V47
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@ -1,5 +1,10 @@
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=================================================================================
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=================================================================================
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V46 (05-06-2016)
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V47 (13-06-2016)
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=================================================================================
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Fixed a bug in Occupation places modules
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=================================================================================
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V46 (10-06-2016)
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=================================================================================
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=================================================================================
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Dynamic Traders are now working (placement of the base can be temperamental)
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Dynamic Traders are now working (placement of the base can be temperamental)
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If you want to design your own trader base, traders are automatically placed in front
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If you want to design your own trader base, traders are automatically placed in front
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@ -4,7 +4,7 @@ class CfgPatches
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units[] = {};
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units[] = {};
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weapons[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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requiredVersion = 0.1;
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a3_exile_occupation_version = "v46 (10-06-2016)";
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a3_exile_occupation_version = "v47 (13-06-2016)";
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requiredAddons[] = {"a3_dms"};
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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author[]= {"second_coming"};
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};
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};
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@ -79,7 +79,7 @@ for "_i" from 1 to SC_numberofLootCrates do
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[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
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[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
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_group setBehaviour "AWARE";
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_group setBehaviour "STEALTH";
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_group setCombatMode "RED";
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_group setCombatMode "RED";
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_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
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_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
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@ -80,6 +80,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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};
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};
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_okToSpawn = [ _pos ] call SC_fnc_isSafePos;
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_okToSpawn = [ _pos ] call SC_fnc_isSafePos;
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if(isNil "_okToSpawn") then { _okToSpawn = false; };
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// Don't spawn additional AI if there are already AI in range
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// Don't spawn additional AI if there are already AI in range
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_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;
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_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;
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