V55 Tweaks

This commit is contained in:
second_coming 2016-07-27 11:49:50 +01:00
parent 9c791e1e0f
commit 2b45901d22
7 changed files with 29 additions and 10 deletions

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@ -1,9 +1,18 @@
=================================================================================
V55 (27-07-2016)
=================================================================================
Tweaked military AI
Added _vehicleObject setVariable ["ExileIsPersistent", false]; to vehicle spawns
to allow them to be claimed using:
http://www.exilemod.com/topic/13283-updated-claim-non-persistent-vehicles/
=================================================================================
V54 (26-07-2016)
=================================================================================
Reworked military spawning to include the entire map rather than a small area
Tweaked the spawning of AI in an attempt to stop groups of AI randomly murdering
each other when spawning (thanks to Zupa for the pointers)
Reworked military spawning to include the entire map rather than a small area
(including the new military buildings on Tanoa). Tweaked the spawning of AI in an
attempt to stop groups of AI randomly murdering each other when spawning
(thanks to Zupa for the pointers)
=================================================================================
V53 (20-07-2016)

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@ -4,7 +4,7 @@ class CfgPatches
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
a3_exile_occupation_version = "v54 (26-07-2016)";
a3_exile_occupation_version = "v55 (27-07-2016)";
requiredAddons[] = {"a3_dms"};
author[]= {"second_coming"};
};

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@ -41,6 +41,14 @@ if(_validspot) then
// is position in range of a player?
if([_position, SC_minDistanceToPlayer] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _validspot = false; };
// is position in range of a map marker?
{
_markerPos = getMarkerPos _x;
if ((_markerPos distance2D _position) < 350) exitWith { _validspot = false; };
}
forEach allMapMarkers;
};
_validspot

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@ -95,7 +95,7 @@ if(_aiActive > _maxAIcount) exitWith
// Get AI to patrol the area
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_aiCount = 2 + (round (random 1));
_groupRadius = 100;
_groupRadius = 200;
_difficulty = "random";
_side = SC_BanditSide;
_spawnPosition = _pos;
@ -125,7 +125,7 @@ if(_aiActive > _maxAIcount) exitWith
}foreach units _group;
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setBehaviour "STEALTH";
_group setCombatMode "RED";
}
else
@ -148,7 +148,7 @@ if(_aiActive > _maxAIcount) exitWith
};
}foreach units _group;
[ _group,_pos,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior;
[ _group,_pos,_difficulty,"STEALTH" ] call DMS_fnc_SetGroupBehavior;
_buildings = _pos nearObjects ["house", _groupRadius];
{
@ -170,13 +170,12 @@ if(_aiActive > _maxAIcount) exitWith
_i = _buildingPositions find _spawnPosition;
_wp = _group addWaypoint [_spawnPosition, 0] ;
_wp setWaypointFormation "Column";
_wp setWaypointBehaviour "AWARE";
_wp setWaypointCombatMode "RED";
_wp setWaypointCompletionRadius 1;
_wp waypointAttachObject _y;
_wp setwaypointHousePosition _i;
_wp setWaypointType "SAD";
_wp setWaypointType "MOVE";
};
} foreach _buildings;

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@ -88,6 +88,7 @@ for "_i" from 1 to _vehiclesToSpawn do
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle setVariable ["ExileIsPersistent", false];
_vehicle action ["LightOn", _vehicle];
sleep 0.2;
_group addVehicle _vehicle;

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@ -109,6 +109,7 @@ for "_i" from 1 to _vehiclesToSpawn do
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle setVariable ["ExileIsPersistent", false];
_vehicle action ["LightOn", _vehicle];
// Calculate the number of seats in the vehicle and fill the required amount

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@ -156,7 +156,8 @@ if(_vehiclesToSpawn >= 1) then
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
};
_vehicle setVariable ["ExileIsPersistent", false];
_vehicle setSpeedMode "LIMITED";
_vehicle limitSpeed 60;
_vehicle action ["LightOn", _vehicle];