Another fix for crazy boats..

This commit is contained in:
kuplion 2017-05-16 23:51:22 +01:00 committed by GitHub
parent c8744f8003
commit 61ecf9e24d
6 changed files with 6 additions and 5 deletions

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@ -1,6 +1,6 @@
# Exile Occupation (a3_exile_occupation)
![v67 New Features](https://img.shields.io/badge/v67-New%20Features-red.svg) ![Arma 1.68](https://img.shields.io/badge/Arma-1.68-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
![v68 New Features](https://img.shields.io/badge/v67-New%20Features-red.svg) ![Arma 1.70](https://img.shields.io/badge/Arma-1.70-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:

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@ -1,6 +1,6 @@
# Exile Occupation (a3_exile_occupation)
![v67 New Features](https://img.shields.io/badge/v67-New%20Features-red.svg) ![Arma 1.68](https://img.shields.io/badge/Arma-1.68-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
![v68 New Features](https://img.shields.io/badge/v67-New%20Features-red.svg) ![Arma 1.70](https://img.shields.io/badge/Arma-1.70-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:

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@ -5,7 +5,7 @@ class CfgPatches
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
a3_exile_occupation_version = "V67 (08-05-2017)";
a3_exile_occupation_version = "V68 (16-05-2017)";
requiredAddons[] = {"a3_dms"};
author[]= {"second_coming - updated/modified by [FPS]kuplion"};
};

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@ -339,7 +339,7 @@ SC_BoatClassToUse = [
SC_occupyBoatUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
// if you set SC_maxNumberofBoats higher than the number of static positions, the remainder will be random
// they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions = [
[[200,200,0],2000,"Tanoa"], // [[x,y,z],radius,"mapname"] leave no spaces between

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@ -20,7 +20,8 @@ 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;
//_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
_aiActive = { !isPlayer _x } count allunits;
if((_aiActive > _maxAIcount) && !SC_occupySeaVehicleIgnoreCount) exitWith
{
_logDetail = format ["[OCCUPATION:Sea]:: %1 active AI, so not spawning AI this time",_aiActive];