This commit is contained in:
second_coming 2016-07-20 20:47:08 +01:00
parent 765ae4e643
commit 13e600634f
4 changed files with 33 additions and 11 deletions

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@ -1,5 +1,12 @@
=================================================================================
V52 (16-07-2016)
V53 (20-07-2016)
=================================================================================
Added checks to stop vehicles spawning on dirt tracks on Tanos
Added blacklist area for Tanoa Airport
Fixed typo in heli eventhandler
=================================================================================
V52 (19-07-2016)
=================================================================================
Trsders now use the new Exile format
Various tweaks and bug fixes

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@ -4,7 +4,7 @@ class CfgPatches
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
a3_exile_occupation_version = "v52 (19-07-2016)";
a3_exile_occupation_version = "v53 (20-07-2016)";
requiredAddons[] = {"a3_dms"};
author[]= {"second_coming"};
};

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@ -16,7 +16,7 @@
SC_debug = false; // set to true to turn on debug features (not for live servers)
SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides = false; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_extendedLogging = false; // set to true for additional logging
SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
@ -36,10 +36,10 @@ SC_fastNightsMultiplierDay = 4; // the time multiplier to
SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
// Distance limits for selecting safe places to spawn AI
SC_minDistanceToSpawnZones = 500; // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders = 500; // Minimum distance in metres to the nearest trader zone
SC_minDistanceToSpawnZones = 1000; // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders = 1000; // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory = 500; // Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer = 250; // Minimum distance in metres to the nearest player
SC_minDistanceToPlayer = 400; // Minimum distance in metres to the nearest player
SC_occupyRandomSpawn = false; // (WORK IN PROGRESS, NOT WORKING YET) true if you want random spawning AI that hunt for nearby players
@ -109,7 +109,7 @@ SC_occupySea = false; // true if you want to have roaming AI boats
SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
SC_colourTransport = true; // true if you want the public transport coloured
SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA"]; // to always use the same vehicle, specify one option only
SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA","B_T_VTOL_01_infantry_blue_F"]; // to always use the same vehicle, specify one option only
SC_occupyTransportStartPos = []; // if empty defaults to map centre
@ -167,7 +167,9 @@ SC_LootCrateItems = [
["Exile_Item_Laptop",0,1],
["Exile_Item_CodeLock",0,1],
["Exile_Item_Cement",2,10],
["Exile_Item_Sand",2,10]
["Exile_Item_Sand",2,10],
["Exile_Item_MetalWire",1,5],
["Exile_Item_WaterCanisterEmpty",0,2]
];
SC_blackListedAreas = [
@ -176,7 +178,8 @@ SC_blackListedAreas = [
[[3926,7523,0], 500, "Namalsk"], // Norinsk Occupation DMS Static Mission
[[3926,7523,0], 500, "Napf"], // Lenzburg Occupation DMS Static Mission
[[11685,2666,0], 500, "Tanoa"], // Lijnhaven Occupation DMS Static Mission
[[11580,2051,0], 500, "Tanoa"] // Lijnhaven Traders
[[11580,2051,0], 500, "Tanoa"], // Lijnhaven Traders
[[7228,6986,0], 250, "Tanoa"] // Tanoa Airport
];
@ -316,6 +319,9 @@ if (worldName == 'Napf' AND SC_useMapOverrides) then
if (worldName == 'Tanoa' AND SC_useMapOverrides) then
{
SC_useApexClasses = true;
SC_maxAIcount = 80;
SC_maxNumberofVehicles = 3;
SC_scaleAI = 1;
};
// Overrides to use Apex weapons, gear and vehicles if SC_useApexClasses = true

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@ -12,7 +12,7 @@ private _maxDist = _middle - 100;
if (worldName == 'Esseker') then
{
_pos = [6502,6217,0];
_maxDist = 6000;
_maxDist = 5000;
};
if(_roadSpawn) then
@ -53,7 +53,16 @@ while{!_validspot} do
{
_nearestRoad = _nearRoads select 0;
_position = position _nearestRoad;
diag_log format["BIS_fnc_findSafePos checking road found at %1",_position];
_isEmpty = !(_position isFlatEmpty [15, -1, -1, -1, -1, false, player] isEqualTo []); // Check if there is 15m space around the road position to try and stop vehicles spawning on dirt tracks on Tanoa
if(!_isEmpty) then
{
_validspot = false;
}
else
{
diag_log format["BIS_fnc_findSafePos checking road found at %1",_position];
};
};
};