diff --git a/startOccupation.sqf b/startOccupation.sqf index 6c2cb9f..1ea42d7 100644 --- a/startOccupation.sqf +++ b/startOccupation.sqf @@ -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; };