ACR_WDL_CCO","FHQ_ACR_WDL_CCO_F","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_ACR_WDL_CCO_SD","FHQ_ACR_WDL_CCO_SD_F","FHQ_ACR_WDL_G33","FHQ_ACR_WDL_G33_F","FHQ_ACR_WDL_G33_GL","FHQ_ACR_WDL_G33_GL_F","FHQ_ACR_WDL_G33_GL_SD","FHQ_ACR_WDL_G33_GL_SD_F","FHQ_ACR_WDL_G33_SD","FHQ_ACR_WDL_G33_SD_F","FHQ_ACR_WDL_HAMR","FHQ_ACR_WDL_HAMR_F","FHQ_ACR_WDL_HAMR_GL","FHQ_ACR_WDL_HAMR_GL_F","FHQ_ACR_WDL_HAMR_GL_SD","FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_ACR_WDL_HAMR_SD","FHQ_ACR_WDL_HAMR_SD_F","FHQ_ACR_WDL_HWS","FHQ_ACR_WDL_HWS_F","FHQ_ACR_WDL_HWS_GL","FHQ_ACR_WDL_HWS_GL_F","FHQ_ACR_WDL_HWS_GL_SD","FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_ACR_WDL_HWS_SD","FHQ_ACR_WDL_HWS_SD_F","FHQ_ACR_WDL_IRN","FHQ_ACR_WDL_IRN_F","FHQ_ACR_WDL_IRN_GL","FHQ_ACR_WDL_IRN_GL_F","FHQ_ACR_WDL_IRN_GL_SD","FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_ACR_WDL_IRN_SD","FHQ_ACR_WDL_IRN_SD_F","FHQ_ACR_WDL_RCO","FHQ_ACR_WDL_RCO_F","FHQ_ACR_WDL_RCO_GL","FHQ_ACR_WDL_RCO_GL_F","FHQ_ACR_WDL_RCO_GL_SD","FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_ACR_WDL_RCO_SD","FHQ_ACR_WDL_RCO_SD_F","FN_FAL","FN_FAL_ANPVS4","G36A_camo","G36C","G36C_camo","G36K_camo","G36_C_SD_camo","gms_k98","vil_G36KSKdesES","M14_EP1","M16A2","M16A2GL","M16A4","M16A4_ACG","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A3_CCO_EP1","m8_carbine","m8_carbine","m8_compact","m8_holo_sd","M8_SAW","M8_sharpshooter","MP5A5","MP5SD","RH_ctar21","RH_ctar21glacog","RH_ctar21m","RH_ctar21mgl","RH_hk416","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416gl","RH_hk416glacog","RH_hk416glaim","RH_hk416gleotech","RH_hk416s","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk416sdaim","RH_hk416sdeotech","RH_hk416sdgl","RH_hk416sdglaim","RH_hk416sdgleotech","RH_hk416seotech","RH_hk416sgl","RH_hk416sglaim","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417sacog","RH_hk417saim","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","RH_hk417seotech","RH_hk417sgl","RH_hk417sglacog","RH_hk417sglaim","RH_hk417sgleotech","RH_m14","RH_m14acog","RH_m14aim","RH_m14eot","RH_m1sacog","RH_m1saim","RH_m1seot","RH_m1stacog","RH_m1staim","RH_m1steot","RH_mas","RH_masacog","RH_masaim","RH_masb","RH_masbacog","RH_masbaim","RH_masbeotech","RH_masbsd","RH_masbsdacog","RH_masbsdaim","RH_masbsdeotech","RH_maseotech","RH_massd","RH_massdacog","RH_massdaim","RH_massdeotech","RH_sc2acog","RH_sc2aim","RH_sc2eot","RH_star21","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1","Saiga12K","SCAR_H_CQC_CCO","SCAR_H_CQC_CCO_SD","SCAR_H_STD_EGLM_Spect","SCAR_L_CQC","SCAR_L_CQC_CCO_SD","SCAR_L_CQC_EGLM_Holo","SCAR_L_CQC_Holo","SCAR_L_STD_EGLM_RCO","SCAR_L_STD_HOLO","SCAR_L_STD_Mk4CQT","vil_9a91","vil_9a91_c","vil_9a91_csd","vil_Abakan","vil_Abakan_gp","vil_Abakan_P29","vil_AEK1","vil_AEK2","vil_AeK_23","vil_AeK_3","vil_AEK_GL","vil_AG3","vil_AG36","vil_AG36A2","vil_AG36KA4","vil_AG36KV","vil_AG3EOT","vil_ak12","vil_ak12_ap","vil_ak12_gp","vil_AKM","vil_AKMS","vil_AKMSB","vil_AKMS_GP25","vil_AKM_GL","vil_AKS_47","vil_AKS_74","vil_AKS_74p","vil_AKS_74p_45","vil_AKS_74p_gp","vil_AKS_74_gp","vil_AKs_74_u","vil_AKs_74_u45","Vil_AKS_74_UB","Vil_AKS_74_UN_kobra","vil_AK_101","vil_AK_103","vil_AK_105","Vil_AK_105_c","vil_AK_107","Vil_AK_107_c","vil_AK_47","vil_AK_47_49","vil_AK_47_m1","vil_AK_74","vil_AK_74m","vil_AK_74m_c","vil_AK_74m_EOT","vil_AK_74m_EOT_Alfa","vil_AK_74m_EOT_FSB","vil_AK_74m_EOT_FSB_45","vil_AK_74m_EOT_FSB_60","vil_AK_74m_gp","vil_AK_74m_gp_29","vil_AK_74m_k","vil_AK_74m_p29","vil_AK_74M_PSO","vil_AK_74P","vil_AK_74_N","vil_AK_nato_m1","vil_AK_nato_m80","vil_AMD","vil_AMD63","vil_ASH82","vil_G36a2","vil_G36CC","vil_G36E","vil_G36KA4","vil_G36KES","vil_G36KSK","vil_G36KSKdes","vil_G36KSKES","vil_G36KV3","vil_G36KV3Des","vil_G36KVA4","vil_G36KVZ","vil_G36VA4","vil_G36VA4Eot","vil_G3a2","vil_G3a3","vil_G3a4","vil_G3a4b","vil_G3an","vil_G3anb","vil_G3SG1","vil_G3sg1b","vil_G3TGS","vil_G3TGSb","vil_G3ZF","vil_G3zfb","vil_Galil","vil_Groza_GL","vil_Groza_HG","vil_Groza_SC","vil_Groza_SD","vil_M14G","vil_M64","vil_M70","vil_M70B","vil_MP5SD_EOTech","vil_MP5_EOTech","vil_MPi","vil_PMI","vil_PMI74S","vil_PMIS","vil_SKS","vil_type88_1","vil_VAL","vil_VAL_C","vil_Vikhr","vil_vsk94"]; // Assault

    ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ","m240_scoped_EP1_DZE","vil_zastava_m84","M249_m145_EP1_DZE","M60A4_EP1_DZE","MG36","skavil_M60","vil_Galil_arm","vil_M240_B","vil_M249_Para","vil_Mg3"]; // Light machine guns

    ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3","BAF_LRR_scoped","FHQ_MSR_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_MSR_SD_DESERT","FHQ_RSASS_SD_TAN","vil_SV_98_69","vil_SV_98_SD","FHQ_RSASS_TAN","FHQ_XM2010_DESERT","FHQ_XM2010_NV_DESERT","FHQ_XM2010_NV_SD_DESERT","FHQ_XM2010_SD_DESERT","KSVK_DZE","M110_NVG_EP1","M4SPR","RH_hk417sdsp","RH_hk417sp","RH_hk417s","RH_m1s","RHm1sshd","RH_m1ssp","RH_m1st","RH_m1stshd","RH_m21","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","USSR_cheytacM200","USSR_cheytacM200_sd","vil_HK417s","vil_M110","vil_M110sd","vil_M21G","vil_SR25","vil_SR25SD"]; // Sniper rifles

    ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle

    ai_wep_launchers_AT = ["M136","RPG18","JAVELIN"];

    ai_wep_launchers_AA = ["Strela","Igla","STINGER"];

    ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];

    ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];

    ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];

    ai_special_skin = ["Functionary1_EP1_DZ"];

    ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin];

    ai_add_skin = true; // adds unit skin to inventory on death

    /* END AI CONFIG */

    /* WAI MISSIONS CONFIG */

    wai_mission_system = true; // use built in mission system

    wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];

    wai_avoid_missions = 750; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers

    wai_avoid_traders = 750; // avoid spawning missions this close to traders

    wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***

    wai_avoid_road = 0; // avoid spawning missions this close to roads

    wai_avoid_water = 50; // avoid spawning missions this close to water

    wai_mission_timer = [300,900]; // time between missions 5-15 minutes

    wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes

    wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out

    wai_clean_mission = true; // clean all mission buildings after a certain period

    wai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildings

    wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%]

    wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%]

    wai_keep_vehicles = true; // save vehicles to database and keep them after restart

    wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true)

    wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime

    wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime

    wai_players_online = 1; // number of players online before mission starts

    wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps

    wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

    wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate

    wai_high_value_chance = 1; // chance in percent you find above mentioned item

    wai_enable_minefield = true; // enable minefields to better defend missions

    wai_use_launchers = true; // add a rocket launcher to each spawned AI group

    wai_remove_launcher = true; // remove rocket launcher from AI on death

    // Missions

    wai_radio_announce = false; // Setting this to true will announce the missions to those that hold a radio only

    wai_hero_limit = 1; // define how many hero missions can run at once

    wai_bandit_limit = 1; // define how many bandit missions can run at once

    /* wai_special_limit = 1; // define how many special missions can run at once */

    wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages

    ["black_hawk_crash",11],

    ["armed_vehicle",12],

    ["bandit_base",7],

    ["captured_mv22",6],

    ["ikea_convoy",7],

    ["destroyed_ural",16],

    ["disabled_milchopper",9],

    ["mayors_mansion",9],

    ["weapon_cache",12],

    ["bandit_patrol",11]

    ];

    wai_bandit_missions = [

    ["armed_vehicle",12],

    ["black_hawk_crash",14],

    ["captured_mv22",6],

    ["broken_down_ural",14],

    ["hero_base",6],

    ["ikea_convoy",8],

    ["medi_camp",16],

    ["presidents_mansion",6],

    ["sniper_extraction",8],

    ["weapon_cache",10]

    ];

    // Vehicle arrays

    armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];

    armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];

    civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];

    military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];

    cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];

    refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];

    civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

    // Dynamic box array

    crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];

    crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];

    crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

    crate_weapons_buildables = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];

    crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];

    crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];

    crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

    crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];

    crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];

    crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];

    crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];

    crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];

    crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];

    crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];

    crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];

    crate_items_president = ["ItemDocument","ItemGoldBar10oz"];

    crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];

    crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

    crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];

    /* END WAI MISSIONS CONFIG */

    /* STATIC MISSIONS CONFIG */

    static_missions = true; // use static mission file

    custom_per_world = true; // use a custom mission file per world

    /* END STATIC MISSIONS CONFIG */

    WAIconfigloaded = true;

    };

     

    static/chernarus.sqf

    if(isServer) then {

    //Custom Spawns file//

    /*

    Custom group spawns Eg.

    [

    [953.237,4486.48,0.001], // Position

    4, // Number Of units

    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)

    "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher

    4, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "Random", // Skin classname, use "Random" or classname here

    "Random", // Gearset number. "Random" for random gear set

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] call spawn_group;

    Place your custom group spawns below

    */

    [

    [9438.49,11491.1,0], // Position

    2, // Number Of units

    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)

    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher

    4, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here

    "Random", // Gearset number. "Random" for random gear set

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] call spawn_group;

    [

    [9465.56,11539.2,0], // Position

    2, // Number Of units

    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)

    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher

    4, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here

    "Random", // Gearset number. "Random" for random gear set

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] call spawn_group;

    [

    [9423.74,11534.7,0], // Position

    2, // Number Of units

    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)

    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher

    4, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here

    "Random", // Gearset number. "Random" for random gear set

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] call spawn_group;

    [

    [9466.6,11485.5,0], // Position

    2, // Number Of units

    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)

    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher

    4, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here

    "Random", // Gearset number. "Random" for random gear set

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] call spawn_group;

    /*

    Custom static weapon spawns Eg. (with mutiple positions)

    [

    [ // Position(s) (can be multiple)

    [911.21,4532.76,2.62],

    [921.21,4542.76,2.62]

    ],

    "M2StaticMG", // Classname of turret

    "easy", // Skill level of unit (easy, medium, hard, extreme, Random)

    "Bandit2_DZ", // Skin classname, use "Random" or classname here

    "Bandit", // AI Type, "Hero" or "Bandit".

    "Random", // Primary gun set number. "Random" for random weapon set

    2, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "Random" // Gearset classname, use "Random" or classname here

    ] call spawn_static;

    Place your custom static weapon spawns below

    */

    /*

    Custom Chopper Patrol spawn Eg.

    [

    [725.391,4526.06,0], // Position to patrol

    [0,0,0], // Position to spawn chopper at

    2000, // Radius of patrol

    10, // Number of waypoints to give

    "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)

    "Random", // Skill level of units (easy, medium, hard, extreme, Random)

    "Random", // Skin classname, use "Random" or classname here

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] spawn heli_patrol;

    Place your heli patrols below

    */

    /*

    Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

    [

    [725.391,4526.06,0], // Position to patrol

    [725.391,4526.06,0], // Position to spawn at

    200, // Radius of patrol

    10, // Number of waypoints to give

    "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)

    "Random", // Skill level of units (easy, medium, hard, extreme, Random)

    "Random", // Skin classname, use "Random" or classname here

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] spawn vehicle_patrol;

    Place your vehicle patrols below this line

    */

    [

    [9453.46,11564.7,0], // Position to patrol

    [9461.57,11456.3,0], // Position to spawn at

    100, // Radius of patrol

    5, // Number of waypoints to give

    "Offroad_DSHKM_Gue_DZE", // Classname of vehicle (make sure it has driver and gunner)

    "Random", // Skill level of units (easy, medium, hard, extreme, Random)

    "Random", // Skin classname, use "Random" or classname here

    "Bandit" // AI Type, "Hero" or "Bandit".

    ] spawn vehicle_patrol;

    /*

    Paradropped unit custom spawn Eg.

    [

    [911.21545,4532.7612,2.6292224], // Position that units will be dropped by

    [0,0,0], // Starting position of the heli

    400, // Radius from drop position a player has to be to spawn chopper

    "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)

    5, // Number of units to be para dropped

    "Random", // Skill level of units (easy, medium, hard, extreme, Random)

    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher

    4, // Number of magazines

    "Random", // Backpack classname, use "Random" or classname here

    "Bandit2_DZ", // Skin classname, use "Random" or classname here

    "Random", // Gearset number. "Random" for random gear set.

    "Bandit", // AI Type, "Hero" or "Bandit".

    true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.

    ] spawn heli_para;

    Place your paradrop spawns under this line

    */

    diag_log format["WAI: Static mission for %1 loaded", missionName];

    };

    nvm got it working, just needed to restart a few times. 

  4. can't get the static ai to spawn on my cherno map, can anyone help? here are my files:

     

    config.sqf

    if(isServer) then {



    /* GENERAL CONFIG */

    debug_mode = false; // enable debug
    use_blacklist = true; // use blacklist
    blacklist = [
    [[0,16000,0],[1000,-0,0]], // Left
    [[0,16000,0],[16000.0,14580.3,0]] // Top
    ];

    /* END GENERAL CONFIG */

    /* AI CONFIG */

    ai_clear_body = false; // instantly clear bodies
    ai_clean_dead = true; // clear bodies after certain amount of time
    ai_cleanup_time = 7200; // time to clear bodies in seconds
    ai_clean_roadkill = false; // clean bodies that are roadkills
    ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying

    ai_bandit_combatmode = "YELLOW"; // combatmode of bandit AI
    ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI

    ai_hero_combatmode = "YELLOW"; // combatmode of hero AI
    ai_hero_behaviour = "COMBAT"; // behaviour of hero AI

    ai_friendly_behaviour = false; // make ai friendly towards comrades

    player_bandit = -5000; // this is the amount you declare someone to be a bandit on your server, bandit AI will not attack you if ai_friendly_behaviour is true
    player_hero = 5000; // this is the amount you declare someone to be a hero on your server, hero AI will not attack you if ai_friendly_behaviour is true

    ai_share_info = true; // AI share info on player position
    ai_share_distance = 300; // distance from killed AI for AI to share your rough position

    ai_kills_gain = true; // add kill to bandit/human kill score
    ai_humanity_gain = true; // gain humanity for killing AI
    ai_add_humanity = 50; // amount of humanity gained for killing a bandit AI
    ai_remove_humanity = 50; // amount of humanity lost for killing a hero AI
    ai_special_humanity = 150; // amount of humanity gain or loss for killing a special AI dependant on player alignment

    ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["endurance",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme
    ai_skill_hard = [["aimingAccuracy",0.80],["aimingShake",0.80],["aimingSpeed",0.80],["endurance",1.00],["spotDistance",0.80],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Hard
    ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Medium
    ai_skill_easy = [["aimingAccuracy",0.40],["aimingShake",0.50],["aimingSpeed",0.50],["endurance",1.00],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Easy
    ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];

    ai_static_useweapon = true; // Allows AI on static guns to have a loadout
    ai_static_weapons = ["KORD_high_TK_EP1","DSHKM_Ins","M2StaticMG"]; // static guns

    ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)
    ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];

    ai_gear0 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
    ai_gear1 = [["ItemBandage","ItemBandage","ItemPainkiller"],["ItemKnife","ItemFlashlight"]];
    ai_gear_random = [ai_gear0,ai_gear1]; // Allows the possibility of random gear

    ai_wep_assault = ["FHQ_ACR_BLK_CCO","FHQ_ACR_BLK_CCO_F","FHQ_ACR_BLK_CCO_GL","FHQ_ACR_BLK_CCO_GL_F","FHQ_ACR_BLK_CCO_GL_SD","FHQ_ACR_BLK_CCO_GL_SD_F","FHQ_ACR_BLK_CCO_SD","FHQ_ACR_BLK_CCO_SD_F","FHQ_ACR_BLK_G33","FHQ_ACR_BLK_G33_F","FHQ_ACR_BLK_G33_GL","FHQ_ACR_BLK_G33_GL_F","FHQ_ACR_BLK_G33_GL_SD","FHQ_ACR_BLK_G33_GL_SD_F","FHQ_ACR_BLK_G33_SD","FHQ_ACR_BLK_G33_SD_F","FHQ_ACR_BLK_HAMR","FHQ_ACR_BLK_HAMR_F","FHQ_ACR_BLK_HAMR_GL","FHQ_ACR_BLK_HAMR_GL_F","FHQ_ACR_BLK_HAMR_GL_SD","FHQ_ACR_BLK_HAMR_GL_SD_F","FHQ_ACR_BLK_HAMR_SD","FHQ_ACR_BLK_HAMR_SD_F","FHQ_ACR_BLK_HWS","FHQ_ACR_BLK_HWS_F","FHQ_ACR_BLK_HWS_GL","FHQ_ACR_BLK_HWS_GL_F","FHQ_ACR_BLK_HWS_GL_SD","FHQ_ACR_BLK_HWS_GL_SD_F","FHQ_ACR_BLK_HWS_SD","FHQ_ACR_BLK_HWS_SD_F","FHQ_ACR_BLK_IRN","FHQ_ACR_BLK_IRN_F","FHQ_ACR_BLK_IRN_GL","FHQ_ACR_BLK_IRN_GL_F","FHQ_ACR_BLK_IRN_GL_SD","FHQ_ACR_BLK_IRN_GL_SD_F","FHQ_ACR_BLK_IRN_SD","FHQ_ACR_BLK_IRN_SD_F","FHQ_ACR_BLK_RCO","FHQ_ACR_BLK_RCO_F","FHQ_ACR_BLK_RCO_GL","FHQ_ACR_BLK_RCO_GL_F","FHQ_ACR_BLK_RCO_GL_SD","FHQ_ACR_BLK_RCO_GL_SD_F","FHQ_ACR_BLK_RCO_SD","FHQ_ACR_BLK_RCO_SD_F","FHQ_ACR_SNW_CCO","FHQ_ACR_SNW_CCO_F","FHQ_ACR_SNW_CCO_GL","FHQ_ACR_SNW_CCO_GL_F","FHQ_ACR_SNW_CCO_GL_SD","FHQ_ACR_SNW_CCO_GL_SD_F","FHQ_ACR_SNW_CCO_SD","FHQ_ACR_SNW_CCO_SD_F","FHQ_ACR_SNW_G33","FHQ_ACR_SNW_G33_F","FHQ_ACR_SNW_G33_GL","FHQ_ACR_SNW_G33_GL_F","FHQ_ACR_SNW_G33_GL_SD","FHQ_ACR_SNW_G33_GL_SD_F","FHQ_ACR_SNW_G33_SD","FHQ_ACR_SNW_G33_SD_F","FHQ_ACR_SNW_HAMR","FHQ_ACR_SNW_HAMR_F","FHQ_ACR_SNW_HAMR_GL","FHQ_ACR_SNW_HAMR_GL_F","FHQ_ACR_SNW_HAMR_GL_SD","FHQ_ACR_SNW_HAMR_GL_SD_F","FHQ_ACR_SNW_HAMR_SD","FHQ_ACR_SNW_HAMR_SD_F","FHQ_ACR_SNW_HWS","FHQ_ACR_SNW_HWS_F","FHQ_ACR_SNW_HWS_GL","FHQ_ACR_SNW_HWS_GL_F","FHQ_ACR_SNW_HWS_GL_SD","FHQ_ACR_SNW_HWS_GL_SD_F","FHQ_ACR_SNW_HWS_SD","FHQ_ACR_SNW_HWS_SD_F","FHQ_ACR_SNW_IRN","FHQ_ACR_SNW_IRN_F","FHQ_ACR_SNW_IRN_GL","FHQ_ACR_SNW_IRN_GL_F","FHQ_ACR_SNW_IRN_GL_SD","FHQ_ACR_SNW_IRN_GL_SD_F","FHQ_ACR_SNW_IRN_SD","FHQ_ACR_SNW_IRN_SD_F","FHQ_ACR_SNW_RCO","FHQ_ACR_SNW_RCO_F","FHQ_ACR_SNW_RCO_GL","FHQ_ACR_SNW_RCO_GL_F","FHQ_ACR_SNW_RCO_GL_SD","FHQ_ACR_SNW_RCO_GL_SD_F","FHQ_ACR_SNW_RCO_SD","FHQ_ACR_SNW_RCO_SD_F","FHQ_ACR_TAN_CCO","FHQ_ACR_TAN_CCO_F","FHQ_ACR_TAN_CCO_GL","FHQ_ACR_TAN_CCO_GL_F","FHQ_ACR_TAN_CCO_GL_SD","FHQ_ACR_TAN_CCO_GL_SD_F","FHQ_ACR_TAN_CCO_SD","FHQ_ACR_TAN_CCO_SD_F","FHQ_ACR_TAN_G33","FHQ_ACR_TAN_G33_F","FHQ_ACR_TAN_G33_GL","FHQ_ACR_TAN_G33_GL_F","FHQ_ACR_TAN_G33_GL_SD","FHQ_ACR_TAN_G33_GL_SD_F","FHQ_ACR_TAN_G33_SD","FHQ_ACR_TAN_G33_SD_F","FHQ_ACR_TAN_HAMR","FHQ_ACR_TAN_HAMR_F","FHQ_ACR_TAN_HAMR_GL","FHQ_ACR_TAN_HAMR_GL_F","FHQ_ACR_TAN_HAMR_GL_SD","FHQ_ACR_TAN_HAMR_GL_SD_F","FHQ_ACR_TAN_HAMR_SD","FHQ_ACR_TAN_HAMR_SD_F","FHQ_ACR_TAN_HWS","FHQ_ACR_TAN_HWS_F","FHQ_ACR_TAN_HWS_GL","FHQ_ACR_TAN_HWS_GL_F","FHQ_ACR_TAN_HWS_GL_SD","FHQ_ACR_TAN_HWS_GL_SD_F","FHQ_ACR_TAN_HWS_SD","FHQ_ACR_TAN_HWS_SD_F","FHQ_ACR_TAN_IRN","FHQ_ACR_TAN_IRN_F","FHQ_ACR_TAN_IRN_GL","FHQ_ACR_TAN_IRN_GL_F","FHQ_ACR_TAN_IRN_GL_SD","FHQ_ACR_TAN_IRN_GL_SD_F","FHQ_ACR_TAN_IRN_SD","FHQ_ACR_TAN_IRN_SD_F","FHQ_ACR_TAN_RCO","FHQ_ACR_TAN_RCO_F","FHQ_ACR_TAN_RCO_GL","FHQ_ACR_TAN_RCO_GL_F","FHQ_ACR_TAN_RCO_GL_SD","FHQ_ACR_TAN_RCO_GL_SD_F","FHQ_ACR_TAN_RCO_SD","FHQ_ACR_TAN_RCO_SD_F","FHQ_ACR_WDL_CCO","FHQ_ACR_WDL_CCO_F","FHQ_ACR_WDL_CCO_GL","FHQ_ACR_WDL_CCO_GL_F","FHQ_ACR_WDL_CCO_GL_SD","FHQ_ACR_WDL_CCO_GL_SD_F","FHQ_ACR_WDL_CCO_SD","FHQ_ACR_WDL_CCO_SD_F","FHQ_ACR_WDL_G33","FHQ_ACR_WDL_G33_F","FHQ_ACR_WDL_G33_GL","FHQ_ACR_WDL_G33_GL_F","FHQ_ACR_WDL_G33_GL_SD","FHQ_ACR_WDL_G33_GL_SD_F","FHQ_ACR_WDL_G33_SD","FHQ_ACR_WDL_G33_SD_F","FHQ_ACR_WDL_HAMR","FHQ_ACR_WDL_HAMR_F","FHQ_ACR_WDL_HAMR_GL","FHQ_ACR_WDL_HAMR_GL_F","FHQ_ACR_WDL_HAMR_GL_SD","FHQ_ACR_WDL_HAMR_GL_SD_F","FHQ_ACR_WDL_HAMR_SD","FHQ_ACR_WDL_HAMR_SD_F","FHQ_ACR_WDL_HWS","FHQ_ACR_WDL_HWS_F","FHQ_ACR_WDL_HWS_GL","FHQ_ACR_WDL_HWS_GL_F","FHQ_ACR_WDL_HWS_GL_SD","FHQ_ACR_WDL_HWS_GL_SD_F","FHQ_ACR_WDL_HWS_SD","FHQ_ACR_WDL_HWS_SD_F","FHQ_ACR_WDL_IRN","FHQ_ACR_WDL_IRN_F","FHQ_ACR_WDL_IRN_GL","FHQ_ACR_WDL_IRN_GL_F","FHQ_ACR_WDL_IRN_GL_SD","FHQ_ACR_WDL_IRN_GL_SD_F","FHQ_ACR_WDL_IRN_SD","FHQ_ACR_WDL_IRN_SD_F","FHQ_ACR_WDL_RCO","FHQ_ACR_WDL_RCO_F","FHQ_ACR_WDL_RCO_GL","FHQ_ACR_WDL_RCO_GL_F","FHQ_ACR_WDL_RCO_GL_SD","FHQ_ACR_WDL_RCO_GL_SD_F","FHQ_ACR_WDL_RCO_SD","FHQ_ACR_WDL_RCO_SD_F","FN_FAL","FN_FAL_ANPVS4","G36A_camo","G36C","G36C_camo","G36K_camo","G36_C_SD_camo","gms_k98","vil_G36KSKdesES","M14_EP1","M16A2","M16A2GL","M16A4","M16A4_ACG","M4A1","M4A1_Aim","M4A1_AIM_SD_camo","M4A1_HWS_GL_camo","M4A1_HWS_GL_SD_Camo","M4A3_CCO_EP1","m8_carbine","m8_carbine","m8_compact","m8_holo_sd","M8_SAW","M8_sharpshooter","MP5A5","MP5SD","RH_ctar21","RH_ctar21glacog","RH_ctar21m","RH_ctar21mgl","RH_hk416","RH_hk416acog","RH_hk416aim","RH_hk416eotech","RH_hk416gl","RH_hk416glacog","RH_hk416glaim","RH_hk416gleotech","RH_hk416s","RH_hk416sacog","RH_hk416saim","RH_hk416sd","RH_hk416sdaim","RH_hk416sdeotech","RH_hk416sdgl","RH_hk416sdglaim","RH_hk416sdgleotech","RH_hk416seotech","RH_hk416sgl","RH_hk416sglaim","RH_hk417","RH_hk417acog","RH_hk417aim","RH_hk417eotech","RH_hk417sacog","RH_hk417saim","RH_hk417sd","RH_hk417sdacog","RH_hk417sdaim","RH_hk417sdeotech","RH_hk417seotech","RH_hk417sgl","RH_hk417sglacog","RH_hk417sglaim","RH_hk417sgleotech","RH_m14","RH_m14acog","RH_m14aim","RH_m14eot","RH_m1sacog","RH_m1saim","RH_m1seot","RH_m1stacog","RH_m1staim","RH_m1steot","RH_mas","RH_masacog","RH_masaim","RH_masb","RH_masbacog","RH_masbaim","RH_masbeotech","RH_masbsd","RH_masbsdacog","RH_masbsdaim","RH_masbsdeotech","RH_maseotech","RH_massd","RH_massdacog","RH_massdaim","RH_massdeotech","RH_sc2acog","RH_sc2aim","RH_sc2eot","RH_star21","Sa58P_EP1","Sa58V_CCO_EP1","Sa58V_CCO_EP1","Sa58V_EP1","Sa58V_RCO_EP1","Saiga12K","SCAR_H_CQC_CCO","SCAR_H_CQC_CCO_SD","SCAR_H_STD_EGLM_Spect","SCAR_L_CQC","SCAR_L_CQC_CCO_SD","SCAR_L_CQC_EGLM_Holo","SCAR_L_CQC_Holo","SCAR_L_STD_EGLM_RCO","SCAR_L_STD_HOLO","SCAR_L_STD_Mk4CQT","vil_9a91","vil_9a91_c","vil_9a91_csd","vil_Abakan","vil_Abakan_gp","vil_Abakan_P29","vil_AEK1","vil_AEK2","vil_AeK_23","vil_AeK_3","vil_AEK_GL","vil_AG3","vil_AG36","vil_AG36A2","vil_AG36KA4","vil_AG36KV","vil_AG3EOT","vil_ak12","vil_ak12_ap","vil_ak12_gp","vil_AKM","vil_AKMS","vil_AKMSB","vil_AKMS_GP25","vil_AKM_GL","vil_AKS_47","vil_AKS_74","vil_AKS_74p","vil_AKS_74p_45","vil_AKS_74p_gp","vil_AKS_74_gp","vil_AKs_74_u","vil_AKs_74_u45","Vil_AKS_74_UB","Vil_AKS_74_UN_kobra","vil_AK_101","vil_AK_103","vil_AK_105","Vil_AK_105_c","vil_AK_107","Vil_AK_107_c","vil_AK_47","vil_AK_47_49","vil_AK_47_m1","vil_AK_74","vil_AK_74m","vil_AK_74m_c","vil_AK_74m_EOT","vil_AK_74m_EOT_Alfa","vil_AK_74m_EOT_FSB","vil_AK_74m_EOT_FSB_45","vil_AK_74m_EOT_FSB_60","vil_AK_74m_gp","vil_AK_74m_gp_29","vil_AK_74m_k","vil_AK_74m_p29","vil_AK_74M_PSO","vil_AK_74P","vil_AK_74_N","vil_AK_nato_m1","vil_AK_nato_m80","vil_AMD","vil_AMD63","vil_ASH82","vil_G36a2","vil_G36CC","vil_G36E","vil_G36KA4","vil_G36KES","vil_G36KSK","vil_G36KSKdes","vil_G36KSKES","vil_G36KV3","vil_G36KV3Des","vil_G36KVA4","vil_G36KVZ","vil_G36VA4","vil_G36VA4Eot","vil_G3a2","vil_G3a3","vil_G3a4","vil_G3a4b","vil_G3an","vil_G3anb","vil_G3SG1","vil_G3sg1b","vil_G3TGS","vil_G3TGSb","vil_G3ZF","vil_G3zfb","vil_Galil","vil_Groza_GL","vil_Groza_HG","vil_Groza_SC","vil_Groza_SD","vil_M14G","vil_M64","vil_M70","vil_M70B","vil_MP5SD_EOTech","vil_MP5_EOTech","vil_MPi","vil_PMI","vil_PMI74S","vil_PMIS","vil_SKS","vil_type88_1","vil_VAL","vil_VAL_C","vil_Vikhr","vil_vsk94"]; // Assault
    ai_wep_machine = ["RPK_74","MK_48_DZ","M249_EP1_DZ","Pecheneg_DZ","M240_DZ","m240_scoped_EP1_DZE","vil_zastava_m84","M249_m145_EP1_DZE","M60A4_EP1_DZE","MG36","skavil_M60","vil_Galil_arm","vil_M240_B","vil_M249_Para","vil_Mg3"]; // Light machine guns
    ai_wep_sniper = ["M14_EP1","SCAR_H_LNG_Sniper_SD","M110_NVG_EP1","SVD_CAMO","VSS_Vintorez","DMR_DZ","M40A3","BAF_LRR_scoped","FHQ_MSR_DESERT","FHQ_MSR_NV_DESERT","FHQ_MSR_NV_SD_DESERT","FHQ_MSR_SD_DESERT","FHQ_RSASS_SD_TAN","vil_SV_98_69","vil_SV_98_SD","FHQ_RSASS_TAN","FHQ_XM2010_DESERT","FHQ_XM2010_NV_DESERT","FHQ_XM2010_NV_SD_DESERT","FHQ_XM2010_SD_DESERT","KSVK_DZE","M110_NVG_EP1","M4SPR","RH_hk417sdsp","RH_hk417sp","RH_hk417s","RH_m1s","RHm1sshd","RH_m1ssp","RH_m1st","RH_m1stshd","RH_m21","SCAR_H_LNG_Sniper","SCAR_H_LNG_Sniper_SD","USSR_cheytacM200","USSR_cheytacM200_sd","vil_HK417s","vil_M110","vil_M110sd","vil_M21G","vil_SR25","vil_SR25SD"]; // Sniper rifles
    ai_wep_random = [ai_wep_assault,ai_wep_assault,ai_wep_assault,ai_wep_sniper,ai_wep_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
    ai_wep_launchers_AT = ["M136","RPG18","JAVELIN"];
    ai_wep_launchers_AA = ["Strela","Igla","STINGER"];

    ai_packs = ["DZ_Czech_Vest_Puch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    ai_hero_skin = ["FR_AC","FR_AR","FR_Corpsman","FR_GL","FR_Marksman","FR_R","FR_Sapper","FR_TL"];
    ai_bandit_skin = ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"];
    ai_special_skin = ["Functionary1_EP1_DZ"];
    ai_all_skin = [ai_hero_skin,ai_bandit_skin,ai_special_skin];

    ai_add_skin = true; // adds unit skin to inventory on death

    /* END AI CONFIG */

    /* WAI MISSIONS CONFIG */
    wai_mission_system = true; // use built in mission system

    wai_mission_markers = ["DZMSMajMarker","DZMSMinMarker","DZMSBMajMarker","DZMSBMinMarker"];
    wai_avoid_missions = 750; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
    wai_avoid_traders = 750; // avoid spawning missions this close to traders
    wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
    wai_avoid_road = 0; // avoid spawning missions this close to roads
    wai_avoid_water = 50; // avoid spawning missions this close to water


    wai_mission_timer = [300,900]; // time between missions 5-15 minutes
    wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes
    wai_timeout_distance = 1000; // if a player is this close to a mission then it won't time-out

    wai_clean_mission = true; // clean all mission buildings after a certain period
    wai_clean_mission_time = 1800; // time after a mission is complete to clean mission buildings

    wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%]
    wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%]
    wai_keep_vehicles = true; // save vehicles to database and keep them after restart
    wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true)

    wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime
    wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime

    wai_players_online = 1; // number of players online before mission starts
    wai_server_fps = 5; // missions only starts if server FPS is over wai_server_fps

    wai_kill_percent = 30; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion

    wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
    wai_high_value_chance = 1; // chance in percent you find above mentioned item

    wai_enable_minefield = true; // enable minefields to better defend missions
    wai_use_launchers = true; // add a rocket launcher to each spawned AI group
    wai_remove_launcher = true; // remove rocket launcher from AI on death

    // Missions
    wai_radio_announce = false; // Setting this to true will announce the missions to those that hold a radio only
    wai_hero_limit = 1; // define how many hero missions can run at once
    wai_bandit_limit = 1; // define how many bandit missions can run at once
    /* wai_special_limit = 1; // define how many special missions can run at once */
    wai_hero_missions = [ // ["mission filename",% chance of picking this mission],Make sure the chances add up to 100,or it will not be accurate percentages
    ["black_hawk_crash",11],
    ["armed_vehicle",12],
    ["bandit_base",7],
    ["captured_mv22",6],
    ["ikea_convoy",7],
    ["destroyed_ural",16],
    ["disabled_milchopper",9],
    ["mayors_mansion",9],
    ["weapon_cache",12],
    ["bandit_patrol",11]
    ];
    wai_bandit_missions = [
    ["armed_vehicle",12],
    ["black_hawk_crash",14],
    ["captured_mv22",6],
    ["broken_down_ural",14],
    ["hero_base",6],
    ["ikea_convoy",8],
    ["medi_camp",16],
    ["presidents_mansion",6],
    ["sniper_extraction",8],
    ["weapon_cache",10]
    ];

    // Vehicle arrays
    armed_vehicle = ["ArmoredSUV_PMC_DZE","GAZ_Vodnik_DZE","HMMWV_M1151_M2_CZ_DES_EP1_DZE","HMMWV_M998A2_SOV_DES_EP1_DZE","LandRover_MG_TK_EP1_DZE","LandRover_Special_CZ_EP1_DZE","Offroad_DSHKM_Gue_DZE","Pickup_PK_GUE_DZE","Pickup_PK_INS_DZE","Pickup_PK_TK_GUE_EP1_DZE","UAZ_MG_TK_EP1_DZE"];
    armed_chopper = ["CH_47F_EP1_DZE","UH1H_DZE","Mi17_DZE","UH60M_EP1_DZE","UH1Y_DZE","MH60S_DZE"];
    civil_chopper = ["AH6X_DZ","BAF_Merlin_DZE","MH6J_DZ","Mi17_Civilian_DZ"];
    military_unarmed = ["GAZ_Vodnik_MedEvac","HMMWV_Ambulance","HMMWV_Ambulance_CZ_DES_EP1","HMMWV_DES_EP1","HMMWV_DZ","HMMWV_M1035_DES_EP1","LandRover_CZ_EP1","LandRover_TK_CIV_EP1","UAZ_CDF","UAZ_INS","UAZ_RU","UAZ_Unarmed_TK_CIV_EP1","UAZ_Unarmed_TK_EP1","UAZ_Unarmed_UN_EP1"];
    cargo_trucks = ["Kamaz","MTVR_DES_EP1","Ural_CDF","Ural_TK_CIV_EP1","Ural_UN_EP1","V3S_Open_TK_CIV_EP1","V3S_Open_TK_EP1"];
    refuel_trucks = ["KamazRefuel_DZ","MtvrRefuel_DES_EP1_DZ","UralRefuel_TK_EP1_DZ","V3S_Refuel_TK_GUE_EP1_DZ"];
    civil_vehicles = ["hilux1_civil_1_open","hilux1_civil_2_covered","hilux1_civil_3_open_EP1","SUV_Blue","SUV_Camo","SUV_Charcoal","SUV_Green","SUV_Orange","SUV_Pink","SUV_Red","SUV_Silver","SUV_TK_CIV_EP1","SUV_White","SUV_Yellow"];

    // Dynamic box array
    crates_large = ["USVehicleBox","RUVehicleBox","TKVehicleBox_EP1"];
    crates_medium = ["USBasicWeaponsBox","RUBasicWeaponsBox","USSpecialWeaponsBox","USSpecialWeapons_EP1","RUSpecialWeaponsBox","SpecialWeaponsBox","TKSpecialWeapons_EP1","CZBasicWeapons_EP1","UNBasicWeapons_EP1"];
    crates_small = ["GuerillaCacheBox","RULaunchersBox","RUBasicAmmunitionBox","RUOrdnanceBox","USBasicAmmunitionBox","USLaunchersBox","USOrdnanceBox","USOrdnanceBox_EP1","USLaunchers_EP1","USBasicWeapons_EP1","USBasicAmmunitionBox_EP1","UNBasicAmmunitionBox_EP1","TKOrdnanceBox_EP1","TKLaunchers_EP1","TKBasicAmmunitionBox_EP1","GuerillaCacheBox_EP1","GERBasicWeapons_EP1"];

    crate_weapons_buildables = ["ChainSaw","ChainSawB","ChainSawG","ChainSawP","ChainSawR"];

    crate_tools = ["ItemKeyKit","Binocular","Binocular_Vector","ItemCompass","ItemCrowbar","ItemEtool","ItemFishingPole","ItemFlashlightRed","ItemGPS","ItemHatchet_DZE","ItemKnife","ItemMachete","ItemMatchbox_DZE","ItemToolbox","NVGoggles"];
    crate_tools_buildable = ["ItemToolbox","ItemEtool","ItemCrowbar","ItemKnife"];
    crate_tools_sniper = ["ItemCompass","Binocular","Binocular_Vector","NVGoggles","ItemGPS"];

    crate_items = ["FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemBandage","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemGoldBar","ItemGoldBar10oz","CinderBlocks","ItemCanvas","ItemComboLock","ItemLightBulb","ItemLockbox","ItemSandbag","ItemTankTrap","ItemWire","MortarBucket","PartEngine","PartFueltank","PartGeneric","PartGlass","PartPlankPack","PartVRotor","PartWheel","PartWoodPile"];
    crate_items_high_value = ["ItemBriefcase100oz","ItemVault","30m_plot_kit","ItemHotwireKit"];
    crate_items_food = ["ItemWaterbottle","FoodNutmix","FoodPistachio","FoodMRE","ItemSodaOrangeSherbet","ItemSodaRbull","ItemSodaR4z0r","ItemSodaMdew","ItemSodaPepsi","ItemSodaCoke","FoodbaconCooked","FoodCanBakedBeans","FoodCanFrankBeans","FoodCanPasta","FoodCanSardines","FoodchickenCooked","FoodmuttonCooked","FoodrabbitCooked","ItemTroutCooked","ItemTunaCooked","ItemSeaBassCooked"];
    crate_items_buildables = ["forest_large_net_kit","cinder_garage_kit",["PartPlywoodPack",5],"ItemSandbagExLarge5X","park_bench_kit","ItemComboLock",["CinderBlocks",10],"ItemCanvas","ItemComboLock",["ItemLightBulb",5],"ItemLockbox",["ItemSandbag",10],["ItemTankTrap",10],["ItemWire",10],["MortarBucket",10],["PartPlankPack",5],"PartWoodPile"];
    crate_items_vehicle_repair = ["PartEngine","PartFueltank","PartGeneric","PartGlass","PartVRotor","PartWheel"];
    crate_items_medical = ["ItemWaterbottle","ItemAntibiotic","ItemBloodbag","ItemEpinephrine","ItemHeatPack","ItemMorphine","ItemBandage","FoodCanFrankBeans","FoodCanPasta"];
    crate_items_chainbullets = ["2000Rnd_762x51_M134","200Rnd_762x51_M240","100Rnd_127x99_M2","150Rnd_127x107_DSHKM"];
    crate_items_sniper = [["ItemPainkiller",5],"Skin_Sniper1_DZ","Skin_CZ_Soldier_Sniper_EP1_DZ","Skin_GUE_Soldier_Sniper_DZ"];
    crate_items_president = ["ItemDocument","ItemGoldBar10oz"];

    crate_backpacks_all = ["DZ_Patrol_Pack_EP1","DZ_Assault_Pack_EP1","DZ_Czech_Vest_Puch","DZ_TerminalPack_EP1","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_CompactPack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"];
    crate_backpacks_large = ["DZ_GunBag_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1","DZ_CivilBackpack_EP1"];

    crate_random = [crate_items,crate_items_food,crate_items_buildables,crate_items_vehicle_repair,crate_items_medical,crate_items_chainbullets];

    /* END WAI MISSIONS CONFIG */

    /* STATIC MISSIONS CONFIG */

    static_missions = true; // use static mission file
    custom_per_world = true; // use a custom mission file per world

    /* END STATIC MISSIONS CONFIG */

    WAIconfigloaded = true;

    };

     

    static/chernarus.sqf

    if(isServer) then {




    //Custom Spawns file//
    /*
    Custom group spawns Eg.

    [
    [953.237,4486.48,0.001], // Position
    4, // Number Of units
    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)
    "Random", or ["Random","at"], // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "Random", // Skin classname, use "Random" or classname here
    "Random", // Gearset number. "Random" for random gear set
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] call spawn_group;

    Place your custom group spawns below
    */

    [
    [9438.49,11491.1,0], // Position
    2, // Number Of units
    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)
    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
    "Random", // Gearset number. "Random" for random gear set
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] call spawn_group;

    [
    [9465.56,11539.2,0], // Position
    2, // Number Of units
    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)
    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
    "Random", // Gearset number. "Random" for random gear set
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] call spawn_group;

    [
    [9423.74,11534.7,0], // Position
    2, // Number Of units
    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)
    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
    "Random", // Gearset number. "Random" for random gear set
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] call spawn_group;

    [
    [9466.6,11485.5,0], // Position
    2, // Number Of units
    "Random", // Skill level of unit (easy, medium, hard, extreme, Random)
    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "TK_INS_Warlord_EP1_DZ", // Skin classname, use "Random" or classname here
    "Random", // Gearset number. "Random" for random gear set
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] call spawn_group;

    /*
    Custom static weapon spawns Eg. (with mutiple positions)

    [
    [ // Position(s) (can be multiple)
    [911.21,4532.76,2.62],
    [921.21,4542.76,2.62]
    ],
    "M2StaticMG", // Classname of turret
    "easy", // Skill level of unit (easy, medium, hard, extreme, Random)
    "Bandit2_DZ", // Skin classname, use "Random" or classname here
    "Bandit", // AI Type, "Hero" or "Bandit".
    "Random", // Primary gun set number. "Random" for random weapon set
    2, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "Random" // Gearset classname, use "Random" or classname here
    ] call spawn_static;

    Place your custom static weapon spawns below
    */





    /*
    Custom Chopper Patrol spawn Eg.

    [
    [725.391,4526.06,0], // Position to patrol
    [0,0,0], // Position to spawn chopper at
    2000, // Radius of patrol
    10, // Number of waypoints to give
    "UH1H_DZ", // Classname of vehicle (make sure it has driver and two gunners)
    "Random", // Skill level of units (easy, medium, hard, extreme, Random)
    "Random", // Skin classname, use "Random" or classname here
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] spawn heli_patrol;


    Place your heli patrols below
    */





    /*
    Custom Vehicle patrol spawns Eg. (Watch out they are stupid)

    [
    [725.391,4526.06,0], // Position to patrol
    [725.391,4526.06,0], // Position to spawn at
    200, // Radius of patrol
    10, // Number of waypoints to give
    "HMMWV_Armored", // Classname of vehicle (make sure it has driver and gunner)
    "Random", // Skill level of units (easy, medium, hard, extreme, Random)
    "Random", // Skin classname, use "Random" or classname here
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] spawn vehicle_patrol;

    Place your vehicle patrols below this line
    */

    [
    [9453.46,11564.7,0], // Position to patrol
    [9461.57,11456.3,0], // Position to spawn at
    100, // Radius of patrol
    5, // Number of waypoints to give
    "Offroad_DSHKM_Gue_DZE", // Classname of vehicle (make sure it has driver and gunner)
    "Random", // Skill level of units (easy, medium, hard, extreme, Random)
    "Random", // Skin classname, use "Random" or classname here
    "Bandit" // AI Type, "Hero" or "Bandit".
    ] spawn vehicle_patrol;

    /*
    Paradropped unit custom spawn Eg.

    [
    [911.21545,4532.7612,2.6292224], // Position that units will be dropped by
    [0,0,0], // Starting position of the heli
    400, // Radius from drop position a player has to be to spawn chopper
    "UH1H_DZ", // Classname of chopper (Make sure it has 2 gunner seats!)
    5, // Number of units to be para dropped
    "Random", // Skill level of units (easy, medium, hard, extreme, Random)
    "Random", // Primary gun set number and rocket launcher. "Random" for random weapon set, "at" for anti-tank, "aa" for anti-air launcher
    4, // Number of magazines
    "Random", // Backpack classname, use "Random" or classname here
    "Bandit2_DZ", // Skin classname, use "Random" or classname here
    "Random", // Gearset number. "Random" for random gear set.
    "Bandit", // AI Type, "Hero" or "Bandit".
    true // true: Aircraft will stay at position and fight. false: Heli will leave if not under fire.
    ] spawn heli_para;

    Place your paradrop spawns under this line
    */

    diag_log format["WAI: Static mission for %1 loaded", missionName];

    };

  5. nvm still didnt work. :blink: No right click option and no harvesting of hemp/fiberplant, If anyone can help I would really appreciate it. I run a Overpoch server with: BuildVectors, PlotManagement, SnapbuildPro, ServicePointSC, zupa overwatch skins, zupa coin 3.0, doorManagement, comokey changer, logistics, basejump, deploy anything, hero perks, & WAI 2.2.0. 

     

    my description.ext

    #include "ZSC\config\cfgServerTrader.hpp"


    #include "Custom\customloot\CfgBuildingLoot.hpp"
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;

    briefing = 0;
    debriefing = 0;

    onPauseScript = "";
    loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";

    class Header
    {
    gameType = COOP; //DM, Team, Coop, ...
    minPlayers = 1; //min # of players the mission supports
    maxPlayers = 100; //Max # of players the mission supports
    };

    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;

    class RscText
    {
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100;
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
    };
    class RscPicture
    {
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
    };
    class RscLoadingText : RscText
    {
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    //
    // the loading screen itself
    //
    class DayZ_loadingScreen
    {
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
    class blackBG : RscText
    {
    x = safezoneX;
    y = safezoneY;
    w = safezoneW;
    h = safezoneH;
    text = "";
    colorText[] = {0,0,0,0};
    colorBackground[] = {0,0,0,1};
    };
    /*
    class nicePic : RscPicture
    {
    style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    x = safezoneX + safezoneW/2 - 0.25;
    y = safezoneY + safezoneH/2 - 0.2;
    w = 0.5;
    h = 0.4;
    text = "img\nicePic.paa";
    };
    */
    };
    class controls
    {
    class Title1 : RscLoadingText
    {
    text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    };
    class CA_Progress : RscProgress // progress bar, has to have idc 104
    {
    idc = 104;
    type = 8; // CT_PROGRESS
    style = 0; // ST_SINGLE
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    };
    class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    {
    idc = 103;
    };
    class Name2: RscText // the text on the top-left
    {
    idc = 101;
    x = 0.05;
    y = 0.029412;
    w = 0.9;
    h = 0.04902;
    text = "";
    sizeEx = 0.05;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    };
    };

    class RscPictureGUI
    {
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
    };
    class RscTextGUIK {
    type = 0;
    idc = -1;
    style = 0x02;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1, 1, 1, 0.5};
    //color[] = {1, 1, 1, 0.5};
    font = "TahomaB";
    size = 0.03;
    sizeEx = 0.03;
    x = 0;
    y = 0;
    w = 0.1;
    h = 0.2;
    };
    class RscTitles
    {
    #include "ZSC\config\ZSChud.hpp"
    };
    #include "doorManagement\defines.hpp"
    #include "doorManagement\doorUnlock.hpp"
    #include "doorManagement\doorManagement.hpp"
    #include "doorManagement\ComboLockUI.hpp"
    #include "ZSC\config\ZSCdefines.hpp"
    #include "ZSC\config\ZSCdialogs.hpp"
    #include "zupa\skins\SkinGui.hpp"
    #include "zupa\advancedTrading\advancedTrading.hpp"
    #include "custom\snap_pro\snappoints.hpp"
    #include "plotManagement\plotManagement.hpp"
    #include "ckc\ckc_defines.hpp"
    #include "ckc\ckc_ui.hpp"
    #include "ckc\ckc_SafeUI.hpp"
    #include "Custom\extra_rc.hpp"

     

    my ui_selectSlot.sqf

    private ["_control","_button","_parent","_group","_pos","_item","_conf","_name","_cfgActions","_numActions","_height","_menu","_config","_type","_script","_outputOriented","_compile","_array","_outputClass","_outputType","_erc_cfgActions","_erc_numActions"];


    disableSerialization;
    _control = _this select 0;
    _button = _this select 1;
    _parent = findDisplay 106;

    //if ((time - dayzClickTime) < 1) exitWith {};

    if (!DZE_SelfTransfuse && ((gearSlotData _control) == "ItemBloodBag")) exitWith {};

    if (_button == 1) then {
    //dayzClickTime = time;
    _group = _parent displayCtrl 6902;

    _pos = ctrlPosition _group;
    _pos set [0,((_this select 2) + 0.48)];
    _pos set [1,((_this select 3) + 0.07)];

    _item = gearSlotData _control;

    _conf = configFile >> "cfgMagazines" >> _item;
    if (!isClass _conf) then {
    _conf = configFile >> "cfgWeapons" >> _item;
    };
    _name = getText(_conf >> "displayName");

    _cfgActions = _conf >> "ItemActions";
    _numActions = (count _cfgActions);
    _height = 0;

    //Populate Menu
    for "_i" from 0 to (_numActions - 1) do
    {
    _menu = _parent displayCtrl (1600 + _i);
    _menu ctrlShow true;
    _config = (_cfgActions select _i);
    _type = getText (_config >> "text");
    _script = getText (_config >> "script");
    _outputOriented = getNumber (_config >> "outputOriented") == 1;
    _height = _height + (0.025 * safezoneH);
    _compile = format["_id = '%2' %1;",_script,_item];
    uiNamespace setVariable ['uiControl', _control];
    if (_outputOriented) then {
    /*
    This flag means that the action is output oriented
    the output class will then be transferred to the script
    && the type used for the name
    */
    _array = getArray (_config >> "output");
    _outputClass = _array select 0;
    _outputType = _array select 1;
    _name = getText (configFile >> _outputType >> _outputClass >> "displayName");
    _compile = format["_id = ['%2',%3] %1;",_script,_item,_array];
    };

    _menu ctrlSetText format[_type,_name];
    _menu ctrlSetEventHandler ["ButtonClick",_compile];
    };

    // Add extra context menus
    _erc_cfgActions = (missionConfigFile >> "ExtraRc" >> _item);
    _erc_numActions = (count _erc_cfgActions);
    if (isClass _erc_cfgActions) then {
    for "_j" from 0 to (_erc_numActions - 1) do
    {
    _menu = _parent displayCtrl (1600 + _j + _numActions);
    _menu ctrlShow true;
    _config = (_erc_cfgActions select _j);
    _text = getText (_config >> "text");
    _script = getText (_config >> "script");
    _height = _height + (0.025 * safezoneH);
    uiNamespace setVariable ['uiControl', _control];
    _menu ctrlSetText _text;
    _menu ctrlSetEventHandler ["ButtonClick",_script];
    };
    };

    _pos set [3,_height];
    //hint format["Obj: %1 \nHeight: %2\nPos: %3",_item,_height,_grpPos];

    _group ctrlShow true;
    ctrlSetFocus _group;
    _group ctrlSetPosition _pos;
    _group ctrlCommit 0;
    };

     

    and my extra_rc.hpp

    class ExtraRc {


    class ItemKnife {
    class farmhemp {
    text = "Harvest the weed";
    script = "execVM 'addons\hemp.sqf'";
    };
    };
    class ItemKiloHemp {
    class smokeweed {
    text = "Smoke the shit";
    script = "execVM 'addons\smokeshit.sqf'";
    };
    };
    };

  6. okay mine look

     

    Sure here you go.

    #include "Scripts\Trader_Items\cfgServerTrader.hpp"
    
    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    
    disabledAI = true;
    
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;
    
    
    #include "custom\cfgBuildingLoot.hpp"
    
    briefing = 0;
    debriefing = 0;
    
    onPauseScript = "custom\DupingFix.sqf";
    loadScreen = "WICKEDSPLASH.jpg";
    
    
    class Header
    {
     gameType = COOP;
     minPlayers = 1;
     maxPlayers = 100;
    };
    
    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;
    
    #include "Scripts\Player_Hud\commonhud.hpp"
    #include "Scripts\Defines\hw.hpp"
    
    class RscText
    {
    	type = 0;
    	idc = -1;
    	x = 0;
    	y = 0;
    	h = 0.037;
    	w = 0.3;
    	style = 0x100; 
    	font = Zeppelin32;
    	SizeEx = 0.03921;
    	colorText[] = {1,1,1,1};
    	colorBackground[] = {0, 0, 0, 0};
    	linespacing = 1;
    };
    
    class RscPicture
    {
    	access=0;
    	type=0;
    	idc=-1;
    	style=48;
    	colorBackground[]={0,0,0,0};
    	colorText[]={1,1,1,1};
    	font="TahomaB";
    	sizeEx=0;
    	lineSpacing=0;
    	text="";
    };
    
    class RscLoadingText : RscText
    {
    	style = 2;
    	x = 0.323532;
    	y = 0.666672;
    	w = 0.352944;
    	h = 0.039216;
    	sizeEx = 0.03921;
    	colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    
    class RscProgress
    {
    	x = 0.344;
    	y = 0.619;
    	w = 0.313726;
    	h = 0.0261438;
    	texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    	colorFrame[] = {0,0,0,0};
    	colorBar[] = {1,1,1,1};
    };
    
    class RscProgressNotFreeze
    {
    	idc = -1;
    	type = 45;
    	style = 0;
    	x = 0.022059;
    	y = 0.911772;
    	w = 0.029412;
    	h = 0.039216;
    	texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    
    class DayZ_loadingScreen
    { 
    	idd = -1;
    	duration = 10e10;
    	fadein = 0;
    	fadeout = 0;
    	name = "loading screen";
    	class controlsBackground
    	{
    		class blackBG : RscText
    		{
    			x = safezoneX;
    			y = safezoneY;
    			w = safezoneW;
    			h = safezoneH;
    			text = "";
    			colorText[] = {0,0,0,0};
    			colorBackground[] = {0,0,0,1};
    		};
    	};
    	class controls
    	{
    		class Title1 : RscLoadingText
    		{
    			text = "$STR_LOADING";
    		};
    		class CA_Progress : RscProgress
    		{
    			idc = 104;
    			type = 8;
    			style = 0;
    			texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    		};
    		class CA_Progress2 : RscProgressNotFreeze
    		{
    			idc = 103;
    		};
    		class Name2: RscText
    		{
    			idc = 101;
    			x = 0.05;
    			y = 0.029412;
    			w = 0.9;
    			h = 0.04902;
    			text = "";
    			sizeEx = 0.05;
    			colorText[] = {0.543,0.5742,0.4102,1.0};
    		};
    	};
    };
    
    class RscTitles
    {
    #include "Scripts\Player_Hud\hud.hpp"
    };
    
    #include "Scripts\Defines\defines.hpp"
    #include "Scripts\Defines\common.hpp"
    #include "Scripts\Gold_Coin_system\Bank_Dialog\bank_dialog.hpp"
    #include "Scripts\Gold_Coin_system\Give_Money\give_player_dialog.hpp"
    #include "custom\snap_pro\snappoints.hpp"
    #include "custom\extra_rc.hpp"
    

     

    make sure you dont have an extra closing bracket somewhere.

    Okay that looked similar to mine, but still not getting any right click options on the items. And the plant won't let me harvest it.

  7. Is the weedfarms.sqf necessary to run this?

    Im just trying to get the smokeshit.sqf and hemp.sqf to work in my extra_rc.hpp and it breaks the server. No error in my RPT. I already have deploy bike working via the extra_rc.hpp so Im just adding the SmokeWeed folder with the 2 scripts to my custom folder and the extra_rc.hpp looks like this.

     

    class ExtraRc {
    	class ItemToolbox {
                   class Bike {
                            text = "Deploy Bike";
                            script = "execVM 'custom\deploy\bike.sqf'";
                    };
    	}; 
    	class ItemKnife {
    		class farmhemp {
    			text = "Harvest the weed";
    			script = "execVM 'custom\SmokeWeed\hemp.sqf'";
    		
    		};
    	};
    	class ItemKiloHemp {
    		class smokeweed {
    			text = "Smoke the shit";
    			script = "execVM 'custom\SmokeWeed\smokeshit.sqf'";
    		};
    	};
    };
    

    This looks right to me so idk...

    smokeshit.sqf

    /*

    by: ZeroK00L    

    */

        [] spawn {

        hint "You roll a fatty and smoke it! Damn! That shit is the chronic!";

        player removeMagazine 'ItemKiloHemp';

        Remove_Drug_effects =

        {

        {

        ppEffectDestroy _x;

        } forEach (_this select 0);

        ppEffectDestroy ppe2;

        ppEffectDestroy ppe3;

        setaperture 0;

        };

        _time = time;

        _effects = [];

    player playMoveNow "ActsPercMstpSnonWpstDnon_sceneBardak01";

        while {true} do

        {

        ppe2 = ppEffectCreate ["chromAberration", 1555];

        _effects = _effects + [ppe2];

        ppe2 ppEffectAdjust [random 0.25,random 0.25,true];

        ppe2 ppEffectCommit 1;

        ppe2 ppEffectEnable true;

        ppe3 = ppEffectCreate ["radialBlur", 1555];

        _effects = _effects + [ppe3];

        ppe3 ppEffectEnable true;

        ppe3 ppEffectAdjust [random 0.02,random 0.02,0.15,0.15];

        ppe3 ppEffectCommit 1;

        sleep random(1);

    r_player_blood = r_player_bloodTotal;            //set their blood to the maximum allowed

    r_player_lowblood = false;                        //set lowblood setting to false

    10 fadeSound 1;                                    //slowly fade their volume back to maximum

    "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 5;    //disable post processing blur effect

    "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1],  [1, 1, 1, 1]];"colorCorrections" ppEffectCommit 5;    //give them their colour back

    r_player_lowblood = false;                        //just double checking their blood isnt low

    player setVariable["USEC_BloodQty",r_player_bloodTotal,true];    //set their blood back up to maximum again

        if (_time + 60 < time) exitWith {[_effects] call Remove_Drug_effects;};

        };

        };

    hemp.sqf

        /*

        put together for DayZ Epoch

        Credits to Shogun338 from Insurrection gaming

        modified for separate "gather weed" script

        */

         

        private ["_gearmenu","_playerPos","_nearWeed","_weed","_objectID","_objectUID"];

        _playerPos = getPosATL player;

        _hempqty = {_x == "ItemKiloHemp"} count magazines player;

        _nearWeed = count nearestObjects [_playerPos, ["fiberplant"], 4] > 0;

        _weed = nearestObject [player, "fiberplant"];

         

        if !(_nearWeed) exitWith {

        cutText [format["You need to be near the weed plants in order to gather."], "PLAIN DOWN"];

        };

        if (_hempqty > 2) exitWith {

        cutText [format["WARNING: %1, You have maximum amount of weed in your inventory! You could get arrested by the police ;)", name player], "PLAIN DOWN"];

        };

        if (dayz_combat == 1) then {

        cutText [format["You are in Combat and Cannot Gather the Weed."], "PLAIN DOWN"];

        } else {

        disableSerialization;

        _gearmenu = FindDisplay 106;

        _gearmenu CloseDisplay 106;

        player playActionNow "Medic";

        r_interrupt = false;

        sleep 6;

        _objectID = _weed getVariable["ObjectID","0"];

        _objectUID = _weed getVariable["ObjectUID","0"];

        deleteVehicle _weed;

        [_objectID,_objectUID] call server_deleteObj;

        _weed setDamage 1;

        player addMagazine "ItemKiloHemp";

        sleep 2;

        cutText [format["You've Gathered Some Weed! Smoke that shit or sell it at Black market dealer!!"], "PLAIN DOWN"];    

        };

     

    EDIT- Nevermind it works... no idea what was going wrong. just restarted the server a couple of times and it was good to go.

     

    do you mind posting your description.ext? everytime i try to add functions to my extra_rc.hpp nothing works, I followed macas right click option to the T and nothing shows up only the plot pole test 1 & 2 work, but when i call a script nothing happens

  8. How would we accomplish adding this script if we were to have ZSC 3.0, zupa arma & overwatch skins, plotmanagement, and plot for life installed? as far as the defines.hpp because I keep getting issues when I try to add this mod. 

     

    Here is my description.ext

    #include "ZSC\config\cfgServerTrader.hpp"


    #include "Custom\customloot\CfgBuildingLoot.hpp"

    respawn = "BASE";
    respawndelay = 5;
    onLoadMission= "DayZ Epoch Chernarus";
    OnLoadIntro = "Welcome to DayZ Epoch Chernarus";
    OnLoadIntroTime = False;
    OnLoadMissionTime = False;
    disabledAI = true;
    disableChannels[]={0,2,6};
    enableItemsDropping = 0;

    briefing = 0;
    debriefing = 0;

    onPauseScript = "";
    loadScreen = "\z\addons\dayz_code\gui\dayz_logo_ca.paa";

    class Header
    {
    gameType = COOP; //DM, Team, Coop, ...
    minPlayers = 1; //min # of players the mission supports
    maxPlayers = 100; //Max # of players the mission supports
    };

    aiKills = 1;
    diagRadio = 1;
    diagHit = 1;

    class RscText
    {
    type = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.037;
    w = 0.3;
    style = 0x100;
    font = Zeppelin32;
    SizeEx = 0.03921;
    colorText[] = {1,1,1,1};
    colorBackground[] = {0, 0, 0, 0};
    linespacing = 1;
    };
    class RscPicture
    {
    access=0;
    type=0;
    idc=-1;
    style=48;
    colorBackground[]={0,0,0,0};
    colorText[]={1,1,1,1};
    font="TahomaB";
    sizeEx=0;
    lineSpacing=0;
    text="";
    };
    class RscLoadingText : RscText
    {
    style = 2;
    x = 0.323532;
    y = 0.666672;
    w = 0.352944;
    h = 0.039216;
    sizeEx = 0.03921;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    class RscProgress
    {
    x = 0.344;
    y = 0.619;
    w = 0.313726;
    h = 0.0261438;
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    colorFrame[] = {0,0,0,0};
    colorBar[] = {1,1,1,1};
    };
    class RscProgressNotFreeze
    {
    idc = -1;
    type = 45;
    style = 0;
    x = 0.022059;
    y = 0.911772;
    w = 0.029412;
    h = 0.039216;
    texture = "#(argb,8,8,3)color(0,0,0,0)";
    };
    //
    // the loading screen itself
    //
    class DayZ_loadingScreen
    {
    idd = -1;
    duration = 10e10;
    fadein = 0;
    fadeout = 0;
    name = "loading screen";
    class controlsBackground
    {
    class blackBG : RscText
    {
    x = safezoneX;
    y = safezoneY;
    w = safezoneW;
    h = safezoneH;
    text = "";
    colorText[] = {0,0,0,0};
    colorBackground[] = {0,0,0,1};
    };
    /*
    class nicePic : RscPicture
    {
    style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO
    x = safezoneX + safezoneW/2 - 0.25;
    y = safezoneY + safezoneH/2 - 0.2;
    w = 0.5;
    h = 0.4;
    text = "img\nicePic.paa";
    };
    */
    };
    class controls
    {
    class Title1 : RscLoadingText
    {
    text = "$STR_LOADING"; // "Loading" text in the middle of the screen
    };
    class CA_Progress : RscProgress // progress bar, has to have idc 104
    {
    idc = 104;
    type = 8; // CT_PROGRESS
    style = 0; // ST_SINGLE
    texture = "\ca\ui\data\loadscreen_progressbar_ca.paa";
    };
    class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse
    {
    idc = 103;
    };
    class Name2: RscText // the text on the top-left
    {
    idc = 101;
    x = 0.05;
    y = 0.029412;
    w = 0.9;
    h = 0.04902;
    text = "";
    sizeEx = 0.05;
    colorText[] = {0.543,0.5742,0.4102,1.0};
    };
    };
    };

    class RscPictureGUI
    {
    access = 0;
    type = 0;
    idc = -1;
    colorBackground[] = {0,0,0,0};
    colorText[] = {0.38,0.63,0.26,0.75};
    font = "TahomaB";
    sizeEx = 0;
    lineSpacing = 0;
    text = "";
    style = "0x30 + 0x100";
    x = 0;
    y = 0;
    w = 0.2;
    h = 0.15;
    };
    class RscTextGUIK {
    type = 0;
    idc = -1;
    style = 0x02;
    colorBackground[] = {0,0,0,0};
    colorText[] = {1, 1, 1, 0.5};
    //color[] = {1, 1, 1, 0.5};
    font = "TahomaB";
    size = 0.03;
    sizeEx = 0.03;
    x = 0;
    y = 0;
    w = 0.1;
    h = 0.2;
    };

    class RscTitles
    {
    #include "ZSC\config\ZSChud.hpp"
    };
    #include "doorManagement\defines.hpp"
    #include "doorManagement\doorUnlock.hpp"
    #include "doorManagement\doorManagement.hpp"
    #include "doorManagement\ComboLockUI.hpp"
    #include "ZSC\config\ZSCdefines.hpp"
    #include "ZSC\config\ZSCdialogs.hpp"
    #include "custom\snap_pro\snappoints.hpp"
    #include "Custom\plotManagement\plotManagement.hpp"
    #include "zupa\skins\SkinGui.hpp"
    #include "Custom\extra_rc.hpp"

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