Re-upload..

Additional fix for military spawns courtesy of Aussie Battler.
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kuplion 2018-11-14 16:42:30 +00:00 committed by GitHub
parent 34fccb2cac
commit 06522e80c0
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4 changed files with 8 additions and 6 deletions

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@ -1,6 +1,6 @@
# Exile Occupation (a3_exile_occupation)
![v69 New Features](https://img.shields.io/badge/v69-New%20Features-red.svg) ![Arma 1.72](https://img.shields.io/badge/Arma-1.72-blue.svg) ![Exile 1.0.3 Lemon](https://img.shields.io/badge/Exile-1.0.3%20Lemon-C72651.svg)
![v70 New Features](https://img.shields.io/badge/v70-New%20Features-red.svg) ![Arma 1.84](https://img.shields.io/badge/Arma-1.84-blue.svg) ![Exile 1.0.4 Pineapple](https://img.shields.io/badge/Exile-1.0.4%20Pineapple-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
@ -25,4 +25,4 @@ This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike
Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
All donations go towards coffee to keep me awake :)
### Updated and modified by [FPS]kuplion
### Updated and modified by [FPS]kuplion, plus a number of community fixes.

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@ -5,7 +5,7 @@ class CfgPatches
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
a3_exile_occupation_version = "V69 (21-07-2017)";
a3_exile_occupation_version = "V70 (14-11-2018)";
requiredAddons[] = {"a3_dms"};
author[]= {"second_coming - updated/modified by [FPS]kuplion"};
};

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@ -98,7 +98,9 @@ if(_aiActive > _maxAIcount) exitWith
_groupRadius = 500;
_difficulty = "random";
_side = SC_BanditSide;
_spawnPosition = _pos;
_spawnPosition = _pos;
_loadOut = ["bandit"] call SC_fnc_selectGear;
// Get the AI to shut the fuck up :)
enableSentences false;
@ -107,7 +109,7 @@ if(_aiActive > _maxAIcount) exitWith
if(!SC_useWaypoints) then
{
DMS_ai_use_launchers = false;
_groupInitial = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
_groupInitial = [_spawnPosition, _aiCount, _difficulty, "random", "bandit", _loadOut] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
_group = createGroup SC_BanditSide;
@ -138,7 +140,7 @@ if(_aiActive > _maxAIcount) exitWith
{
DMS_ai_use_launchers = false;
_groupInitial = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
_groupInitial = [_spawnPosition, _aiCount, _difficulty, "random", "bandit", _loadOut] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
_group = createGroup SC_BanditSide;