/*
Description: Basic tables containing AI equipment classnames and skin models used by AI units. Some settings may be overridden by map-specific configuration files in the world_classname_configs folder.
To make changes for a specific DayZ mod, edit the appropriate config file in for the map/mod being used.
DZAI will first load default classnames defined by default_classnames.sqf, then load the map/mod-specific file to modify default settings.
Example: DZAI will always first load default_classnames.sqf, then if DayZ Overwatch is detected, DZAI will overwrite settings specified by chernarus\dayz_overwatch.sqf.
Last upated: 2:41 AM 11/9/2013
*/
if !(DZAI_dynamicWeaponList) then {
diag_log "[DZAI] Loading preset weapon list...";
//Note: Low-level AI may use pistols listed in DZAI_Pistols0 or DZAI_Pistols1
DZAI_Pistols0 = ["Makarov","Colt1911","revolver_EP1"]; //Weapongrade 0 pistols
DZAI_Pistols1 = ["M9","M9SD","MakarovSD","UZI_EP1","glock17_EP1"]; //Weapongrade 1 pistols
DZAI_Pistols2 = ["M9SD","MakarovSD","UZI_EP1","glock17_EP1"]; //Weapongrade 2 pistols
DZAI_Pistols3 = ["M9SD","MakarovSD","UZI_EP1","glock17_EP1"]; //Weapongrade 3 pistols
DZAI_Rifles0 = ["LeeEnfield","Winchester1866","MR43","huntingrifle","LeeEnfield","Winchester1866","MR43"]; //Weapongrade 0 rifles
DZAI_Rifles1 = ["M16A2","M16A2GL","AK_74","M4A1_Aim","AKS_74_kobra","AKS_74_U","M24","M1014","DMR_DZ","M4A1","M14_EP1","Remington870_lamp","MP5A5","MP5SD","M4A3_CCO_EP1"]; //Weapongrade 1 rifles
DZAI_Rifles2 = ["M16A2","M16A2GL","M249_DZ","AK_74","M4A1_Aim","AKS_74_kobra","AKS_74_U","M24","SVD_CAMO","M1014","DMR_DZ","M4A1","M14_EP1","Remington870_lamp","M240_DZ","M4A1_AIM_SD_camo","M16A4_ACG","M4A1_HWS_GL_camo","Mk_48_DZ","M4A3_CCO_EP1","Sa58V_RCO_EP1","Sa58V_CCO_EP1","M40A3","Sa58P_EP1","Sa58V_EP1"]; //Weapongrade 2 rifles
DZAI_Rifles3 = ["FN_FAL","FN_FAL_ANPVS4","Mk_48_DZ","M249_DZ","BAF_L85A2_RIS_Holo","G36C","G36C_camo","G36A_camo","G36K_camo","AK_47_M","AKS_74_U","M14_EP1","bizon_silenced","DMR_DZ","RPK_74"]; //Weapongrade 3 rifles
DZAI_weaponsInitialized = true; //Do not edit this.
};
//Note: Custom rifle tables can be defined below this line (DZAI_Rifles4 -DZAI_Rifles9). Custom rifle tables can only be used with custom-defined spawns (spawns created using the DZAI_spawn function).
//Instructions: Replace "nil" with the wanted rifle array. Refer to the above rifle arrays for examples on how to define custom rifle tables.
//Custom AI weapon settings can only be used with custom-defined spawns (spawns created using the DZAI_spawn function).
DZAI_Rifles4 = nil; //weapongrade 4 weapons
DZAI_Rifles5 = nil; //weapongrade 5 weapons
DZAI_Rifles6 = nil; //weapongrade 6 weapons
DZAI_Rifles7 = nil; //weapongrade 7 weapons
DZAI_Rifles8 = nil; //weapongrade 8 weapons
DZAI_Rifles9 = nil; //weapongrade 9 weapons
DZAI_BanditTypes = ["nac_soldier_crew", "nac_soldier_leader, "nac_soldier_sniper", "nac_soldier_sniper2", "nac_soldier_medik", "nac_soldier_3"]; //List of skins for AI units to use
DZAI_Backpacks0 = [""];
DZAI_Backpacks1 = [""];
DZAI_Backpacks2 = [""];
DZAI_Backpacks3 = [""];
DZAI_Edibles = ["ItemSodaCoke", "ItemSodaPepsi", "ItemWaterbottle", "FoodCanSardines", "FoodCanBakedBeans", "FoodCanFrankBeans", "FoodCanPasta", "ItemWaterbottleUnfilled","ItemWaterbottleBoiled","FoodmuttonCooked","FoodchickenCooked","FoodBaconCooked","FoodRabbitCooked","FoodbaconRaw","FoodchickenRaw","FoodmuttonRaw","foodrabbitRaw","FoodCanUnlabeled","FoodPistachio","FoodNutmix","FoodMRE"]; //List of all edible items
DZAI_Medicals1 = ["ItemBandage", "ItemPainkiller"]; //List of common medical items
DZAI_Medicals2 = ["ItemPainkiller", "ItemMorphine", "ItemBandage", "ItemBloodbag", "ItemAntibiotic","ItemEpinephrine"]; //List of all medical items
DZAI_MiscItemS = ["ItemHeatpack", "HandRoadFlare", "HandChemBlue", "HandChemRed", "HandChemGreen","SmokeShell","TrashTinCan","TrashJackDaniels","ItemSodaEmpty"]; //List of random miscellaneous items (1 inventory space)
DZAI_MiscItemL = ["ItemJerrycan", "PartWheel", "PartEngine", "PartFueltank", "PartGlass", "PartVRotor","PartWoodPile"]; //List of random miscellaneous items (>1 inventory space)
//Tool items are added to AI inventory upon death
//NOTE: To remove an item, set its chance to 0, don't delete it from the array. To add an item, add it to the end of the array.
DZAI_tools0 = [["ItemFlashlight",0.65],["ItemWatch",0.65],["ItemKnife",0.50],["ItemHatchet",0.40],["ItemCompass",0.35],["ItemMap",0.25],["ItemToolbox",0.10],["ItemMatchbox",0.10],["ItemFlashlightRed",0.05],["ItemGPS",0.005],["ItemRadio",0.005]];
DZAI_tools1 = [["ItemFlashlight",0.90],["ItemWatch",0.90],["ItemKnife",0.75],["ItemHatchet",0.70],["ItemCompass",0.60],["ItemMap",0.50],["ItemToolbox",0.20],["ItemMatchbox",0.20],["ItemFlashlightRed",0.10],["ItemGPS",0.125],["ItemRadio",0.05]];
//Gadget items are added to AI inventory at unit creation
DZAI_gadgets0 = [["binocular",0.40],["NVGoggles",0.00]];
DZAI_gadgets1 = [["binocular",0.60],["NVGoggles",0.05]];
diag_log "[DZAI] Base classname tables loaded.";