Tweaked settings. Improved OccupationSky.
Maximum AI Crew tweaked: SC_minimumCrewAmount = 2; SC_maximumCrewAmount = 3; Ignore AI count fixed for OccupationSky..
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@ -252,7 +252,7 @@ SC_maximumCrewAmount = 3; // Maximum amount of AI allowed in a vehi
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SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
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SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
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SC_occupyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyLandVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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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)
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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)
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@ -303,6 +303,7 @@ SC_SurvivorVehicleClassToUseRare = [
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// Settings for roaming airborne AI (non armed helis will just fly around)
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// Settings for roaming airborne AI (non armed helis will just fly around)
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SC_maxNumberofHelis = 1;
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SC_maxNumberofHelis = 1;
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SC_occupySkyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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// 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)
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// 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)
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SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
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SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
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@ -20,8 +20,8 @@ if(diag_fps < SC_minFPS) exitWith
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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};
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};
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_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
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_aiActive = { !isPlayer _x } count allunits;
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if(_aiActive > _maxAIcount) exitWith
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if((_aiActive > _maxAIcount) && !SC_occupySkyVehicleIgnoreCount) exitWith
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{
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{
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_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
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_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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@ -22,7 +22,7 @@ if(diag_fps < SC_minFPS) exitWith
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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};
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};
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_aiActive = { !isPlayer _x } count allunits;
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_aiActive = { !isPlayer _x } count allunits;
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if((_aiActive > _maxAIcount) && !SC_occupyVehicleIgnoreCount) exitWith
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if((_aiActive > _maxAIcount) && !SC_occupyLandVehicleIgnoreCount) exitWith
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{
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{
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_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
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_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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