From 8b5e9dc07f6d76c988f858e03ae92fead6ab056b Mon Sep 17 00:00:00 2001 From: second_coming Date: Fri, 18 Mar 2016 10:52:14 +0000 Subject: [PATCH] Update startOccupation.sqf --- startOccupation.sqf | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/startOccupation.sqf b/startOccupation.sqf index e33ac6e..8e82e51 100644 --- a/startOccupation.sqf +++ b/startOccupation.sqf @@ -7,13 +7,13 @@ maxAIcount = 100; // the maximum amount of AI, if the AI count is above thi minFPS = 8; // any lower than minFPS on the server and additional AI won't spawn scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player useWaypoints = false; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated) -debug = true; // set to true for debug log information and map markers +debug = false; // set to true for debug log information and map markers if (worldName == 'Namalsk') then { maxAIcount = 80; }; // small map, don't want too many AI especially with random respawn // Occupy Military? _occupyPlaces = true; // true if you want villages,towns,cities patrolled (specify which types of building in occupationMilitary.sqf) -_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf) +_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf) // Add selected occupation scripts to Exile Threading System