Update occupation.sqf
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d44a05bf29
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@ -16,15 +16,15 @@ private["_wp","_wp2","_wp3"];
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if (!isServer) exitWith {};
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if (!isServer) exitWith {};
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diag_log format ["[OCCUPATION]:: Starting Occupation Monitor"];
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diag_log format ["[OCCUPATION]:: Starting Occupation Monitor"];
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_middle = worldSize/2;
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0]; // Centre point for the map
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_spawnCenter = [_middle,_middle,0]; // Centre point for the map
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_maxDistance = _middle; // Max radius for the map
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_maxDistance = _middle; // Max radius for the map
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_maxAIcount = maxAIcount;
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_maxAIcount = maxAIcount;
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_minFPS = minFPS;
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_minFPS = minFPS;
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_debug = debug;
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_debug = debug;
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_useLaunchers = DMS_ai_use_launchers;
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_useLaunchers = DMS_ai_use_launchers;
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_scaleAI = scaleAI;
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_scaleAI = scaleAI;
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// more than _scaleAI players on the server and the max AI count drops per additional player
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// more than _scaleAI players on the server and the max AI count drops per additional player
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_currentPlayerCount = count playableUnits;
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_currentPlayerCount = count playableUnits;
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@ -79,9 +79,9 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_aiCount = 1;
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_aiCount = 1;
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_groupRadius = 100;
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_groupRadius = 100;
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if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 4 + (round (random 5)) - _aiNear; _groupRadius = 300; };
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if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; };
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if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)) - _aiNear; _groupRadius = 200; };
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if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)); _groupRadius = 200; };
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if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)) - _aiNear; _groupRadius = 100; };
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if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)); _groupRadius = 100; };
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if(_aiCount < 1) then { _aiCount = 1; };
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if(_aiCount < 1) then { _aiCount = 1; };
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_difficulty = "random";
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_difficulty = "random";
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@ -90,7 +90,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
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_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
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DMS_ai_use_launchers = false;
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side, customGearSet1] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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DMS_ai_use_launchers = _useLaunchers;
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// Get the AI to shut the fuck up :)
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// Get the AI to shut the fuck up :)
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@ -142,6 +142,20 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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};
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};
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};
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};
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if(_locationType isEqualTo "NameCityCapital") then
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{
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DMS_ai_use_launchers = false;
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_group2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group2 setBehaviour "DESTROY";
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_group2 setCombatMode "RED";
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if(_debug) then
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if(_debug) then
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