Merge pull request #10 from kuplion/development
v65a Bug Fixes and Modifications
This commit is contained in:
commit
118a20116c
14
README.md
14
README.md
@ -1,18 +1,18 @@
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# Exile Occupation (a3_exile_occupation)
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# Exile Occupation (a3_exile_occupation)
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![Arma 1.62](https://img.shields.io/badge/Arma-1.62-blue.svg) ![Exile 1.0.1 Sweet Potato](https://img.shields.io/badge/Exile-1.0.1%20Sweet%20Potato-C72651.svg)
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![v66 New Features](https://img.shields.io/badge/v66-New%20Features-red.svg) ![Arma 1.68](https://img.shields.io/badge/Arma-1.68-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
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WTF is Occupation?
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WTF is Occupation?
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An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
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An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
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http://www.exilemod.com/topic/61-dms-defents-mission-system/
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http://www.exilemod.com/topic/61-dms-defents-mission-system/
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Download the pbo version here:
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How to install?
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https://github.com/secondcoming/a3_exile_occupation/blob/development/pre-packaged%20pbo/a3_exile_occupation.pbo
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To install place the pbo into the @ExileServer/addons folder
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To install place the pbo into the @ExileServer/addons folder
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How edit and compile?
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You'll find the files in the source folder. Edit the config as you need and then compile the PBO with PBO Manager 1.4b:
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http://www.armaholic.com/page.php?id=16369 - (Please note, only use the x64 version)
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For more info:
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For more info:
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http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
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http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
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@ -24,3 +24,5 @@ This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike
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### Donations:
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### Donations:
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Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
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Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
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All donations go towards coffee to keep me awake :)
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All donations go towards coffee to keep me awake :)
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###Updated and modified by [FPS]kuplion
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Binary file not shown.
@ -1,18 +1,18 @@
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# Exile Occupation (a3_exile_occupation)
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# Exile Occupation (a3_exile_occupation)
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![Arma 1.62](https://img.shields.io/badge/Arma-1.62-blue.svg) ![Exile 1.0.0 Potato](https://img.shields.io/badge/Exile-1.0.1%20Sweet%20Potato-C72651.svg)
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![v65a Bug Fix](https://img.shields.io/badge/v65a-Bug%20Fix-red.svg) ![Arma 1.66](https://img.shields.io/badge/Arma-1.66-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
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WTF is Occupation?
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WTF is Occupation?
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An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
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An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
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http://www.exilemod.com/topic/61-dms-defents-mission-system/
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http://www.exilemod.com/topic/61-dms-defents-mission-system/
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Download the pbo version here:
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How to install?
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https://github.com/secondcoming/a3_exile_occupation/blob/development/pre-packaged%20pbo/a3_exile_occupation.pbo
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To install place the pbo into the @ExileServer/addons folder
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To install place the pbo into the @ExileServer/addons folder
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How edit and compile?
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You'll find the files in the source folder. Edit the config as you need and then compile the PBO with PBO Manager 1.4b:
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http://www.armaholic.com/page.php?id=16369 - (Please note, only use the x64 version)
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For more info:
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For more info:
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http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
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http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
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@ -24,3 +24,5 @@ This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike
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### Donations:
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### Donations:
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Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
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Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
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All donations go towards coffee to keep me awake :)
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All donations go towards coffee to keep me awake :)
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###Updated and modified by [FPS]kuplion
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@ -4,9 +4,9 @@ class CfgPatches
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units[] = {};
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units[] = {};
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weapons[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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requiredVersion = 0.1;
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a3_exile_occupation_version = "V65 (30-08-2016)";
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a3_exile_occupation_version = "V66 (23-03-2017)";
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requiredAddons[] = {"a3_dms"};
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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author[]= {"second_coming - modified by [FPS]kuplion"};
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};
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};
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};
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};
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@ -14,19 +14,17 @@
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// Shared Config for each occupation monitor
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// Shared Config for each occupation monitor
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SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
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SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
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SC_extendedLogging = false; // set to true for additional
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
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SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
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SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
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SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
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SC_extendedLogging = false; // set to true for additional logging
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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SC_removeUserMapMarkers = true; // true to delete map markers placed by players every 10 seconds
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// Distance limits for selecting safe places to spawn AI
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SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
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SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
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SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
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SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
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SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
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SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
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@ -50,6 +48,7 @@ SC_occupyMilitary = false; // true if you want military buildings
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SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
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SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Fast nights Setup
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// Fast nights Setup
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@ -71,11 +70,11 @@ SC_randomSpawnMaxGroupSize = 5; // Maximum amount of ra
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SC_randomSpawnChance = 12; // Percentage chance of spawning if suitable player found
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SC_randomSpawnChance = 12; // Percentage chance of spawning if suitable player found
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SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
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SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
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SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
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SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
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SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
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SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
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SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
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SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
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SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
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SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
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SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
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SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
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SC_randomSpawnNameTarget = false; // true if you want to name the targeted player
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Occupy Places Setup
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// Occupy Places Setup
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@ -90,13 +89,15 @@ SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn sur
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SC_occupyTraderDetails = [
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SC_occupyTraderDetails = [
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//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
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//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
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//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
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//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
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["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
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//["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
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]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
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]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Occupy Static Setup
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// Occupy Static Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
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SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
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SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
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SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
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];
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];
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@ -141,6 +142,7 @@ SC_occupyLootCratesLocations = [
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[3000,3000,0],
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[3000,3000,0],
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[4000,4000,0]
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[4000,4000,0]
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];
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];
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SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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SC_LootCrateGuards = 2; // number of AI to spawn at each crate
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SC_LootCrateGuards = 2; // number of AI to spawn at each crate
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SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
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SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
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@ -196,9 +198,18 @@ SC_blackListedAreas = [
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// Heli Crash Setup
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// Heli Crash Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
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SC_numberofHeliCrashesFire = true; // true if you want the crash on fire, false if you just want smoke
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SC_occupyHeliCrashesLocations = [
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates
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[1000,1000,0],
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[2000,2000,0],
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[3000,3000,0],
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[4000,4000,0]
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];
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SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
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SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
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SC_HeliCrashGuards = 6; // number of AI to spawn at each crate
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SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
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// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
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// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
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// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
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// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
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@ -235,7 +246,7 @@ SC_HeliCrashMagazinesAmount = [2,2]; // [fixed amount to add, random amount to
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle
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SC_minimumCrewAmount = 2; // Minimum amount of AI allowed in a vehicle
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SC_maximumCrewAmount = 3; // Maximum amount of AI allowed in a vehicle
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SC_maximumCrewAmount = 5; // Maximum amount of AI allowed in a vehicle
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// (essential crew like drivers and gunners will always spawn regardless of these settings)
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// (essential crew like drivers and gunners will always spawn regardless of these settings)
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -243,7 +254,7 @@ SC_maximumCrewAmount = 3; // Maximum amount of AI allowed in a vehi
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
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SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
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SC_occupyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyLandVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
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SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
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@ -273,12 +284,28 @@ SC_VehicleClassToUseRare = [
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["Exile_Car_Tempest",1]
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["Exile_Car_Tempest",1]
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];
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];
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// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
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SC_SurvivorVehicleClassToUse = [
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["Exile_Car_LandRover_Green",0],
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["Exile_Bike_QuadBike_Black",2],
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["Exile_Car_UAZ_Open_Green",2]
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];
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SC_SurvivorVehicleClassToUseRare = [
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["Exile_Car_Hunter",1],
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["Exile_Car_HEMMT",1],
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["Exile_Car_Zamak",1],
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["Exile_Car_Offroad_Armed_Guerilla12",1],
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["Exile_Car_Offroad_Armed_Guerilla03",1],
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["Exile_Car_Tempest",1]
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];
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Roaming Aircraft Setup
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// Roaming Aircraft Setup
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Settings for roaming airborne AI (non armed helis will just fly around)
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// Settings for roaming airborne AI (non armed helis will just fly around)
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SC_maxNumberofHelis = 1;
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SC_maxNumberofHelis = 1;
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SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
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// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
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SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
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SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
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@ -393,6 +420,20 @@ SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]
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SC_BanditLauncher = [];
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SC_BanditLauncher = [];
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SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
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SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
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// Possible equipment for random ai to spawn with
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// spawning random ai without vests or backpacks will result in them having no ammunition
|
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SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
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SC_RandomVests = ["V_TacVest_gen_F"];
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SC_RandomHeadgear = ["H_Cap_police"];
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SC_RandomWeapon = ["SMG_05_F"];
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||||||
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SC_RandomWeaponAttachments = ["muzzle_snds_L"];
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||||||
|
SC_RandomMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
|
||||||
|
SC_RandomPistol = ["hgun_Rook40_F"];
|
||||||
|
SC_RandomPistolAttachments = ["muzzle_snds_L"];
|
||||||
|
SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
|
||||||
|
SC_RandomLauncher = [];
|
||||||
|
SC_RandomBackpack = ["B_AssaultPack_blk"];
|
||||||
|
|
||||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
// Map Specific Overrides
|
// Map Specific Overrides
|
||||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
@ -424,17 +465,59 @@ if (worldName == 'Tanoa' AND SC_useMapOverrides) then
|
|||||||
|
|
||||||
if(SC_useApexClasses) then
|
if(SC_useApexClasses) then
|
||||||
{
|
{
|
||||||
SC_BanditWeapon = [ "arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MX_SW_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F",
|
SC_BanditWeapon = [
|
||||||
"arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
|
"arifle_MX_khk_F",
|
||||||
"arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
|
"arifle_MX_GL_khk_F",
|
||||||
"arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F"];
|
"arifle_MX_SW_khk_F",
|
||||||
SC_BanditUniforms = [ "U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F",
|
"arifle_MXC_khk_F",
|
||||||
"U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
|
"arifle_MXM_khk_F",
|
||||||
|
"arifle_AK12_F",
|
||||||
|
"arifle_AK12_GL_F",
|
||||||
|
"arifle_AKM_F",
|
||||||
|
"arifle_AKS_F",
|
||||||
|
"arifle_ARX_blk_F",
|
||||||
|
"arifle_ARX_ghex_F",
|
||||||
|
"arifle_ARX_hex_F",
|
||||||
|
"arifle_CTAR_blk_F",
|
||||||
|
"arifle_CTAR_GL_blk_F",
|
||||||
|
"arifle_CTARS_blk_F",
|
||||||
|
"arifle_SPAR_01_blk_F",
|
||||||
|
"arifle_SPAR_01_khk_F",
|
||||||
|
"arifle_SPAR_01_snd_F",
|
||||||
|
"arifle_SPAR_01_GL_blk_F",
|
||||||
|
"arifle_SPAR_01_GL_khk_F",
|
||||||
|
"arifle_SPAR_01_GL_snd_F",
|
||||||
|
"arifle_SPAR_02_blk_F",
|
||||||
|
"arifle_SPAR_02_khk_F",
|
||||||
|
"arifle_SPAR_02_snd_F",
|
||||||
|
"arifle_SPAR_03_blk_F",
|
||||||
|
"arifle_SPAR_03_khk_F",
|
||||||
|
"arifle_SPAR_03_snd_F"
|
||||||
|
];
|
||||||
|
|
||||||
|
SC_BanditUniforms = [
|
||||||
|
"U_I_C_Soldier_Para_1_F",
|
||||||
|
"U_I_C_Soldier_Para_2_F",
|
||||||
|
"U_I_C_Soldier_Para_3_F",
|
||||||
|
"U_I_C_Soldier_Para_4_F",
|
||||||
|
"U_I_C_Soldier_Para_5_F",
|
||||||
|
"U_I_C_Soldier_Bandit_1_F",
|
||||||
|
"U_I_C_Soldier_Bandit_2_F",
|
||||||
|
"U_I_C_Soldier_Bandit_3_F",
|
||||||
|
"U_I_C_Soldier_Bandit_4_F",
|
||||||
|
"U_I_C_Soldier_Bandit_5_F",
|
||||||
|
"U_I_C_Soldier_Camo_F",
|
||||||
|
"U_B_CTRG_Soldier_urb_1_F",
|
||||||
|
"U_B_CTRG_Soldier_urb_2_F",
|
||||||
|
"U_B_CTRG_Soldier_urb_3_F"
|
||||||
|
];
|
||||||
|
|
||||||
SC_VehicleClassToUse = [
|
SC_VehicleClassToUse = [
|
||||||
["B_GEN_Offroad_01_gen_F",0],
|
["B_GEN_Offroad_01_gen_F",0],
|
||||||
["C_Offroad_02_unarmed_F",0],
|
["C_Offroad_02_unarmed_F",0],
|
||||||
["I_C_Offroad_02_unarmed_F",0]
|
["I_C_Offroad_02_unarmed_F",0]
|
||||||
];
|
];
|
||||||
|
|
||||||
SC_VehicleClassToUseRare = [
|
SC_VehicleClassToUseRare = [
|
||||||
["B_LSV_01_unarmed_black_F",1],
|
["B_LSV_01_unarmed_black_F",1],
|
||||||
["O_T_LSV_02_unarmed_black_F",1],
|
["O_T_LSV_02_unarmed_black_F",1],
|
||||||
|
@ -15,6 +15,11 @@ if (worldName == 'Esseker') then
|
|||||||
_maxDist = 5000;
|
_maxDist = 5000;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
if (worldName == 'Chernarus') then
|
||||||
|
{
|
||||||
|
_maxDist = _middle - 1500;;
|
||||||
|
};
|
||||||
|
|
||||||
if(_roadSpawn) then
|
if(_roadSpawn) then
|
||||||
{
|
{
|
||||||
_maxDist = _maxDist - 1400;
|
_maxDist = _maxDist - 1400;
|
||||||
|
@ -56,17 +56,28 @@ switch (_side) do
|
|||||||
};
|
};
|
||||||
case "cops":
|
case "cops":
|
||||||
{
|
{
|
||||||
_uniform = "U_B_GEN_Soldier_F";
|
if(count SC_RandomUniforms == 0) then { _uniform = ""; } else { _uniform = SC_RandomUniforms call BIS_fnc_selectRandom; };
|
||||||
_vest = "V_TacVest_gen_F";
|
if(count SC_RandomVests == 0) then { _vest = ""; } else { _vest = SC_RandomVests call BIS_fnc_selectRandom; };
|
||||||
_headgear = "H_Cap_police";
|
if(count SC_RandomHeadgear == 0) then { _headgear = ""; } else { _headgear = SC_RandomHeadgear call BIS_fnc_selectRandom; };
|
||||||
_weapon = "SMG_05_F";
|
if(count SC_RandomWeapon == 0) then { _weapon = ""; } else { _weapon = SC_RandomWeapon call BIS_fnc_selectRandom; };
|
||||||
_weaponAttachments = ["muzzle_snds_L"];
|
if(count SC_RandomWeaponAttachments == 0) then { _weaponAttachments = [""]; } else { _weaponAttachments = [SC_RandomWeaponAttachments call BIS_fnc_selectRandom]; };
|
||||||
_pistol = "hgun_Rook40_F";
|
if(count SC_RandomPistol == 0) then { _pistol = ""; } else { _pistol = SC_RandomPistol call BIS_fnc_selectRandom; };
|
||||||
_pistolAttachments = ["muzzle_snds_L"];
|
if(count SC_RandomPistolAttachments == 0) then { _pistolAttachments = [""]; } else { _pistolAttachments = [SC_RandomPistolAttachments call BIS_fnc_selectRandom]; };
|
||||||
_launcher = "";
|
if(count SC_RandomLauncher == 0) then { _launcher = ""; } else { _launcher = SC_RandomLauncher call BIS_fnc_selectRandom; };
|
||||||
_backpack = "";
|
if(count SC_RandomBackpack == 0) then { _backpack = ""; } else { _backpack = SC_RandomBackpack call BIS_fnc_selectRandom; };
|
||||||
_assignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"];
|
_assignedItems = SC_RandomAssignedItems;
|
||||||
_magazines = ["30Rnd_9x21_Mag_SMG_02","30Rnd_9x21_Mag_SMG_02","16Rnd_9x21_Mag","16Rnd_9x21_Mag"];
|
|
||||||
|
_magazines = [];
|
||||||
|
if(count SC_RandomMagazines > 0) then
|
||||||
|
{
|
||||||
|
_amountOfMagazines = 1 + round random (2);
|
||||||
|
for "_i" from 1 to _amountOfMagazines do
|
||||||
|
{
|
||||||
|
_newMagazine = SC_RandomMagazines call BIS_fnc_selectRandom;
|
||||||
|
_quantity = 1 + round random (2);
|
||||||
|
_magazines pushBack [_newMagazine,_quantity];
|
||||||
|
};
|
||||||
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -41,7 +41,7 @@ if(_side == "survivor") then { _currentSide = SC_SurvivorSide };
|
|||||||
|
|
||||||
|
|
||||||
// Don't spawn additional AI if there are players in range
|
// Don't spawn additional AI if there are players in range
|
||||||
if([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
|
if(!(SC_staticIgnoreNearbyPlayers) && ([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange)) exitwith
|
||||||
{
|
{
|
||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
if(_debug) then
|
if(_debug) then
|
||||||
|
@ -16,7 +16,22 @@ for "_i" from 1 to SC_numberofHeliCrashes do
|
|||||||
while{!_validspot} do
|
while{!_validspot} do
|
||||||
{
|
{
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
|
if(SC_occupyHeliCrashesStatic) then
|
||||||
|
{
|
||||||
|
_tempPosition = SC_occupyHeliCrashesLocations call BIS_fnc_selectRandom;
|
||||||
|
SC_occupyHeliCrashesLocations = SC_occupyHeliCrashesLocations - _tempPosition;
|
||||||
|
|
||||||
|
_position = [_tempPosition select 0, _tempPosition select 1, _tempPosition select 2];
|
||||||
|
if(isNil "_position") then
|
||||||
|
{
|
||||||
_position = [ false, false ] call SC_fnc_findsafePos;
|
_position = [ false, false ] call SC_fnc_findsafePos;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_position = [ false, false ] call SC_fnc_findsafePos;
|
||||||
|
};
|
||||||
|
|
||||||
_validspot = true;
|
_validspot = true;
|
||||||
|
|
||||||
//Check if near another heli crash site
|
//Check if near another heli crash site
|
||||||
@ -37,7 +52,7 @@ for "_i" from 1 to SC_numberofHeliCrashes do
|
|||||||
|
|
||||||
_effect = "test_EmptyObjectForSmoke";
|
_effect = "test_EmptyObjectForSmoke";
|
||||||
|
|
||||||
if(SC_numberofHeliCrashesFire) then
|
if(SC_HeliCrashesOnFire) then
|
||||||
{
|
{
|
||||||
_effect = "test_EmptyObjectForFireBig";
|
_effect = "test_EmptyObjectForFireBig";
|
||||||
};
|
};
|
||||||
@ -46,6 +61,65 @@ for "_i" from 1 to SC_numberofHeliCrashes do
|
|||||||
_heliFire attachto [_vehHeli, [0,0,-1]];
|
_heliFire attachto [_vehHeli, [0,0,-1]];
|
||||||
_vehHeli setPos _position;
|
_vehHeli setPos _position;
|
||||||
|
|
||||||
|
if (SC_SpawnHeliCrashGuards) then
|
||||||
|
{
|
||||||
|
//Infantry spawn using DMS
|
||||||
|
_AICount = SC_HeliCrashGuards;
|
||||||
|
|
||||||
|
if(SC_HeliCrashGuardsRandomize) then
|
||||||
|
{
|
||||||
|
_AICount = 1 + (round (random (SC_HeliCrashGuards-1)));
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_AICount > 0) then
|
||||||
|
{
|
||||||
|
_spawnPosition = [_position select 0, _position select 1, 0];
|
||||||
|
|
||||||
|
_initialGroup = createGroup SC_BanditSide;
|
||||||
|
_initialGroup setCombatMode "BLUE";
|
||||||
|
_initialGroup setBehaviour "SAFE";
|
||||||
|
|
||||||
|
for "_i" from 1 to _AICount do
|
||||||
|
{
|
||||||
|
_loadOut = ["bandit"] call SC_fnc_selectGear;
|
||||||
|
_unit = [_initialGroup,_spawnPosition,"custom","random","bandit","soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unitName = ["bandit"] call SC_fnc_selectName;
|
||||||
|
if(!isNil "_unitName") then { _unit setName _unitName; };
|
||||||
|
reload _unit;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Get the AI to shut the fuck up :)
|
||||||
|
enableSentences false;
|
||||||
|
enableRadio false;
|
||||||
|
|
||||||
|
|
||||||
|
_group = createGroup SC_BanditSide;
|
||||||
|
_group setVariable ["DMS_LockLocality",nil];
|
||||||
|
_group setVariable ["DMS_SpawnedGroup",true];
|
||||||
|
_group setVariable ["DMS_Group_Side", SC_BanditSide];
|
||||||
|
|
||||||
|
{
|
||||||
|
_unit = _x;
|
||||||
|
[_unit] joinSilent grpNull;
|
||||||
|
[_unit] joinSilent _group;
|
||||||
|
_unit setCaptive false;
|
||||||
|
}foreach units _initialGroup;
|
||||||
|
deleteGroup _initialGroup;
|
||||||
|
|
||||||
|
[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
|
||||||
|
_group setBehaviour "STEALTH";
|
||||||
|
_group setCombatMode "RED";
|
||||||
|
|
||||||
|
_logDetail = format ["[OCCUPATION:HeliCrash]:: Creating HeliCrash %3 at %1 with %2 guards",_position,_AICount,_i];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:HeliCrash]:: Creating HeliCrash %2 at %1 with no guards",_position,_i];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
_positionOfBox = [_position,3,10,1,0,10,0] call BIS_fnc_findSafePos;
|
_positionOfBox = [_position,3,10,1,0,10,0] call BIS_fnc_findSafePos;
|
||||||
_box = "Box_NATO_Ammo_F" createvehicle _positionOfBox;
|
_box = "Box_NATO_Ammo_F" createvehicle _positionOfBox;
|
||||||
|
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
_logDetail = format["%1 %2",SC_occupationVersion,_this select 0];
|
_logDetail = format["%1 %2",SC_occupationVersion,_this select 0];
|
||||||
_fileName = _this select 1;
|
_fileName = _this select 1;
|
||||||
|
|
||||||
if(isNil "_fileName") then { _fileName = "A3_EXILE_OCCUPATION"; };
|
if(isNil "_fileName") then { _fileName = "OCCUPATION"; };
|
||||||
|
|
||||||
if(SC_infiSTAR_log && !(isNil "INFISTARVERSION")) then
|
if(SC_infiSTAR_log && !(isNil "INFISTARVERSION")) then
|
||||||
{
|
{
|
||||||
|
@ -49,6 +49,8 @@ for "_i" from 1 to SC_numberofLootCrates do
|
|||||||
_event_marker setMarkerSize [(3), (3)];
|
_event_marker setMarkerSize [(3), (3)];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
if (SC_SpawnLootCrateGuards) then
|
||||||
|
{
|
||||||
//Infantry spawn using DMS
|
//Infantry spawn using DMS
|
||||||
_AICount = SC_LootCrateGuards;
|
_AICount = SC_LootCrateGuards;
|
||||||
|
|
||||||
@ -98,6 +100,7 @@ for "_i" from 1 to SC_numberofLootCrates do
|
|||||||
|
|
||||||
_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
|
_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -448,9 +448,16 @@ _livePlayers call BIS_fnc_arrayShuffle;
|
|||||||
}foreach units _group;
|
}foreach units _group;
|
||||||
|
|
||||||
if(SC_randomSpawnAnnounce) then
|
if(SC_randomSpawnAnnounce) then
|
||||||
|
{
|
||||||
|
if (SC_randomSpawnNameTarget) then
|
||||||
|
{
|
||||||
|
["toastRequest", ["InfoTitleAndText", ["Raid group Incoming!", format["A squad of Police have been despatched to take out %1!",name _selectedPlayer]]]] call ExileServer_system_network_send_broadcast;
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
["toastRequest", ["InfoTitleAndText", ["Raid group Incoming!", "A squad of Police have been despatched to take out a trouble prisoner."]]] call ExileServer_system_network_send_broadcast;
|
["toastRequest", ["InfoTitleAndText", ["Raid group Incoming!", "A squad of Police have been despatched to take out a trouble prisoner."]]] call ExileServer_system_network_send_broadcast;
|
||||||
};
|
};
|
||||||
|
};
|
||||||
|
|
||||||
_logDetail = format ["[OCCUPATION:RandomSpawn]:: Spawning a group of AI @ %2 to hunt player %1",_selectedPlayer,_spawnLocation];
|
_logDetail = format ["[OCCUPATION:RandomSpawn]:: Spawning a group of AI @ %2 to hunt player %1",_selectedPlayer,_spawnLocation];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
@ -42,6 +42,8 @@ _spawnCenter = [_middle,_middle,0];
|
|||||||
_maxDistance = _middle;
|
_maxDistance = _middle;
|
||||||
|
|
||||||
for "_i" from 1 to _vehiclesToSpawn do
|
for "_i" from 1 to _vehiclesToSpawn do
|
||||||
|
{
|
||||||
|
if (_vehiclesToSpawn > 0) then
|
||||||
{
|
{
|
||||||
private["_group"];
|
private["_group"];
|
||||||
|
|
||||||
@ -262,6 +264,8 @@ for "_i" from 1 to _vehiclesToSpawn do
|
|||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
_logDetail = format['[OCCUPATION:Sea] Running'];
|
_logDetail = format['[OCCUPATION:Sea] Running'];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
@ -20,8 +20,8 @@ if(diag_fps < SC_minFPS) exitWith
|
|||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
|
_aiActive = { !isPlayer _x } count allunits;
|
||||||
if(_aiActive > _maxAIcount) exitWith
|
if((_aiActive > _maxAIcount) && !SC_occupySkyVehicleIgnoreCount) exitWith
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
|
_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
@ -64,6 +64,8 @@ _i = 0;
|
|||||||
|
|
||||||
|
|
||||||
for "_i" from 1 to _vehiclesToSpawn do
|
for "_i" from 1 to _vehiclesToSpawn do
|
||||||
|
{
|
||||||
|
if (_vehiclesToSpawn > 0) then
|
||||||
{
|
{
|
||||||
private["_group"];
|
private["_group"];
|
||||||
_height = 350 + (round (random 200));
|
_height = 350 + (round (random 200));
|
||||||
@ -293,6 +295,7 @@ for "_i" from 1 to _vehiclesToSpawn do
|
|||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -29,7 +29,7 @@ if(diag_fps < _minFPS) exitWith
|
|||||||
|
|
||||||
_aiActive = { !isPlayer _x } count allunits;
|
_aiActive = { !isPlayer _x } count allunits;
|
||||||
|
|
||||||
if(_aiActive > _maxAIcount) exitWith
|
if(!(SC_staticIgnoreAICount) && (_aiActive > _maxAIcount)) exitWith
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive];
|
_logDetail = format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
@ -22,7 +22,7 @@ if(diag_fps < SC_minFPS) exitWith
|
|||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_aiActive = { !isPlayer _x } count allunits;
|
_aiActive = { !isPlayer _x } count allunits;
|
||||||
if((_aiActive > _maxAIcount) && !SC_occupyVehicleIgnoreCount) exitWith
|
if((_aiActive > _maxAIcount) && !SC_occupyLandVehicleIgnoreCount) exitWith
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
|
_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
@ -54,7 +54,9 @@ if(_vehiclesToSpawn > 0) then
|
|||||||
};
|
};
|
||||||
|
|
||||||
_useLaunchers = DMS_ai_use_launchers;
|
_useLaunchers = DMS_ai_use_launchers;
|
||||||
for "_j" from 1 to _vehiclesToSpawn do
|
for "_i" from 1 to _vehiclesToSpawn do
|
||||||
|
{
|
||||||
|
if (_vehiclesToSpawn > 0) then
|
||||||
{
|
{
|
||||||
private["_group"];
|
private["_group"];
|
||||||
|
|
||||||
@ -112,6 +114,19 @@ if(_vehiclesToSpawn > 0) then
|
|||||||
|
|
||||||
while{!vehicleOkToSpawn} do
|
while{!vehicleOkToSpawn} do
|
||||||
{
|
{
|
||||||
|
if (_side == "survivor") then {
|
||||||
|
|
||||||
|
_VehicleClass = SC_SurvivorVehicleClassToUseRare call BIS_fnc_selectRandom;
|
||||||
|
_VehicleClassToUse = _VehicleClass select 0;
|
||||||
|
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||||
|
_vehicleCount = 0;
|
||||||
|
{
|
||||||
|
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
|
||||||
|
}forEach SC_liveVehiclesArray;
|
||||||
|
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
_VehicleClass = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
|
_VehicleClass = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
|
||||||
_VehicleClassToUse = _VehicleClass select 0;
|
_VehicleClassToUse = _VehicleClass select 0;
|
||||||
_VehicleClassAllowedCount = _VehicleClass select 1;
|
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||||
@ -121,11 +136,25 @@ if(_vehiclesToSpawn > 0) then
|
|||||||
}forEach SC_liveVehiclesArray;
|
}forEach SC_liveVehiclesArray;
|
||||||
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
||||||
};
|
};
|
||||||
|
};
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
while{!vehicleOkToSpawn} do
|
while{!vehicleOkToSpawn} do
|
||||||
{
|
{
|
||||||
|
if (_side == "survivor") then {
|
||||||
|
|
||||||
|
_VehicleClass = SC_SurvivorVehicleClassToUse call BIS_fnc_selectRandom;
|
||||||
|
_VehicleClassToUse = _VehicleClass select 0;
|
||||||
|
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||||
|
_vehicleCount = 0;
|
||||||
|
{
|
||||||
|
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
|
||||||
|
}forEach SC_liveVehiclesArray;
|
||||||
|
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
||||||
|
|
||||||
|
} else {
|
||||||
|
|
||||||
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
||||||
_VehicleClassToUse = _VehicleClass select 0;
|
_VehicleClassToUse = _VehicleClass select 0;
|
||||||
_VehicleClassAllowedCount = _VehicleClass select 1;
|
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||||
@ -136,6 +165,7 @@ if(_vehiclesToSpawn > 0) then
|
|||||||
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||||
@ -312,6 +342,8 @@ if(_vehiclesToSpawn > 0) then
|
|||||||
_logDetail = format['[OCCUPATION:Vehicle] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
|
_logDetail = format['[OCCUPATION:Vehicle] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
SC_liveVehicles = count(SC_liveVehiclesArray);
|
SC_liveVehicles = count(SC_liveVehiclesArray);
|
||||||
|
Loading…
Reference in New Issue
Block a user