This commit is contained in:
second_coming 2016-06-13 11:54:41 +01:00
parent 4e73a4d7e5
commit d131498a0f
4 changed files with 9 additions and 3 deletions

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@ -1,5 +1,10 @@
================================================================================= =================================================================================
V46 (05-06-2016) V47 (13-06-2016)
=================================================================================
Fixed a bug in Occupation places modules
=================================================================================
V46 (10-06-2016)
================================================================================= =================================================================================
Dynamic Traders are now working (placement of the base can be temperamental) Dynamic Traders are now working (placement of the base can be temperamental)
If you want to design your own trader base, traders are automatically placed in front 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
units[] = {}; units[] = {};
weapons[] = {}; weapons[] = {};
requiredVersion = 0.1; requiredVersion = 0.1;
a3_exile_occupation_version = "v46 (10-06-2016)"; a3_exile_occupation_version = "v47 (13-06-2016)";
requiredAddons[] = {"a3_dms"}; requiredAddons[] = {"a3_dms"};
author[]= {"second_coming"}; author[]= {"second_coming"};
}; };

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@ -79,7 +79,7 @@ for "_i" from 1 to SC_numberofLootCrates do
[_group, _spawnPosition, 100] call bis_fnc_taskPatrol; [_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE"; _group setBehaviour "STEALTH";
_group setCombatMode "RED"; _group setCombatMode "RED";
_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i]; _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
}; };
_okToSpawn = [ _pos ] call SC_fnc_isSafePos; _okToSpawn = [ _pos ] call SC_fnc_isSafePos;
if(isNil "_okToSpawn") then { _okToSpawn = false; };
// Don't spawn additional AI if there are already AI in range // Don't spawn additional AI if there are already AI in range
_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits; _nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;