Open FalcoGer opened 3 years ago
I have set up a whitelist for items and set things to whitelist only. Yet the spin the box thing creates non-whitelisted items.
/** * editMe * * Defines all global config for the mission * * Domain: Client, Server **/ /* Attacker Waves */ // List_Bandits, List_ParaBandits, List_OPFOR, List_INDEP, List_NATO, List_Viper HOSTILE_LEVEL_1 = List_Bandits; // Wave 0 > HOSTILE_LEVEL_2 = List_OPFOR; // Wave 5 > HOSTILE_LEVEL_3 = List_Viper; // Wave 10 > HOSTILE_ARMED_CARS = List_Armour;//expects vehicles HOSTILE_ARMOUR = List_ArmedCars; //expects vehicles HOSTILE_MULTIPLIER = ("HOSTILE_MULTIPLIER" call BIS_fnc_getParamValue); // How many hostiles per wave (waveCount x HOSTILE_MULTIPLIER) HOSTILE_TEAM_MULTIPLIER = ("HOSTILE_TEAM_MULTIPLIER" call BIS_fnc_getParamValue) / 100; // How many extra units are added per player PISTOL_HOSTILES = ("PISTOL_HOSTILES" call BIS_fnc_getParamValue); //What wave enemies stop only using pistols /* LOCATION LIST OPTIONS */ // List_AllCities - for any random City // List_SpecificPoint - will start the mission on the "Specific Bulwark Pos" marker (move with mission editor). Location must meet BULWARK_LANDRATIO and LOOT_HOUSE_DENSITY, BULWARK_MINSIZE, etc requirements // List_LocationMarkers - for a location selected randomly from the Bulwark Zones in editor (Currently broken) // *IMPORTANT* If you get an error using List_SpecificPoint it means that there isn't a building that qualifies. Turning down the "Minimum spawn room size" parameter might help. BULWARK_LOCATIONS = List_AllCities; BULWARK_RADIUS = ("BULWARK_RADIUS" call BIS_fnc_getParamValue); BULWARK_MINSIZE = ("BULWARK_MINSIZE" call BIS_fnc_getParamValue); // Spawn room must be bigger than x square metres BULWARK_LANDRATIO = ("BULWARK_LANDRATIO" call BIS_fnc_getParamValue); LOOT_HOUSE_DENSITY = ("LOOT_HOUSE_DENSITY" call BIS_fnc_getParamValue); PLAYER_STARTWEAPON = if ("PLAYER_STARTWEAPON" call BIS_fnc_getParamValue == 1) then {true} else {false}; PLAYER_STARTMAP = if ("PLAYER_STARTMAP" call BIS_fnc_getParamValue == 1) then {true} else {false}; PLAYER_STARTNVG = if ("PLAYER_STARTNVG" call BIS_fnc_getParamValue == 1) then {true} else {false}; /* Respawn */ RESPAWN_TIME = ("RESPAWN_TIME" call BIS_fnc_getParamValue); RESPAWN_TICKETS = ("RESPAWN_TICKETS" call BIS_fnc_getParamValue); /* Loot Blacklist */ LOOT_BLACKLIST = [ "O_Static_Designator_02_weapon_F", // If players find and place CSAT UAVs they count as hostile units and round will not progress "O_UAV_06_backpack_F", "O_UAV_06_medical_backpack_F", "O_UAV_01_backpack_F", "B_IR_Grenade", "O_IR_Grenade", "I_IR_Grenade", "Item_rhsusf_100Rnd_762x51_m82_blank", "Item_rhs_mag_20Rnd_556x45_M200_Stanag", "Item_rhs_mag_30Rnd_556x45_M200_Stanag", "Item_rhsusf_50Rnd_762x51_m82_blank" ]; /* Whitelist modes */ /* 0 = Off */ /* 1 = Only Whitelist Items will spawn as loot */ /* 2 = Whitelist items get added to existing loot (increases the chance of loot spawning */ LOOT_WHITELIST_MODE = 1; /* Loot Whitelists */ /* Fill with classname arrays: ["example_item_1", "example_item_2"] */ /* To use Whitelisting there MUST be at least one applicaple item in each LOOT_WHITELIST array*/ LOOT_WHITELIST_WEAPON = [ // assault rifles "Item_rhs_weap_mk18", "Item_rhs_weap_hk416d145", "Item_rhs_weap_hk416d10", "Item_rhs_weap_m4", "Item_rhs_weap_m4a1_blockII_bk", // assault rifles w grenade launcher "Item_rhs_weap_mk18_m320", "Item_rhs_weap_hk416d145_m320", "Item_rhs_weap_hk416d10_m320", "Item_rhs_weap_m4_m320", "Item_rhs_weap_m4a1_m320", // scar-h "Item_rhs_weap_mk17_LB", "Item_rhs_weap_mk17_CQC", "Item_rhs_weap_mk17_STD", // machine guns "Item_rhs_weap_m240B", "Item_rhs_weap_m240G", "Item_rhs_weap_m249", // pistols "Item_rhsusf_weap_glock17g4", "Item_rhsusf_weap_m9", // DMR "Item_rhs_weap_m14_rail", "Item_rhs_weap_m16a4", "Item_rhs_weap_sr25", // launchers "Item_rhs_weap_M136", "Item_rhs_weap_maaws" ]; LOOT_WHITELIST_APPAREL = [ "Headgear_H_MilCap_mcamo", "Headgear_H_Booniehat_mcamo", "Headgear_H_Bandanna_mcamo", "Headgear_H_HelmetB_sand", "Headgear_H_HelmetSpecB_paint2", "Headgear_H_HelmetB_light_sand", "Item_U_B_CombatUniform_mcam", "Item_U_B_CombatUniform_mcam_vest", "Vest_V_PlateCarrierGL_mtp", "Vest_V_PlateCarrierSpec_mtp", "Item_rhsusf_spcs_ucp", "Item_U_B_GhillieSuit" ]; LOOT_WHITELIST_ITEM = [ // ace medical "ACE_fieldDressingItem", "ACE_elasticBandageItem", "ACE_packingBandageItem", "ACE_quikClotItem", "ACE_epinephrineItem", "ACE_bloodIVItem", "ACE_adenosineItem", "ACE_morphineItem", "ACE_personalAidKitItem", "ACE_salineIVItem", "ACE_splintItem", "ACE_surgicalKitItem", "ACE_tourniquetItem", "ACE_plasmaIVItem", // items "Item_NVGogglesB_gry_F", "ACE_Item_MX2A", // misc "Item_ToolKit", // weapon attachments // accessories "Item_rhsusf_acc_anpeq15side", "Item_acc_flashlight_pistol", // grips & bipods "Item_rhsusf_acc_grip1", "Item_rhsusf_acc_harris_swivel", "Item_rhsusf_acc_m14_bipod", "Item_rhsusf_acc_grip4_bipod", // optics "Item_rhsusf_acc_mrds", "Item_optic_DMS", "Item_optic_LRPS", "Item_optic_MRCO", "Item_rhsusf_acc_ACOG_RMR", // supressors "Item_rhsusf_acc_rotex5_tan", "Item_muzzle_snds_M", // magazines // scar magazines "Item_rhs_mag_20Rnd_SCAR_762x51_m80_ball", "Item_rhs_mag_20Rnd_SCAR_762x51_m61_ap", // 5.56 stanag magazines "Item_rhs_mag_30Rnd_556x45_M855A1_Stanag", "Item_rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red", // m249 magazines "Item_rhsusf_100Rnd_556x45_M995_soft_pouch", "Item_rhsusf_100Rnd_556x45_M855_mixed_soft_pouch_coyote", // m240 magazines "Item_rhsusf_100Rnd_762x51_m61_ap", "Item_rhsusf_100Rnd_762x51_m62_tracer", // dmr magazines "Item_rhsusf_20Rnd_762x51_SR25_m993_Mag", "Item_rhsusf_20Rnd_762x51_SR25_m62_Mag", "Item_rhsusf_20Rnd_762x51_SR25_m118_special_Mag", "Item_rhsusf_20Rnd_762x51_m62_Mag", "Item_rhsusf_20Rnd_762x51_m993_Mag", // pistol magazines "Item_rhsusf_mag_15Rnd_9x19_FMJ", "Item_rhsusf_mag_15Rnd_9x19_JHP", "Item_rhsusf_mag_17Rnd_9x19_FMJ", "Item_rhsusf_mag_17Rnd_9x19_JHP", // launcher magazines "Item_rhs_mag_maaws_HE", "Item_rhs_mag_maaws_HEAT", "Item_rhs_mag_maaws_HEDP" ]; LOOT_WHITELIST_EXPLOSIVE = [ "Item_rhs_mag_m67", "Item_rhsusf_m112_mag", "Item_rhsusf_m112x4_mag", "Item_rhs_mag_m18_green", "Item_rhs_mag_m18_purple", "Item_rhs_mag_m18_red", "Item_rhs_mag_m18_yellow", "Item_rhs_mag_m713_Red", "Item_rhs_mag_m714_White", "Item_rhs_mag_m715_Green", "Item_rhs_mag_m716_yellow", "rhssaf_magazine_rhssaf_mag_brd_m83_white", "Item_rhs_mag_M441_HE", "SLAMDirectionalMine_Wire_Mag" ]; LOOT_WHITELIST_STORAGE = [ "B_AssaultPack_mcamo", "B_Carryall_mcamo", "B_FieldPack_cbr", "B_Kitbag_mcamo", "B_TacticalPack_mcamo", "B_AssaultPack_Kerry" ]; /* Loot Spawn */ LOOT_WEAPON_POOL = List_AllWeapons - LOOT_BLACKLIST; // Classnames of Loot items as an array LOOT_APPAREL_POOL = List_AllClothes + List_Vests - LOOT_BLACKLIST; LOOT_ITEM_POOL = List_Optics + List_Items - LOOT_BLACKLIST; LOOT_EXPLOSIVE_POOL = List_Mines + List_Grenades + List_Charges - LOOT_BLACKLIST; LOOT_STORAGE_POOL = List_Backpacks - LOOT_BLACKLIST; /* Random Loot */ LOOT_HOUSE_DISTRIBUTION = ("LOOT_HOUSE_DISTRIBUTION" call BIS_fnc_getParamValue); // Every *th house will spwan loot. LOOT_ROOM_DISTRIBUTION = ("LOOT_ROOM_DISTRIBUTION" call BIS_fnc_getParamValue); // Every *th position, within that house will spawn loot. LOOT_DISTRIBUTION_OFFSET = 0; // Offset the position by this number. LOOT_SUPPLYDROP = ("LOOT_SUPPLYDROP" call BIS_fnc_getParamValue) / 100; // Radius of supply drop PARATROOP_COUNT = ("PARATROOP_COUNT" call BIS_fnc_getParamValue); PARATROOP_CLASS = List_NATO; DEFECTOR_CLASS = List_NATO; /* Points */ SCORE_KILL = ("SCORE_KILL" call BIS_fnc_getParamValue); // Base Points for a kill SCORE_HIT = ("SCORE_HIT" call BIS_fnc_getParamValue); // Every Bullet hit that doesn't result in a kill SCORE_DAMAGE_BASE = ("SCORE_DAMAGE_BASE" call BIS_fnc_getParamValue); // Extra points awarded for damage. 100% = SCORE_DAMAGE_BASE. 50% = SCORE_DAMAGE_BASE/2 SCORE_RANDOMBOX = 950; // Cost to spin the box /*Point multipliers of SCORE_KILL for different waves */ HOSTILE_LEVEL_1_POINT_SCORE = 0.75; HOSTILE_LEVEL_2_POINT_SCORE = 1; HOSTILE_LEVEL_3_POINT_SCORE = 1.50; HOSTILE_CAR_POINT_SCORE = 2; HOSTILE_ARMOUR_POINT_SCORE = 4; /* Comment out or delete the below support items to prevent the player from buying them */ BULWARK_SUPPORTITEMS = [ [800, "Recon UAV", "reconUAV"], [1680, "Emergency Teleport", "telePlode"], [1950, "Paratroopers", "paraDrop"], [3850, "Missile CAS", "airStrike"], [4220, "Mine Cluster Shell", "mineField"], [4690, "Rage Stimpack", "ragePack"], [5930, "Mind Control Gas", "mindConGas"], [6666, "ARMAKART TM", "armaKart"], [7500, "Predator Drone", "droneControl"] ]; /* Objects the Player can buy */ /* Radius prevents hostiles walking through objects */ /* Price - Display Name - Class Name - Rotation When Bought - Object Radius (meters) *prevents AI glitching through object and triggers suicide bombers - Has AI true/false (for objects with AI like autonomous turrests) */ BULWARK_BUILDITEMS = [ // misc [85, "Flat Triangle (1m)", "Land_DomeDebris_01_hex_green_F", 180, 1.5, false], [50, "Portable Light", "Land_PortableLight_double_F", 180, 1, false], [200, "Hallogen Lamp", "Land_LampHalogen_F", 90, 1, false], [100, "Ladder", "Land_PierLadder_F", 0, 1, false], [300, "Storage box small", "Box_NATO_Support_F", 0, 1, false], [600, "Storage box large", "Box_NATO_AmmoVeh_F", 0, 1, false], // tank trap [25, "Tank Trap", "Land_CzechHedgehog_01_new_F", 0, 1, false], [50, "Dragons Teeth", "Land_DragonsTeeth_01_4x2_new_F", 0, 12, false], // junk tier [15, "Long Plank (4m)", "Land_Plank_01_4m_F", 0, 4, false], [25, "Long Plank (8m)", "Land_Plank_01_8m_F", 0, 8, false], [50, "Junk Barricade (Short)", "Land_Barricade_01_4m_F", 0, 4, false], [100, "Junk Barricade (Long)", "Land_Barricade_01_10m_F", 0, 10, false], // sandbag tier [50, "Sandbag Wall (Short)", "Land_BagFence_Short_F", 0, 1.5, false], [50, "Sandbag Wall (Round)", "Land_BagFence_Round_F", 180, 1.5, false], [75, "Sandbag Wall (Long)", "Land_BagFence_Long_F", 0, 2, false], [60, "Sandbag Barricade (Half)", "Land_SandbagBarricade_01_half_F", 0, 2, false], [100, "Sandbag Barricade (Hole)", "Land_SandbagBarricade_01_hole_F", 0, 2, false], [100, "Sandbag Barricade (Full)", "Land_SandbagBarricade_01_F", 0, 2, false], [350, "Sandbag Bunker (Small)", "Land_BagBunker_Small_F", 0, 6, false], [1000, "Sandbag Bunker (Big)", "Land_BagBunker_Large_F", 0, 14, false], // concrete tier [250, "Long Concrete Barricade", "Land_CncBarrierMedium4_F", 0, 8, false], [150, "Concrete Shelter", "Land_CncShelter_F", 0, 1.5, false], [350, "Tall Concrete Wall", "Land_Mil_WallBig_4m_F", 0, 2, false], // ramps & blocks & building [75, "Small Ramp (1m)", "Land_Obstacle_Ramp_F", 180, 1.5, false], [400, "Large Ramp (Shallow)", "Land_RampConcrete_F", 180, 10, false], [400, "Large Ramp (Steep)", "Land_RampConcreteHigh_F", 180, 10, false], [400, "Concrete Platform", "BlockConcrete_F", 0, 10, false], [950, "Stairs", "Land_GH_Stairs_F", 180, 4, false], // h-barrier tier [120, "H Barrier (x1)", "Land_HBarrier_1_F", 0, 1.5, false], [300, "H Barrier (x3)", "Land_HBarrier_3_F", 0, 3.5, false], [480, "H Barrier (x5)", "Land_HBarrier_5_F", 0, 5.5, false], [600, "H Barrier Big (x4)", "Land_HBarrier_Big_F", 0, 10, false], [800, "H Barrier Wall (Short)", "Land_HBarrierWall4_F", 0, 4.5, false], [950, "H Barrier Wall (Long)", "Land_HBarrierWall6_F", 0, 6.5, false], [1200, "H Barrier Bunkertower", "Land_BagBunker_Tower_F", 0, 10, false], [650, "H Barrier Watchtower", "Land_HBarrierTower_F", 0, 10, false], // cargo tier [6000, "Guard Tower (Small)", "Land_Cargo_Patrol_V3_F", 0, 10, false], [12000, "Guard Tower (Large)", "Land_Cargo_Tower_V3_F", 0, 16, false], // pillbox tier [4500, "Pillbox (Hex)", "Land_PillboxBunker_01_hex_F", 90, 10, false], [5000, "Pillbox (Rectangular)", "Land_PillboxBunker_01_rectangle_F",90, 10, false], [8000, "Large Pillbox", "Land_PillboxBunker_01_big_F", 180, 16, false], // bunker [200, "Bunker Block (x1)", "Land_Bunker_01_blocks_1_F", 180, 2, false], [500, "Bunker Block (x3)", "Land_Bunker_01_blocks_3_F", 180, 6, false], [3000, "Bunker Small", "Land_Bunker_01_small_F", 180, 10, false], [4000, "Bunker Tall", "Land_Bunker_01_tall_F", 180, 10, false], [8000, "Bunker Big", "Land_Bunker_01_big_F", 180, 17, false], // defenses [1000, "Static HMG", "B_HMG_01_high_F", 0, 1, false], [2000, "Autonomous HMG", "B_HMG_01_A_F", 180, 3.5, true] ]; /* Time of Day*/ DAY_TIME_FROM = ("DAY_TIME_FROM" call BIS_fnc_getParamValue); DAY_TIME_TO = ("DAY_TIME_TO" call BIS_fnc_getParamValue); // Check for sneaky inverted configuration. FROM should always be before TO. if (DAY_TIME_FROM > DAY_TIME_TO) then { DAY_TIME_FROM = DAY_TIME_TO - 2; }; /* Starter MediKits */ BULWARK_MEDIKITS = ("BULWARK_MEDIKIT" call BIS_fnc_getParamValue);
Good to know, thanks. We'll add it to the bug list.
I have set up a whitelist for items and set things to whitelist only. Yet the spin the box thing creates non-whitelisted items.