diff --git a/config.sqf b/config.sqf index c012e3d..7d0d02f 100644 --- a/config.sqf +++ b/config.sqf @@ -14,12 +14,12 @@ // Shared Config for each occupation monitor -SC_debug = true; // set to true to turn on debug features (not for live servers) +SC_debug = true; // set to true to turn on debug features (not for live servers) SC_extendedLogging = true; // set to true for additional logging SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn -SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false +SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player @@ -31,7 +31,7 @@ SC_useWaypoints = true; // When spawning AI create waypoints to make t SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled // Occupation Military (roaming AI near military buildings) -SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below) +SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below) SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F", "Land_Cargo_House_V1_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_Patrol_V2_F", @@ -42,48 +42,54 @@ SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F", "Land_Army_hut_int","Land_Army_hut2_int" ]; -SC_occupyStatic = true; // true if you want to garrison AI in specific locations (not working yet) +SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet) SC_occupyVehicle = true; // true if you want to have roaming AI vehicles SC_occupySky = true; // true if you want to have roaming AI helis -SC_occupySea = false; // true if you want to have roaming AI boats +SC_occupySea = true; // true if you want to have roaming AI boats SC_occupyLootCrates = true; // true if you want to have random loot crates with guards -SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided for Namalsk in occupationLootCrates.sqf) -SC_LootCrateGuards = 3; // number of AI to spawn at each crate -SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards) +SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk) +SC_LootCrateGuards = 4; // number of AI to spawn at each crate +SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards) SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes -SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided for Namalsk in occupationHeliCrashes.sqf) +SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk) SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings] // Settings for roaming ground vehicle AI -SC_maxNumberofVehicles = 10; +SC_maxNumberofVehicles = 5; SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Guerilla03"]; // Settings for roaming airborne AI (non armed helis will just fly around) -SC_maxNumberofHelis = 2; -SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; +SC_maxNumberofHelis = 1; +SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; // Settings for roaming seaborne AI (non armed boats will just sail around) -SC_maxNumberofBoats = 0; -SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","O_G_Boat_Transport_01_F" ]; +SC_maxNumberofBoats = 2; +SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","O_G_Boat_Transport_01_F" ]; // namalsk specific settings if (worldName == 'Namalsk') then { - //SC_maxAIcount = 80; - //SC_occupySky = false; + SC_maxAIcount = 80; + SC_occupySky = false; + SC_maxNumberofVehicles = 3; + SC_numberofLootCrates = 3; + SC_numberofHeliCrashes = 2; + SC_maxNumberofBoats = 2; }; + + // Don't alter anything below this point SC_liveVehicles = 0; SC_liveVehiclesArray = []; diff --git a/scripts/occupationHeliCrashes.sqf b/scripts/occupationHeliCrashes.sqf index d75cfb2..45d05ab 100644 --- a/scripts/occupationHeliCrashes.sqf +++ b/scripts/occupationHeliCrashes.sqf @@ -1,10 +1,5 @@ if (!isServer) exitWith {}; -if (worldName == 'Namalsk') then -{ - SC_numberofHeliCrashes = 2; // lower number for a smaller map -}; - _displayMarkers = SC_debug; // only use for debug, no need for actual gameplay private['_position']; diff --git a/scripts/occupationLootCrates.sqf b/scripts/occupationLootCrates.sqf index 4258807..f4d61bd 100644 --- a/scripts/occupationLootCrates.sqf +++ b/scripts/occupationLootCrates.sqf @@ -3,11 +3,6 @@ if (!isServer) exitWith {}; _logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"]; [_logDetail] call SC_fnc_log; -if (worldName == 'Namalsk') then -{ - SC_numberofLootCrates = 3; // this is the number of crates that you want to spawn -}; - _logDetail = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates]; [_logDetail] call SC_fnc_log; diff --git a/scripts/occupationSea.sqf b/scripts/occupationSea.sqf index be70475..e4fa7cf 100644 --- a/scripts/occupationSea.sqf +++ b/scripts/occupationSea.sqf @@ -29,6 +29,7 @@ for "_i" from 1 to _vehiclesToSpawn do _vehicle1 setPosASL _spawnLocation; _vehicle1 setVariable["vehPos",_spawnLocation,true]; _vehicle1 setVariable["vehClass",_BoatClassToUse,true]; + _vehicle1 setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true]; // Remove the overpowered weapons from boats _vehicle1 removeWeaponTurret ["HMG_01",[0]]; diff --git a/scripts/occupationSky.sqf b/scripts/occupationSky.sqf index 552b455..117dba9 100644 --- a/scripts/occupationSky.sqf +++ b/scripts/occupationSky.sqf @@ -50,6 +50,7 @@ for "_i" from 1 to _vehiclesToSpawn do _vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "bandit", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle; _vehicle1 setVariable["vehPos",_helispawnLocation,true]; _vehicle1 setVariable["vehClass",_HeliClassToUse,true]; + _vehicle1 setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true]; { _unit = _x; removeBackpackGlobal _unit; diff --git a/scripts/reactions/comeUnstuck.sqf b/scripts/reactions/comeUnstuck.sqf index d0d109c..09e0a0b 100644 --- a/scripts/reactions/comeUnstuck.sqf +++ b/scripts/reactions/comeUnstuck.sqf @@ -37,21 +37,22 @@ if(count(crew _vehicle) > 0)then if(_vehicle isKindOf "LandVehicle") then { - //_newPos = [ _curPos, 1, 15, [ 0, 0, 1, 0, 0, 0, 0, 0, true] ] call DMS_fnc_FindSafePos_InRange; - //_newPos = [_curPos, 5, 20, 3, 0, 20, 0] call BIS_fnc_findSafePos; - _tempPos = _curPos findEmptyPosition [0,50,_vehClass]; + //_newPos = [ _curPos, 1, 50, [ 0, 0, 1, 0, 0, 0, 0, 0, true] ] call DMS_fnc_FindSafePos_InRange; + //_newPos = [_curPos, 5, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos; + _tempPos = _curPos findEmptyPosition [0,100,_vehClass]; _newPos = [_tempPos select 0, _tempPos select 1, 0]; - _vehicle setPosATL _newPos; + //_newPos = _curPos; + //_vehicle setDamage 0.2; }; if(_vehicle isKindOf "Ship") then { - //_newPos = [ _curPos, 1,15, [ 0, 0, 1, 0, 0, 0, 0, 0, true, true ] ] call DMS_fnc_FindSafePos_InRange; - //_newPos = [_curPos, 5, 20, 3, 2, 20, 0] call BIS_fnc_findSafePos; - _newPos = _curPos findEmptyPosition [0,50,_vehClass]; - _newPos = [_newPos select 0, _newPos select 1, 0]; - _vehicle setPosATL _newPos; - + //_newPos = [ _curPos, 1,50, [ 0, 0, 1, 0, 0, 0, 0, 0, true, true ] ] call DMS_fnc_FindSafePos_InRange; + _newPos = [_curPos, 5, 100, 3, 2, 20, 0] call BIS_fnc_findSafePos; + //_tempPos = _curPos findEmptyPosition [0,100,_vehClass]; + //_newPos = [_tempPos select 0, _tempPos select 1, 0]; + _newPos = _curPos; + _vehicle setDamage 0.2; }; if(_vehicle isKindOf "Air") then