here is what I had to put, the 120 is respawn time
//Sector FNG Stuff
[SAR_marker_sectorfng_front,3,6,25,"patrol",true,120] call SAR_AI;
[SAR_marker_sectorfng_back,3,6,25,"fortify",true,120] call SAR_AI;
[SAR_marker_sectorfng_crate1,3,6,25,"patrol",true,120] call SAR_AI...
Firstly many thanks to Hertizch for this code as I have managed to get things working to how we want it on our server.
We have no friendly AI on our server and I have put 3 lots of bandits in the camp and also 2 crates, 1 weapons crate and 1 vehicle parts.
Here is the link to Dropbox so it...
this works because I have added it to the crates.sqf file under all the other stuff with the same name.
_this addmagazineCargoGlobal ["ItemBriefcase100oz",5];
I have just installed this on our server and it is excellent, the only problem I have is that the AI are not respawning once they have been killed.
Here is what I have setup at the moment
[SAR_marker_sectorfng_front,3,6,15,"fortify",true,600] call SAR_AI...
I have got the missions running and roaming AI are working but they are shooting and causing damage but we are not able to see them, it is as if they are invisible.
Any ideas how to sort it ?
Just added this to my server and it works great nothing extra needed.
With the way it is laid out with the market stalls, how hard would it be to add traders ?
Thanks Poncho
Is there any script out at the moment which will put and AI camp in Epoch Cherno, I am already running the missions but wanted to add an AI Camp so those who feel brave can have a crack at it.
Thanks
here is mine don't know if layout has anything to do with it.
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Is there a way to change the amount of humanity people need to trade with the Hero Trader.
Players want it making higher so we can add some decent guns.
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