Update startOccupation.sqf

This commit is contained in:
second_coming 2016-03-22 10:49:39 +00:00
parent 6d51ee11a6
commit ca2ee4be88

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@ -1,29 +1,43 @@
////////////////////////////////////////////////////////////////////////
//
// Server Occupation script by second_coming
//
// Version 2.0
//
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
//
// http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////
diag_log format ["[OCCUPATION]:: Giving the server time to start before starting [OCCUPATION] (%1)",time];
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 = 8; // any lower than minFPS 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 = true; // 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
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 minFPS 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 = true; // When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)
debug = false; // set to true for debug log information and map markers
_occupyPlaces = true; // true if you want villages,towns,cities patrolled
_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
_occupyPlaces = true; // true if you want villages,towns,cities patrolled
_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
// Settings for roaming ground vehicle AI
_occupyVehicle = true; // true if you want to have roaming AI vehicles
VehicleClassToUse = "Exile_Car_LandRover_Green"; // class name of the ground vehicle to use
_occupyVehicle = true; // true if you want to have roaming AI vehicles
VehicleClassToUse = ["Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Armed_Guerilla01"]; // class name of the ground vehicle to use
liveVehicles = 0; // leave as zero
maxNumberofVehicles = 3; // Number of roaming vehicles required
maxNumberofVehicles = 3; // Number of roaming vehicles required
publicVariable "liveVehicles";
_occupySky = true; // true if you want to have roaming AI helis
HeliClassToUse = "Exile_Chopper_Huey_Armed_Green"; // class name of the air vehicle to use
liveHelis = 0; // leave as zero
maxNumberofHelis = 1; // Number of roaming vehicles required
_occupySky = true; // true if you want to have roaming AI helis
HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green","Exile_Chopper_Hellcat_Green","Exile_Chopper_Mohawk_FIA"]; // class name of the air vehicle to use
liveHelis = 0; // leave as zero
maxNumberofHelis = 3; // Number of roaming vehicles required
publicVariable "liveHelis";
if (worldName == 'Namalsk') then { maxAIcount = 80; };