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[CONTINUED] blckeagls' AI Mission Version 7.06 Build 239


Ghostrider-GRG

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Version 6.72 Build 88 for ExileMod
has  error and a problem
the helicopter has not moved
 
 
2887. 18:01:16 File q\addons\custom_server\Compiles\Vehicles\GMS_EH_AIVehicle_HandleDamage.sqf, line 17
2888. 18:01:16 Error in expression <ertNearbyVehicles;
2892. 18:01:16   Error position: <select 0);
2895. 18:01:16   Error Generic error in expression
 
11:19:47 "_fnc_passToHCs:: blck_connectedHCs = []  with count _HCs = 0"
11:19:47 "_fnc_passToHCs:: No headless clients connected"
 
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Is this the only thing telling me my HCs are connecting? Just want to make sure everything is working as it should. Also does it support more then one? If I stop one I get that the groups have moved but if I stop the other I don't see that.

14:21:30 "blckHC:: headless client 14 at diag_tickTime running 49.2308 fps"

14:20:30 "blckHC:: headless client 13 at diag_tickTime running 49.6894 fps"

 

 

Oh I see this when I disconnect the HC

14:37:30 "_fnc_onPlayerDisconnected triggered with _name = headlessclient and _owner = 16"
14:37:30 "_fnc_onPlayerDisconnected: a headless client disconnected, time to deal with the damage"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group B Alpha 1-1"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-2"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-3"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-4"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-5"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-6"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 2-1"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 1-1"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 2-2"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 2-3"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 2-6"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 3-6"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 2-5"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 3-2"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 3-3"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 3-4"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 3-5"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 2-4"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 4-1"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 4-2"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 4-4"
14:37:30 "_fnc_onPlayerDisconnected:: reseting eventHandlers for group R Alpha 4-3"

 

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On 10/27/2017 at 12:17 PM, thomashirt said:
Version 6.72 Build 88 for ExileMod
has  error and a problem
the helicopter has not moved
 
 
2887. 18:01:16 File q\addons\custom_server\Compiles\Vehicles\GMS_EH_AIVehicle_HandleDamage.sqf, line 17
2888. 18:01:16 Error in expression <ertNearbyVehicles;
2892. 18:01:16   Error position: <select 0);
2895. 18:01:16   Error Generic error in expression

 

 

For reasons I do not understand the helis sometimes freeze.

I will look into the cause of the error with the vehicle damage handler. Thank you for reporting these errors.

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  • 3 weeks later...
5 hours ago, Azola21 said:

Hey is it at all possible to use this without epoch or exile. Just wondering as I am currently using a heavily modified Ravage mod mission file and server and was wondering if I could by any chance implement this.

Yes but you would have to do some minor modifications to custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf. You need to add a few lines to create the unit when the mod is neither Epoch nor Exile.

You will also need to look through the configs and remove any Epoch or Exile-related items. I am not familiar with Ravage mod, but if it include food items or other things of that sort you will need to add their class names.

If you wish to use the map add ons or static crate spawner you will also have to change some code in the init.sqf for them. The same goes for the static mission spawner I believe.

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So, Stuff I"m working on for the next update includes:

Full support for static AI which can be spawned on land with spawning triggered by player proximity and an optional respawn time.

Surface marine patrols.

AI divers and SDV patrols.

Random selection of spawn locations along the coast.

Release date slated for early 2018.

We will be running beta's for some of these features on our server.

Contact me if you are interested in testing.

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On 15/11/2017 at 9:28 PM, Ghostrider-DbD- said:

So, Stuff I"m working on for the next update includes:

Full support for static AI which can be spawned on land with spawning triggered by player proximity and an optional respawn time.

Surface marine patrols.

AI divers and SDV patrols.

Random selection of spawn locations along the coast.

Release date slated for early 2018.

We will be running beta's for some of these features on our server.

Contact me if you are interested in testing.

Hi Ghost, poke me for testing ;) But I'm still in Epoch 0.5, I'm waiting for 1.0 master from Nitrado.

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  • 2 weeks later...
  • 2 weeks later...

G'day  @Ghostrider-GRG

I grab the latest from github (master) last night, throwing an error in the server rtp and not missions are spawning

Warning Message: Script \q\addons\custom_server\DLS\DLS_init.sqf not found

There is no folder named "DLS" nor a DLS_init.sqf file in the custom_server.pbo btw

cheers

natoed

 

Spoiler

 9:44:01 IT07: [VEMFr] Launcher -- SYSTEM: Headless client support: DISABLED
 9:44:01 "-- LOOTSPAWNER initialise ------------------------"
 9:44:01 "[blckeagls] Loading Server Mission System Version 6.74 Build 99 Build Date 12-14-17  4:00 PM"
 9:44:01 "[blckeagls] Variables Loaded"
 9:44:01 "blck_functions loaded using GRGserver settings ---- >>>> "
 9:44:01 "[blckeagls] Functions Loaded"
 9:44:01 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0"
 9:44:01 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf"
 9:44:01 "[blckeagls] Loading Mission System using Parameters for Epoch"
 9:44:01 "-- LOOTSPAWNER spawnBuilding_list ready, d: 0.069s"
 9:44:01 "[blckeagls] Configurations for Epoch Loaded"
 9:44:01 "-- LOOTSPAWNER Buildingpositions_list ready, d: 0.0930002s"
 9:44:01 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities"
 9:44:01 "[blckeagls] blck_useHC = false"
 9:44:01 "[blckegls] Map Addons disabled"
 9:44:01 "[blckeagls] Loading Map-specific information"
 9:44:01 "[blckeagls]  Adding Trader Cities to blacklisted locations based on setting for blck_blacklistTraderCities = true"
 9:44:01 "[blckeagls] Loading Map-specific settings with worldName = chernarusredux"
 9:44:01 "[blckeagls] Loading Mission Lists"
 9:44:01 Warning Message: Script \q\addons\custom_server\DLS\DLS_init.sqf not found
 9:44:01 "-- LOOTSPAWNER LSusedclass_list ready, d: 0.182s"
 9:44:01 "-- LOOTSPAWNER LSDer started..."
 9:44:01 "-- LOOTSPAWNER ready and waiting for players -----"
 9:44:03 IT07: [VEMFr] checkLoot -- INFO: validating VEMFr config classes...

 

 

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6 minutes ago, natoed said:

G'day  @Ghostrider-GRG

I grab the latest from github (master) last night, throwing an error in the server rtp and not missions are spawning


Warning Message: Script \q\addons\custom_server\DLS\DLS_init.sqf not found

There is no folder named "DLS" nor a DLS_init.sqf file in the custom_server.pbo btw

cheers

natoed

 

  Reveal hidden contents


 9:44:01 IT07: [VEMFr] Launcher -- SYSTEM: Headless client support: DISABLED
 9:44:01 "-- LOOTSPAWNER initialise ------------------------"
 9:44:01 "[blckeagls] Loading Server Mission System Version 6.74 Build 99 Build Date 12-14-17  4:00 PM"
 9:44:01 "[blckeagls] Variables Loaded"
 9:44:01 "blck_functions loaded using GRGserver settings ---- >>>> "
 9:44:01 "[blckeagls] Functions Loaded"
 9:44:01 "[blckeagls] debug mode settings:blck_debugON = false blck_debugLevel = 0"
 9:44:01 "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf"
 9:44:01 "[blckeagls] Loading Mission System using Parameters for Epoch"
 9:44:01 "-- LOOTSPAWNER spawnBuilding_list ready, d: 0.069s"
 9:44:01 "[blckeagls] Configurations for Epoch Loaded"
 9:44:01 "-- LOOTSPAWNER Buildingpositions_list ready, d: 0.0930002s"
 9:44:01 "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities"
 9:44:01 "[blckeagls] blck_useHC = false"
 9:44:01 "[blckegls] Map Addons disabled"
 9:44:01 "[blckeagls] Loading Map-specific information"
 9:44:01 "[blckeagls]  Adding Trader Cities to blacklisted locations based on setting for blck_blacklistTraderCities = true"
 9:44:01 "[blckeagls] Loading Map-specific settings with worldName = chernarusredux"
 9:44:01 "[blckeagls] Loading Mission Lists"
 9:44:01 Warning Message: Script \q\addons\custom_server\DLS\DLS_init.sqf not found
 9:44:01 "-- LOOTSPAWNER LSusedclass_list ready, d: 0.182s"
 9:44:01 "-- LOOTSPAWNER LSDer started..."
 9:44:01 "-- LOOTSPAWNER ready and waiting for players -----"
 9:44:03 IT07: [VEMFr] checkLoot -- INFO: validating VEMFr config classes...

 

 

In custom_server\Configs\blck_defines.hpp please change

#define GRGserver

to

//#define GRGserver

That should fix the issues.

I just updated the GitHub accordingly.

Best- Ghost

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@Ghostrider-GRG

Regarding Build 99 and build 100

It all works and errors in rpt due arma 3 updates are sorted.

But when i use the addon the in-game time run's mo-slow I've noted that about 17 second real world time = around 1 second in-game,

using a 6 hour restart (always have) in-game time starts 10.30am and run to 9.30pm and it doesn't progress past 11.45am in-game or so

tested without custom_server.pbo and in-game run's as I've set it.

also I do not use a headless client btw (to lazy to work it out)

my epochconfig.hpp (soz it keeps putting everything in the one spoiler)

Spoiler

serverRestart         = "false"; // true sends #shutdown command to server after the time specified in ForceRestartTime
forceRestartTime      = 21605; // 4 hour restarts

StorageSlotsLimit = 50000; // Max storage slots allowed. Warning! Higher the number lower performance.
BuildingSlotsLimit = 50000; // Max building slots allowed. Warning! Higher the number lower performance.

// Time based
StaticDateTime[] = {0,0,0,10.30,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change.
timeDifference = 0; // Server uses real time this will allow you to offset just the hour.
timeMultiplier = 2; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems.
lootMultiplier = 0.5; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container.
// Events
WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{1,1}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>}
events[] = {
    // { 3600, "CarnivalSpawner", 0 , 1, -1, {} ,{"VR"}}, // SECOND <scalar>, EVENT <string>, INIT <scalar> 1 = run script at startup or 0 normal delay, PREPOSTFIX <scalar> 1 = use pre/postfix path (inside epoch settings pbo) 0 = use full file path, RUNNUMTIMES <scalar> -1 infinite, execVM payload <array>, disallowed worlds <array>
    // { 1800, "PaydayEvent", 0, 1},
    // { 1200, "MessageServer", 0, 1},
    { 2700, "AirDrop", 0 , 1, -1, {} ,{"VR"}},
    { 4800, "EarthQuake", 0 , 1, -1, {} ,{"VR"}},
	{ 5700, "Satellite", 0 , 1, -1, {} ,{"VR"}},
   // { 900, "ChangeWeather", 1 , 1, -1, {} ,{"VR"}},
    { 900, "ContainerSpawner", 0 , 1, -1, {} ,{"VR"}},
	{ 1440, "GardenManager", 0 , 1, -1, {} ,{"VR"}},
    { 600, "PlantSpawner", 0 , 1 , -1, {} ,{"VR"}} //No comma on last Entry
};

// Antagonists
antagonistChancePDeath = 0.00; //33% chance when player was killed from a other player (selfkill doesn't count)

// Player Related
cloneCost = 100; 					// debt incurred on player death
MaxBankDebitforTrade = -50000;		// If Player has less money on Bank, Crypto from Trade goes directly to Bank instead to Player

// Default Loadout
defaultUniformFemale =		"U_CamoOutback_uniform";
defaultVestFemale =			"V_F41_EPOCH";
defaultUniformMale =		"U_B_survival_uniform";
defaultVestMale =			"V_41_EPOCH";
defaultGoggles =			"";
defaultHeadgear =			"";
defaultBackpack =			"";
defaultprimaryWeapon[] =	{"Rollins_F","","","",{"5Rnd_rollins_mag",5},{},""};																		// {"arifle_MX_pointer_F","","acc_pointer_IR","",{"30Rnd_65x39_caseless_mag",29},{},""};
defaultsecondaryWeapon[] = 	{};																															// {"launch_NLAW_F","","","",{"NLAW_F",1},{},""};
defaulthandgunWeapon[] =	{"ruger_pistol_epoch","","","",{"10rnd_22X44_magazine",10},{},""};															// {"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""};
defaultuniformItems[] =		{{"FAK",1},{"ItemBakedBeans",1},{"ItemBottlePlastic_Clean",1},{"5Rnd_rollins_mag",1,5},{"10rnd_22X44_magazine",1,10}};		// {{"FAK",1},{"30Rnd_65x39_caseless_mag",2,30},{"Chemlight_green",1,1}};
defaultvestItems[] =		{};																															// {{"30Rnd_65x39_caseless_mag",3,30},{"16Rnd_9x21_Mag",2,16},{"SmokeShell",1,1},{"SmokeShellGreen",1,1},{"SmokeShellBlue",1,1},{"SmokeShellOrange",1,1},{"Chemlight_green",1,1}};
defaultbackpackItems[] =	{};																															// {{"Medikit",1},{"FAK",10},{{"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""},1}};
defaultassignedItems[] =	{};																															// {"Rangefinder","","","",{},{},""}
defaultlinkedItems[] =		{"ItemMap","","EpochRadio0","","",""};																						// {"ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"};

// vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance.
disableAutoRefuel = "true"; 	// Removes auto refuel from all buildings at server startup.
simulationHandlerOld = "false"; // When enabled this feature disables simulation on vehicles that are not nea players. Can help improve client fps at the cost of server fps.
immuneIfStartInBase = "true"; 	// Protection for veheicles near a plotpole on server start
vehicleLockTime = 604800; 		// Controls how many seconds it takes to allow another person/group to unlock vehicle.
VehLockMessages = "true";		// Give players a hint, that the Vehicle is locked / unlocked
removevehweapons[] = {			// remove these Weapons from spawned Vehicles
	"gatling_30mm","gatling_20mm","cannon_30mm_Plane_CAS_02_F","Missile_AA_03_Plane_CAS_02_F","Missile_AGM_01_Plane_CAS_02_F","Rocket_03_HE_Plane_CAS_02_F",
	"Rocket_03_AP_Plane_CAS_02_F","Bomb_03_Plane_CAS_02_F","Bomb_04_Plane_CAS_01_F","Rocket_04_AP_Plane_CAS_01_F","Rocket_04_HE_Plane_CAS_01_F","Missile_AGM_02_Plane_CAS_01_F","Missile_AA_04_Plane_CAS_01_F",
	"Gatling_30mm_Plane_CAS_01_F","GBU12BombLauncher_Plane_Fighter_03_F","missiles_ASRAAM","missiles_SCALPEL","Twin_Cannon_20mm","missiles_Zephyr","rockets_skyfire","gatling_30mm_vtol_02"
};
removevehmagazinesturret[] = {	// Remove these Magazines from the given Turret from spawned Vehicles
	{"24Rnd_missiles",{-1}},
	{"200Rnd_40mm_G_belt",{0}}
};
disableVehicleTIE = "false";

// BaseBuilding
UseIndestructible = "true";		// Enable / Disable Indestructible BaseObjects
IndestructibleBaseObjects[] =	{	// Can be Names or Classes
									"Constructions_static_F",
									"Buildable_Storage",
									//"PlotPole_EPOCH",
									"LockBox_EPOCH",
									"Safe_EPOCH"
								};
ExceptedBaseObjects[] = 		{	// Not Indestructible, also if in a Class of IndestructibleBaseObjects
									"CinderWallGarage_EPOCH",
									"WoodLargeWallDoorL_EPOCH",
									"WoodLargeWallDoor_EPOCH",
									"CinderWallDoorwHatch_EPOCH",
									"PlotPole_EPOCH",
									"WoodWall4_EPOCH"
								};

// Traders
taxRate = 0.9; // controls the price increase for purchases
starterTraderItems[] = { { "ItemSodaBurst", "meatballs_epoch", "MortarBucket", "CinderBlocks", "VehicleRepair", "CircuitParts", "ItemCorrugated", "PartPlankPack", "ItemRock", "ItemRope", "ItemStick" }, { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 } }; // Starter Items for fresh spawned trader first array is classnames second is quantity.
NPCSlotsLimit = 6; // Max number of traders static or dynamic. Warning! Higher the number lower performance.
forceStaticTraders = "true"; // disables traders moving from work to home

forcedVehicleSpawnTable = ""; // leave blank for default. Options: "allowedVehiclesList","allowedVehiclesList_CUP","allowedVehiclesList_MAD","allowedVehiclesList_MADCUP"
forcedLootSpawnTable = ""; // leave blank for default. Options: "CfgLootTable","CfgLootTable_CUP","CfgLootTable_MAD","CfgLootTable_MADCUP"

// Markers
showEarthQuakes = "true"; // show mineral viens caused by earthquakes
showSatellites = "true"; // show crashed Satellites
showShippingContainers = "true"; // Show location of events based loots (plants, shipping container, Carnival)
SHOW_TRADERS = "true"; // Show locations of traders
SHOW_JAMMERS = "false"; // Shows location of base jammers
SHOW_BOATLOOT = "true"; // Shows the location of shipwreck loot
DEBUG_VEH = "false"; // DEBUG ONLY used to debug spawing of vehicles

// Hive Related
expiresBuilding = "1209600";  // expiration date in seconds for buildings
expiresPlayer = "2592000";  // expiration date in seconds for players
expiresBank = "7776000";  // expiration date in seconds for players bank
expiresVehicle = "604800";  // expiration date in seconds for vehicles
expiresAIdata = "7776000";  // expiration date in seconds for NPC Trader inventory
expiresCommunityStats = "7776000"; // expiration date in seconds for players community stats

// Admin Features
hiveAdminCmdExec = "false"; // true = enables extra (To Be Released) feature to allow execution of code via hive.
hiveAdminSavePlayerList = "true"; // true = enables saving of playerUID array to hive value PLAYERS:#InstanceID.
hiveAdminCmdTime = 5; // how many seconds between each command queue call.

// DEBUG
useOldLoadVehicles = "false";
enableUnitTestOnStart = 1; // enable extra debug for database calls. 1 = enabled.

 

my custom_server\Configs\blck_configs.sqf

 

Spoiler


/*
	for ghostridergaming
	By Ghostrider [GRG]
	Copyright 2016
	Last Modified 3-17-17
	
	--------------------------
	License
	--------------------------
	All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.

	http://creativecommons.org/licenses/by-nc-sa/4.0/	
*/

	#include "\q\addons\custom_server\Configs\blck_defines.hpp";

	#ifdef blck_milServer
	execVM "\q\addons\custom_server\Configs\blck_configs_mil.sqf";
	if (true) exitWith {};
	#endif
	
	diag_log "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf";
	/***************************************************************
		BLCKEAGLS SUPPLEMENTAL MODULES
	****************************************************************	
		Configuration for Addons that support the overall Mission system.
		These are:
		1) a module to spawn map  addons generated with the Eden Editor
		2) And a moduel to spawn static loot crates at specific location
		3) A time acceleration module.
	*/

	blck_spawnMapAddons = false;  // When true map addons will be spawned based on parameters  define in custum_server\MapAddons\MapAddons_init.sqf
	blck_spawnStaticLootCrates = false; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
	//blck_enableStaticUnits = true; // When true static missions are loaded and functions for spawning static AI groups on foot, in vehicles/aircraft or manning emplaced weapons are enabled.
	//blck_enableUMS = true;  // when true, blck_numberUnderwaterMissions Underwater missions will be spawned; static UMS units and subs will be spawned.
	
	// Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
	blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
	blck_timeAccelerationDay = 0.25;  // Daytime time accelearation
	blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
	blck_timeAccelerationNight = 12;  // Nighttim time acceleration	
	
	/**************************************************************
	
	BLACKLIST LOCATIONS
	
	**************************************************************/
	// if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis. 
	blck_blacklistTraderCities = true;  // Set this = true if you would like the mission system to automatically search for the locations of the Epoch/Exile trader cities. Note that these are added to the list of blacklisted locations for Epoch for the most common maps.
	
	/***********************************************************
	
	GENERAL MISSION SYSTEM CONFIGURATION
	
	***********************************************************/
	////////
	//  Headless Client Configurations
	blck_useHC = false; // Experimental (death messages and rewards not yet working).
	
	///////////////////////////////
	//  Kill message configurations
	// These determine whether and when messages are sent to players regarding AI Kills or illegal kills that might damage a vehicle.
	blck_useKillMessages = true;  // when true a message will be broadcast to all players each time an AI is killed; may impact server performance.
	blck_useKillScoreMessage = true; // when true a tile is displayed to the killer with the kill score information
	blck_useIEDMessages = false;  // Displayes a message when a player vehicle detonates and IED (such as would happen if a player killed AI with a forbidden weapon).
	
	///////////////////////////////
	// MISSION MARKER CONFIGURATION
	// blck_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
	//When set to true,"arrow", text will be to the right of an arrow below the mission marker. 
	// When set to true,"dot", ext will be to the right of a black dot at the center the mission marker. 
	blck_labelMapMarkers = [true,"arrow"];  
	blck_preciseMapMarkers = true;  // Map markers are/are not centered at the loot crate
	

	//Minimum distance between missions
	blck_MinDistanceFromMission = 2000;

	///////////////////////////////
	// Mission Smoke and Signals
	///////////////////////////////
	
	// global loot crate options
	// Options to spawn a smoking wreck near the crate.  When the first parameter is true, a wreck or junk pile will be spawned. 
	// It's position can be either "center" or "random".  smoking wreck will be spawned at a random location between 15 and 50 m from the mission.
	blck_SmokeAtMissions = [false,"random"];  // set to [false,"anything here"] to disable this function altogether. 
	blck_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
	blck_loadCratesTiming = "atMissionCompletion"; // valid choices are "atMissionCompletion" and "atMissionSpawn"; 
	
	///////////////////////////////
	// PLAYER PENALTIES
	///////////////////////////////	
	
	blck_RunGear = false;	// When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given blck_RunGearDamage of damage.
	blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
	blck_VK_Gear = false; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage
	blck_VK_RunoverDamage = false; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
	blck_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, blck_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
	blck_forbidenVehicles = [/*"B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"*/]; // Add any vehicles for which you wish to forbid vehicle kills	
	// For a listing of the guns mounted on various land vehicles see the following link: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
	// HMG_M2 is mounted on the armed offroad that is spawned by Epoch	
	blck_forbidenVehicleGuns = [/*"LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"*/]; // Add any vehicles for which you wish to forbid vehicle kills, o
	

	///////////////////////////////
	// MISC MISSION PARAMETERS
	///////////////////////////////
	blck_useKilledAIName = true; // When false, the name of the killer (player), weapon and distance are displayed; otherwise the name of the player, distance and name of AI unit killed are shown.
	blck_useMines = false;   // when true mines are spawned around the mission area. these are cleaned up when a player reaches the crate. Turn this off if you have vehicle patrols.
	blck_cleanupCompositionTimer = 1200;  // Mission objects will be deleted after the mission is completed after a deley set by this timer.
	blck_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
	blck_MissionTimout = 60*60;  // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.

	///////////////////////////////
	// Paratroop Settings
	// AI paratrooper reinforcement paramters
	// The behavior of these can be linked to some degree to the spawning of patrolling helis.
	// For example, if you always want a helicopter to spawn paratroops set the value 1.
	// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
	blck_chanceParaBlue = 0.1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
	blck_noParaBlue = 3; //  [1-N]
	
	blck_chanceParaRed = 0.2;
	blck_noParaRed = 3;
	
	blck_chanceParaGreen = 0.3;
	blck_noParaGreen = 4;
	
	blck_chanceParaOrange = 0.4;
	blck_noParaOrange = 4;
	
	// Supplemental Loot Parameters.
	
	///////////////////////////////
	//  Heli Patrol Heli Types	
	// Armed Helis
	//////////////////////////////
	_blck_littleBirds = ["B_Heli_Light_01_armed_F"];  //  AH-9 Pawnee  (WEST)
	_blck_armed_hellcats = ["I_Heli_light_03_F"];
	_blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
	_blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"];
	//_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
	_blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
	_blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
	_blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
		_blck_fighters = [
		"O_Plane_CAS_02_F",  // /ti-199 Neophron (CAS)
		"I_Plane_Fighter_03_AA_F",  //  A-143 Buzzard (AA)
		"I_Plane_Fighter_04_F",  //   	A-149 Gryphon
		"B_Plane_CAS_01_F",  // 	A-164 Wipeout (CAS)
		"B_Plane_Fighter_01_F"  //	F/A-181 Black Wasp II
		];
	blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"];
	blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
	
	
	///////////////////////////////
	//  Heli Patrol Settings
	///////////////////////////////

	blck_chanceHeliPatrolBlue = 0;  //[0 - 1]  Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. 
									//  The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above.
									// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
	blck_patrolHelisBlue = _blck_armed_ghosthawks;
	blck_noPatrolHelisBlue = 1;
	
	blck_chanceHeliPatrolRed = 0.2; // 0.4;
	blck_patrolHelisRed = _blck_armed_ghosthawks;
	blck_noPatrolHelisRed = 1;
	
	blck_chanceHeliPatrolGreen = 0.3;
	blck_patrolHelisGreen = _blck_armed_ghosthawks;
	blck_noPatrolHelisGreen = 1;
	
	blck_chanceHeliPatrolOrange = 0.4;
	blck_patrolHelisOrange = _blck_armed_ghosthawks;
	blck_noPatrolHelisOrange = 1;

	////////////////////
	// Enable / Disable Missions
	////////////////////
	
	// Maximum number of missions shown on the map at any one time.
	#ifdef GRGserver
	blck_maxSpawnedMissions = 6;
	#else
	// Change this value to reduce the number of spawned missions at any one time.
	blck_maxSpawnedMissions = 4;
	#endif
	
	//Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
	blck_enableOrangeMissions = 1;  
	blck_enableGreenMissions = 1;
	blck_enableRedMissions = 1;
	blck_enableBlueMissions = 1;
	blck_numberUnderwaterDynamicMissions = 0;  // Values from 0 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.	

	#ifdef GRGserver
	blck_enableHunterMissions = 1;
	blck_enableScoutsMissions = 1;
	blck_maxcrashsites = 3;
	#endif

	////////////////////
	// MISSION TIMERS
	////////////////////
	
	// Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out	
	blck_TMin_Orange = 720;
	blck_TMin_Green = 550;
	blck_TMin_Blue = 450;
	blck_TMin_Red = 370;
	blck_TMin_UMS = 180;	
	#ifdef GRGserver
	blck_TMin_Hunter = 120;
	blck_TMin_Scouts = 115;
	blck_TMin_Crashes = 115;

	#endif
	
	//Maximum Spawn time between missions in seconds
	blck_TMax_Orange = 700;
	blck_TMax_Green = 520;
	blck_TMax_Blue = 480;
	blck_TMax_Red = 320;
	blck_TMax_UMS = 200;
	#ifdef GRGserver
	blck_TMax_Hunter = 200;
	blck_TMax_Scouts = 200;
	blck_TMax_Crashes = 200;
	#endif
	
	///////////////////////////////
	// AI VEHICLE PATROL PARAMETERS
	///////////////////////////////	

	blck_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
	blck_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed.
	
	////////////////////
	// Mission Vehicle Settings
	////////////////////	
	//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
	blck_SpawnVeh_Orange = [3,4]; // Number of static weapons at Orange Missions
	blck_SpawnVeh_Green = [2,3]; // Number of static weapons at Green Missions
	blck_SpawnVeh_Blue = 1;  // Number of static weapons at Blue Missions
	blck_SpawnVeh_Red = 1;  // Number of static weapons at Red Missions

	///////////////////////////////
	// AI STATIC WEAPON PARAMETERS	
	///////////////////////////////
	
	blck_useStatic = true;  // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
	blck_killEmptyStaticWeapons = true;  // When true, static weapons will have damage set to 1 when the AI manning them is killed.
	blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/];  // [0.50 cal, grenade launcher, AT Launcher]

	////////////////////
	// Mission Static Weapon Settings
	////////////////////
	
	// Defines how many static weapons to spawn. Set this to -1 to disable spawning 
	blck_SpawnEmplaced_Orange = [3,4]; // Number of static weapons at Orange Missions
	blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions
	blck_SpawnEmplaced_Blue = 1;  // Number of static weapons at Blue Missions
	blck_SpawnEmplaced_Red = 1;  // Number of static weapons at Red Missions	



	/****************************************************************
	
	GENERAL AI SETTINGS
	
	****************************************************************/
	
	blck_groupBehavior = "SENTRY";  // Suggested choices are "SAD", "SENTRY", "AWARE"   https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
	blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
	blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
	blck_addAIMoney = true;
	blck_chanceBackpack = 0.3;  // Chance AI will be spawned with a backpack
	blck_useNVG = true; // When true, AI will be spawned with NVG if is dark
	blck_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
	blck_useLaunchers = true;  // When true, some AI will be spawned with RPGs; they do not however fire on vehicles for some reason so I recommend this be set to false for now
	//blck_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"];
	blck_launcherTypes = ["launch_RPG32_ghex_F","launch_RPG32_F","launch_I_Titan_F","launch_RPG7_F","launch_I_Titan_short_F"];
	blck_launchersPerGroup = 1;  // Defines the number of AI per group spawned with a launcher
	blck_launcherCleanup = false;// When true, launchers and launcher ammo are removed from dead AI.

	//This defines how long after an AI dies that it's body disappears.
	blck_bodyCleanUpTimer = 1200; // time in seconds after which dead AI bodies are deleted
	// Each time an AI is killed, the location of the killer will be revealed to all AI within this range of the killed AI, set to -1 to disable
	// values are ordered as follows [blue, red, green, orange];
	blck_AliveAICleanUpTimer = 1200;  // Time after mission completion at which any remaining live AI are deleted.

	// How precisely player locations will be revealed to AI after an AI kill
	// values are ordered as follows [blue, red, green, orange];	
	blck_AIAlertDistance = [250,325,450,500];  //  Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
	//blck_AIAlertDistance = [150,225,400,500];
	// How precisely player locations will be revealed to AI after an AI kill
	// values are ordered as follows [blue, red, green, orange];
	blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];  
	
	blck_baseSkill = 1.0;  // The overal skill of the AI - range 0.1 to 1.0.
	
	/***************************************************************
	
	MISSION TYPE SPECIFIC AI SETTINGS
	
	**************************************************************/
	//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
	// Orange Missions
	blck_MinAI_Orange = 20;
	blck_MaxAI_Orange = 25;
	blck_AIGrps_Orange = 5;
	blck_SkillsOrange = [
		["aimingAccuracy",[0.35,0.45]],["aimingShake",[0.65,0.75]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",1.0],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
	];
	
	// Green Missions
	blck_MinAI_Green = 16;
	blck_MaxAI_Green = 21;
	blck_AIGrps_Green = 4;
	blck_SkillsGreen = [
		["aimingAccuracy",0.3],["aimingShake",0.65],["aimingSpeed",0.65],["endurance",0.9],["spotDistance",0.9],["spotTime",0.9],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
	];
	
	// Red Missions
	blck_MinAI_Red = 12;
	blck_MaxAI_Red = 15;
	blck_AIGrps_Red = 3;
	blck_SkillsRed = [
		["aimingAccuracy",0.2],["aimingShake",0.6],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.8],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
	];
	
	// Blue Missions
	blck_MinAI_Blue = 8;	
	blck_MaxAI_Blue = 12;
	blck_AIGrps_Blue = 2;
	blck_SkillsBlue = [
		["aimingAccuracy",0.1],["aimingShake",0.5],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
	];
		
	// Add some money to AI; only works with Exile for now.
	blck_maxMoneyOrange = 25;
	blck_maxMoneyGreen = 20;
	blck_maxMoneyRed = 15;
	blck_maxMoneyBlue = 10;

	#ifdef GRGserver
	blck_AIAlertDistance = [250,450,650,800];  //  Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
	//blck_AIAlertDistance = [150,225,400,500];
	// How precisely player locations will be revealed to AI after an AI kill
	// values are ordered as follows [blue, red, green, orange];
	blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];  
	
	blck_baseSkill = 0.7;  // The overal skill of the AI - range 0.1 to 1.0.
	
	/***************************************************************
	
	MISSION TYPE SPECIFIC AI SETTINGS
	
	**************************************************************/
	//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
	// Orange Missions
	blck_MinAI_Orange = 20;
	blck_MaxAI_Orange = 25;
	blck_AIGrps_Orange = 5;
	blck_SkillsOrange = [
		["aimingAccuracy",[0.25,0.36]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
	];
	
	// Green Missions
	blck_MinAI_Green = 16;
	blck_MaxAI_Green = 21;
	blck_AIGrps_Green = 4;
	blck_SkillsGreen = [
		["aimingAccuracy",[0.2,0.3]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
	];
	
	// Red Missions
	blck_MinAI_Red = 12;
	blck_MaxAI_Red = 15;
	blck_AIGrps_Red = 3;
	blck_SkillsRed = [
		["aimingAccuracy",[0.2,0.25]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
	];
	
	// Blue Missions
	blck_MinAI_Blue = 8;	
	blck_MaxAI_Blue = 12;
	blck_AIGrps_Blue = 2;
	blck_SkillsBlue = [
		["aimingAccuracy",[0.08,16]],["aimingShake",[0.25,0.35]],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
	];
		
	// Add some money to AI; only works with Exile for now.
	blck_maxMoneyOrange = 128;
	blck_maxMoneyGreen = 64;
	blck_maxMoneyRed = 32;
	blck_maxMoneyBlue = 16;	
	#endif
	
	private["_modType"];
	_modType = [] call blck_fnc_getModType;
	if (_modType isEqualTo "Epoch") then
	{
		diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType];
		execVM "\q\addons\custom_server\Configs\blck_configs_epoch.sqf";
		waitUntil {(isNil "blck_configsEpochLoaded") isEqualTo false;};
		waitUntil{blck_configsEpochLoaded};
		blck_configsEpochLoaded = nil;
		diag_log "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities";
		execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesEpoch.sqf";
	};
	if (_modType isEqualTo "Exile") then
	{
		diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType];
		execVM "\q\addons\custom_server\Configs\blck_configs_exile.sqf";
		waitUntil {(isNil "blck_configsExileLoaded") isEqualTo false;};
		waitUntil{blck_configsExileLoaded};
		blck_configsExileLoaded = nil;
		if (blck_blacklistTraderCities || blck_blacklistSpawns || blck_listConcreteMixerZones) then {execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesExile.sqf";};
	};	
	blck_configsLoaded = true;

cheers

natoed


 

 

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10 hours ago, natoed said:

@Ghostrider-GRG

Regarding Build 99 and build 100

It all works and errors in rpt due arma 3 updates are sorted.

But when i use the addon the in-game time run's mo-slow I've noted that about 17 second real world time = around 1 second in-game,

using a 6 hour restart (always have) in-game time starts 10.30am and run to 9.30pm and it doesn't progress past 11.45am in-game or so

tested without custom_server.pbo and in-game run's as I've set it.

also I do not use a headless client btw (to lazy to work it out)

my epochconfig.hpp (soz it keeps putting everything in the one spoiler)

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serverRestart         = "false"; // true sends #shutdown command to server after the time specified in ForceRestartTime
forceRestartTime      = 21605; // 4 hour restarts

StorageSlotsLimit = 50000; // Max storage slots allowed. Warning! Higher the number lower performance.
BuildingSlotsLimit = 50000; // Max building slots allowed. Warning! Higher the number lower performance.

// Time based
StaticDateTime[] = {0,0,0,10.30,0}; // {0,0,0,8,0} would forces the server to start at 8am each time it is started while allowing the year, month and day to stay real time. Any values left at 0 will result in no change.
timeDifference = 0; // Server uses real time this will allow you to offset just the hour.
timeMultiplier = 2; // Sets a time multiplier for in-game time. The command range is now capped at 0.1 - 120 to avoid performance problems.
lootMultiplier = 0.5; // 1 = max loot bias. This controls how much loot can payout per Epoch loot container.
// Events
WeatherStaticForecast[] = {}; // Default: {75.5,0,{0,0,0},0,{1,1}}; // Clear day; {19,1,{1,1,40},1,{5,5}}; // Cold Foggy Rainy Overcast Windy; Format: {temp <scalar>,rain <scalar>,fog <array>,overcast <scalar>,wind <array>}
events[] = {
    // { 3600, "CarnivalSpawner", 0 , 1, -1, {} ,{"VR"}}, // SECOND <scalar>, EVENT <string>, INIT <scalar> 1 = run script at startup or 0 normal delay, PREPOSTFIX <scalar> 1 = use pre/postfix path (inside epoch settings pbo) 0 = use full file path, RUNNUMTIMES <scalar> -1 infinite, execVM payload <array>, disallowed worlds <array>
    // { 1800, "PaydayEvent", 0, 1},
    // { 1200, "MessageServer", 0, 1},
    { 2700, "AirDrop", 0 , 1, -1, {} ,{"VR"}},
    { 4800, "EarthQuake", 0 , 1, -1, {} ,{"VR"}},
	{ 5700, "Satellite", 0 , 1, -1, {} ,{"VR"}},
   // { 900, "ChangeWeather", 1 , 1, -1, {} ,{"VR"}},
    { 900, "ContainerSpawner", 0 , 1, -1, {} ,{"VR"}},
	{ 1440, "GardenManager", 0 , 1, -1, {} ,{"VR"}},
    { 600, "PlantSpawner", 0 , 1 , -1, {} ,{"VR"}} //No comma on last Entry
};

// Antagonists
antagonistChancePDeath = 0.00; //33% chance when player was killed from a other player (selfkill doesn't count)

// Player Related
cloneCost = 100; 					// debt incurred on player death
MaxBankDebitforTrade = -50000;		// If Player has less money on Bank, Crypto from Trade goes directly to Bank instead to Player

// Default Loadout
defaultUniformFemale =		"U_CamoOutback_uniform";
defaultVestFemale =			"V_F41_EPOCH";
defaultUniformMale =		"U_B_survival_uniform";
defaultVestMale =			"V_41_EPOCH";
defaultGoggles =			"";
defaultHeadgear =			"";
defaultBackpack =			"";
defaultprimaryWeapon[] =	{"Rollins_F","","","",{"5Rnd_rollins_mag",5},{},""};																		// {"arifle_MX_pointer_F","","acc_pointer_IR","",{"30Rnd_65x39_caseless_mag",29},{},""};
defaultsecondaryWeapon[] = 	{};																															// {"launch_NLAW_F","","","",{"NLAW_F",1},{},""};
defaulthandgunWeapon[] =	{"ruger_pistol_epoch","","","",{"10rnd_22X44_magazine",10},{},""};															// {"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""};
defaultuniformItems[] =		{{"FAK",1},{"ItemBakedBeans",1},{"ItemBottlePlastic_Clean",1},{"5Rnd_rollins_mag",1,5},{"10rnd_22X44_magazine",1,10}};		// {{"FAK",1},{"30Rnd_65x39_caseless_mag",2,30},{"Chemlight_green",1,1}};
defaultvestItems[] =		{};																															// {{"30Rnd_65x39_caseless_mag",3,30},{"16Rnd_9x21_Mag",2,16},{"SmokeShell",1,1},{"SmokeShellGreen",1,1},{"SmokeShellBlue",1,1},{"SmokeShellOrange",1,1},{"Chemlight_green",1,1}};
defaultbackpackItems[] =	{};																															// {{"Medikit",1},{"FAK",10},{{"hgun_P07_F","","","",{"16Rnd_9x21_Mag",16},{},""},1}};
defaultassignedItems[] =	{};																															// {"Rangefinder","","","",{},{},""}
defaultlinkedItems[] =		{"ItemMap","","EpochRadio0","","",""};																						// {"ItemMap","ItemGPS","ItemRadio","ItemCompass","ItemWatch","NVGoggles"};

// vehicles - Max vehicle slots is calculated from per vehicle limits below. Warning! Higher the number lower the performance.
disableAutoRefuel = "true"; 	// Removes auto refuel from all buildings at server startup.
simulationHandlerOld = "false"; // When enabled this feature disables simulation on vehicles that are not nea players. Can help improve client fps at the cost of server fps.
immuneIfStartInBase = "true"; 	// Protection for veheicles near a plotpole on server start
vehicleLockTime = 604800; 		// Controls how many seconds it takes to allow another person/group to unlock vehicle.
VehLockMessages = "true";		// Give players a hint, that the Vehicle is locked / unlocked
removevehweapons[] = {			// remove these Weapons from spawned Vehicles
	"gatling_30mm","gatling_20mm","cannon_30mm_Plane_CAS_02_F","Missile_AA_03_Plane_CAS_02_F","Missile_AGM_01_Plane_CAS_02_F","Rocket_03_HE_Plane_CAS_02_F",
	"Rocket_03_AP_Plane_CAS_02_F","Bomb_03_Plane_CAS_02_F","Bomb_04_Plane_CAS_01_F","Rocket_04_AP_Plane_CAS_01_F","Rocket_04_HE_Plane_CAS_01_F","Missile_AGM_02_Plane_CAS_01_F","Missile_AA_04_Plane_CAS_01_F",
	"Gatling_30mm_Plane_CAS_01_F","GBU12BombLauncher_Plane_Fighter_03_F","missiles_ASRAAM","missiles_SCALPEL","Twin_Cannon_20mm","missiles_Zephyr","rockets_skyfire","gatling_30mm_vtol_02"
};
removevehmagazinesturret[] = {	// Remove these Magazines from the given Turret from spawned Vehicles
	{"24Rnd_missiles",{-1}},
	{"200Rnd_40mm_G_belt",{0}}
};
disableVehicleTIE = "false";

// BaseBuilding
UseIndestructible = "true";		// Enable / Disable Indestructible BaseObjects
IndestructibleBaseObjects[] =	{	// Can be Names or Classes
									"Constructions_static_F",
									"Buildable_Storage",
									//"PlotPole_EPOCH",
									"LockBox_EPOCH",
									"Safe_EPOCH"
								};
ExceptedBaseObjects[] = 		{	// Not Indestructible, also if in a Class of IndestructibleBaseObjects
									"CinderWallGarage_EPOCH",
									"WoodLargeWallDoorL_EPOCH",
									"WoodLargeWallDoor_EPOCH",
									"CinderWallDoorwHatch_EPOCH",
									"PlotPole_EPOCH",
									"WoodWall4_EPOCH"
								};

// Traders
taxRate = 0.9; // controls the price increase for purchases
starterTraderItems[] = { { "ItemSodaBurst", "meatballs_epoch", "MortarBucket", "CinderBlocks", "VehicleRepair", "CircuitParts", "ItemCorrugated", "PartPlankPack", "ItemRock", "ItemRope", "ItemStick" }, { 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5 } }; // Starter Items for fresh spawned trader first array is classnames second is quantity.
NPCSlotsLimit = 6; // Max number of traders static or dynamic. Warning! Higher the number lower performance.
forceStaticTraders = "true"; // disables traders moving from work to home

forcedVehicleSpawnTable = ""; // leave blank for default. Options: "allowedVehiclesList","allowedVehiclesList_CUP","allowedVehiclesList_MAD","allowedVehiclesList_MADCUP"
forcedLootSpawnTable = ""; // leave blank for default. Options: "CfgLootTable","CfgLootTable_CUP","CfgLootTable_MAD","CfgLootTable_MADCUP"

// Markers
showEarthQuakes = "true"; // show mineral viens caused by earthquakes
showSatellites = "true"; // show crashed Satellites
showShippingContainers = "true"; // Show location of events based loots (plants, shipping container, Carnival)
SHOW_TRADERS = "true"; // Show locations of traders
SHOW_JAMMERS = "false"; // Shows location of base jammers
SHOW_BOATLOOT = "true"; // Shows the location of shipwreck loot
DEBUG_VEH = "false"; // DEBUG ONLY used to debug spawing of vehicles

// Hive Related
expiresBuilding = "1209600";  // expiration date in seconds for buildings
expiresPlayer = "2592000";  // expiration date in seconds for players
expiresBank = "7776000";  // expiration date in seconds for players bank
expiresVehicle = "604800";  // expiration date in seconds for vehicles
expiresAIdata = "7776000";  // expiration date in seconds for NPC Trader inventory
expiresCommunityStats = "7776000"; // expiration date in seconds for players community stats

// Admin Features
hiveAdminCmdExec = "false"; // true = enables extra (To Be Released) feature to allow execution of code via hive.
hiveAdminSavePlayerList = "true"; // true = enables saving of playerUID array to hive value PLAYERS:#InstanceID.
hiveAdminCmdTime = 5; // how many seconds between each command queue call.

// DEBUG
useOldLoadVehicles = "false";
enableUnitTestOnStart = 1; // enable extra debug for database calls. 1 = enabled.

 

my custom_server\Configs\blck_configs.sqf

 

  Reveal hidden contents



/*
	for ghostridergaming
	By Ghostrider [GRG]
	Copyright 2016
	Last Modified 3-17-17
	
	--------------------------
	License
	--------------------------
	All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.

	http://creativecommons.org/licenses/by-nc-sa/4.0/	
*/

	#include "\q\addons\custom_server\Configs\blck_defines.hpp";

	#ifdef blck_milServer
	execVM "\q\addons\custom_server\Configs\blck_configs_mil.sqf";
	if (true) exitWith {};
	#endif
	
	diag_log "[blckeagls] Loading configurations for Non-militarized servers: blck_configs.sqf";
	/***************************************************************
		BLCKEAGLS SUPPLEMENTAL MODULES
	****************************************************************	
		Configuration for Addons that support the overall Mission system.
		These are:
		1) a module to spawn map  addons generated with the Eden Editor
		2) And a moduel to spawn static loot crates at specific location
		3) A time acceleration module.
	*/

	blck_spawnMapAddons = false;  // When true map addons will be spawned based on parameters  define in custum_server\MapAddons\MapAddons_init.sqf
	blck_spawnStaticLootCrates = false; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
	//blck_enableStaticUnits = true; // When true static missions are loaded and functions for spawning static AI groups on foot, in vehicles/aircraft or manning emplaced weapons are enabled.
	//blck_enableUMS = true;  // when true, blck_numberUnderwaterMissions Underwater missions will be spawned; static UMS units and subs will be spawned.
	
	// Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
	blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
	blck_timeAccelerationDay = 0.25;  // Daytime time accelearation
	blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
	blck_timeAccelerationNight = 12;  // Nighttim time acceleration	
	
	/**************************************************************
	
	BLACKLIST LOCATIONS
	
	**************************************************************/
	// if true then missions will not spawn within 1000 m of spawn points for Altis, Bornholm, Cherno, Esseker or stratis. 
	blck_blacklistTraderCities = true;  // Set this = true if you would like the mission system to automatically search for the locations of the Epoch/Exile trader cities. Note that these are added to the list of blacklisted locations for Epoch for the most common maps.
	
	/***********************************************************
	
	GENERAL MISSION SYSTEM CONFIGURATION
	
	***********************************************************/
	////////
	//  Headless Client Configurations
	blck_useHC = false; // Experimental (death messages and rewards not yet working).
	
	///////////////////////////////
	//  Kill message configurations
	// These determine whether and when messages are sent to players regarding AI Kills or illegal kills that might damage a vehicle.
	blck_useKillMessages = true;  // when true a message will be broadcast to all players each time an AI is killed; may impact server performance.
	blck_useKillScoreMessage = true; // when true a tile is displayed to the killer with the kill score information
	blck_useIEDMessages = false;  // Displayes a message when a player vehicle detonates and IED (such as would happen if a player killed AI with a forbidden weapon).
	
	///////////////////////////////
	// MISSION MARKER CONFIGURATION
	// blck_labelMapMarkers: Determines if when the mission composition provides text labels, map markers with have a text label indicating the mission type
	//When set to true,"arrow", text will be to the right of an arrow below the mission marker. 
	// When set to true,"dot", ext will be to the right of a black dot at the center the mission marker. 
	blck_labelMapMarkers = [true,"arrow"];  
	blck_preciseMapMarkers = true;  // Map markers are/are not centered at the loot crate
	

	//Minimum distance between missions
	blck_MinDistanceFromMission = 2000;

	///////////////////////////////
	// Mission Smoke and Signals
	///////////////////////////////
	
	// global loot crate options
	// Options to spawn a smoking wreck near the crate.  When the first parameter is true, a wreck or junk pile will be spawned. 
	// It's position can be either "center" or "random".  smoking wreck will be spawned at a random location between 15 and 50 m from the mission.
	blck_SmokeAtMissions = [false,"random"];  // set to [false,"anything here"] to disable this function altogether. 
	blck_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
	blck_loadCratesTiming = "atMissionCompletion"; // valid choices are "atMissionCompletion" and "atMissionSpawn"; 
	
	///////////////////////////////
	// PLAYER PENALTIES
	///////////////////////////////	
	
	blck_RunGear = false;	// When set to true, AI that have been run over will ve stripped of gear, and the vehicle will be given blck_RunGearDamage of damage.
	blck_RunGearDamage = 0.2; // Damage applied to player vehicle for each AI run over
	blck_VK_Gear = false; // When set to true, AI that have been killed by a player in a vehicle in the list of forbidden vehicles or using a forbiden gun will be stripped of gear and the vehicle will be given blck_RunGearDamage of damage
	blck_VK_RunoverDamage = false; // when the AI was run over blck_RunGearDamage of damage will be applied to the killer's vehicle.
	blck_VK_GunnerDamage = false; // when the AI was killed by a gunner on a vehicle that is is in the list of forbidden vehicles, blck_RunGearDamage of damage will be applied to the killer's vehicle each time an AI is killed with a vehicle's gun.
	blck_forbidenVehicles = [/*"B_MRAP_01_hmg_F","O_MRAP_02_hmg_F","I_MRAP_03_hmg_F","B_MRAP_01_hmg_F","O_MRAP_02_hmg_F"*/]; // Add any vehicles for which you wish to forbid vehicle kills	
	// For a listing of the guns mounted on various land vehicles see the following link: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
	// HMG_M2 is mounted on the armed offroad that is spawned by Epoch	
	blck_forbidenVehicleGuns = [/*"LMG_RCWS","LMG_M200","HMG_127","HMG_127_APC","HMG_M2","HMG_NSVT","GMG_40mm","GMG_UGV_40mm","autocannon_40mm_CTWS","autocannon_30mm_CTWS","autocannon_35mm","LMG_coax","autocannon_30mm","HMG_127_LSV_01"*/]; // Add any vehicles for which you wish to forbid vehicle kills, o
	

	///////////////////////////////
	// MISC MISSION PARAMETERS
	///////////////////////////////
	blck_useKilledAIName = true; // When false, the name of the killer (player), weapon and distance are displayed; otherwise the name of the player, distance and name of AI unit killed are shown.
	blck_useMines = false;   // when true mines are spawned around the mission area. these are cleaned up when a player reaches the crate. Turn this off if you have vehicle patrols.
	blck_cleanupCompositionTimer = 1200;  // Mission objects will be deleted after the mission is completed after a deley set by this timer.
	blck_cleanUpLootChests = false; // when true, loot crates will be deleted together with other mission objects.
	blck_MissionTimout = 60*60;  // 60 min - missions will timeout and respawn in another location. This prevents missions in impossible locations from persisting.

	///////////////////////////////
	// Paratroop Settings
	// AI paratrooper reinforcement paramters
	// The behavior of these can be linked to some degree to the spawning of patrolling helis.
	// For example, if you always want a helicopter to spawn paratroops set the value 1.
	// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
	blck_chanceParaBlue = 0.1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
	blck_noParaBlue = 3; //  [1-N]
	
	blck_chanceParaRed = 0.2;
	blck_noParaRed = 3;
	
	blck_chanceParaGreen = 0.3;
	blck_noParaGreen = 4;
	
	blck_chanceParaOrange = 0.4;
	blck_noParaOrange = 4;
	
	// Supplemental Loot Parameters.
	
	///////////////////////////////
	//  Heli Patrol Heli Types	
	// Armed Helis
	//////////////////////////////
	_blck_littleBirds = ["B_Heli_Light_01_armed_F"];  //  AH-9 Pawnee  (WEST)
	_blck_armed_hellcats = ["I_Heli_light_03_F"];
	_blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
	_blck_armed_ghosthawks = ["B_mas_UH60M","B_mas_CH_47F","I_mas_MI8","B_mas_UH1Y_UNA_F"];
	//_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
	_blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
	_blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
	_blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
		_blck_fighters = [
		"O_Plane_CAS_02_F",  // /ti-199 Neophron (CAS)
		"I_Plane_Fighter_03_AA_F",  //  A-143 Buzzard (AA)
		"I_Plane_Fighter_04_F",  //   	A-149 Gryphon
		"B_Plane_CAS_01_F",  // 	A-164 Wipeout (CAS)
		"B_Plane_Fighter_01_F"  //	F/A-181 Black Wasp II
		];
	blck_blacklisted_heli_ammo = ["24Rnd_missiles","24Rnd_PG_missiles","12Rnd_PG_missiles","2Rnd_LG_scalpel","6Rnd_LG_scalpel","8Rnd_LG_scalpel","M_Scalpel_AT ","14Rnd_80mm_rockets","38Rnd_80mm_rockets"];
	blck_blacklisted_heli_weapons = ["missiles_SCALPEL","missiles_titan","rockets_Skyfire","missiles_DAGR","missiles_DAR"];
	
	
	///////////////////////////////
	//  Heli Patrol Settings
	///////////////////////////////

	blck_chanceHeliPatrolBlue = 0;  //[0 - 1]  Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. 
									//  The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above.
									// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
	blck_patrolHelisBlue = _blck_armed_ghosthawks;
	blck_noPatrolHelisBlue = 1;
	
	blck_chanceHeliPatrolRed = 0.2; // 0.4;
	blck_patrolHelisRed = _blck_armed_ghosthawks;
	blck_noPatrolHelisRed = 1;
	
	blck_chanceHeliPatrolGreen = 0.3;
	blck_patrolHelisGreen = _blck_armed_ghosthawks;
	blck_noPatrolHelisGreen = 1;
	
	blck_chanceHeliPatrolOrange = 0.4;
	blck_patrolHelisOrange = _blck_armed_ghosthawks;
	blck_noPatrolHelisOrange = 1;

	////////////////////
	// Enable / Disable Missions
	////////////////////
	
	// Maximum number of missions shown on the map at any one time.
	#ifdef GRGserver
	blck_maxSpawnedMissions = 6;
	#else
	// Change this value to reduce the number of spawned missions at any one time.
	blck_maxSpawnedMissions = 4;
	#endif
	
	//Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
	blck_enableOrangeMissions = 1;  
	blck_enableGreenMissions = 1;
	blck_enableRedMissions = 1;
	blck_enableBlueMissions = 1;
	blck_numberUnderwaterDynamicMissions = 0;  // Values from 0 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.	

	#ifdef GRGserver
	blck_enableHunterMissions = 1;
	blck_enableScoutsMissions = 1;
	blck_maxcrashsites = 3;
	#endif

	////////////////////
	// MISSION TIMERS
	////////////////////
	
	// Reduce to 1 sec for immediate spawns, or longer if you wish to space the missions out	
	blck_TMin_Orange = 720;
	blck_TMin_Green = 550;
	blck_TMin_Blue = 450;
	blck_TMin_Red = 370;
	blck_TMin_UMS = 180;	
	#ifdef GRGserver
	blck_TMin_Hunter = 120;
	blck_TMin_Scouts = 115;
	blck_TMin_Crashes = 115;

	#endif
	
	//Maximum Spawn time between missions in seconds
	blck_TMax_Orange = 700;
	blck_TMax_Green = 520;
	blck_TMax_Blue = 480;
	blck_TMax_Red = 320;
	blck_TMax_UMS = 200;
	#ifdef GRGserver
	blck_TMax_Hunter = 200;
	blck_TMax_Scouts = 200;
	blck_TMax_Crashes = 200;
	#endif
	
	///////////////////////////////
	// AI VEHICLE PATROL PARAMETERS
	///////////////////////////////	

	blck_useVehiclePatrols = true; // When true vehicles will be spawned at missions and will patrol the mission area.
	blck_killEmptyAIVehicles = false; // when true, the AI vehicle will be extensively damaged once all AI have gotten outor been killed.
	
	////////////////////
	// Mission Vehicle Settings
	////////////////////	
	//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
	blck_SpawnVeh_Orange = [3,4]; // Number of static weapons at Orange Missions
	blck_SpawnVeh_Green = [2,3]; // Number of static weapons at Green Missions
	blck_SpawnVeh_Blue = 1;  // Number of static weapons at Blue Missions
	blck_SpawnVeh_Red = 1;  // Number of static weapons at Red Missions

	///////////////////////////////
	// AI STATIC WEAPON PARAMETERS	
	///////////////////////////////
	
	blck_useStatic = true;  // When true, AI will man static weapons spawned 20-30 meters from the mission center. These are very effective against most vehicles
	blck_killEmptyStaticWeapons = true;  // When true, static weapons will have damage set to 1 when the AI manning them is killed.
	blck_staticWeapons = ["B_HMG_01_high_F","I_mas_DSHKM_AAF","I_mas_KORD_high_AAF","I_mas_M2StaticMG_AAF","I_static_AT_F"/*,"O_static_AT_F"*/];  // [0.50 cal, grenade launcher, AT Launcher]

	////////////////////
	// Mission Static Weapon Settings
	////////////////////
	
	// Defines how many static weapons to spawn. Set this to -1 to disable spawning 
	blck_SpawnEmplaced_Orange = [3,4]; // Number of static weapons at Orange Missions
	blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions
	blck_SpawnEmplaced_Blue = 1;  // Number of static weapons at Blue Missions
	blck_SpawnEmplaced_Red = 1;  // Number of static weapons at Red Missions	



	/****************************************************************
	
	GENERAL AI SETTINGS
	
	****************************************************************/
	
	blck_groupBehavior = "SENTRY";  // Suggested choices are "SAD", "SENTRY", "AWARE"   https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
	blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
	blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
	blck_addAIMoney = true;
	blck_chanceBackpack = 0.3;  // Chance AI will be spawned with a backpack
	blck_useNVG = true; // When true, AI will be spawned with NVG if is dark
	blck_removeNVG = false; // When true, NVG will be removed from AI when they are killed.
	blck_useLaunchers = true;  // When true, some AI will be spawned with RPGs; they do not however fire on vehicles for some reason so I recommend this be set to false for now
	//blck_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"];
	blck_launcherTypes = ["launch_RPG32_ghex_F","launch_RPG32_F","launch_I_Titan_F","launch_RPG7_F","launch_I_Titan_short_F"];
	blck_launchersPerGroup = 1;  // Defines the number of AI per group spawned with a launcher
	blck_launcherCleanup = false;// When true, launchers and launcher ammo are removed from dead AI.

	//This defines how long after an AI dies that it's body disappears.
	blck_bodyCleanUpTimer = 1200; // time in seconds after which dead AI bodies are deleted
	// Each time an AI is killed, the location of the killer will be revealed to all AI within this range of the killed AI, set to -1 to disable
	// values are ordered as follows [blue, red, green, orange];
	blck_AliveAICleanUpTimer = 1200;  // Time after mission completion at which any remaining live AI are deleted.

	// How precisely player locations will be revealed to AI after an AI kill
	// values are ordered as follows [blue, red, green, orange];	
	blck_AIAlertDistance = [250,325,450,500];  //  Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
	//blck_AIAlertDistance = [150,225,400,500];
	// How precisely player locations will be revealed to AI after an AI kill
	// values are ordered as follows [blue, red, green, orange];
	blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];  
	
	blck_baseSkill = 1.0;  // The overal skill of the AI - range 0.1 to 1.0.
	
	/***************************************************************
	
	MISSION TYPE SPECIFIC AI SETTINGS
	
	**************************************************************/
	//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
	// Orange Missions
	blck_MinAI_Orange = 20;
	blck_MaxAI_Orange = 25;
	blck_AIGrps_Orange = 5;
	blck_SkillsOrange = [
		["aimingAccuracy",[0.35,0.45]],["aimingShake",[0.65,0.75]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",1.0],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
	];
	
	// Green Missions
	blck_MinAI_Green = 16;
	blck_MaxAI_Green = 21;
	blck_AIGrps_Green = 4;
	blck_SkillsGreen = [
		["aimingAccuracy",0.3],["aimingShake",0.65],["aimingSpeed",0.65],["endurance",0.9],["spotDistance",0.9],["spotTime",0.9],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
	];
	
	// Red Missions
	blck_MinAI_Red = 12;
	blck_MaxAI_Red = 15;
	blck_AIGrps_Red = 3;
	blck_SkillsRed = [
		["aimingAccuracy",0.2],["aimingShake",0.6],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.8],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
	];
	
	// Blue Missions
	blck_MinAI_Blue = 8;	
	blck_MaxAI_Blue = 12;
	blck_AIGrps_Blue = 2;
	blck_SkillsBlue = [
		["aimingAccuracy",0.1],["aimingShake",0.5],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
	];
		
	// Add some money to AI; only works with Exile for now.
	blck_maxMoneyOrange = 25;
	blck_maxMoneyGreen = 20;
	blck_maxMoneyRed = 15;
	blck_maxMoneyBlue = 10;

	#ifdef GRGserver
	blck_AIAlertDistance = [250,450,650,800];  //  Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
	//blck_AIAlertDistance = [150,225,400,500];
	// How precisely player locations will be revealed to AI after an AI kill
	// values are ordered as follows [blue, red, green, orange];
	blck_AIIntelligence = [0.3, 0.5, 0.7, 0.9];  
	
	blck_baseSkill = 0.7;  // The overal skill of the AI - range 0.1 to 1.0.
	
	/***************************************************************
	
	MISSION TYPE SPECIFIC AI SETTINGS
	
	**************************************************************/
	//This defines the skill, minimum/Maximum number of AI and how many AI groups are spawned for each mission type
	// Orange Missions
	blck_MinAI_Orange = 20;
	blck_MaxAI_Orange = 25;
	blck_AIGrps_Orange = 5;
	blck_SkillsOrange = [
		["aimingAccuracy",[0.25,0.36]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
	];
	
	// Green Missions
	blck_MinAI_Green = 16;
	blck_MaxAI_Green = 21;
	blck_AIGrps_Green = 4;
	blck_SkillsGreen = [
		["aimingAccuracy",[0.2,0.3]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
	];
	
	// Red Missions
	blck_MinAI_Red = 12;
	blck_MaxAI_Red = 15;
	blck_AIGrps_Red = 3;
	blck_SkillsRed = [
		["aimingAccuracy",[0.2,0.25]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
	];
	
	// Blue Missions
	blck_MinAI_Blue = 8;	
	blck_MaxAI_Blue = 12;
	blck_AIGrps_Blue = 2;
	blck_SkillsBlue = [
		["aimingAccuracy",[0.08,16]],["aimingShake",[0.25,0.35]],["aimingSpeed",0.5],["endurance",0.50],["spotDistance",0.6],["spotTime",0.6],["courage",0.60],["reloadSpeed",0.60],["commanding",0.7],["general",0.60]
	];
		
	// Add some money to AI; only works with Exile for now.
	blck_maxMoneyOrange = 128;
	blck_maxMoneyGreen = 64;
	blck_maxMoneyRed = 32;
	blck_maxMoneyBlue = 16;	
	#endif
	
	private["_modType"];
	_modType = [] call blck_fnc_getModType;
	if (_modType isEqualTo "Epoch") then
	{
		diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType];
		execVM "\q\addons\custom_server\Configs\blck_configs_epoch.sqf";
		waitUntil {(isNil "blck_configsEpochLoaded") isEqualTo false;};
		waitUntil{blck_configsEpochLoaded};
		blck_configsEpochLoaded = nil;
		diag_log "[blckeagles] Running getTraderCitiesEpoch to get location of trader cities";
		execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesEpoch.sqf";
	};
	if (_modType isEqualTo "Exile") then
	{
		diag_log format["[blckeagls] Loading Mission System using Parameters for %1",_modType];
		execVM "\q\addons\custom_server\Configs\blck_configs_exile.sqf";
		waitUntil {(isNil "blck_configsExileLoaded") isEqualTo false;};
		waitUntil{blck_configsExileLoaded};
		blck_configsExileLoaded = nil;
		if (blck_blacklistTraderCities || blck_blacklistSpawns || blck_listConcreteMixerZones) then {execVM "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getTraderCitesExile.sqf";};
	};	
	blck_configsLoaded = true;

cheers

natoed


 

 

If you want epochconfig.hpp to determine the time acceleration open blck_configs.sqf and set:

 

    blck_useTimeAcceleration = false;

Otherwise, you can set

    blck_timeAccelerationDay = 2;

which would give the same time acceleration you have set in your epochconfig.hpp.

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I also installed build 102

 

Wondering though, I have two local headless clients but I see this in the server RPT. Are the headless clients working?

9:57:29 "[blckeagls] missionSpawner (17):: Initializing mission: _cords [23470.1,19118.7,0] : _markerClass BlueMarker1 :  _aiDifficultyLevel blue _markerMissionName Bandit Patrol"
 9:57:29 "_fnc_passToHCs:: blck_connectedHCs = [] | count _HCs = 0 | server FPS"
 9:57:29 "_fnc_passToHCs:: No headless clients connected"
 9:57:29 "_fnc_addDynamicUMS_Mission: _pos = [14623.9,15354.7]"
 9:58:30 "_fnc_passToHCs:: blck_connectedHCs = [] | count _HCs = 0 | server FPS"
 9:58:30 "_fnc_passToHCs:: No headless clients connected"
 9:58:30 "_fnc_addDynamicUMS_Mission: _pos = [9276.93,9070.16]"
 9:58:35 "[blckeagls UMS missions] STARTED initializing dynamic mission Mafia Pirates727697 position at [2878.04,18317.5] difficulty red"

 

The local headless clients show this:

9:58:08 "blckHC:: headless client 3 at diag_tickTime running 49.2308 fps"

and

9:58:08 "blckHC:: headless client 4 at diag_tickTime running 49.3827 fps"

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Also getting spammed on this:

10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true];
if ((dama>
10:52:25   Error position: <blck_vehicleDeleteTimer,true];
if ((dama>
10:52:25   Error Undefined variable in expression: blck_vehicledeletetimer
10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17
10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true];
if ((dama>
10:52:25   Error position: <blck_vehicleDeleteTimer,true];
if ((dama>
10:52:25   Error Undefined variable in expression: blck_vehicledeletetimer
10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17
10:52:25 Error in expression <ariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true];
if ((dama>
10:52:25   Error position: <blck_vehicleDeleteTimer,true];
if ((dama>
10:52:25   Error Undefined variable in expression: blck_vehicledeletetimer
10:52:25 File q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf, line 17

 

 

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