Bug Fixes
missions vehicles were not spawning Loot vehicles and crates were being deleted prematurely.
This commit is contained in:
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af2cc6bc09
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864ca64253
@ -16,7 +16,7 @@
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params["_group","_maxTime","_radius"];
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if (diag_tickTime > (_group getVariable "timeStamp") + _maxTime) then // || ( (getPos (leader)) distance2d (_group getVariable "patrolCenter") > _radius)) then
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{
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(leader _group) call blck_fnc_changeToMoveWaypoint;
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(leader _group) call blck_fnc_setNextWaypoint;
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then {diag_log format["_fnc_checkGroupWaypointStatus: group %1 stuck, waypoint reset",_group];};
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#endif
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@ -14,8 +14,7 @@ params[["_side",blck_AI_Side],["_deleteWhenEmpty",true]];
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// for information about the _deleteWhenEmpty parameter see: https://community.bistudio.com/wiki/createGroup
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then
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{diag_log format["_fnc_createGroup: _this = %1",_this]};
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if (blck_debugLevel > 1) then {diag_log format["_fnc_createGroup: _this = %1",_this]};
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#endif
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private _groupSpawned = createGroup [_side, true];
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@ -10,6 +10,11 @@
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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TODO: Replaces changeToMoveWaypoint
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and
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Replaces changeToSADWaypoint
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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@ -44,7 +49,7 @@ if (isNull _nearestEnemy) then
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_wp setWaypointCompletionRadius 0;
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_wp setWaypointTimeout _wpTimeout;
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_group setCurrentWaypoint _wp;
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diag_log format["_fnc_setNextWaypoin[no enemies]t: _group = %1 | _newPos = %2 | waypointStatements = %3",_group,_newWPPos,waypointStatements _wp];
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//diag_log format["_fnc_setNextWaypoin[no enemies]t: _group = %1 | _newPos = %2 | waypointStatements = %3",_group,_newWPPos,waypointStatements _wp];
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} else {
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// move toward that enemy using hunting logic
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// possibly along patrol perimeter
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@ -73,7 +78,7 @@ if (isNull _nearestEnemy) then
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};
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private _newWPPos = _pos getPos[_huntDistance,_vector];
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diag_log format["_fnc_setextWaypoint: _pos = %1 | _patrolRadius = %5 | _newWPPos = %2 | _huntDistance = %3 | _vector = %4",_pos,_newWPPos,_huntDistance,_vector,_patrolRadius];
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//diag_log format["_fnc_setextWaypoint: _pos = %1 | _patrolRadius = %5 | _newWPPos = %2 | _huntDistance = %3 | _vector = %4",_pos,_newWPPos,_huntDistance,_vector,_patrolRadius];
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_wp setWaypointPosition [_newWPPos,0];
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_wp setWaypointBehaviour "SAD";
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_group setBehaviour "AWARE";
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@ -7,6 +7,7 @@
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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// todo: No longer needed ?
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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@ -69,7 +69,7 @@ _fn_missionCleanup = {
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[_mines,_objects,_blck_AllMissionAI,_mission,_cleanupAliveAITimer,_cleanupCompositionTimer,_isScubaMission] call _fn_missionCleanup;
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{
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deleteVehicle _x;
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//if (local _x) then {deleteVehicle _x};
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}forEach _crates;
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{
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deleteVehicle _x;
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@ -20,9 +20,11 @@ params["_center","_garrisonedBuilding_relPosSystem",
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["_weaponList",[]],
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["_sideArms",[]]
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];
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/*
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{
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diag_log format["_fnc_garrisonBuilding_relPosSystem: _this %1 = %2",_forEachIndex,_this select _forEachIndex];
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}forEach _this;
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*/
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if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
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if (_sideArms isEqualTo []) then {_sideArms = [_aiDifficultyLevel] call blck_fnc_selectAISidearms};
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if (_uniforms isEqualTo []) then {_uniforms = [_aiDifficultyLevel] call blck_fnc_selectAIUniforms};
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@ -50,7 +50,7 @@ if (_missionEmplacedWeapons isEqualTo []) then
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//if (isNull _empGroup) exitWith {_abort = _true};
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_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
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//_empGroup setVariable["groupVehicle",_wep];
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_wep setVariable["vehicleGroup",_empGroup];
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//_wep setVariable["vehicleGroup",_empGroup];
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_wep setVariable["GRG_vehType","emplaced"];
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_wep setPosATL _pos;
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[_wep,false] call blck_fnc_configureMissionVehicle;
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@ -46,7 +46,7 @@ if (_missionEmplacedWeapons isEqualTo []) then
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//if (isNull _empGroup) exitWith {_abort = _true};
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_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
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//_empGroup setVariable["groupVehicle",_wep];
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_wep setVariable["vehicleGroup",_empGroup];
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//_wep setVariable["vehicleGroup",_empGroup];
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_wep setVariable["GRG_vehType","emplaced"];
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_wep setPosATL _pos;
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[_wep,false] call blck_fnc_configureMissionVehicle;
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@ -27,11 +27,9 @@ if (_vehiclePatrolSpawns isEqualTo []) then
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};
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{
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private ["_vehicle","_spawnPos","_difficulty","_patrolRadius"];
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_vehicle = _x select 0;
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_spawnPos = _x select 1;
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_difficulty = _x select 2;
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_patrolRadius = _x select 3;
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private _patrolVehicle = objNull;
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_x params["_vehicle","_spawnPos","_difficulty","_patrolRadius"];
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diag_log format["_fnc_sm_spawnVehiclePatrols:"];
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//_newGroup = [_x,_unitsPerGroup,_unitsPerGroup,_aiDifficultyLevel,_coords,_minDist,_maxDist,_uniforms,_headGear,true,_weapons,_vests,_isScubaGroup] call blck_fnc_spawnGroup;
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private _vehGroup = [blck_AI_Side,true] call blck_fnc_createGroup;
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_vehGroup setVariable["soldierType","vehicle"];
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@ -41,13 +39,10 @@ if (_vehiclePatrolSpawns isEqualTo []) then
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//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
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_patrolVehicle = [_spawnPos,_spawnPos,_vehicle,_patrolRadius,_patrolRadius,_vehGroup] call blck_fnc_spawnVehiclePatrol; // Check whether we should pass the group; looks like we should.
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// Nope, not necessary
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//_vehGroup setVariable["groupVehicle",_vehicle];
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if !(isNull _patrolVehicle) then
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{
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_patrolVehicle setVariable["vehicleGroup",_vehGroup];
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};
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//if !(isNull _patrolVehicle) then
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//{
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//_patrolVehicle setVariable["vehicleGroup",_vehGroup];
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//};
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};
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} forEach _vehiclePatrolSpawns;
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@ -53,17 +53,20 @@ if (_missionPatrolVehicles isEqualTo []) then
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_vehicle = _x select 0;
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_vehGroup = [blck_AI_Side,true] call blck_fnc_createGroup;
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_vehGroup setVariable["soldierType","vehicle"];
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_patrolVehicle = objNull;
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diag_log format["fnc_spawnMissionVehiclePatrols(50): _vehicle = %1 | _spawnPos = %2 | _vehGroup = %3",_vehicle,_spawnPos,_vehGroup];
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if !(isNull _vehGroup) then
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{
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_vehGroup setVariable["soldierType","vehicle"];
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[_vehGroup,_spawnPos,_coords,_crewCount,_crewCount,_skillAI,1,2,false,_uniforms, _headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaGroup] call blck_fnc_spawnGroup;
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_missionAI append (units _vehGroup);
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blck_monitoredMissionAIGroups pushBack _vehGroup;
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//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",40],["_maxDis",60],["_group",grpNull],["_setWaypoints",true],["_crewCount",4]];
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_patrolVehicle = [_coords,_spawnPos,_vehicle,40,60,_vehGroup,true,_crewCount] call blck_fnc_spawnVehiclePatrol;
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if !(isNull _patrolVehicle) then
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{
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_patrolVehicle setVariable["vehicleGroup",_vehGroup];
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//_patrolVehicle setVariable["vehicleGroup",_vehGroup];
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_vehicles pushback _patrolVehicle;
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//blck_monitoredVehicles pushBack _patrolVehicle;
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_missionAI append (units _vehGroup);
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@ -26,15 +26,12 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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//private ["_unit","_mag"];
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//_unit = _this select 0;
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//_mag = _this select 3 select 0;
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(_this select 0) addMagazine (_this select 3 select 0);
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#ifdef blck_debugMode
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if (blck_debugLevel > 2) then {
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//diag_log format["_EH_unitWeaponReloaded:: unit %1 reloaded weapon %2 with magazine %3",_this select 0, (_this select 3 select 0)];
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//diag_log format["_EH_unitWeaponReloaded:: unit %1 currently has the following magazines 2",_this select 0,magazines (_this select 0)];
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diag_log format["_EH_unitWeaponReloaded:: one magazine of type %1 added to inventory of unit %2",_mag,_unit];
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diag_log format["_EH_unitWeaponReloaded:: one magazine of type %1 added to inventory of unit %2",_mag,(_this select 3 select 0];
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};
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#endif
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@ -29,7 +29,7 @@ if (count(units (group _unit)) isEqualTo 0) then
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[_unit] joinSilent grpNull;
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if !(_unit isKindOf "Man") then
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{
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diag_log format["_fnc_processAIKill: unit linked to crew of vehicle %1 | typeOf (vehicle _unit = %2)",vehicle _unit,typeOf (vehicle _unit)];
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//diag_log format["_fnc_processAIKill: unit linked to crew of vehicle %1 | typeOf (vehicle _unit = %2)",vehicle _unit,typeOf (vehicle _unit)];
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[_unit, ["Eject", vehicle _unit]] remoteExec ["action",(owner _unit)];
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};
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@ -13,12 +13,7 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_vehType","_pos",["_special","NONE"]];
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//diag_log format["spawnVehicle.sqf: _this = %3 | _vehType = %1 | _pos = %2",_vehType,_pos,_this];
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then {diag_log format["spawnVehicle.sqf: _vehType = %1 | _pos = %2",_vehType,_pos];};
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#endif
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diag_log format["spawnVehicle.sqf: _this = %3 | _vehType = %1 | _pos = %2",_vehType,_pos,_this];
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private _veh = createVehicle[_vehType, _pos, [], 0, _special];
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_veh setVectorUp surfaceNormal position _veh;
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_veh allowDamage true;
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@ -26,15 +21,6 @@ _veh enableRopeAttach true;
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_veh setVariable["blck_vehicle",true];
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[_veh] call blck_fnc_protectVehicle;
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[_veh] call blck_fnc_emptyObject;
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then {diag_log format["spawnVehicle.sqf:: vehicle spawned is %1",_veh];};
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#endif
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// params["_veh",["_clearInventory",true]];
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//[_veh,_clearInventory] call blck_fnc_configureMissionVehicle;
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then {diag_log format["spawnVehicle:: returning parameter _veh = %1",_veh];};
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#endif
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diag_log format["spawnVehicle:: returning parameter _veh = %1",_veh];
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_veh
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@ -13,38 +13,39 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",40],["_maxDis",60],["_group",grpNull],["_setWaypoints",true],["_crewCount",4]];
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params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",40],["_maxDis",60],["_group",grpNull],["_setWaypoints",true],["_crewCount",4],["_patrolRadius",150],["_waypointTimeout",[5,7.5,10]]];
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//_center Center of the mission area - this is usuall the position treated as the center by the mission spawner. Vehicles will patrol the perimeter of the mission area.
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{
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diag_log format["_fnc_spawnVehiclePatrol/Vehicles: parameter %1 = %2",_forEachIndex,_x];
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}forEach _this;
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//_center Center of the mission area - this is usually the position treated as the center by the mission spawner. Vehicles will patrol the perimeter of the mission area.
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// _pos the approximate spawn point for the vehicle
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//_vehType = [_this,1,"I_G_Offroad_01_armed_F"] call BIS_fnc_param;
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//_minDis = minimum distance from the center of the mission for vehicle waypoints
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//_maxDis = maximum distance from the center of the mission for vehicle waypoints
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//_minDis =
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//_maxDis =
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//_groupForVehiclePatrol = The group with which to man the vehicle
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// _crewCount = the number of AI including driver and gunners to place in the vehicle
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// TODO: verify that all old code is now called in the varous functions
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private["_veh"];
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if !(isNull _group) then {
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_veh = [_vehType,_pos] call blck_fnc_spawnVehicle;
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//diag_log format["_fnc_spawnVehiclePatrol: _veh = %1 | typeOf _ve = %2",_veh,typeOf _veh];
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//_veh addMPEventHandler["MPHit",{ _this call blck_EH_AIVehicle_HandleHit}];
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//_veh addMPEventHandler["MPKilled",{_this call blck_EH_vehicleKilled}];
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//_veh addEventHandler["GetOut",{_this remoteExec["blck_EH_vehicleGetOut",2]}];
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_veh setVariable["blck_vehicleSearchRadius",blck_playerDetectionRangeGroundVehicle];
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_veh setVariable["blck_vehiclePlayerDetectionOdds",blck_vehiclePlayerDetectionOdds];
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private _maxCrew = [_crewCount] call blck_fnc_getNumberFromRange;
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[_veh,_group,_crewCount] call blck_fnc_loadVehicleCrew;
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//diag_log format["_fnc_spawnVehiclePatrol: crew of vehicle %1 = %2",_veh, crew _veh];
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[_veh,2] call blck_fnc_configureMissionVehicle;
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if (_setWaypoints) then
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if (_group isEqualTo grpNull) exitWith
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{
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// params["_pos","_minDis","_maxDis","_group",["_mode","random"],["_wpPatrolMode","SAD"],["_soldierType","null"] ];
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#define vehiclePatrolRadius 400
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#defin vehicleWaypointTimout [6, 9, 12]
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[_center,_minDis,_maxDis,_group,"perimeter","SAD","vehicle",vehiclePatrolRadius,vehicleWaypointTimout] spawn blck_fnc_setupWaypoints;
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};
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diag_log format["_fnc_spawnVehiclePatrols(48): <ERROR> Function can not accept a null group"];
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};
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private _veh = objNull;
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diag_log format["_fnc_spawnVehiclePatrol(28): _vehType = %1",_vehType];
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_veh = [_vehType,_pos] call blck_fnc_spawnVehicle;
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diag_log format["_fnc_spawnVehiclePatrol(30): _veh = %1 | typeOf _veh = %2",_veh,typeOf _veh];
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_veh setVariable["blck_vehicleSearchRadius",blck_playerDetectionRangeGroundVehicle];
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_veh setVariable["blck_vehiclePlayerDetectionOdds",blck_vehiclePlayerDetectionOdds];
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private _maxCrew = [_crewCount] call blck_fnc_getNumberFromRange;
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[_veh,_group,_maxCrew] call blck_fnc_loadVehicleCrew;
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diag_log format["_fnc_spawnVehiclePatrol(35): crew of vehicle %1 = %2",_veh, crew _veh];
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[_veh,2] call blck_fnc_configureMissionVehicle;
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if (_setWaypoints) then
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{
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// params["_pos","_minDis","_maxDis","_group",["_mode","random"],["_wpPatrolMode","SAD"],["_soldierType","null"] ];
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[_center,_minDis,_maxDis,_group,"perimeter","SAD","vehicle",_patrolRadius,_waypointTimeout] spawn blck_fnc_setupWaypoints;
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};
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diag_log format["_fnc_spawnVehiclePatrols(50): _veh = %1",_veh];
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_veh
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@ -169,6 +169,7 @@ private _functions = [
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["blck_fnc_checkForEmptyVehicle","\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_checkForEmptyVehicle.sqf"],
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["blck_fnc_handleEmptyVehicle","\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_handleEmptyVehicle.sqf"],
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["blck_fnc_loadVehicleCrew","\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_loadVehicleCrew.sqf"],
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["blck_fnc_selectVehicleCrewCount","\q\addons\custom_server\Compiles\Missions\GMS_fnc_selectVehicleCrewCount.sqf"],
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// functions to support Units
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["blck_fnc_removeGear","\q\addons\custom_server\Compiles\Units\GMS_fnc_removeGear.sqf"], // Strip an AI unit of all gear.
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@ -185,6 +185,7 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
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"B_APC_Tracked_01_rcws_F"
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]; // Type of vehicle spawned to defend AI bases
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/// Defined again below in this instance to show options available and also my personal preferences for mil servers
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blck_AIPatrolVehiclesBlue = [
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"Exile_Car_Offroad_Armed_Guerilla01",
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"Exile_Car_Offroad_Armed_Guerilla02",
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@ -155,14 +155,14 @@
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// Heli Patrol Heli Types
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// Armed Helis
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//////////////////////////////
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_blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST)
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_blck_armed_hellcats = ["I_Heli_light_03_F"];
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_blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
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_blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
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_blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
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_blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
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_blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
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_blck_fighters = [
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blck_littleBirds = ["B_Heli_Light_01_armed_F"]; // AH-9 Pawnee (WEST)
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blck_armed_hellcats = ["I_Heli_light_03_F"];
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blck_armed_orcas = ["O_Heli_Light_02_F","O_Heli_Light_02_v2_F"];
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blck_armed_ghosthawks = ["B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"];
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blck_armed_hurons = ["B_Heli_Transport_03_F","B_Heli_Transport_03_black_F"];
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blck_armed_attackHelis = ["B_Heli_Attack_01_F"];
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blck_armed_heavyAttackHelis = ["O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"];
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blck_fighters = [
|
||||
//"O_Plane_CAS_02_F", // /ti-199 Neophron (CAS)
|
||||
"I_Plane_Fighter_03_AA_F", // A-143 Buzzard (AA)
|
||||
//"I_Plane_Fighter_04_F", // A-149 Gryphon
|
||||
@ -188,27 +188,27 @@
|
||||
///////////////////////////////
|
||||
|
||||
blck_chanceHeliPatrolBlue = 0.8; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area. The chance of paratroops dropping from the heli is defined by blck_chancePara(Blue|Red|Green|Orange) above.
|
||||
blck_patrolHelisBlue = _blck_littleBirds;
|
||||
blck_patrolHelisBlue = blck_littleBirds;
|
||||
blck_noPatrolHelisBlue = 0;
|
||||
|
||||
blck_chanceHeliPatrolRed = 0.8; // 0.4;
|
||||
blck_patrolHelisRed = _blck_armed_hellcats;
|
||||
blck_patrolHelisRed = blck_armed_hellcats;
|
||||
blck_noPatrolHelisRed = 1;
|
||||
|
||||
blck_chanceHeliPatrolGreen = 0.9999;
|
||||
blck_patrolHelisGreen = _blck_armed_ghosthawks;
|
||||
blck_patrolHelisGreen = blck_armed_ghosthawks;
|
||||
blck_noPatrolHelisGreen = [1,3];
|
||||
|
||||
blck_chanceHeliPatrolOrange = 0.9999;
|
||||
blck_patrolHelisOrange = _blck_armed_attackHelis + _blck_armed_heavyAttackHelis; // + _blck_fighters;
|
||||
blck_patrolHelisOrange = blck_armed_attackHelis + blck_armed_heavyAttackHelis; // + _blck_fighters;
|
||||
blck_noPatrolHelisOrange = [2,4];
|
||||
|
||||
if (toLower(worldName) isEqualTo "namalsk") then
|
||||
{
|
||||
blck_patrolHelisRed = _blck_littleBirds + _blck_armed_hellcats;
|
||||
blck_patrolHelisGreen = _blck_armed_hellcats + _blck_armed_ghosthawks;
|
||||
blck_patrolHelisRed = blck_littleBirds + blck_armed_hellcats;
|
||||
blck_patrolHelisGreen = blck_armed_hellcats + blck_armed_ghosthawks;
|
||||
blck_noPatrolHelisGreen = 1;
|
||||
blck_patrolHelisOrange = _blck_armed_ghosthawks;
|
||||
blck_patrolHelisOrange = blck_armed_ghosthawks;
|
||||
blck_noPatrolHelisOrange = 1;
|
||||
};
|
||||
////////////////////
|
||||
|
@ -83,7 +83,7 @@ switch (blck_simulationManager) do
|
||||
};
|
||||
|
||||
diag_log format["[blckeagls] version %1 Build %2 Loaded in %3 seconds",blck_versionNumber,blck_buildNumber,diag_tickTime - _blck_loadingStartTime]; //,blck_modType];
|
||||
diag_log format["blckeagls] waiting for players to join ---- >>>>"];
|
||||
diag_log format["[blckeagls] waiting for players to join ---- >>>>"];
|
||||
|
||||
if ( !(blck_debugON) && (blck_debugLevel isEqualTo 0)) then
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user