V57 Phantom AI Fix
This commit is contained in:
@ -1,3 +1,9 @@
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=================================================================================
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V57 (09-08-2016)
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=================================================================================
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OccupationPlaces module fixed when the location found can't find a safeposition to
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spawn the AI
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=================================================================================
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V56 (05-08-2016)
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=================================================================================
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@ -4,7 +4,7 @@ class CfgPatches
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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a3_exile_occupation_version = "V56 (05-08-2016)";
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a3_exile_occupation_version = "V57 (09-08-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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21
config.sqf
21
config.sqf
@ -401,14 +401,14 @@ if (worldName == 'Namalsk' AND SC_useMapOverrides) then
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if (worldName == 'Napf' AND SC_useMapOverrides) then
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{
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//SC_maxAIcount = 160;
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//SC_maxNumberofVehicles = 5;
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SC_maxAIcount = 160;
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SC_maxNumberofVehicles = 5;
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};
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if (worldName == 'Chernarus' AND SC_useMapOverrides) then
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{
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//SC_maxAIcount = 160;
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//SC_maxNumberofVehicles = 5;
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SC_maxAIcount = 160;
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SC_maxNumberofVehicles = 5;
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};
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if (worldName == 'Tanoa' AND SC_useMapOverrides) then
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@ -449,17 +449,18 @@ if (SC_debug) then
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{
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SC_extendedLogging = true;
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SC_processReporter = true;
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SC_mapMarkers = false;
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SC_occupyPlaces = false;
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SC_occupyVehicle = true;
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SC_mapMarkers = true;
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SC_occupyPlaces = true;
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SC_occupyVehicle = false;
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SC_occupyMilitary = false;
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SC_occupyStatic = false;
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SC_occupySky = true;
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SC_occupySea = true;
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SC_occupySky = false;
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SC_occupySea = false;
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SC_occupyTraders = false;
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SC_occupyTransport = false;
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SC_occupyLootCrates = false;
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SC_occupyHeliCrashes = false;
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SC_maxAIcount = 160;
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SC_maxAIcount = 200;
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SC_maxNumberofVehicles = 5;
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SC_maxNumberofBoats = 5;
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SC_maxNumberofHelis = 5;
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@ -51,7 +51,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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_temppos = position _x;
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_locationName = text _x;
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_locationType = type _x;
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_pos = [_temppos select 0, _temppos select 1, 0];
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_pos = [_temppos select 0, _temppos select 1, _temppos select 2];
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if(SC_extendedLogging) then
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@ -60,60 +60,70 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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[_logDetail] call SC_fnc_log;
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};
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while{_okToSpawn} do
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{
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// Percentage chance to spawn (roll 80 or more to spawn AI)
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_spawnChance = round (random 100);
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if(_spawnChance < 80) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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// Percentage chance to spawn (roll 80 or more to spawn AI)
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_spawnChance = round (random 100);
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if(_spawnChance < 80) then
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];
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[_logDetail] call SC_fnc_log;
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};
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}
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else
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{
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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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_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;
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_nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits;
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_okToSpawn = [ _pos ] call SC_fnc_isSafePos;
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if(isNil "_okToSpawn" OR !_okToSpawn) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: (%2) %1 is not a safe place to spawn",_pos,_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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if(_nearBanditAI > 0 AND _nearSurvivorAI > 0) then
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 already has active AI patrolling",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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}
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else
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{
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if(_nearSurvivorAI == 0) then
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{
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_sideToSpawn = random 100;
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if(_sideToSpawn <= SC_SurvivorsChance) then
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{
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_side = "survivor";
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}
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else
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{
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_side = "bandit";
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};
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}
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else
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{
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_side = "bandit";
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};
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};
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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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_nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits;
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if(_nearBanditAI > 0 AND _nearSurvivorAI > 0) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: %1 already has active AI patrolling",_locationName];
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[_logDetail] call SC_fnc_log;
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};
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};
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if(_okToSpawn) then
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{
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if(_nearSurvivorAI == 0) then
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{
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_sideToSpawn = random 100;
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if(_sideToSpawn <= SC_SurvivorsChance) then
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{
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_side = "survivor";
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}
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else
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{
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_side = "bandit";
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};
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}
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else
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{
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_side = "bandit";
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};
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if(!SC_occupyPlacesSurvivors) then { _side = "bandit"; };
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get AI to patrol the town
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_aiCount = 1;
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@ -125,80 +135,93 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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if(_aiCount < 1) then { _aiCount = 1; };
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_difficulty = "random";
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_spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
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_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
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//_safeSpawnPosition = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
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_safeSpawnPosition = _pos findEmptyPosition [0,50,"B_T_MRAP_01_F"];
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_group = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group;
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_group = createGroup SC_SurvivorSide;
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};
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_group setVariable ["DMS_AllowFreezing",false];
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diag_log "==========================================================================================================================";
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diag_log format["_pos: %1 _safeSpawnPosition: %2 _temppos: %3 location: %4 (%5)",_pos,_safeSpawnPosition,_temppos,_x,_locationName];
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diag_log "==========================================================================================================================";
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if(count _safeSpawnPosition == 0) exitWith
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{
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_okToSpawn = false;
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:Places]:: Couldn't find safe position at %1",_locationName,_safeSpawnPosition];
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[_logDetail] call SC_fnc_log;
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};
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};
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_spawnPosition = [_safeSpawnPosition select 0, _safeSpawnPosition select 1, 0];
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_group = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group;
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_group = createGroup SC_SurvivorSide;
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};
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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_group setVariable ["DMS_AllowFreezing",true];
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DMS_ai_use_launchers = false;
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for "_i" from 1 to _aiCount do
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{
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_loadOut = [_side] call SC_fnc_selectGear;
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_unit = [_group,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unit allowFleeing 0;
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_unit allowDamage false;
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_unit disableAI "AUTOTARGET";
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_unit disableAI "TARGET";
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_unit disableAI "MOVE";
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_unit setVariable ["SC_unitLocationName", _locationName,true];
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_unit setVariable ["SC_unitLocationPosition", _pos,true];
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_unit setVariable ["SC_unitSide", _side,true];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_locationUnitMPKilled;"];
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};
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for "_i" from 1 to _aiCount do
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{
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_loadOut = [_side] call SC_fnc_selectGear;
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_unit = [_group,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unit allowFleeing 0;
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_unit allowDamage false;
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_unit disableAI "AUTOTARGET";
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_unit disableAI "TARGET";
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_unit disableAI "MOVE";
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_unit setVariable ["SC_unitLocationName", _locationName,true];
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_unit setVariable ["SC_unitLocationPosition", _spawnPosition,true];
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_unit setVariable ["SC_unitSide", _side,true];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_locationUnitMPKilled;"];
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};
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DMS_ai_use_launchers = _useLaunchers;
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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_unit allowDamage true;
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "MOVE";
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_unitName = [_side] call SC_fnc_selectName;
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if(!isNil "_unitName") then { _unit setName _unitName; };
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[_side,_unit] call SC_fnc_addMarker;
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reload _unit;
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}foreach units _group;
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_group setVariable ["DMS_AllowFreezing",true];
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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_unit allowDamage true;
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "MOVE";
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_unitName = [_side] call SC_fnc_selectName;
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if(!isNil "_unitName") then { _unit setName _unitName; };
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[_side,_unit] call SC_fnc_addMarker;
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reload _unit;
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}foreach units _group;
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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if(!SC_useWaypoints) then
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{
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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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[_group, _spawnPosition, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "COMBAT";
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_group setCombatMode "RED";
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}
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else
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{
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[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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[ _group,_spawnPosition,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["building", _groupRadius];
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_buildings = _spawnPosition nearObjects ["building", _groupRadius];
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{
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_isEnterable = [_x] call BIS_fnc_isBuildingEnterable;
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if(_isEnterable) then
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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_y = _x;
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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_y = _x;
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// Find Highest Point
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_highest = [0,0,0];
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{
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@ -229,112 +252,114 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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if(_locationType isEqualTo "NameCityCapital") then
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{
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_group2 = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group2;
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_group2 = createGroup SC_SurvivorSide;
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};
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_group2 setVariable ["DMS_AllowFreezing",false];
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DMS_ai_use_launchers = false;
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for "_i" from 1 to 5 do
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{
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_loadOut = ["bandit"] call SC_fnc_selectGear;
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_unit = [_group2,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unit allowFleeing 0;
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_group2 = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group2;
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_group2 = createGroup SC_SurvivorSide;
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};
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_group2 setVariable ["DMS_AllowFreezing",false];
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DMS_ai_use_launchers = false;
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for "_i" from 1 to 5 do
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{
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_loadOut = ["bandit"] call SC_fnc_selectGear;
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_unit = [_group2,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unit allowFleeing 0;
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_unit allowDamage false;
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_unit disableAI "AUTOTARGET";
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_unit disableAI "TARGET";
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_unit disableAI "MOVE";
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_unit setVariable ["SC_unitLocationName", _locationName,true];
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_unit setVariable ["SC_unitLocationPosition", _pos,true];
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_unit setVariable ["SC_unitSide", _side,true];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_locationUnitMPKilled;"];
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};
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DMS_ai_use_launchers = _useLaunchers;
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_group2 setVariable ["DMS_LockLocality",nil];
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_group2 setVariable ["DMS_SpawnedGroup",true];
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_group2 setVariable ["DMS_Group_Side", _side];
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_unit setVariable ["SC_unitLocationName", _locationName,true];
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_unit setVariable ["SC_unitLocationPosition", _spawnPosition,true];
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_unit setVariable ["SC_unitSide", _side,true];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_locationUnitMPKilled;"];
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};
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DMS_ai_use_launchers = _useLaunchers;
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_group2 setVariable ["DMS_LockLocality",nil];
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_group2 setVariable ["DMS_SpawnedGroup",true];
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_group2 setVariable ["DMS_Group_Side", _side];
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group2;
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_unit allowDamage true;
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "MOVE";
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[_side,_unit] call SC_fnc_addMarker;
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_unitName = [_side] call SC_fnc_selectName;
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if(!isNil "_unitName") then { _unit setName _unitName; };
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reload _unit;
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}foreach units _group2;
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_group2 setVariable ["DMS_AllowFreezing",true];
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[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group2;
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_unit allowDamage true;
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_unit enableAI "AUTOTARGET";
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_unit enableAI "TARGET";
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_unit enableAI "MOVE";
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[_side,_unit] call SC_fnc_addMarker;
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_unitName = [_side] call SC_fnc_selectName;
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if(!isNil "_unitName") then { _unit setName _unitName; };
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reload _unit;
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}foreach units _group2;
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_group2 setVariable ["DMS_AllowFreezing",true];
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[_group2, _spawnPosition, _groupRadius] call bis_fnc_taskPatrol;
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_group2 setBehaviour "AWARE";
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_group2 setCombatMode "RED";
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_markerName = "Occupation Area";
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_markerColour = "ColorOrange";
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_markerName = "Occupation Area";
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_markerColour = "ColorOrange";
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if(SC_mapMarkers) then
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{
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deleteMarker format ["%1", _locationName];
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_nearBanditAI = { side _x == SC_BanditSide AND _x distance _pos < 500 } count allUnits;
|
||||
_nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _pos < 500 } count allUnits;
|
||||
|
||||
if(_nearBanditAI > 0 && _nearSurvivorAI > 0) then
|
||||
{
|
||||
_markerName = "Survivors and Bandits";
|
||||
_markerColour = "ColorOrange";
|
||||
};
|
||||
if(_nearBanditAI == 0 && _nearSurvivorAI > 0) then
|
||||
{
|
||||
_markerName = "Survivors";
|
||||
_markerColour = "ColorGreen";
|
||||
};
|
||||
if(_nearBanditAI > 0 && _nearSurvivorAI == 0) then
|
||||
{
|
||||
_markerName = "Bandits";
|
||||
_markerColour = "ColorRed";
|
||||
};
|
||||
|
||||
_marker = createMarker [format ["%1", _locationName],_pos];
|
||||
_nearBanditAI = { side _x == SC_BanditSide AND _x distance _spawnPosition < 500 } count allUnits;
|
||||
_nearSurvivorAI = { side _x == SC_SurvivorSide AND _x distance _spawnPosition < 500 } count allUnits;
|
||||
|
||||
if(_nearBanditAI > 0 && _nearSurvivorAI > 0) then
|
||||
{
|
||||
_markerName = "Survivors and Bandits";
|
||||
_markerColour = "ColorOrange";
|
||||
};
|
||||
if(_nearBanditAI == 0 && _nearSurvivorAI > 0) then
|
||||
{
|
||||
_markerName = "Survivors";
|
||||
_markerColour = "ColorGreen";
|
||||
};
|
||||
if(_nearBanditAI > 0 && _nearSurvivorAI == 0) then
|
||||
{
|
||||
_markerName = "Bandits";
|
||||
_markerColour = "ColorRed";
|
||||
};
|
||||
|
||||
_marker = createMarker [format ["%1", _locationName],_spawnPosition];
|
||||
_marker setMarkerShape "Icon";
|
||||
_marker setMarkerSize [3,3];
|
||||
_marker setMarkerType "mil_dot";
|
||||
_marker setMarkerBrush "Solid";
|
||||
_marker setMarkerText _markerName;
|
||||
_marker setMarkerColor _markerColour;
|
||||
_marker setMarkerText _markerName;
|
||||
_marker setMarkerColor _markerColour;
|
||||
_marker setMarkerAlpha 0.5;
|
||||
|
||||
|
||||
if(_side == "survivor") then
|
||||
{
|
||||
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
||||
}
|
||||
else
|
||||
{
|
||||
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
||||
};
|
||||
[_logDetail] call SC_fnc_log;
|
||||
_logDetail = format ["[OCCUPATION:Places]:: %1 Bandits:%2 Survivors:%3 Marker Colour:%4 Marker Name:%5",_locationName,_nearBanditAI,_nearSurvivorAI,_markerColour,_markerName];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
};
|
||||
_okToSpawn = false;
|
||||
};
|
||||
|
||||
if(_side == "survivor") then
|
||||
{
|
||||
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
||||
}
|
||||
else
|
||||
{
|
||||
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
||||
};
|
||||
[_logDetail] call SC_fnc_log;
|
||||
_logDetail = format ["[OCCUPATION:Places]:: %1 Bandits:%2 Survivors:%3 Marker Colour:%4 Marker Name:%5",_locationName,_nearBanditAI,_nearSurvivorAI,_markerColour,_markerName];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
};
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
sleep 0.2;
|
||||
} forEach _locations;
|
Reference in New Issue
Block a user