diff --git a/pre-packaged pbo/a3_exile_occupation.pbo b/pre-packaged pbo/a3_exile_occupation.pbo index 3a3a662..423a4cf 100644 Binary files a/pre-packaged pbo/a3_exile_occupation.pbo and b/pre-packaged pbo/a3_exile_occupation.pbo differ diff --git a/source/a3_exile_occupation/config.sqf b/source/a3_exile_occupation/config.sqf index 5a1a9d1..257bfd3 100644 --- a/source/a3_exile_occupation/config.sqf +++ b/source/a3_exile_occupation/config.sqf @@ -327,6 +327,7 @@ SC_occupyHeliFixedPositions = [ // Settings for roaming seaborne AI (non armed boats will just sail around) SC_maxNumberofBoats = 1; +SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count // Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit) SC_BoatClassToUse = [ diff --git a/source/a3_exile_occupation/scripts/occupationSea.sqf b/source/a3_exile_occupation/scripts/occupationSea.sqf index 50bfebd..cc51036 100644 --- a/source/a3_exile_occupation/scripts/occupationSea.sqf +++ b/source/a3_exile_occupation/scripts/occupationSea.sqf @@ -21,7 +21,7 @@ if(diag_fps < SC_minFPS) exitWith }; _aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits; -if(_aiActive > _maxAIcount) exitWith +if((_aiActive > _maxAIcount) && !SC_occupySeaVehicleIgnoreCount) exitWith { _logDetail = format ["[OCCUPATION:Sea]:: %1 active AI, so not spawning AI this time",_aiActive]; [_logDetail] call SC_fnc_log; @@ -135,6 +135,9 @@ for "_i" from 1 to _vehiclesToSpawn do _vehicle setVariable ["ExileIsLocked", 0, true]; _vehicle setVariable ["ExileIsPersistent", false]; _vehicle action ["LightOn", _vehicle]; + // Limit boat speed to help stop beaching + _vehicle setSpeedMode "LIMITED"; + _vehicle limitSpeed 60; sleep 0.2; _group addVehicle _vehicle;