V37 changes
This commit is contained in:
parent
4c3bd98321
commit
cb56ee0134
@ -1,3 +1,8 @@
|
||||
=================================================================================
|
||||
V37 (05-05-2016)
|
||||
=================================================================================
|
||||
Added limit checks for the amount of each class of vehicle in Sky, Sea and Vehicle modules
|
||||
|
||||
=================================================================================
|
||||
V36 (05-05-2016)
|
||||
=================================================================================
|
||||
|
36
config.sqf
36
config.sqf
@ -192,36 +192,36 @@ SC_maximumCrewAmount = 4; // Maximum amount of AI allowed in a vehicl
|
||||
// Settings for roaming ground vehicle AI
|
||||
SC_maxNumberofVehicles = 4;
|
||||
|
||||
// Array of ground vehicles which can be used by AI patrols
|
||||
// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
|
||||
SC_VehicleClassToUse = [
|
||||
"Exile_Car_LandRover_Green",
|
||||
"Exile_Bike_QuadBike_Black",
|
||||
"Exile_Car_UAZ_Open_Green"
|
||||
["Exile_Car_LandRover_Green",0],
|
||||
["Exile_Bike_QuadBike_Black",2],
|
||||
["Exile_Car_UAZ_Open_Green",2]
|
||||
];
|
||||
SC_VehicleClassToUseRare = [
|
||||
"Exile_Car_Hunter",
|
||||
"Exile_Car_HEMMT",
|
||||
"Exile_Car_Zamak",
|
||||
"Exile_Car_Offroad_Armed_Guerilla12",
|
||||
"Exile_Car_Offroad_Armed_Guerilla03",
|
||||
"Exile_Car_Tempest"
|
||||
["Exile_Car_Hunter",1],
|
||||
["Exile_Car_HEMMT",1],
|
||||
["Exile_Car_Zamak",1],
|
||||
["Exile_Car_Offroad_Armed_Guerilla12",1],
|
||||
["Exile_Car_Offroad_Armed_Guerilla03",1],
|
||||
["Exile_Car_Tempest",1]
|
||||
];
|
||||
|
||||
// Settings for roaming airborne AI (non armed helis will just fly around)
|
||||
SC_maxNumberofHelis = 1;
|
||||
|
||||
// Array of aircraft which can be used by AI patrols
|
||||
SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green" ];
|
||||
// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
|
||||
SC_HeliClassToUse = [ ["Exile_Chopper_Huey_Armed_Green",0] ];
|
||||
|
||||
// Settings for roaming seaborne AI (non armed boats will just sail around)
|
||||
SC_maxNumberofBoats = 1;
|
||||
|
||||
// Array of boats which can be used by AI patrols
|
||||
// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
|
||||
SC_BoatClassToUse = [
|
||||
"B_Boat_Armed_01_minigun_F",
|
||||
"I_Boat_Armed_01_minigun_F",
|
||||
"O_Boat_Transport_01_F",
|
||||
"Exile_Boat_MotorBoat_Police"
|
||||
["B_Boat_Armed_01_minigun_F",1],
|
||||
["I_Boat_Armed_01_minigun_F",1],
|
||||
["O_Boat_Transport_01_F",0],
|
||||
["Exile_Boat_MotorBoat_Police",1]
|
||||
];
|
||||
|
||||
// Arrays of names used to generate names for AI
|
||||
@ -266,6 +266,8 @@ CIVILIAN setFriend[EAST,0];
|
||||
CIVILIAN setFriend[WEST,0];
|
||||
EAST setFriend[CIVILIAN,0];
|
||||
WEST setFriend[CIVILIAN,0];
|
||||
EAST setFriend[WEST,0];
|
||||
WEST setFriend[EAST,0];
|
||||
|
||||
SC_SurvivorSide = CIVILIAN;
|
||||
SC_BanditSide = EAST;
|
||||
|
@ -2,7 +2,7 @@
|
||||
//
|
||||
// Server Occupation script by second_coming
|
||||
//
|
||||
SC_occupationVersion = "v36 (05-05-2016)";
|
||||
SC_occupationVersion = "v37 (06-05-2016)";
|
||||
//
|
||||
// http://www.exilemod.com/profile/60-second_coming/
|
||||
//
|
||||
|
@ -45,7 +45,23 @@ for "_i" from 1 to _vehiclesToSpawn do
|
||||
private["_group"];
|
||||
_spawnLocation = [ 250, 0, 1, 1000, 1000, 1000, 1000, 1000, true, true ] call DMS_fnc_findSafePos;
|
||||
_group = createGroup SC_BanditSide;
|
||||
_VehicleClassToUse = SC_BoatClassToUse call BIS_fnc_selectRandom;
|
||||
|
||||
_VehicleClass = SC_BoatClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
|
||||
boatOkToSpawn = false;
|
||||
while{!boatOkToSpawn} do
|
||||
{
|
||||
_VehicleClass = SC_BoatClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||
_vehicleCount = 0;
|
||||
{
|
||||
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
|
||||
}forEach SC_liveHelisArray;
|
||||
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { boatOkToSpawn = true; };
|
||||
};
|
||||
|
||||
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||
|
||||
if(!isNull _vehicle) then
|
||||
|
@ -70,7 +70,23 @@ for "_i" from 1 to _vehiclesToSpawn do
|
||||
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
|
||||
|
||||
_group = createGroup SC_BanditSide;
|
||||
_VehicleClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
||||
|
||||
_VehicleClass = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
|
||||
heliOkToSpawn = false;
|
||||
while{!heliOkToSpawn} do
|
||||
{
|
||||
_VehicleClass = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||
_vehicleCount = 0;
|
||||
{
|
||||
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
|
||||
}forEach SC_liveHelisArray;
|
||||
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { heliOkToSpawn = true; };
|
||||
};
|
||||
|
||||
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||
|
||||
if(!isNull _vehicle) then
|
||||
|
@ -119,13 +119,40 @@ if(_vehiclesToSpawn >= 1) then
|
||||
_group setVariable ["DMS_SpawnedGroup",true];
|
||||
_group setVariable ["DMS_Group_Side", _side];
|
||||
|
||||
_VehicleClassToUse = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
vehicleOkToSpawn = false;
|
||||
|
||||
// Percentage chance to spawn a rare vehicle
|
||||
_rareChance = round (random 100);
|
||||
if(_rareChance >= 90) then
|
||||
{
|
||||
_VehicleClassToUse = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
|
||||
|
||||
while{!vehicleOkToSpawn} do
|
||||
{
|
||||
_VehicleClass = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||
_vehicleCount = 0;
|
||||
{
|
||||
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
|
||||
}forEach SC_liveVehiclesArray;
|
||||
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
while{!vehicleOkToSpawn} do
|
||||
{
|
||||
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
||||
_VehicleClassToUse = _VehicleClass select 0;
|
||||
_VehicleClassAllowedCount = _VehicleClass select 1;
|
||||
_vehicleCount = 0;
|
||||
{
|
||||
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
|
||||
}forEach SC_liveVehiclesArray;
|
||||
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user