From c5b9c87a7fab75a88eea738f10e68c93b91a9e1b Mon Sep 17 00:00:00 2001 From: second_coming Date: Fri, 18 Mar 2016 10:47:35 +0000 Subject: [PATCH] Update startOccupation.sqf added waypoint usage --- startOccupation.sqf | 15 +++++++++------ 1 file changed, 9 insertions(+), 6 deletions(-) diff --git a/startOccupation.sqf b/startOccupation.sqf index 700321a..9da4a33 100644 --- a/startOccupation.sqf +++ b/startOccupation.sqf @@ -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