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