Fix for Occupy Boats..
This commit is contained in:
parent
c75a54fb46
commit
b1687d1d76
Binary file not shown.
@ -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 = [
|
||||
|
@ -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;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user