tweakamungous

This commit is contained in:
second_coming 2016-04-06 15:52:53 +01:00
parent ef72464dbc
commit eacea8e54f
6 changed files with 35 additions and 36 deletions

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@ -19,7 +19,7 @@ SC_extendedLogging = true; // set to true for additiona
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt 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_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_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 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 SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
// Occupation Military (roaming AI near military buildings) // 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", 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", "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" "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_occupyVehicle = true; // true if you want to have roaming AI vehicles
SC_occupySky = true; // true if you want to have roaming AI helis 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_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_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards = 3; // number of AI to spawn at each crate 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_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_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_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] SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings]
// Settings for roaming ground vehicle AI // 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"]; 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) // Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis = 2; SC_maxNumberofHelis = 1;
SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"]; SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
// Settings for roaming seaborne AI (non armed boats will just sail around) // Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats = 0; 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" ]; 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 // namalsk specific settings
if (worldName == 'Namalsk') then if (worldName == 'Namalsk') then
{ {
//SC_maxAIcount = 80; SC_maxAIcount = 80;
//SC_occupySky = false; SC_occupySky = false;
SC_maxNumberofVehicles = 3;
SC_numberofLootCrates = 3;
SC_numberofHeliCrashes = 2;
SC_maxNumberofBoats = 2;
}; };
// Don't alter anything below this point // Don't alter anything below this point
SC_liveVehicles = 0; SC_liveVehicles = 0;
SC_liveVehiclesArray = []; SC_liveVehiclesArray = [];

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@ -1,10 +1,5 @@
if (!isServer) exitWith {}; 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 _displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
private['_position']; private['_position'];

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@ -3,11 +3,6 @@ if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"]; _logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
[_logDetail] call SC_fnc_log; [_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 = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates];
[_logDetail] call SC_fnc_log; [_logDetail] call SC_fnc_log;

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@ -29,6 +29,7 @@ for "_i" from 1 to _vehiclesToSpawn do
_vehicle1 setPosASL _spawnLocation; _vehicle1 setPosASL _spawnLocation;
_vehicle1 setVariable["vehPos",_spawnLocation,true]; _vehicle1 setVariable["vehPos",_spawnLocation,true];
_vehicle1 setVariable["vehClass",_BoatClassToUse,true]; _vehicle1 setVariable["vehClass",_BoatClassToUse,true];
_vehicle1 setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
// Remove the overpowered weapons from boats // Remove the overpowered weapons from boats
_vehicle1 removeWeaponTurret ["HMG_01",[0]]; _vehicle1 removeWeaponTurret ["HMG_01",[0]];

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@ -50,6 +50,7 @@ for "_i" from 1 to _vehiclesToSpawn do
_vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "bandit", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle; _vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "bandit", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle;
_vehicle1 setVariable["vehPos",_helispawnLocation,true]; _vehicle1 setVariable["vehPos",_helispawnLocation,true];
_vehicle1 setVariable["vehClass",_HeliClassToUse,true]; _vehicle1 setVariable["vehClass",_HeliClassToUse,true];
_vehicle1 setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
{ {
_unit = _x; _unit = _x;
removeBackpackGlobal _unit; removeBackpackGlobal _unit;

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@ -37,21 +37,22 @@ if(count(crew _vehicle) > 0)then
if(_vehicle isKindOf "LandVehicle") 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, 1, 50, [ 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; //_newPos = [_curPos, 5, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_tempPos = _curPos findEmptyPosition [0,50,_vehClass]; _tempPos = _curPos findEmptyPosition [0,100,_vehClass];
_newPos = [_tempPos select 0, _tempPos select 1, 0]; _newPos = [_tempPos select 0, _tempPos select 1, 0];
_vehicle setPosATL _newPos; //_newPos = _curPos;
//_vehicle setDamage 0.2;
}; };
if(_vehicle isKindOf "Ship") then 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, 1,50, [ 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, 5, 100, 3, 2, 20, 0] call BIS_fnc_findSafePos;
_newPos = _curPos findEmptyPosition [0,50,_vehClass]; //_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
_newPos = [_newPos select 0, _newPos select 1, 0]; //_newPos = [_tempPos select 0, _tempPos select 1, 0];
_vehicle setPosATL _newPos; _newPos = _curPos;
_vehicle setDamage 0.2;
}; };
if(_vehicle isKindOf "Air") then if(_vehicle isKindOf "Air") then