Fix for Occupy Boats..
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@ -327,6 +327,7 @@ SC_occupyHeliFixedPositions = [
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// Settings for roaming seaborne AI (non armed boats will just sail around)
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// Settings for roaming seaborne AI (non armed boats will just sail around)
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SC_maxNumberofBoats = 1;
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SC_maxNumberofBoats = 1;
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SC_occupySeaVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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// 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)
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// 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)
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SC_BoatClassToUse = [
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SC_BoatClassToUse = [
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@ -21,7 +21,7 @@ if(diag_fps < SC_minFPS) exitWith
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};
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};
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_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
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_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
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if(_aiActive > _maxAIcount) exitWith
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if((_aiActive > _maxAIcount) && !SC_occupySeaVehicleIgnoreCount) exitWith
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{
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{
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_logDetail = format ["[OCCUPATION:Sea]:: %1 active AI, so not spawning AI this time",_aiActive];
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_logDetail = format ["[OCCUPATION:Sea]:: %1 active AI, so not spawning AI this time",_aiActive];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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@ -135,6 +135,9 @@ for "_i" from 1 to _vehiclesToSpawn do
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle setVariable ["ExileIsPersistent", false];
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_vehicle setVariable ["ExileIsPersistent", false];
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_vehicle action ["LightOn", _vehicle];
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_vehicle action ["LightOn", _vehicle];
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// Limit boat speed to help stop beaching
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_vehicle setSpeedMode "LIMITED";
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_vehicle limitSpeed 60;
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sleep 0.2;
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sleep 0.2;
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_group addVehicle _vehicle;
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_group addVehicle _vehicle;
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