Update config.sqf

This commit is contained in:
second_coming 2016-03-22 14:20:46 +00:00
parent 45c9d8c7e0
commit 9f37dfa703

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@ -1,25 +1,25 @@
// Shared Config for each occupation monitor
debug = false; // set to true for additional logging
maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
debug = false; // set to true for additional logging
maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
// As Namalsk is a smaller map, lower the maximum AI count
if (worldName == 'Namalsk') then { maxAIcount = 80; };
mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
minFPS = 8; // any lower than minFPS on the server and additional AI won't spawn
mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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
scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
// (can affect performance when the AI is spawned and the waypoints are calculated)
occupyPlaces = true; // true if you want villages,towns,cities patrolled
occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
occupyVehicle = true; // true if you want to have roaming AI vehicles
occupySky = true; // true if you want to have roaming AI helis
occupyPlaces = true; // true if you want villages,towns,cities patrolled
occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
occupyVehicle = true; // true if you want to have roaming AI vehicles
occupySky = true; // true if you want to have roaming AI helis
// Which buildings to patrol with the occupyMilitary option (adding more classnames could affect server performance when the spawning occurs)
buildings = ["Land_Cargo_Patrol_V1_F",
@ -50,18 +50,18 @@ buildings = ["Land_Cargo_Patrol_V1_F",
"Land_Dome_Small_F"];
// Settings for roaming ground vehicle AI
maxNumberofVehicles = 3; // Number of roaming vehicles required, randomly selected from VehicleClassToUse
VehicleClassToUse = [ "Exile_Car_LandRover_Green",
"Exile_Car_UAZ_Open_Green",
"Exile_Car_Offroad_Armed_Guerilla01"];
maxNumberofVehicles = 3; // Number of roaming vehicles required, randomly selected from VehicleClassToUse
VehicleClassToUse = ["Exile_Car_LandRover_Green",
"Exile_Car_UAZ_Open_Green",
"Exile_Car_Offroad_Armed_Guerilla01"];
// Settings for roaming airborne AI
maxNumberofHelis = 1; // Number of roaming vehicles required, randomly selected from HeliClassToUse
HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green",
"Exile_Chopper_Hellcat_Green",
"Exile_Chopper_Mohawk_FIA"];
maxNumberofHelis = 1; // Number of roaming vehicles required, randomly selected from HeliClassToUse
HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green",
"Exile_Chopper_Hellcat_Green",
"Exile_Chopper_Mohawk_FIA"];
@ -69,5 +69,5 @@ HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green",
// Don't alter anything below this point
liveVehicles = 0;
publicVariable "liveVehicles";
liveHelis = 0;
liveHelis = 0;
publicVariable "liveHelis";