Update startOccupation.sqf
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////////////////////////////////////////////////////////////////////////
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//
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// Server Occupation script by second_coming
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//
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// Version 2.0
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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// This script uses the fantastic DMS by Defent and eraser1
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//
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// http://www.exilemod.com/topic/61-dms-defents-mission-system/
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//
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////////////////////////////////////////////////////////////////////////
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diag_log format ["[OCCUPATION]:: Giving the server time to start before starting [OCCUPATION] (%1)",time];
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diag_log format ["[OCCUPATION]:: Giving the server time to start before starting [OCCUPATION] (%1)",time];
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uiSleep 30;
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uiSleep 30;
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diag_log format ["[OCCUPATION]:: Initialised at %1",time];
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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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// 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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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 minFPS on the server and additional AI won't spawn
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minFPS = 8; // any lower than minFPS 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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scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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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)
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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)
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debug = true; // set to true for debug log information and map markers
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debug = false; // set to true for debug log information and map markers
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_occupyPlaces = true; // true if you want villages,towns,cities patrolled
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_occupyPlaces = true; // true if you want villages,towns,cities patrolled
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_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
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_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
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_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
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_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
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// Settings for roaming ground vehicle AI
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// Settings for roaming ground vehicle AI
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_occupyVehicle = true; // true if you want to have roaming AI vehicles
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_occupyVehicle = true; // true if you want to have roaming AI vehicles
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VehicleClassToUse = "Exile_Car_LandRover_Green"; // class name of the ground vehicle to use
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VehicleClassToUse = ["Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Armed_Guerilla01"]; // class name of the ground vehicle to use
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liveVehicles = 0; // leave as zero
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liveVehicles = 0; // leave as zero
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maxNumberofVehicles = 3; // Number of roaming vehicles required
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maxNumberofVehicles = 3; // Number of roaming vehicles required
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publicVariable "liveVehicles";
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publicVariable "liveVehicles";
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_occupySky = true; // true if you want to have roaming AI helis
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_occupySky = true; // true if you want to have roaming AI helis
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HeliClassToUse = "Exile_Chopper_Huey_Armed_Green"; // class name of the air vehicle to use
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HeliClassToUse = ["Exile_Chopper_Huey_Armed_Green","Exile_Chopper_Hellcat_Green","Exile_Chopper_Mohawk_FIA"]; // class name of the air vehicle to use
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liveHelis = 0; // leave as zero
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liveHelis = 0; // leave as zero
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maxNumberofHelis = 1; // Number of roaming vehicles required
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maxNumberofHelis = 3; // Number of roaming vehicles required
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publicVariable "liveHelis";
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publicVariable "liveHelis";
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if (worldName == 'Namalsk') then { maxAIcount = 80; };
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if (worldName == 'Namalsk') then { maxAIcount = 80; };
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