tweakamungous
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38
config.sqf
38
config.sqf
@ -14,12 +14,12 @@
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// Shared Config for each occupation monitor
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// Shared Config for each occupation monitor
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SC_debug = true; // set to true to turn on debug features (not for live servers)
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SC_debug = true; // set to true to turn on debug features (not for live servers)
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SC_extendedLogging = true; // set to true for additional logging
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SC_extendedLogging = true; // set to true for additional logging
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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@ -31,7 +31,7 @@ SC_useWaypoints = true; // When spawning AI create waypoints to make t
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SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
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SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
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// Occupation Military (roaming AI near military buildings)
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// Occupation Military (roaming AI near military buildings)
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SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below)
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SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
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SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
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SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
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"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",
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"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",
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@ -42,48 +42,54 @@ SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F",
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"Land_Army_hut_int","Land_Army_hut2_int"
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"Land_Army_hut_int","Land_Army_hut2_int"
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];
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];
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SC_occupyStatic = true; // true if you want to garrison AI in specific locations (not working yet)
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SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupySea = true; // true if you want to have roaming AI boats
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided for Namalsk in occupationLootCrates.sqf)
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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SC_LootCrateGuards = 3; // number of AI to spawn at each crate
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SC_LootCrateGuards = 4; // number of AI to spawn at each crate
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SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards)
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SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards)
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SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
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SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided for Namalsk in occupationHeliCrashes.sqf)
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)
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SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings]
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SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings]
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// Settings for roaming ground vehicle AI
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// Settings for roaming ground vehicle AI
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SC_maxNumberofVehicles = 10;
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SC_maxNumberofVehicles = 5;
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SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Guerilla03"];
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SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Guerilla03"];
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// Settings for roaming airborne AI (non armed helis will just fly around)
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// Settings for roaming airborne AI (non armed helis will just fly around)
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SC_maxNumberofHelis = 2;
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SC_maxNumberofHelis = 1;
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SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
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SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
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// Settings for roaming seaborne AI (non armed boats will just sail around)
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// Settings for roaming seaborne AI (non armed boats will just sail around)
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SC_maxNumberofBoats = 0;
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SC_maxNumberofBoats = 2;
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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" ];
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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" ];
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// namalsk specific settings
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// namalsk specific settings
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if (worldName == 'Namalsk') then
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if (worldName == 'Namalsk') then
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{
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{
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//SC_maxAIcount = 80;
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SC_maxAIcount = 80;
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//SC_occupySky = false;
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SC_occupySky = false;
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SC_maxNumberofVehicles = 3;
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SC_numberofLootCrates = 3;
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SC_numberofHeliCrashes = 2;
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SC_maxNumberofBoats = 2;
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};
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};
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// Don't alter anything below this point
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// Don't alter anything below this point
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SC_liveVehicles = 0;
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SC_liveVehicles = 0;
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SC_liveVehiclesArray = [];
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SC_liveVehiclesArray = [];
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@ -1,10 +1,5 @@
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if (!isServer) exitWith {};
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if (!isServer) exitWith {};
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if (worldName == 'Namalsk') then
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{
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SC_numberofHeliCrashes = 2; // lower number for a smaller map
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};
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_displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
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_displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
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private['_position'];
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private['_position'];
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@ -3,11 +3,6 @@ if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
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_logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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if (worldName == 'Namalsk') then
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{
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SC_numberofLootCrates = 3; // this is the number of crates that you want to spawn
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};
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_logDetail = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates];
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_logDetail = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates];
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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@ -29,6 +29,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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_vehicle1 setPosASL _spawnLocation;
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_vehicle1 setPosASL _spawnLocation;
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_vehicle1 setVariable["vehPos",_spawnLocation,true];
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_vehicle1 setVariable["vehPos",_spawnLocation,true];
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_vehicle1 setVariable["vehClass",_BoatClassToUse,true];
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_vehicle1 setVariable["vehClass",_BoatClassToUse,true];
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_vehicle1 setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
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// Remove the overpowered weapons from boats
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// Remove the overpowered weapons from boats
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_vehicle1 removeWeaponTurret ["HMG_01",[0]];
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_vehicle1 removeWeaponTurret ["HMG_01",[0]];
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@ -50,6 +50,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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_vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "bandit", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle;
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_vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "bandit", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle;
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_vehicle1 setVariable["vehPos",_helispawnLocation,true];
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_vehicle1 setVariable["vehPos",_helispawnLocation,true];
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_vehicle1 setVariable["vehClass",_HeliClassToUse,true];
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_vehicle1 setVariable["vehClass",_HeliClassToUse,true];
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_vehicle1 setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
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{
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{
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_unit = _x;
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_unit = _x;
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removeBackpackGlobal _unit;
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removeBackpackGlobal _unit;
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@ -37,21 +37,22 @@ if(count(crew _vehicle) > 0)then
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if(_vehicle isKindOf "LandVehicle") then
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if(_vehicle isKindOf "LandVehicle") then
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{
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{
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//_newPos = [ _curPos, 1, 15, [ 0, 0, 1, 0, 0, 0, 0, 0, true] ] call DMS_fnc_FindSafePos_InRange;
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//_newPos = [ _curPos, 1, 50, [ 0, 0, 1, 0, 0, 0, 0, 0, true] ] call DMS_fnc_FindSafePos_InRange;
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//_newPos = [_curPos, 5, 20, 3, 0, 20, 0] call BIS_fnc_findSafePos;
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//_newPos = [_curPos, 5, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos;
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_tempPos = _curPos findEmptyPosition [0,50,_vehClass];
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_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
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_newPos = [_tempPos select 0, _tempPos select 1, 0];
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_newPos = [_tempPos select 0, _tempPos select 1, 0];
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_vehicle setPosATL _newPos;
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//_newPos = _curPos;
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//_vehicle setDamage 0.2;
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};
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};
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if(_vehicle isKindOf "Ship") then
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if(_vehicle isKindOf "Ship") then
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{
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{
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//_newPos = [ _curPos, 1,15, [ 0, 0, 1, 0, 0, 0, 0, 0, true, true ] ] call DMS_fnc_FindSafePos_InRange;
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//_newPos = [ _curPos, 1,50, [ 0, 0, 1, 0, 0, 0, 0, 0, true, true ] ] call DMS_fnc_FindSafePos_InRange;
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//_newPos = [_curPos, 5, 20, 3, 2, 20, 0] call BIS_fnc_findSafePos;
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_newPos = [_curPos, 5, 100, 3, 2, 20, 0] call BIS_fnc_findSafePos;
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_newPos = _curPos findEmptyPosition [0,50,_vehClass];
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//_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
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_newPos = [_newPos select 0, _newPos select 1, 0];
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//_newPos = [_tempPos select 0, _tempPos select 1, 0];
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_vehicle setPosATL _newPos;
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_newPos = _curPos;
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_vehicle setDamage 0.2;
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};
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};
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if(_vehicle isKindOf "Air") then
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if(_vehicle isKindOf "Air") then
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