Update startOccupation.sqf

added waypoint usage
This commit is contained in:
second_coming 2016-03-18 10:47:35 +00:00
parent db7a3a449f
commit c5b9c87a7f

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@ -3,14 +3,17 @@ uiSleep 30;
diag_log format ["[OCCUPATION]:: Initialised at %1",time];
// Shared Config for each occupation monitor
maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
minFPS = 15; // any lower than 15fps on the server and additional AI won't spawn
scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
debug = false; // set to true for debug log information and map markers
maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
minFPS = 8; // any lower than 15fps on the server and additional AI won't spawn
scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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)
debug = true; // set to true for debug log information and map markers
if (worldName == 'Namalsk') then { maxAIcount = 80; }; // small map, don't want too many AI especially with random respawn
// Occupy Military?
_occupyPlaces = true; // true if you want villages,towns,cities patrolled (specify which types of building in occupationMilitary.sqf)
_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
_occupyPlaces = true; // true if you want villages,towns,cities patrolled (specify which types of building in occupationMilitary.sqf)
_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
// Add selected occupation scripts to Exile Threading System