minor tweaks

This commit is contained in:
second_coming 2016-04-12 11:14:07 +01:00
parent 22475d3e46
commit 999892c9fd
8 changed files with 20 additions and 29 deletions

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@ -2,7 +2,6 @@
//
// Server Occupation script by second_coming
//
//
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
@ -31,7 +30,7 @@ SC_occupyPlaces = true; // true if you want villages,towns,cities patr
SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
// Occupation Military (roaming AI near military buildings)
SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below)
SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
"Land_Cargo_House_V1_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_Patrol_V2_F",
@ -42,7 +41,7 @@ SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F",
"Land_Army_hut_int","Land_Army_hut2_int"
];
SC_occupyStatic = true; // true if you want to garrison AI in specific locations (not working yet)
SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
@ -51,7 +50,7 @@ SC_occupySky = true; // true if you want to have roaming AI helis
SC_occupySea = false; // true if you want to have roaming AI boats
SC_occupyPublicBus = true; // true if you want a roaming bus service
SC_occupyPublicBusClass = "Exile_Car_Ikarus_Party";
SC_occupyPublicBusClass = "Exile_Car_Ikarus_Party"; // class name for the vehicle to use as the public bus
SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
@ -90,7 +89,7 @@ if (worldName == 'Namalsk') then
SC_numberofLootCrates = 3;
SC_numberofHeliCrashes = 2;
SC_maxNumberofBoats = 1;
SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban";
SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
};

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@ -2,7 +2,7 @@
//
// Server Occupation script by second_coming
//
SC_occupationVersion = "v10 (12-04-2016)";
SC_occupationVersion = "v11 (12-04-2016)";
//
// http://www.exilemod.com/profile/60-second_coming/
//

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@ -1,6 +1,6 @@
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
private["_wp","_wp2","_wp3"];
_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
[_logDetail] call SC_fnc_log;

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@ -1,21 +1,7 @@
////////////////////////////////////////////////////////////////////////
//
// Server Occupation script by second_coming
//
// Version 2.0
//
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
//
// http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////
if (!isServer) exitWith {};
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor @ %1",time];
[_logDetail] call SC_fnc_log;
@ -36,6 +22,8 @@ if(SC_occupyPlacesSurvivors) then
WEST setFriend[RESISTANCE,1];
WEST setFriend[EAST,0];
EAST setFriend[WEST,0];
if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
};

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@ -1,8 +1,8 @@
if (!isServer) exitWith {};
_logDetail = format['[OCCUPATION:Sea] Started'];
[_logDetail] call SC_fnc_log;
if (!isServer) exitWith {};
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
_maxAIcount = SC_maxAIcount;

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@ -1,8 +1,8 @@
if (!isServer) exitWith {};
_logDetail = format['[OCCUPATION:Sky] Started'];
[_logDetail] call SC_fnc_log;
if (!isServer) exitWith {};
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
_maxAIcount = SC_maxAIcount;

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@ -1,9 +1,10 @@
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
[_logDetail] call SC_fnc_log;
private["_wp","_wp2","_wp3"];
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
_maxDistance = _middle; // Max radius for the map

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@ -1,3 +1,6 @@
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
[_logDetail] call SC_fnc_log;