From a95a22b65c007408406629b6a0540aeb2875e1ac Mon Sep 17 00:00:00 2001 From: Chris Cardozo Date: Sat, 21 Nov 2020 14:51:29 -0500 Subject: [PATCH] Minor adjustments to vehicles --- .../Missions/Static/missions/staticMissionExample2_Epoch.sqf | 2 +- .../Missions/Static/missions/staticMissionExample2_Exile.sqf | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Epoch.sqf b/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Epoch.sqf index 66decd3..8cbf286 100644 --- a/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Epoch.sqf +++ b/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Epoch.sqf @@ -111,7 +111,7 @@ _noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic // Note that this value is ignored if you define vehicle patrols in the array below. _vehiclePatrolParameters = [ //["B_G_Offroad_01_armed_F",[22819.4,16929.5,3.17413],"green",600,0], - ["B_G_Offroad_01_armed_EPOCH",[22809.5,16699.2,0],"blue",600,10,1] + [selectRandom blck_AIPatrolVehicles,[22809.5,16699.2,0],"blue",600,10,1] ]; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/, patrol radius] ] // When this array is empty, vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). diff --git a/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Exile.sqf b/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Exile.sqf index c942da5..0626b1a 100644 --- a/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Exile.sqf +++ b/@GMS/addons/custom_server/Missions/Static/missions/staticMissionExample2_Exile.sqf @@ -16,7 +16,7 @@ */ #include "privateVars.sqf"; - +_crateMoney = 10000; _mission = "static mission example #2"; // Included for additional documentation. Not intended to be spawned as a mission per se. _missionCenter = [22907,16789,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc)