Quick Update

A few minor changes in the placement of code to ensure the selected
"host' is executing all the code properly.
This commit is contained in:
Teh Dango 2016-03-25 21:47:06 -04:00
parent f713fe7ebd
commit 02d74ec337
5 changed files with 13 additions and 13 deletions

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@ -44,7 +44,7 @@ SAR_DETECT_FROM_VEHICLE_INTERVAL = 5; // How often AI can detect hostile AI &
SAR_chance_bandits = 75; // Chance to spawn 1-100%
SAR_chance_soldiers = 25; // Chance to spawn 1-100%
SAR_chance_survivors = 50; // Chance to spawn 1-100%
SAR_max_grps_bandits = 2; // Total groups per grid
SAR_max_grps_bandits = 4; // Total groups per grid
SAR_max_grps_soldiers = 2; // Total groups per grid
SAR_max_grps_survivors = 2; // Total groups per grid
SAR_max_grpsize_bandits = 2; // Size of the group
@ -130,7 +130,7 @@ SAR_heli_type = ["B_Heli_Light_01_stripped_F"];
/* -------------------------------- Do Not Edit Below. If you do the AI will not work properly. -------------------------------- */
SAR_HC = true;
SAR_HC = false;
SAR_AI_friendly_side = RESISTANCE;
SAR_AI_unfriendly_side = EAST;
SAR_leader_number = 0;

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@ -61,7 +61,7 @@ _rndpos = [_patrol_area_name] call UPSMON_pos;
_group = createGroup _side;
// create leader of the group
_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_leader_weapon_names = ["leader",_type] call SAR_unit_loadout_weapons;
_leader_items = ["leader",_type] call SAR_unit_loadout_items;
@ -107,7 +107,7 @@ _sniperlist = call compile format ["SAR_sniper_%1_list", _type];
// create crew
for "_i" from 0 to (_snipers - 1) do
{
_this = _group createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"];
_this = _group createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_sniper_weapon_names = ["sniper",_type] call SAR_unit_loadout_weapons;
_sniper_items = ["sniper",_type] call SAR_unit_loadout_items;
@ -139,7 +139,7 @@ _riflemenlist = call compile format ["SAR_soldier_%1_list", _type];
for "_i" from 0 to (_riflemen - 1) do
{
_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;

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@ -71,7 +71,7 @@ _group setVariable ["SAR_protect",true,true];
_sizeOfBase = _flagPole getVariable ["ExileTerritorySize",""];
// create leader of the group
_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [getPosATL _flagPole,1,_sizeOfBase,5,0,10,0] call BIS_fnc_findSafePos, [], 0.5, "NONE"];
_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [getPosATL _flagPole,1,_sizeOfBase,5,0,10,0] call BIS_fnc_findSafePos, [], 0.5, "CAN_COLLIDE"];
_leader_weapon_names = ["leader",_type] call SAR_unit_loadout_weapons;
_leader_items = ["leader",_type] call SAR_unit_loadout_items;
@ -123,7 +123,7 @@ _sniperlist = call compile format ["SAR_sniper_%1_list",_type];
for "_i" from 0 to (_snipers - 1) do
{
_this = _group createunit [_sniperlist call BIS_fnc_selectRandom, [getPosATL _flagPole,1,_sizeOfBase,5,0,10,0] call BIS_fnc_findSafePos, [], 0.5, "NONE"];
_this = _group createunit [_sniperlist call BIS_fnc_selectRandom, [getPosATL _flagPole,1,_sizeOfBase,5,0,10,0] call BIS_fnc_findSafePos, [], 0.5, "CAN_COLLIDE"];
sleep 0.5;
_sniper_weapon_names = ["sniper",_type] call SAR_unit_loadout_weapons;
@ -162,7 +162,7 @@ _riflemenlist = call compile format ["SAR_soldier_%1_list",_type];
for "_i" from 0 to (_riflemen - 1) do
{
_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [getPosATL _flagPole,1,_sizeOfBase,5,0,10,0] call BIS_fnc_findSafePos, [], 0.5, "NONE"];
_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [getPosATL _flagPole,1,_sizeOfBase,5,0,10,0] call BIS_fnc_findSafePos, [], 0.5, "CAN_COLLIDE"];
sleep 0.5;
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;

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@ -92,7 +92,7 @@ _heli setVehicleAmmo 1;
[_heli] joinSilent _groupheli;
sleep 1;
_leader = _groupheli createunit [(_leaderNPC call BIS_fnc_selectRandom), [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "NONE"];
_leader = _groupheli createunit [(_leaderNPC call BIS_fnc_selectRandom), [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
[_leader,_leader_weapon_names,_leader_items,_leader_tools] call SAR_unit_loadout;
@ -132,7 +132,7 @@ _leader setspeedmode "FULL";
_leader setBehaviour "AWARE";
*/
// Gunner 1
_man2heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "NONE"];
_man2heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
@ -165,7 +165,7 @@ _man2heli setVariable ["SAR_AI_type",_ai_type,false];
//Gunner 2
_man3heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [_rndpos select 0, (_rndpos select 1) + 30, 0], [], 0.5, "NONE"];
_man3heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [_rndpos select 0, (_rndpos select 1) + 30, 0], [], 0.5, "CAN_COLLIDE"];
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;

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@ -102,7 +102,7 @@ _groupvehicles = createGroup _side;
// create the vehicle and assign crew
{
// create the vehicle
_veh = createVehicle [_x, [_rndpos select 0, _rndpos select 1, 0], [], 0, "NONE"];
_veh = createVehicle [_x, [_rndpos select 0, _rndpos select 1, 0], [], 0, "CAN_COLLIDE"];
_veh setFuel 1;
//_veh setVariable ["Sarge",1,true];
_veh engineon true;
@ -119,7 +119,7 @@ _groupvehicles = createGroup _side;
// vehicle is defined to carry the group leader
if((_veh_setup select 0) == 1) then {
_leader = _groupvehicles createunit [_leaderNPC call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "NONE"];
_leader = _groupvehicles createunit [_leaderNPC call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_leader_weapon_names = ["leader",_type] call SAR_unit_loadout_weapons;
_leader_items = ["leader",_type] call SAR_unit_loadout_items;