Sarge-AI/SAR_cfg_grps_tavi.sqf
2016-03-15 15:02:07 -05:00

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/*
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"];
};