From 4b89c41d7c5d1bc59745af8c359a6654f85e07f1 Mon Sep 17 00:00:00 2001 From: kuplion Date: Sun, 12 Mar 2017 19:05:40 +0000 Subject: [PATCH] Tweaked settings. Improved OccupationSky. Maximum AI Crew tweaked: SC_minimumCrewAmount = 2; SC_maximumCrewAmount = 3; Ignore AI count fixed for OccupationSky.. --- pre-packaged pbo/a3_exile_occupation.pbo | Bin 225967 -> 226061 bytes source/a3_exile_occupation/config.sqf | 3 ++- .../scripts/occupationSky.sqf | 10 +++++----- .../scripts/occupationVehicle.sqf | 2 +- 4 files changed, 8 insertions(+), 7 deletions(-) diff --git a/pre-packaged pbo/a3_exile_occupation.pbo b/pre-packaged pbo/a3_exile_occupation.pbo index d5828b945e0f3e6ea2f3a1d5310dc6921dce14b4..3e65ed225f4c7f8a6b03e7ab466afdd7d0bbf2a4 100644 GIT binary patch delta 213 zcmZ4gl(+X8?}UwfYSS3NKzYW|2(@V&_t!A-b!$L`YJfuB8j}^7L?*{FFX#PW01; Cu}x?I delta 164 zcmeBu#=HJ0?}Uwf+ov*sf!xVG5!oDOrO1%iF3NcEk>nw8GokjGXBhWl|^KBMH`uWyX=={v$VZx LVcWdhYO5Up6t6rl diff --git a/source/a3_exile_occupation/config.sqf b/source/a3_exile_occupation/config.sqf index b9b2cec..757394b 100644 --- a/source/a3_exile_occupation/config.sqf +++ b/source/a3_exile_occupation/config.sqf @@ -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] ]; diff --git a/source/a3_exile_occupation/scripts/occupationSky.sqf b/source/a3_exile_occupation/scripts/occupationSky.sqf index 9d6f273..b58a2bd 100644 --- a/source/a3_exile_occupation/scripts/occupationSky.sqf +++ b/source/a3_exile_occupation/scripts/occupationSky.sqf @@ -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); diff --git a/source/a3_exile_occupation/scripts/occupationVehicle.sqf b/source/a3_exile_occupation/scripts/occupationVehicle.sqf index 41c9354..a744ccc 100644 --- a/source/a3_exile_occupation/scripts/occupationVehicle.sqf +++ b/source/a3_exile_occupation/scripts/occupationVehicle.sqf @@ -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;