Update startOccupation.sqf
added waypoint usage
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@ -3,14 +3,17 @@ uiSleep 30;
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diag_log format ["[OCCUPATION]:: Initialised at %1",time];
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// Shared Config for each occupation monitor
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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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minFPS = 15; // any lower than 15fps 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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debug = false; // set to true for debug log information and map markers
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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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minFPS = 8; // any lower than 15fps 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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useWaypoints = false; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
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debug = true; // set to true for debug log information and map markers
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if (worldName == 'Namalsk') then { maxAIcount = 80; }; // small map, don't want too many AI especially with random respawn
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// Occupy Military?
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_occupyPlaces = true; // true if you want villages,towns,cities patrolled (specify which types of building in occupationMilitary.sqf)
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_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
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_occupyPlaces = true; // true if you want villages,towns,cities patrolled (specify which types of building in occupationMilitary.sqf)
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_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
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// Add selected occupation scripts to Exile Threading System
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