Added more options for Static Spawns

This commit is contained in:
kuplion
2017-03-23 06:30:33 +00:00
committed by GitHub
parent 54cc7e352e
commit 9e152e21ad
4 changed files with 4 additions and 2 deletions

View File

@ -96,6 +96,8 @@ SC_occupyTraderDetails = [
// Occupy Static Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_staticIgnoreNearbyPlayers = false;// Spawn even if players are nearby
SC_staticIgnoreAICount = false;// Ignore the AI count for Static AI Spawns
SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
];

View File

@ -41,7 +41,7 @@ if(_side == "survivor") then { _currentSide = SC_SurvivorSide };
// Don't spawn additional AI if there are players in range
if([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
if(!(SC_staticIgnoreNearbyPlayers) && ([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange)) exitwith
{
_okToSpawn = false;
if(_debug) then

View File

@ -29,7 +29,7 @@ if(diag_fps < _minFPS) exitWith
_aiActive = { !isPlayer _x } count allunits;
if(_aiActive > _maxAIcount) exitWith
if(!(SC_staticIgnoreAICount) && (_aiActive > _maxAIcount)) exitWith
{
_logDetail = format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;