V55 Tweaks
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@ -1,9 +1,18 @@
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=================================================================================
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V55 (27-07-2016)
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=================================================================================
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Tweaked military AI
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Added _vehicleObject setVariable ["ExileIsPersistent", false]; to vehicle spawns
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to allow them to be claimed using:
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http://www.exilemod.com/topic/13283-updated-claim-non-persistent-vehicles/
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=================================================================================
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V54 (26-07-2016)
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=================================================================================
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Reworked military spawning to include the entire map rather than a small area
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Tweaked the spawning of AI in an attempt to stop groups of AI randomly murdering
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each other when spawning (thanks to Zupa for the pointers)
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Reworked military spawning to include the entire map rather than a small area
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(including the new military buildings on Tanoa). Tweaked the spawning of AI in an
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attempt to stop groups of AI randomly murdering each other when spawning
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(thanks to Zupa for the pointers)
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=================================================================================
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V53 (20-07-2016)
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@ -4,7 +4,7 @@ class CfgPatches
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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a3_exile_occupation_version = "v54 (26-07-2016)";
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a3_exile_occupation_version = "v55 (27-07-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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@ -41,6 +41,14 @@ if(_validspot) then
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// is position in range of a player?
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if([_position, SC_minDistanceToPlayer] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _validspot = false; };
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// is position in range of a map marker?
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{
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_markerPos = getMarkerPos _x;
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if ((_markerPos distance2D _position) < 350) exitWith { _validspot = false; };
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}
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forEach allMapMarkers;
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};
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_validspot
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@ -95,7 +95,7 @@ if(_aiActive > _maxAIcount) exitWith
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// Get AI to patrol the area
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_aiCount = 2 + (round (random 1));
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_groupRadius = 100;
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_groupRadius = 200;
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_difficulty = "random";
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_side = SC_BanditSide;
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_spawnPosition = _pos;
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@ -125,7 +125,7 @@ if(_aiActive > _maxAIcount) exitWith
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}foreach units _group;
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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "AWARE";
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_group setBehaviour "STEALTH";
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_group setCombatMode "RED";
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}
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else
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@ -148,7 +148,7 @@ if(_aiActive > _maxAIcount) exitWith
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};
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}foreach units _group;
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[ _group,_pos,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior;
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[ _group,_pos,_difficulty,"STEALTH" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["house", _groupRadius];
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{
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@ -170,13 +170,12 @@ if(_aiActive > _maxAIcount) exitWith
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_i = _buildingPositions find _spawnPosition;
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_wp = _group addWaypoint [_spawnPosition, 0] ;
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_wp setWaypointFormation "Column";
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_wp setWaypointBehaviour "AWARE";
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_wp setWaypointCombatMode "RED";
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_wp setWaypointCompletionRadius 1;
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_wp waypointAttachObject _y;
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_wp setwaypointHousePosition _i;
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_wp setWaypointType "SAD";
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_wp setWaypointType "MOVE";
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};
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} foreach _buildings;
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@ -88,6 +88,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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_vehicle lock 0;
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle setVariable ["ExileIsPersistent", false];
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_vehicle action ["LightOn", _vehicle];
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sleep 0.2;
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_group addVehicle _vehicle;
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@ -109,6 +109,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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_vehicle lock 0;
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle setVariable ["ExileIsPersistent", false];
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_vehicle action ["LightOn", _vehicle];
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// 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
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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};
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_vehicle setVariable ["ExileIsPersistent", false];
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_vehicle setSpeedMode "LIMITED";
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_vehicle limitSpeed 60;
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_vehicle action ["LightOn", _vehicle];
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