Tweaked settings. Improved OccupationSky.

Maximum AI Crew tweaked:
SC_minimumCrewAmount        	= 2;
SC_maximumCrewAmount        	= 3;

Ignore AI count fixed for OccupationSky..
This commit is contained in:
kuplion 2017-03-12 19:05:40 +00:00 committed by GitHub
parent c46f217663
commit 4b89c41d7c
4 changed files with 8 additions and 7 deletions

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@ -252,7 +252,7 @@ SC_maximumCrewAmount = 3; // Maximum amount of AI allowed in a vehi
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
SC_occupyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
SC_occupyLandVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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)
@ -303,6 +303,7 @@ SC_SurvivorVehicleClassToUseRare = [
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis = 1;
SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
// 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)
SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];

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@ -20,11 +20,11 @@ if(diag_fps < SC_minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;
_aiActive = { !isPlayer _x } count allunits;
if((_aiActive > _maxAIcount) && !SC_occupySkyVehicleIgnoreCount) exitWith
{
_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;
};
SC_liveHelis = count(SC_liveHelisArray);

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@ -22,7 +22,7 @@ if(diag_fps < SC_minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_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] call SC_fnc_log;