Jump to content

Ganja

Member
  • Posts

    143
  • Joined

  • Last visited

Posts posted by Ganja

  1. or you can bug epoch team to add those classnames :P

    second post is literary a solution to this.

    Worth a shot...

     

    Excuse me kind Epoch Mod'n Team, I know you have a lot on your plate, but would you be so kind as to give some boulders and foliage some classnames in a future update. 

    (crosses fingers)

  2. or you can bug epoch team to add those classnames :P

    second post is literary a solution to this.

    I noticed on Altis Description.ext that this was added in the latest update
     

    Rocks[] = 
    {
    "sharpstone_03_lc.p3d",
    "sharpstone_02_lc.p3d",
    "sharpstone_01_lc.p3d",
    "sharpstone_02.p3d",
    "sharpstone_03.p3d",
    "sharprock_monolith.p3d",
    "sharprock_apart.p3d",
    "sharpstones_erosion.p3d",
    "bluntstone_01_lc.p3d",
    "bluntstone_02_lc.p3d",
    "bluntstone_03_lc.p3d",
    "bluntstones_erosion.p3d",
    "bluntstone_01.p3d",
    "bluntstone_03.p3d",
    "sharprock_spike.p3d",
    "sharprock_wallh.p3d",
    "w_sharpstone_03.p3d",
    "w_sharpstone_02.p3d",
    "w_sharpstone_01.p3d",
    "bluntrock_apart.p3d",
    "bluntstone_02.p3d",
    "bluntrock_monolith.p3d",
    "bluntrock_wallh.p3d",
    "sharprock_wallv.p3d",
    "stonesharp_medium.p3d",
    "stone_medium_f.p3d",
    "stonesharp_big.p3d",
    "stonesharp_small.p3d",
    "small_stone_02_f.p3d",
    "stone_small_f.p3d",
    "stone_big_f.p3d",
    "bluntrock_spike.p3d"
    };
    Trees[] = 
    {
    "t_ficusb1s_f.p3d",
    "t_oleae1s_f.p3d",
    "t_ficusb2s_f.p3d",
    "t_broussonetiap1s_f.p3d",
    "t_pinuss2s_f.p3d",
    "t_pinuss2s_b_f.p3d",
    "t_pinuss1s_f.p3d",
    "t_oleae2s_f.p3d",
    "i_house_big_01_v2_f.p3d",
    "i_house_big_02_v1_f.p3d",
    "i_addon_02_v1_f.p3d",
    "t_fraxinusav2s_f.p3d",
    "t_pinusp3s_f.p3d",
    "t_poplar2f_dead_f.p3d",
    "t_populusn3s_f.p3d",
    "t_phoenixc1s_f.p3d"
    };
    Bushes[] = 
    {
    "b_ficusc2d_f.p3d",
    "b_ficusc1s_f.p3d",
    "b_neriumo2d_f.p3d",
    "b_arundod2s_f.p3d",
    "b_arundod3s_f.p3d",
    "b_ficusc2s_f.p3d"
    };
     

     
    Does this mean that they can be added with an editor now? I have the urge to create another volcano. I'm also trying to keep our server core Epoch files only, as to make it easier for people to join without having to figure out what mods they have to download.
     
    GrSOR4Rl.jpg
     
    KGhE65Ql.jpg
  3. Is it possible to craft an item and keep one of the items required for the crafting?
     
    //Yes this will basically use the the Kilo of Hemp as Medical Mary-Jane
    class FAK : Default
    {
    recipe[] = { {"ItemKiloHemp",1}, {"lighter_epoch",1} };
    };
    class lighter_epoch : Default
    {
    usedIn[] = {"ItemKiloHemp", "FAK"};
    };
     
    In this example I would like to keep the Lighter from being consumed in the crafting process, as a lighter is something I feel can be used multiple times (especially if it's an Epoch_Zippo lighter).
    I remember setting up custom craftables in A2 and basicly the items got used, but then item was readded to invantory. Such as a toolbox that made the craftable bike was consumed, but was then a fresh toolbox was added to invantory further down the script. 
     
    Would it be as simple as (but probably not):
     
    class {"FAK", "lighter_epoch"} : Default
    {
    recipe[] = { {"ItemKiloHemp",1}, {"lighter_epoch",1} };
    };
  4. It helps because there is an issue when they spawn which slows down client fps, it also happened a few versions ago and this resolved it.

    Kool, good to know, as I was making plans to use them, but in a different way. But may rethink things if the issue is still there. I disabled them before (and after) the updates on our server, and the fps issue is still a major issue. Best resolution I found, till an official fix, is for the clients to disconnect and reconnect, whenever they get bad fps. (The whole fps issue feels like memory cache that isn't getting free'd up properly.)

  5. not sure how removing the Sappers and stuff will help fix fps (which I thought was the topic of this thread). But I will say, I have the antagonists disabled on our server simply by placing the below code in the mpmissions init.sqf file 

    // Epoch-antagonists enabled =1 / disabled = 0 
    //EPOCH_spawnLimits = ["Epoch_Cloak_F","GreatWhite_F","Epoch_Sapper_F","Epoch_SapperB_F","I_UAV_01_F","PHANTOM","B_Heli_Transport_01_F"]
    EPOCH_spawnLimits = [1, 1, 0, 0, 0, 1, 1]; 

    Removing the antagonists didn't change the fps issue...

  6. Awesome Work as usual, will be adding it to our server. Quick question though. I would like to use a different object within the base.sqf file for the players to visit. Only problem is, the object I would like to use is a lootable object. Is there a way to "Lock" the item so it can't be looted? as there is no "looted" version of object in the editor. so once a player loots the object it disappears, which i would prefer it didn't. It disappearing when rest of stuff does is okey tho.

  7. @MrEnzO

    I'm not a scripter by trade, but i feel you wanna do same sort of thing as I do and have a bit more control over when, where and what AI spawn and have these AI geared to specific situations. I would say your best option would be an "If this then do that type of "Array" Basically creating arrays within arrays and making new arrays based of previous arrays results. Take a look at this link for an understanding of what Arrays are and how to create Multi-dimensional arrays. 

    https://community.bistudio.com/wiki/Array

     

    In my previous post ( ) I posted a start on this and was creating different AI sets and assigning gear to them based on the skill levels. As I too wanted to avoid having so much randomness to my AI and map setup. Hope this helps some. 

  8. @Ganja: haha I knew someone would mention that xD

    My answer to that is: it is another way of making the missions more difficult and more random. Hint: Helicopter, lift.

    Lol, you'll notice I never asked for a fix for this   8>). Any Unique challenge is still a challenge.

  9. Tested his today, and works really nice, for some reason i have to get upclose to the zombies for them to load the skin though.. not a big issue.

     

     This is apperently caused because the texture used is a .jpg file. I read this a while ago when I had setup a Wasteland server, when painting a vehicle they never showed texture till ya got close. Has to do with the compression of .jpg. Afyer converting all my images to .paa  I could see the texture from the same distance as when i first see the objects.  I recommend changing it to .tga in photoshop, then use TexView (Comes with ArmA3 tools in Steams Apps section) to convert the .tga to a .paa simply by using  "Save As"  then just change the line that calls the texture in shaun.sqf to point to the new texture pic  

     

    _zombie setObjectTexture [0,"dfltcustom\picz\zskin.paa"];

     

    I decided to personalize my Zed's a bit..I gave them my Zipper Face I had done up one year for Halloween

    2NJxJWj.jpg

    UCsgaA7m.jpg

     

    https://www.dropbox.com/s/p3zqj4ricsrdgpq/zskin.paa?dl=0

  10. I've used DZAI in the past to make our A2 Takistan server into a nice AI hell before I moved over to A3. Being a newb at scripting I wasn't sure about functionality compatibility, as I have never scripted before until about a year ago, and most my experience has been tweaking scripts shared by others. Hence why I'm not sure the correct array formatting for a specific situation to ensure optimal usage and performance.

     

    Thx for reminding me about this script stemming from dzai. I'll have a look at the coding and see what I'm able to port over as well. And of course I'll be happy to share any success with it over here.

     8>)

  11. For most servers the simplicity of the randomness works for them, but I'm trying to create a theme to our PvE server. A lot of servers just take most scripts and hardly do any customization to them. I enjoy being a creative person and would like to give our players a reason to play, instead of the same old same old of shoot & loot. It's much more enjoyable and realistic to be able to work your way through the ranks of the AI, giving our players more sense of accomplishment. This also allows for more loot control as well. Making the higher end weapons/loot become more of a reward. Instead of everyone having the same gear regardless of their play skill. 

    Your script has enabled most of this ability for me already, and for that I am greatly Thankful for your skills and hard work.

  12. I'm trying to do just that, a range of ranges for each area, but I'm trying to control the range of ranges for each location. Having just one ai skill level set for each location becomes predictable for the players. I want my players to expect the unexpected and at the same time giving them the ability to properly prepare for the area they are going to. Your script offers a very nice level of AI customization, allowing me to outfit each level of ai in the gear appropriate for their levels of skill (Low skilled AI would not have bipods, for example, were as higher level may have) This level of customization you scripted for us, will give my players the ability to recognize different ai skill levels based on their uniforms and gear. And this level of detail allows for much more AI placement based on their skill sets. One of the reasons I would like to have this level of control is I plan on having the AI "Invade" the map. ie, AI have taken over the south part of the map, and stronger AI officers would be encountered closer to their stronghold, while rookie AI would be sent to guard/patrol the boarders. I would like to control the mix of ai without creating a bunch of separate spawn points for the same area. Hence why I would like to create an array for each ai spawn point, less code for the server to process.

  13. Fist off I wanna say great AI system, appreciate the work put into it to allow so much AI customization.

     

    I am currently going through it and Tuning it for our server. I am setting it up so that AI skills and gear, are appropriate for the level of AI being called upon. I'm also trying to set it up so that the players are more likely to find low level ai in remote villages (rookies always get deployed to crappy areas) and low - mid level ai are deployed at small towns as well as low - high level ai are more likely found within the cities. I'm just not sure if I'm setting up the array for this properly. currently your script is set to only spawn one skill level ai per area type A3EAI_unitLevel_city = 1; and I would like to know if this is the proper way to create the array I'm looking for A3EAI_unitLevel_city = [0,1,2]; or would it be something like A3EAI_unitLevel_city = ["0","1","2];

     

    Also to further increase the level of detail for the AI system, I would like to add this same sort of customization to the Air and Land Vehicle patrols, ie. Rookie AI would be found driving around in a hatchback/Hummingbird and mid - high level ai are within hunter/blackfoot.

     

    Here is my AI config file that I have customized so far (case other would like to have this same sort of setup.

     

     

    /*


    A3EAI Configuration File

    Description: Contains all configurable settings of A3EAI. Contains settings for debugging, customization of AI units, spawning, and loot.


    */

    diag_log "[A3EAI] Reading A3EAI configuration file.";

    /* A3EAI Settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Enable or disable event logging to the server RPT file (named arma3server_[date]_[time].rpt). Debug level setting. 0: No debug output, 1: Basic Debug output, 2: Detailed Debug output. (Default: 0)
    //Debug output may help finding additional information about A3EAI's background behavior. This output is helpful when asking for help regarding bugs or unexpected behaviors.
    A3EAI_debugLevel = 0;

    //Frequency of server monitor update to RPT log in seconds. The monitor periodically reports number of max/current AI units and dynamically spawned triggers into RPT log. (Default: 300, 0 = Disable reporting)
    A3EAI_monitorRate = 300;

    //Enable or disable verification and error-correction of classname tables used by A3EAI. If invalid entries are found, they are removed and logged into the RPT log.
    //If disabled, any invalid classnames will not be removed and clients may crash if AI bodies with invalid items are looted. Only disable if a previous scan shows no invalid classnames (Default: true).
    A3EAI_verifyClassnames = true;

    //Enable filter against vehicles with init statements, which may cause BattlEye kicks. Enable if experiencing BattlEye kicks after adding new vehicle classnames (Default: false).
    A3EAI_checkVehicleInit = false;

    //Enables checking of all A3EAI config settings. (Default: true)
    A3EAI_verifySettings = true;

    //Minimum seconds to pass until each dead AI body or destroyed vehicle can be cleaned up by A3EAI's task scheduler. A3EAI will not clean up a body/vehicle if there is a player close by (Default: 900).
    A3EAI_cleanupDelay = 900;

    //Enabled: A3EAI will load custom spawn/blacklist definitions file on startup (A3EAI_custom_defs.sqf) (Default: false)
    A3EAI_loadCustomFile = false;


    /* A3EAI HC Settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Enables A3EAI headless client support. (Default: false)
    A3EAI_enableHC = false;

    //If HC support enabled, A3EAI will pause during post-initialization until HC has successfully connected. (Default: false)
    A3EAI_waitForHC = false;


    /* Dynamic Classname Settings

    If a setting is disabled, A3EAI will use the corresponding classname table further below. See "AI skin, weapon, loot, and equipment settings" section.
    --------------------------------------------------------------------------------------------------------------------*/

    //true: Generate AI uniform types from Epoch loot tables (Default)
    //false: Uniforms defined by A3EAI_uniformTypes0, A3EAI_uniformTypes1, A3EAI_uniformTypes2, A3EAI_uniformTypes3
    A3EAI_dynamicUniformList = false;

    //true: Generate AI weapons from Epoch loot tables (Default)
    //false: Weapons defined by A3EAI_pistolList, A3EAI_rifleList, A3EAI_machinegunList, A3EAI_sniperList
    A3EAI_dynamicWeaponList = false;

    //true: Use Epoch loot table data as whitelist for AI-usable weapon scopes (Default)
    //false: Scopes defined by A3EAI_weaponOpticsList
    A3EAI_dynamicOpticsList = false;

    //true: Generate AI backpack types from Epoch loot tables (Default)
    //false: Backpacks defined by A3EAI_backpackTypes0, A3EAI_backpackTypes1, A3EAI_backpackTypes2, A3EAI_backpackTypes3
    A3EAI_dynamicBackpackList = false;

    //true: Generate AI backpack types from Epoch loot tables (Default)
    //false: Vests defined by A3EAI_vestTypes0, A3EAI_vestTypes1, A3EAI_vestTypes2, A3EAI_vestTypes3
    A3EAI_dynamicVestList = false;

    //true: Generate AI headgear types from Epoch loot tables (Default)
    //false: Headgear defined by A3EAI_headgearTypes0, A3EAI_headgearTypes1, A3EAI_headgearTypes2, A3EAI_headgearTypes3
    A3EAI_dynamicHeadgearList = false;

    //true: Generate AI food types from Epoch loot tables (Default)
    //false: Food defined by A3EAI_foodLoot
    A3EAI_dynamicFoodList = false;

    //true: Generate AI generic loot types from Epoch loot tables (Default)
    //false: Loot defined by A3EAI_MiscLoot1
    A3EAI_dynamicLootList = false;

    //true: Generate AI generic loot (large) types from Epoch loot tables (Default)
    //false: Loot defined by A3EAI_MiscLoot2
    A3EAI_dynamicLootLargeList = false;

    //Classnames of weapons to ignore from Epoch loot tables
    A3EAI_dynamicWeaponBlacklist = [];


    /* Shared AI Unit Settings. These settings affect all AI spawned unless noted otherwise.
    --------------------------------------------------------------------------------------------------------------------*/

    //Number of online players required for maximum (or minimum) AI spawn chance. Affects Static, Dynamic, Random AI spawns. (Default: 20)
    A3EAI_playerCountThreshold = 20;

    //If A3EAI_upwardsChanceScaling is true: Initial spawn chance multiplier. If A3EAI_upwardsChanceScaling is false: Final spawn chance multiplier. (Default: 0.50)
    A3EAI_chanceScalingThreshold = 0.50;

    //true: Spawn chance multiplier scales upwards from the above defined value to 1.00. false: Spawn chance multiplier scales downwards from 1.00 to the above defined value.
    A3EAI_upwardsChanceScaling = true;

    //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3)
    A3EAI_minAI_village = 1; //1
    A3EAI_addAI_village = 2; //1
    A3EAI_unitLevel_village = [0,1]; //0
    A3EAI_spawnChance_village = 0.65; //0.40

    //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3)
    A3EAI_minAI_city = 2; //1
    A3EAI_addAI_city = 4; //2
    A3EAI_unitLevel_city = [0,1,2]; //1
    A3EAI_spawnChance_city = 0.70; //0.60

    //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3)
    A3EAI_minAI_capitalCity = 3; //2
    A3EAI_addAI_capitalCity = 5; //1
    A3EAI_unitLevel_capitalCity = [0,1,2,3]; //1
    A3EAI_spawnChance_capitalCity = 0.75; //0.70

    //(Static/Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3)
    A3EAI_minAI_remoteArea = 1; //1
    A3EAI_addAI_remoteArea = 2; //1
    A3EAI_unitLevel_remoteArea = [1,2]; //2
    A3EAI_spawnChance_remoteArea = 0.75; //0.80

    //(Dynamic/Random Spawns) minAI: Minimum number of units. addAI: maximum number of additional units. unitLevel: Unit level (0-3)
    A3EAI_minAI_wilderness = 1; //1
    A3EAI_addAI_wilderness = 2; //2
    A3EAI_unitLevel_wilderness = 1; //1
    A3EAI_spawnChance_wilderness = 0.2; //0.50

    //(For dynamic and random spawns only) Defines amount of time to wait in seconds until cleaning up temporary blacklist area after dynamic/random spawn is deactivated (Default: 1200)
    A3EAI_tempBlacklistTime = 1200;

    //If enabled, AI group will attempt to track down player responsible for killing a group member. (Default: true)
    A3EAI_findKiller = true;

    //If normal probability check for spawning NVGs fails, then give AI temporary NVGs during night hours. Temporary NVGs are unlootable and will be removed at death (Default: false).
    A3EAI_tempNVGs = false;

    //Minimum AI unit level requirement to use underslung grenade launchers. Set to -1 to disable completely. (Default: 1)
    A3EAI_GLRequirement = -1;

    //Minimum AI unit level requirement to use launcher weapons. Set to -1 to disable completely. (Default: -1)
    A3EAI_launcherLevelReq = -1;

    //List of launcher-type weapons that AI can use.
    A3EAI_launcherTypes = ["launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_I_Titan_F","launch_O_Titan_F","launch_B_Titan_short_F","launch_I_Titan_short_F","launch_O_Titan_short_F"];

    //Maximum number of launcher weapons allowed per group (Default: 1)
    A3EAI_launchersPerGroup = 0;

    //Enable or disable AI self-healing. Level 0 AI cannot self-heal. (Default: true).
    A3EAI_enableHealing = true;


    /* A3EAI Client Addon features. These features require the A3EAI client addon to be installed in order to work.
    --------------------------------------------------------------------------------------------------------------------*/

    //Enable or disable radio message receiving. Players with radios (Radio Quartz) will be able to intercept some AI communications. (Default: false)
    A3EAI_radioMsgs = true;

    //Enable or disable AI death messages. Messages will be sent only to player responsible for killing the unit. Messages will be sent in System chat in the format "(Unit name) was killed." (Default: false)
    A3EAI_deathMessages = true;


    /* Static AI Spawning Settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Enable or disable static AI spawns. If enabled, AI spawn points will be generated in cities, towns, and other named areas.
    //Enabled: A3EAI automatically generates static spawns at named locations on map. Disabled: No static spawns will be generated. (Default: true)
    A3EAI_autoGenerateStatic = true;

    //Set minimum and maximum wait time in seconds to respawn an AI group after all units have been killed. Applies to both static AI and custom spawned AI (Default: Min 300, Max 600).
    A3EAI_respawnTimeMin = 300;
    A3EAI_respawnTimeMax = 900;

    //Time to allow spawned AI units to exist in seconds before being despawned when no players are present in a trigger area. Applies to both static AI and custom spawned AI (Default: 120)
    A3EAI_despawnWait = 300;

    //Respawn Limits. Set to -1 for unlimited respawns. (Default: -1 for each).
    A3EAI_respawnLimit_village = -1;
    A3EAI_respawnLimit_city = -1;
    A3EAI_respawnLimit_capitalCity = -1;
    A3EAI_respawnLimit_remoteArea = -1;

    //Add name of location as displayed on map prevent static AI spawns from being created in these locations. Location names are case-sensitive (Example: ["Aggelochori","Panochori","Zaros"])
    A3EAI_staticBlacklistLocations = [];


    /* Dynamic AI Spawning Settings. Probabilities should add up to 1.00
    --------------------------------------------------------------------------------------------------------------------*/

    //Upper limit of dynamic spawns on map at once. Set to 0 to disable dynamic spawns (Default: 15)
    A3EAI_dynMaxSpawns = 0;

    //Minimum time (in seconds) that must pass between dynamic spawns for each player (Default: 900)
    A3EAI_dynCooldownTime = 900;

    //Players offline for this amount of time (seconds) will have their last spawn timestamp reset (Default: 3600)
    A3EAI_dynResetLastSpawn = 3600;

    //Probability for dynamic AI to actively hunt a targeted player. If probability check fails, dynamic AI will patrol the area instead of hunting (Default: 0.60)
    A3EAI_huntingChance = 0.50;

    //Time to wait before despawning all AI units in dynamic spawn area when no players are present. (Default: 120)
    A3EAI_dynDespawnWait = 120;


    /* Random AI Spawning Settings (Feature in development)
    --------------------------------------------------------------------------------------------------------------------*/

    //Maximum number of placed random spawns on map. Set to -1 for A3EAI to automatically adjust spawn limit according to map size. Set to 0 to disable random spawns. (Default: -1)
    A3EAI_maxRandomSpawns = -1;

    //Time to wait before despawning all AI units in random spawn area when no players are present. (Default: 120)
    A3EAI_randDespawnWait = 120;

    //Minimum distance between a random spawn location and other random spawns. (Default: 0)
    A3EAI_minRandSpawnDist = 0;


    /* AI Air vehicle patrol settings. These AI vehicles will randomly travel between different cities and towns.
    --------------------------------------------------------------------------------------------------------------------*/

    //Global maximum number of active AI air vehicle patrols. Set at 0 to disable (Default: 0).
    A3EAI_maxHeliPatrols = 10;

    //Probability of spawning Level 0/1/2/3 AI air vehicle patrol spawns. Probabilities should add up to 1.00
    A3EAI_levelChancesAir = [0.45,0.35,0.15,0.05];

    //Set minimum and maximum wait time in seconds to respawn an AI vehicle patrol after vehicle is destroyed or disabled. (Default: Min 600, Max 900).
    A3EAI_respawnAirMinTime = 600;
    A3EAI_respawnAirMaxTime = 900;

    //Classnames of air vehicle types to use, with the maximum amount of each type to spawn.
    A3EAI_heliList = [
    ["B_Heli_Light_01_F",5],
    ["O_Heli_Light_02_unarmed_F",3],
    ["I_Heli_light_03_F",2]
    ];

    //Maximum number of gunner units per air vehicle. Limited by actual number of available gunner positions. (Default: 2)
    //Affects: All AI air vehicle patrols, including custom and reinforcement.
    A3EAI_heliGunnerUnits = 2;

    //If enabled, A3EAI will remove all missile/rocket-type weaponry from spawned air vehicles. Affects all air vehicle types (patrols/custom/etc). (Default: true)
    //Affects: All AI air vehicle patrols, including custom and reinforcement.
    A3EAI_removeMissileWeapons = true;

    //Probability of AI helicopter sucessfully detecting player if there is line-of-sight. AI helicopters will conduct a visual sweep upon arriving at each waypoint and some distance after leaving. (Default: 0.80)
    //Affects: All AI air vehicle patrols, including custom and reinforcement.
    A3EAI_detectChance = 0.65;

    //Probability of AI to deploy units by parachute if players are nearby when helicopter is investigating a waypoint. (Default: 0.50)
    //Affects: Air vehicle patrols.
    A3EAI_paraDropChance = 0.45;

    //Cooldown time for AI paradrop deployment in seconds. Note: Cooldown does not affect helicopter reinforcement for dynamic AI spawns. (Default: 1800).
    //Affects: Air vehicle patrols.
    A3EAI_paraDropCooldown = 1800;

    //Number of AI to paradrop if players are nearby when helicopter is investigating a waypoint, or if helicopter is reinforcing a dynamic AI spawn. Limited by number of cargo seats available in the vehicle. (Default: 3)
    //Affects: Air vehicle patrols, air reinforcements.
    A3EAI_paraDropAmount = 3;


    /*AI Land vehicle patrol settings. These AI vehicles will randomly travel between different cities and towns.
    --------------------------------------------------------------------------------------------------------------------*/

    //Global maximum number of active AI land vehicle patrols. Set at 0 to disable (Default: 0).
    A3EAI_maxLandPatrols = 10;

    //Probability of spawning Level 0/1/2/3 AI land vehicle spawns. Probabilities should add up to 1.00
    A3EAI_levelChancesLand = [0.45,0.35,0.15,0.05];

    //Set minimum and maximum wait time in seconds to respawn an AI vehicle patrol after vehicle is destroyed or disabled. (Default: Min 600, Max 900).
    A3EAI_respawnLandMinTime = 600;
    A3EAI_respawnLandMaxTime = 900;

    //Classnames of land vehicle types to use, with the maximum amount of each type to spawn.
    A3EAI_vehList = [
    ["B_MRAP_01_EPOCH",5],
    ["C_Van_01_box_EPOCH",5],
    ["C_Van_01_transport_EPOCH",5],
    ["C_Offroad_01_EPOCH",5],
    ["O_G_Offroad_01_F",5],
    ["C_SUV_01_EPOCH",5],
    ["B_Truck_01_transport_EPOCH",5],
    ["B_Truck_01_covered_EPOCH",5],
    ["B_Truck_01_mover_EPOCH",5],
    ["O_Truck_02_covered_EPOCH",5],
    ["O_Truck_02_transport_EPOCH",5],
    ["O_Truck_03_covered_EPOCH",5]
    ];

    //Maximum number of gunner units per land vehicle. Limited by actual number of available gunner positions. (Default: 2)
    A3EAI_vehGunnerUnits = 2;

    //Maximum number of cargo units per land vehicle. Limited by actual number of available cargo positions. (Default: 3)
    A3EAI_vehCargoUnits = 4;


    /* AI Air Reinforcement Settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Maximum allowed number of simultaneous active reinforcements (Default: 5)
    A3EAI_maxAirReinforcements = 5;

    //Air vehicles to use as reinforcement vehicles. Default: ["B_Heli_Transport_01_F","B_Heli_Light_01_armed_F"]
    //Armed air vehicles will detect and engage players within reinforcement area. Unarmed air vehicles will deploy an AI paradrop group.
    A3EAI_airReinforcementVehicles = ["O_Heli_Light_02_unarmed_F","B_Heli_Light_01_armed_F"];

    //Probability to spawn reinforcements for each AI level.
    A3EAI_airReinforcementSpawnChance0 = 0.40; //Probability of reinforcing Level 0 AI (Default: 0.10)
    A3EAI_airReinforcementSpawnChance1 = 0.30; //Probability of reinforcing Level 1 AI (Default: 0.20)
    A3EAI_airReinforcementSpawnChance2 = 0.20; //Probability of reinforcing Level 2 AI (Default: 0.30)
    A3EAI_airReinforcementSpawnChance3 = 0.10; //Probability of reinforcing Level 3 AI (Default: 0.40)

    //AI types permitted to summon reinforcements. Default: ["static","dynamic","random"]
    //Usable AI types: "static", "dynamic", "random", "air", "land", "staticcustom", "aircustom", "landcustom", "vehiclecrew"
    A3EAI_airReinforcementAllowedTypes = ["static","dynamic","air","random"];

    //Maximum time for reinforcement for armed air vehicles in seconds. AI air vehicle will leave the area after this time if not destroyed.
    A3EAI_airReinforcementDuration0 = 120; //Level 0 Default: 120
    A3EAI_airReinforcementDuration1 = 180; //Level 1 Default: 180
    A3EAI_airReinforcementDuration2 = 240; //Level 2 Default: 240
    A3EAI_airReinforcementDuration3 = 300; //Level 3 Default: 300


    /* Shared AI Vehicle (Air & Land) Settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Add name of location as displayed on map prevent AI vehicle patrols from travelling to these locations. Location names are case-sensitive. (Example: ["Aggelochori","Panochori","Zaros"])
    //Note: Vehicles may still pass through these areas but will not make stops unless enemies are encountered.
    A3EAI_waypointBlacklist = [];


    /*
    AI skill settings
    Skill Level: Description
    0: Low-level AI found in villages
    1: Medium-level AI found in cities and capital cities
    2: High-level AI found in remote areas such as factories and military bases
    3: Expert-level AI.

    Valid skill range: 0.00 - 1.00.
    Hint: For all skill types, higher number = better skill. For skill sub-type explanation, see: https://community.bistudio.com/wiki/AI_Sub-skills
    */

    //AI skill settings level 0 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.40
    A3EAI_skill0 = [
    ["aimingAccuracy",0.05,0.10],
    ["aimingShake",0.15,0.25],
    ["aimingSpeed",0.15,0.25],
    ["spotDistance",0.15,0.25],
    ["spotTime",0.15,0.25],
    ["courage",0.15,0.25],
    ["reloadSpeed",0.15,0.25],
    ["commanding",0.15,0.25],
    ["general",0.15,0.25]
    ];

    //AI skill settings level 1 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.50
    A3EAI_skill1 = [
    ["aimingAccuracy",0.25,0.45],
    ["aimingShake",0.25,0.45],
    ["aimingSpeed",0.25,0.45],
    ["spotDistance",0.25,0.45],
    ["spotTime",0.25,0.45],
    ["courage",0.25,0.45],
    ["reloadSpeed",0.25,0.45],
    ["commanding",0.25,0.45],
    ["general",0.25,0.45]
    ];

    //AI skill settings level 2 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.60
    A3EAI_skill2 = [
    ["aimingAccuracy",0.45,0.65],
    ["aimingShake",0.45,0.65],
    ["aimingSpeed",0.45,0.65],
    ["spotDistance",0.45,0.65],
    ["spotTime",0.45,0.65],
    ["courage",0.45,0.65],
    ["reloadSpeed",0.45,0.65],
    ["commanding",0.45,0.65],
    ["general",0.45,0.65]
    ];

    //AI skill settings level 3 (Skill, Minimum skill, Maximum skill). Baseline skill level: 0.70
    A3EAI_skill3 = [
    ["aimingAccuracy",0.65,0.85],
    ["aimingShake",0.65,0.85],
    ["aimingSpeed",0.65,0.85],
    ["spotDistance",0.65,0.85],
    ["spotTime",0.65,0.85],
    ["courage",0.65,0.85],
    ["reloadSpeed",0.65,0.85],
    ["commanding",0.65,0.85],
    ["general",0.65,0.85]
    ];


    /*AI weapon type probabilities
    --------------------------------------------------------------------------------------------------------------------*/

    //Probabilities to equip level 0-3 AI with each weapon type. Order: [pistols, rifles, machineguns, sniper rifles]. Probabilities must add up to 1.00.
    A3EAI_useWeaponChance0 = [0.25,0.75,0.00,0.00];
    A3EAI_useWeaponChance1 = [0.00,0.90,0.10,0.00];
    A3EAI_useWeaponChance2 = [0.00,0.10,0.00,0.90];
    A3EAI_useWeaponChance3 = [0.00,0.70,0.15,0.15];


    /*AI Weapon attachment settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Probability to select a random optics attachment (ie: scopes) for level 0-3 AI
    A3EAI_opticsChance0 = 0.15;
    A3EAI_opticsChance1 = 0.50;
    A3EAI_opticsChance2 = 0.85;
    A3EAI_opticsChance3 = 0.65;

    //Probability to select a random pointer attachment (ie: flashlights) for level 0-3 AI
    A3EAI_pointerChance0 = 0.25;
    A3EAI_pointerChance1 = 0.50;
    A3EAI_pointerChance2 = 0.75;
    A3EAI_pointerChance3 = 0.85;

    //Probability to select a random muzzle attachment (ie: suppressors) for level 0-3 AI
    A3EAI_muzzleChance0 = 0.10;
    A3EAI_muzzleChance1 = 0.60;
    A3EAI_muzzleChance2 = 0.45;
    A3EAI_muzzleChance3 = 0.75;

    //Probability to select a random underbarrel attachment (ie: bipods) for level 0-3 AI
    A3EAI_underbarrelChance0 = 0.05;
    A3EAI_underbarrelChance1 = 0.55;
    A3EAI_underbarrelChance2 = 0.85;
    A3EAI_underbarrelChance3 = 0.65;


    /* AI loot quantity settings
    --------------------------------------------------------------------------------------------------------------------*/

    //Maximum amount of Krypto generated for level 0-3 AI. Actual amount will be randomized up to the specified amount.
    A3EAI_kryptoAmount0 = 50; //Default for level 0 AI: 25
    A3EAI_kryptoAmount1 = 75; //Default for level 1 AI: 50
    A3EAI_kryptoAmount2 = 100; //Default for level 2 AI: 75
    A3EAI_kryptoAmount3 = 150; //Default for level 3 AI: 100

    //Maximum number of food loot items found on AI. (Default: 1)
    A3EAI_foodLootCount = 2;

    //Maximum number of items to select from A3EAI_MiscLoot1 (generic loot) table. (Default: 1)
    A3EAI_miscLootCount1 = 3;

    //Maximum number of items to select from A3EAI_MiscLoot2 (large generic loot) table. (Default: 1)
    A3EAI_miscLootCount2 = 1;


    /* AI loot probability settings. AI loot is pre-generated into a pool for each unit and randomly pulled to units as time passes.
    --------------------------------------------------------------------------------------------------------------------*/

    //Chance to add a single First Aid Kit to group loot pool per unit (Default: 0.20)
    A3EAI_chanceFirstAidKit = 0.20;

    //Chance to add each edible item to group loot pool per unit (Default: 0.40)
    A3EAI_chanceFoodLoot = 0.35;

    //Chance to add each generic loot item to group loot pool per unit (Default: 0.40)
    A3EAI_chanceMiscLoot1 = 0.25;

    //Chance to add each large generic loot item to group loot pool per unit (Default: 0.30)
    A3EAI_chanceMiscLoot2 = 0.15;

    //Probability to successfully pull a random item from loot pool for level 0-3 AI. Influences the rate at which loot items are added to units.
    A3EAI_lootPullChance0 = 0.10; //Default for level 0 AI: 0.30
    A3EAI_lootPullChance1 = 0.30; //Default for level 1 AI: 0.40
    A3EAI_lootPullChance2 = 0.35; //Default for level 2 AI: 0.50
    A3EAI_lootPullChance3 = 0.45; //Default for level 3 AI: 0.60


    /*
    AI skin, weapon, loot, and equipment settings

    Note: Some of the below tables may not be used by A3EAI if a dynamic classname setting is enabled. Check each section below for details.
    */


    //AI uniform classnames. Note: A3EAI_uniformTypes0-3 will not be read if A3EAI_dynamicUniformList is enabled.
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    A3EAI_uniformTypes0 = ["U_O_CombatUniform_oucamo"];
    A3EAI_uniformTypes1 = ["U_O_SpecopsUniform_ocamo"];
    A3EAI_uniformTypes2 = ["U_O_FullGhillie_sard"];
    A3EAI_uniformTypes3 = ["U_O_OfficerUniform_ocamo"];


    //AI weapon classnames. Note: A3EAI_pistolList, A3EAI_rifleList, A3EAI_machinegunList, A3EAI_sniperList will not be read if A3EAI_dynamicWeaponList is enabled.
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    A3EAI_pistolList = ["hgun_Pistol_heavy_01_F","hgun_P07_F","hgun_Rook40_F","hgun_Pistol_heavy_02_F","1911_pistol_epoch","hgun_ACPC2_F","ruger_pistol_epoch"];
    A3EAI_rifleList = ["AKM_EPOCH","sr25_epoch","arifle_Katiba_GL_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_MX_GL_F","arifle_MX_GL_Black_F","arifle_MXM_Black_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_MXM_F","arifle_MXC_F","arifle_MX_F","l85a2_epoch","l85a2_pink_epoch","l85a2_ugl_epoch","m4a3_EPOCH","m16_EPOCH","m16Red_EPOCH","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_F","arifle_Mk20_plain_F","arifle_TRG21_GL_F","arifle_TRG21_F","arifle_TRG20_F","arifle_SDAR_F","Rollins_F","SMG_01_F","SMG_02_F","hgun_PDW2000_F"];
    A3EAI_machinegunList = ["LMG_Zafir_F","arifle_MX_SW_F","arifle_MX_SW_Black_F","LMG_Mk200_F","m249_EPOCH","m249Tan_EPOCH","MMG_01_hex_F","MMG_01_tan_F","MMG_02_camo_F","MMG_02_black_F","MMG_02_sand_F"];
    A3EAI_sniperList = ["m107_EPOCH","m107Tan_EPOCH","srifle_DMR_02_F","srifle_DMR_02_camo_F","srifle_DMR_02_sniper_F","srifle_DMR_03_F","srifle_DMR_03_khaki_F","srifle_DMR_03_tan_F","srifle_DMR_03_multicam_F","srifle_DMR_03_woodland_F","srifle_DMR_04_F","srifle_DMR_04_Tan_F","srifle_DMR_05_blk_F","srifle_DMR_05_hex_F","srifle_DMR_05_tan_f","srifle_DMR_06_camo_F","srifle_DMR_06_olive_F","srifle_LRR_F","srifle_GM6_F","srifle_DMR_01_F","M14_EPOCH","M14Grn_EPOCH","srifle_EBR_F"];


    //AI weapon scope attachment settings. Note: A3EAI_weaponOpticsList will not be read if A3EAI_dynamicOpticsList is enabled.
    A3EAI_weaponOpticsList = ["optic_NVS","optic_SOS","optic_LRPS","optic_AMS","optic_AMS_khk","optic_AMS_snd","optic_KHS_blk","optic_KHS_hex","optic_KHS_old","optic_KHS_tan","optic_DMS","optic_Arco","optic_Hamr","Elcan_epoch","Elcan_reflex_epoch","optic_MRCO","optic_Holosight","optic_Holosight_smg","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","optic_Yorris","optic_MRD"];


    //AI backpack types (for AI levels 0-3). Note: A3EAI_backpackTypes0-3 will not be read if A3EAI_dynamicBackpackList is enabled.
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    A3EAI_backpackTypes0 = ["B_AssaultPack_cbr", "B_AssaultPack_dgtl", "B_AssaultPack_khk", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr", "B_AssaultPack_sgg", "smallbackpack_red_epoch", "smallbackpack_green_epoch", "smallbackpack_teal_epoch", "smallbackpack_pink_epoch"];
    A3EAI_backpackTypes1 = ["B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_ocamo", "B_FieldPack_oli", "B_FieldPack_oucamo", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_oli", "B_TacticalPack_rgr"];
    A3EAI_backpackTypes2 = ["B_Kitbag_cbr", "B_Kitbag_mcamo", "B_Kitbag_rgr", "B_Kitbag_sgg", "B_Parachute", "B_TacticalPack_blk", "B_TacticalPack_mcamo", "B_TacticalPack_ocamo", "B_TacticalPack_oli", "B_TacticalPack_rgr"];
    A3EAI_backpackTypes3 = ["B_Carryall_cbr", "B_Carryall_khk", "B_Carryall_mcamo", "B_Carryall_ocamo", "B_Carryall_oli", "B_Carryall_oucamo"];


    //AI vest types (for AI levels 0-3). Note: A3EAI_vestTypes0-3 will not be read if A3EAI_dynamicVestList is enabled.
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    A3EAI_vestTypes0 = ["V_1_EPOCH", "V_2_EPOCH", "V_3_EPOCH", "V_4_EPOCH", "V_5_EPOCH", "V_10_EPOCH", "V_11_EPOCH", "V_12_EPOCH", "V_17_EPOCH", "V_18_EPOCH", "V_21_EPOCH", "V_24_EPOCH", "V_29_EPOCH", "V_30_EPOCH"];
    A3EAI_vestTypes1 = ["V_6_EPOCH", "V_13_EPOCH", "V_14_EPOCH", "V_15_EPOCH", "V_16_EPOCH", "V_22_EPOCH", "V_25_EPOCH", "V_27_EPOCH", "V_28_EPOCH", "V_33_EPOCH", "V_38_EPOCH", "V_40_EPOCH"];
    A3EAI_vestTypes2 = ["V_6_EPOCH", "V_7_EPOCH", "V_8_EPOCH", "V_22_EPOCH", "V_27_EPOCH", "V_33_EPOCH", "V_34_EPOCH", "V_37_EPOCH", "V_38_EPOCH", "V_39_EPOCH"];
    A3EAI_vestTypes3 = ["V_9_EPOCH", "V_23_EPOCH", "V_26_EPOCH", "V_35_EPOCH"];


    //AI head gear types. Note: A3EAI_headgearTypes0-3 will not be read if A3EAI_dynamicHeadgearList is enabled.
    A3EAI_headgearTypes0 = ["H_11_EPOCH","H_28_EPOCH","H_34_EPOCH","H_39_EPOCH","H_40_EPOCH","H_41_EPOCH","H_42_EPOCH","H_43_EPOCH","H_44_EPOCH","H_45_EPOCH","H_46_EPOCH","H_47_EPOCH","H_48_EPOCH","H_49_EPOCH","H_50_EPOCH","H_51_EPOCH","H_52_EPOCH","H_53_EPOCH","H_54_EPOCH","H_55_EPOCH","H_56_EPOCH","H_57_EPOCH","H_58_EPOCH","H_59_EPOCH","H_60_EPOCH","H_61_EPOCH","H_62_EPOCH","H_63_EPOCH","H_64_EPOCH","H_65_EPOCH","H_66_EPOCH","H_67_EPOCH","H_68_EPOCH","H_69_EPOCH","H_70_EPOCH","H_71_EPOCH","H_72_EPOCH","H_73_EPOCH","H_74_EPOCH","H_75_EPOCH","H_76_EPOCH","H_77_EPOCH","H_78_EPOCH","H_79_EPOCH","H_80_EPOCH","H_81_EPOCH","H_82_EPOCH","H_83_EPOCH","H_84_EPOCH","H_85_EPOCH","H_86_EPOCH","H_87_EPOCH","H_88_EPOCH","H_89_EPOCH","H_90_EPOCH","H_91_EPOCH","H_92_EPOCH","H_104_EPOCH"];
    A3EAI_headgearTypes1 = ["H_1_EPOCH","H_2_EPOCH","H_3_EPOCH","H_4_EPOCH","H_5_EPOCH","H_6_EPOCH","H_7_EPOCH","H_8_EPOCH","H_9_EPOCH","H_10_EPOCH","H_12_EPOCH","H_13_EPOCH","H_14_EPOCH","H_15_EPOCH","H_16_EPOCH","H_17_EPOCH","H_18_EPOCH","H_23_EPOCH","H_24_EPOCH","H_25_EPOCH","H_26_EPOCH","H_27_EPOCH","H_32_EPOCH","H_33_EPOCH","H_35_EPOCH","H_36_EPOCH","H_37_EPOCH","H_38_EPOCH"];
    A3EAI_headgearTypes2 = ["H_1_EPOCH","H_2_EPOCH","H_3_EPOCH","H_4_EPOCH","H_5_EPOCH","H_6_EPOCH","H_7_EPOCH","H_8_EPOCH","H_9_EPOCH","H_10_EPOCH","H_12_EPOCH","H_13_EPOCH","H_14_EPOCH","H_15_EPOCH","H_16_EPOCH","H_17_EPOCH","H_18_EPOCH","H_23_EPOCH","H_24_EPOCH","H_25_EPOCH","H_26_EPOCH","H_27_EPOCH","H_32_EPOCH","H_33_EPOCH","H_35_EPOCH","H_36_EPOCH","H_37_EPOCH","H_38_EPOCH"];
    A3EAI_headgearTypes3 = ["H_19_EPOCH","H_20_EPOCH","H_21_EPOCH","H_22_EPOCH","H_29_EPOCH","H_30_EPOCH","H_31_EPOCH"];


    //AI Food/Loot item types.
    // Note: A3EAI_foodLoot will not be read if A3EAI_dynamicFoodList is enabled.
    // Note: A3EAI_MiscLoot1 will not be read if A3EAI_dynamicLootList is enabled.
    // Note: A3EAI_MiscLoot2 will not be read if A3EAI_dynamicLootLargeList is enabled.
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    A3EAI_foodLoot = ["FoodSnooter","FoodWalkNSons","FoodBioMeat","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","ItemSodaRbull","honey_epoch","emptyjar_epoch","sardines_epoch","meatballs_epoch","scam_epoch","sweetcorn_epoch","WhiskeyNoodle","ItemCoolerE"];
    A3EAI_MiscLoot1 = ["PaintCanClear","PaintCanBlk","PaintCanBlu","PaintCanBrn","PaintCanGrn","PaintCanOra","PaintCanPur","PaintCanRed","PaintCanTeal","PaintCanYel","ItemDocument","ItemMixOil","emptyjar_epoch","emptyjar_epoch","FoodBioMeat","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","ItemSodaRbull","sardines_epoch","meatballs_epoch","scam_epoch","sweetcorn_epoch","Towelette","ItemGoldBar","FAK","lighter_epoch","ItemKiloHemp","HeatPack","HeatPack","HeatPack","ColdPack","ColdPack","VehicleRepair","CircuitParts","ItemCoolerE","ItemScraps","ItemScraps"];
    A3EAI_MiscLoot2 = ["WhiskeyNoodle","EnergyPack","ItemGoldBar10oz","ItemSilverBar","ItemScraps","jerrycan_epoch","FAK","ItemScraps","VehicleRepair","CircuitParts"];


    //AI toolbelt item types. Toolbelt items are added to AI inventory upon death. Format: [item classname, item probability]
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    A3EAI_tools0 = [
    ["ItemWatch",0.70],["ItemCompass",0.50],["ItemMap",0.80],["ItemGPS",0.05],["EpochRadio0",0.05]
    ];
    A3EAI_tools1 = [
    ["ItemWatch",0.80],["ItemCompass",0.60],["ItemMap",0.70],["ItemGPS",0.10],["EpochRadio0",0.10]
    ];
    A3EAI_tools2 = [
    ["ItemWatch",0.80],["ItemCompass",0.70],["ItemMap",0.60],["ItemGPS",0.15],["EpochRadio0",0.15]
    ];
    A3EAI_tools3 = [
    ["ItemWatch",0.80],["ItemCompass",0.80],["ItemMap",0.50],["ItemGPS",0.20],["EpochRadio0",0.20]
    ];


    //AI-useable toolbelt item types. These items are added to AI inventory at unit creation and may be used by AI. Format: [item classname, item probability]
    //------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    A3EAI_gadgets0 = [
    ["binocular",0.40],["NVG_EPOCH",0.05]
    ];
    A3EAI_gadgets1 = [
    ["Rangefinder",0.50],["NVG_EPOCH",0.10]
    ];
    A3EAI_gadgets2 = [
    ["Rangefinder",0.60],["NVG_EPOCH",0.15]
    ];
    A3EAI_gadgets3 = [
    ["Laserdesignator",0.70],["NVG_EPOCH",0.20]
    ];

    //NOTHING TO EDIT BEYOND THIS POINT
    diag_log "[A3EAI] A3EAI configuration file loaded.";

  14. I know you were asking about out Server Hardware, but just in case, my personal gaming hardware is 

    • Manufacturer : KattzPC (I custom built it myself, including PS wire sleaving)
    • Processor: Intel Quad Core i7-3770K
    • Memory: 16GB RAM Corsair Dominator® Platinum
    • Main Hard Drive: SAMSUNG 840 Pro 256GB SSD
    • Motherboard: SABERTOOTH Z77
    • OS: Windows 8.1 Pro 64-bit
    • Video Card: EVGA GeForce GTX 660 SC
    • Sound Card: Creative Sound Blaster Zx
    • Headset : Astro A40/Mixamp 2013 Edition
    • Mouse: Tt eSports Level 10 M Gaming Mouse
    • Computer Case: AeroCool StrikeX-Air

    zFHUpRd.jpg

  15. To be honest I'm just getting back after being offline for a few months. Since my absence, our servers have moved to a new hardware setup, at a new location from when i was last on. I don't have the specs of the old dedicated server atm, but I do know it was capable of easily running an ArmA2 Epoch server and two ArmA3 Epoch servers simultaneously. As for the new hardware setup, I haven't spoken to the other members regarding that info as of yet, as I completely trust my co-owners technical abilities on choosing the right hardware setup to maintain our servers performance.

     

    I'm currently in the process of working my magic in setting up a new PvE Server for our community, and my dedicated test  server is a laptop with an i3-3227U cpu @ 1.90GHz with 4gb DDR3 SDRAM ( http://compreviews.about.com/od/budgetnote/fr/Dell-Inspiron-15-3521.htm ). Server FPS has not dropped below 48fps.

     

    I can say this about our DB cofig. Since setting it up the way we have, we haven't had to fine tune the settings and there has been no DB issues since using our config. When we first got access to the Epoch Server files I remember having DB crashing issues that started becoming a major issue for us and our players, which prompted us to investigate other config alternatives.

     

    I know this doesn't completely answer your question, sry about that, but as I mentioned, I'm just getting back online after being offline for a while, and I'm still catching up on things with the DFLT Crew.

  16. bind 127.0.0.1
    maxmemory 250mb
    maxmemory-policy allkeys-lru
    save 90 1
    save 30 10
    save 5 100
    requirepass Changethis
     
    We've had this as our DB settings for a long time, and have never had a DB issue since changing to this.
  17. You can trade with a trader when he is on his way home, as i was curious about this myself and tried it.

     

    What I would like to see with the traders, is the ability to set the time of day when they leave for home and return to work. As well as the ability in higher traffic areas to have another trader arrive to take the place of the trader going home (each having a separate inventory).

×
×
  • Create New...