minor tweaks
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@ -2,7 +2,6 @@
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//
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//
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// Server Occupation script by second_coming
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// Server Occupation script by second_coming
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//
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//
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//
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// http://www.exilemod.com/profile/60-second_coming/
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// http://www.exilemod.com/profile/60-second_coming/
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//
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//
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// This script uses the fantastic DMS by Defent and eraser1
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// This script uses the fantastic DMS by Defent and eraser1
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@ -31,7 +30,7 @@ SC_occupyPlaces = true; // true if you want villages,towns,cities patr
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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)
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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)
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// Occupation Military (roaming AI near military buildings)
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// Occupation Military (roaming AI near military buildings)
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SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below)
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SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
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SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
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SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
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"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",
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"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",
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@ -42,7 +41,7 @@ SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F",
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"Land_Army_hut_int","Land_Army_hut2_int"
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"Land_Army_hut_int","Land_Army_hut2_int"
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];
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];
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SC_occupyStatic = true; // true if you want to garrison AI in specific locations (not working yet)
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SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
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@ -51,7 +50,7 @@ SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupyPublicBus = true; // true if you want a roaming bus service
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SC_occupyPublicBus = true; // true if you want a roaming bus service
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SC_occupyPublicBusClass = "Exile_Car_Ikarus_Party";
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SC_occupyPublicBusClass = "Exile_Car_Ikarus_Party"; // class name for the vehicle to use as the public bus
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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@ -90,7 +89,7 @@ if (worldName == 'Namalsk') then
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SC_numberofLootCrates = 3;
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SC_numberofLootCrates = 3;
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SC_numberofHeliCrashes = 2;
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SC_numberofHeliCrashes = 2;
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SC_maxNumberofBoats = 1;
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SC_maxNumberofBoats = 1;
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SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban";
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SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
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};
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};
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@ -2,7 +2,7 @@
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//
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//
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// Server Occupation script by second_coming
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// Server Occupation script by second_coming
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//
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//
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SC_occupationVersion = "v10 (12-04-2016)";
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SC_occupationVersion = "v11 (12-04-2016)";
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//
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//
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// http://www.exilemod.com/profile/60-second_coming/
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// http://www.exilemod.com/profile/60-second_coming/
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//
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//
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@ -1,6 +1,6 @@
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private["_wp","_wp2","_wp3"];
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if (!isServer) exitWith {};
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if (!isServer) exitWith {};
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private["_wp","_wp2","_wp3"];
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_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
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_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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@ -1,21 +1,7 @@
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////////////////////////////////////////////////////////////////////////
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if (!isServer) exitWith {};
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//
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// Server Occupation script by second_coming
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//
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// Version 2.0
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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// This script uses the fantastic DMS by Defent and eraser1
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//
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// http://www.exilemod.com/topic/61-dms-defents-mission-system/
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//
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////////////////////////////////////////////////////////////////////////
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private["_wp","_wp2","_wp3"];
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private["_wp","_wp2","_wp3"];
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if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor @ %1",time];
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_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor @ %1",time];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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@ -36,6 +22,8 @@ if(SC_occupyPlacesSurvivors) then
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WEST setFriend[RESISTANCE,1];
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WEST setFriend[RESISTANCE,1];
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WEST setFriend[EAST,0];
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WEST setFriend[EAST,0];
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EAST setFriend[WEST,0];
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EAST setFriend[WEST,0];
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if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
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};
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};
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@ -1,8 +1,8 @@
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if (!isServer) exitWith {};
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_logDetail = format['[OCCUPATION:Sea] Started'];
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_logDetail = format['[OCCUPATION:Sea] Started'];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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if (!isServer) exitWith {};
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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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_maxAIcount = SC_maxAIcount;
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_maxAIcount = SC_maxAIcount;
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@ -1,8 +1,8 @@
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if (!isServer) exitWith {};
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_logDetail = format['[OCCUPATION:Sky] Started'];
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_logDetail = format['[OCCUPATION:Sky] Started'];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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if (!isServer) exitWith {};
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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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_maxAIcount = SC_maxAIcount;
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_maxAIcount = SC_maxAIcount;
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@ -1,9 +1,10 @@
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private["_wp","_wp2","_wp3"];
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if (!isServer) exitWith {};
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if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
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_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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private["_wp","_wp2","_wp3"];
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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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@ -1,3 +1,6 @@
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if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
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_logDetail = format ["[OCCUPATION]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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