/* IMPORTANT: The grid squares are named like : SAR_area_0_0 where the first 0 is the x counter, and the second 0 the y counter. So to adress the bottom left square in the grid, you use SAR_area_0_0. The square above that one would be: SAR_area_0_1 the square one to the right of the bottom left square is SAR_area_1_0 You want to change the number arrays in the below lines: The order for these numbers is always [BANDIT, SURVIVOR, SOLDIER] Lets take an example for Chernarus // Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,75,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd; [[0,1,2],[0,75,100],[0,4,3]] the first set of numbers : 0,1,2 stands for 0 bandit groups 1 soldier group 2 surivors groups thats the max that can spawn in this grid the second set of numbers : 0,75,100 that means: 0% probability to spawn bandit groups 75% for soldiers 100% for survivors the last set of numbers : 0,4,3 thats the maximum number of ppl in the group (plus 1 leader) 0 bandits max 4 (+1 leader) soldiers max 3 (+1 leader) survivors this number is randomized */ // -------------------------------------------------- // grid definition for the automatic spawn system // // examples see the chernarus file // -------------------------------------------------- _type = _this select 0; // grid definition for the automatic spawn system if ((_type isEqualTo "dynamic") && SAR_dynamic_spawning) then { // KNIN, 0 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,2,1],[0,75,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd; // ASH, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_1_0"] call SAR_AI_mon_upd; // TOPOLKA, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,3],[75,0,75],[4,0,4]],"SAR_area_2_0"] call SAR_AI_mon_upd; // SEVEN, 1 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,3],[50,0,50],[4,0,2]],"SAR_area_3_0"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_0"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_0"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,0],[0,0,0]],"SAR_area_0_1"] call SAR_AI_mon_upd; // LES SPICAK, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,2],[80,0,60],[2,0,2]],"SAR_area_1_1"] call SAR_AI_mon_upd; // BRANIBOR, 3 bandit groups, 1 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[3,1,3],[60,50,75],[2,3,3]],"SAR_area_2_1"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_1"] call SAR_AI_mon_upd; // OTOK, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[75,50,75],[3,2,3]],"SAR_area_4_1"] call SAR_AI_mon_upd; // NIZHINA, 0 bandit groups, 3 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,3,3],[0,50,75],[0,2,4]],"SAR_area_5_1"] call SAR_AI_mon_upd; // MITROVICE, 2 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,2,1],[90,50,75],[4,2,4]],"SAR_area_0_2"] call SAR_AI_mon_upd; // BILGRAD, 3 bandit groups, 1 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[3,1,3],[50,50,50],[3,3,3]],"SAR_area_1_2"] call SAR_AI_mon_upd; // KRASNOZNAMENSK, 2 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,3,1],[75,50,75],[3,4,4]],"SAR_area_2_2"] call SAR_AI_mon_upd; // BRIDGE, 1 bandit groups, 2 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,2,3],[75,100,75],[3,3,2]],"SAR_area_3_2"] call SAR_AI_mon_upd; // BOYE, 0 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,2],[0,0,100],[0,0,5]],"SAR_area_4_2"] call SAR_AI_mon_upd; // BYELOV, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,75,100],[0,5,4]],"SAR_area_5_2"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd; // CHERNOVAR, 2 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,1],[75,0,50],[3,0,3]],"SAR_area_1_3"] call SAR_AI_mon_upd; // ARMY_BASE, 0 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,3,1],[0,75,75],[0,3,6]],"SAR_area_2_3"] call SAR_AI_mon_upd; // ETANOVSK, 3 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[3,1,1],[75,75,75],[3,4,2]],"SAR_area_3_3"] call SAR_AI_mon_upd; // SABINA, 1 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,3,1],[20,75,100],[4,4,2]],"SAR_area_4_3"] call SAR_AI_mon_upd; // DUBOVO_AF, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[75,75,75],[2,4,2]],"SAR_area_5_3"] call SAR_AI_mon_upd; // KRES, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[75,75,75],[2,4,2]],"SAR_area_0_4"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_4"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd; // CHRVENI, 1 bandit groups, 2 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,2,2],[50,75,75],[4,4,2]],"SAR_area_3_4"] call SAR_AI_mon_upd; // SOLIBOR, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[50,75,75],[3,4,2]],"SAR_area_4_4"] call SAR_AI_mon_upd; // MOLOTOVSK, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[50,75,75],[4,4,2]],"SAR_area_5_4"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd; // YELENI, 0 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,3,1],[0,75,75],[0,4,3]],"SAR_area_2_5"] call SAR_AI_mon_upd; // LYPESTOK, 2 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,1,1],[50,75,75],[5,4,2]],"SAR_area_3_5"] call SAR_AI_mon_upd; // SEVASTOPOL, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[75,75,75],[2,4,2]],"SAR_area_4_5"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_5"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_6"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_6"] call SAR_AI_mon_upd; // KAMENI, 3 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,1],[100,75,75],[2,4,5]],"SAR_area_2_6"] call SAR_AI_mon_upd; // YAROSLAV, 2 bandit groups, 2 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,2,2],[80,75,75],[3,4,2]],"SAR_area_3_6"] call SAR_AI_mon_upd; // DALNOGORSK, 2 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[2,1,2],[75,75,75],[3,4,4]],"SAR_area_4_6"] call SAR_AI_mon_upd; // WATER, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_6"] call SAR_AI_mon_upd; }; if (_type isEqualTo "static") then { // --------------------------------------------------------------- // Definition of area markers for static spawns // --------------------------------------------------------------- // add if needed, see examples in the chernarus file // Sabina, heli patrol area _this = createMarker ["SAR_patrol_sabina", [14894.9, 11081.3]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [1000, 4500]; SAR_marker_helipatrol_sabina = _this; // Lyepestok, heli patrol area _this = createMarker ["SAR_patrol_lyepestok", [11579.5, 15413.4]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [400, 400]; SAR_marker_helipatrol_lyepestok = _this; // NWAF, heli patrol area _this = createMarker ["SAR_patrol_nwaf", [10567, 18429.6]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [800, 1000]; SAR_marker_helipatrol_nwaf = _this; // Dubovo, heli patrol area _this = createMarker ["SAR_patrol_dubovo", [16540.9, 12674.3]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [500, 5000]; SAR_marker_helipatrol_dubovo = _this; // Krasnoznamensk, heli patrol area _this = createMarker ["SAR_patrol_kraz", [8482.28, 8101.42]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [500, 1700]; _this setMarkerDir 262.10; SAR_marker_helipatrol_kraz = _this; // Branibor, heli patrol area _this = createMarker ["SAR_patrol_branibor", [7206.91, 4933.56]]; _this setMarkerShape "RECTANGLE"; _this setMarkeralpha 0; _this setMarkerType "Flag"; _this setMarkerBrush "Solid"; _this setMarkerSize [400, 5000]; _this setMarkerDir 127.30; SAR_marker_helipatrol_branibor = _this; // ---------------------------------------------------------------------------------------- // End of area marker definition section // ---------------------------------------------------------------------------------------- diag_log format["SAR_AI: Area & Trigger definition finalized"]; diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"]; // // Static, predefined heli patrol areas with configurable units // // Parameters used: // Areaname // 1,2,3 = soldier, survivors, bandits // //Heli Patrol Sabina [SAR_marker_helipatrol_sabina,1] call SAR_AI_heli; //Heli Patrol Lyepestok [SAR_marker_helipatrol_lyepestok,1] call SAR_AI_heli; //Heli patrol NWAF [SAR_marker_helipatrol_nwaf,1] call SAR_AI_heli; //Heli patrol Dubovo [SAR_marker_helipatrol_dubovo,1] call SAR_AI_heli; //Heli patrol Krasnoznamensk [SAR_marker_helipatrol_kraz,1] call SAR_AI_heli; //Heli patrol Branibor [SAR_marker_helipatrol_branibor,1] call SAR_AI_heli; // add if needed, see examples in the chernarus file diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"]; //--------------------------------------------------------------------------------- // Static, predefined infantry patrols in defined areas with configurable units //--------------------------------------------------------------------------------- // Example: [SAR_area_DEBUG,1,0,1,""] call SAR_AI; // // SAR_area_DEBUG = areaname (must have been defined further up) // 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits) // 0 = amount of snipers in the group // 1 = amount of rifleman in the group // // // Example entries: // SARGE DEBUG - Debug group // military, 0 snipers, 1 riflemen, patrol //[SAR_area_DEBUG,1,0,1,""] call SAR_AI; // military, 2 snipers, 4 riflemen, patrol //[SAR_area_DEBUG,1,2,4,""] call SAR_AI; // survivors, 1 snipers, 3 riflemen, patrolling the NWAF //[SAR_marker_helipatrol_nwaf,2,1,3,""] call SAR_AI; // bandits, 5 snipers, 2 riflemen, patrolling the NWAF //[SAR_marker_helipatrol_nwaf,3,5,2,""] call SAR_AI; //--------------------------------------------------------------------------------- // add here if needed // ---- end of configuration area ---- diag_log format["SAR_AI: Static Spawning for infantry patrols finished"]; };