// =========================================================================================================
// SAR_AI - DayZ AI library
// Version: 1.0.0
// Author: Sarge ([email protected])
//
//Wiki: to come
//Forum: to come
//
// ---------------------------------------------------------------------------------------------------------
// Required:
// UPSMon
// SHK_pos
//
// ---------------------------------------------------------------------------------------------------------
// area, group & spawn cfg file for Fallujah
// last modified: 5.3.2013
// ---------------------------------------------------------------------------------------------------------
/* reconfiguring the properties of the grid (keep in mind the grid has default settings, but these you should overwrite where needed).
IMPORTANT: The grid squares are named like : SAR_area_0_0
where the first 0 is the x counter, and the second 0 the y counter.
So to adress the bottom left square in the grid, you use SAR_area_0_0.
The square above that one would be: SAR_area_0_1
the square one to the right of the bottom left square is SAR_area_1_0
You want to change the number arrays in the below lines:
The order for these numbers is always [BANDIT, SURVIVOR, SOLDIER]
Lets take an example for Chernarus
// Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,75,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd;
[[0,1,2],[0,75,100],[0,4,3]]
the first set of numbers : 0,1,2
stands for
0 bandit groups
1 soldier group
2 surivors groups
thats the max that can spawn in this grid
the second set of numbers : 0,75,100
that means:
0% probability to spawn bandit groups
75% for soldiers
100% for survivors
the last set of numbers : 0,4,3
thats the maximum number of ppl in the group (plus 1 leader)
0 bandits
max 4 (+1 leader) soldiers
max 3 (+1 leader) survivors
this number is randomized
*/
// --------------------------------------------------
// grid definition for the automatic spawn system
//
// examples see the chernarus file
// --------------------------------------------------
// MUALIMEEN, 2 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,2],[80,90,100],[3,6,2]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// SHURTA, 1 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[80,90,80],[7,9,3]],"SAR_area_0_0"] call SAR_AI_mon_upd;
// JEGHAIFI, 2 bandit groups, 1 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,3],[75,90,75],[6,7,4]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// ASKARI, 2 bandit groups, 1 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,3],[50,70,50],[7,9,2]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// JOLAN, 1 bandit groups, 2 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,2],[80,50,80],[2,9,2]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// MUHANDISIN, 5 bandit groups, 5 soldier groups, 4 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,3],[85,100,95],[6,10,5]],"SAR_area_0_0"] call SAR_AI_mon_upd;
// INDUSTRIAL PARK, 2 bandit groups, 2 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,2,2],[90,80,75],[3,8,3]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// NAZAL OLD CITY, 3 bandit groups, 2 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,3],[80,90,75],[2,5,4]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// RESAFA, 4 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,1],[45,90,75],[3,6,3]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// SINAI, 4 bandit groups, 2 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,2,3],[45,60,70],[2,6,3]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// SHUHADA, 3 bandit groups, 4 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,3,1],[45,60,70],[2,4,4]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// NEW BRIDGE, 4 bandit groups, 2 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,2,3],[50,70,75],[2,5,2]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// OLD BRIDGE, 1 bandit groups, 1 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,1,3],[50,70,100],[2,4,2]],"SAR_area_0_1"] call SAR_AI_mon_upd;
// AIRPORT, 3 bandit groups, 5 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,2,1],[80,90,100],[2,3,2]],"SAR_area_1_0"] call SAR_AI_mon_upd;
// ---------------------------------------------------------------
// Definition of area markers for static spawns
// ---------------------------------------------------------------
// add if needed, see examples in the chernarus file
// Resafa, heli patrol area
_this = createMarker ["SAR_patrol_resafa", [3715.4602050781,3884.8587036133]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [1000, 4500];
SAR_marker_helipatrol_Resafa = _this;
// Askari, heli patrol area
_this = createMarker ["SAR_patrol_askari", [6680.8471679688,5378.9443969727]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 0;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [500, 1700];
_this setMarkerDir 262.10;
SAR_marker_helipatrol_Askari = _this;
// ----------------------------------------------------------------------------------------
diag_log format["SAR_AI: Area & Trigger definition finalized"];
diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];
//
// Static, predefined heli patrol areas with configurable units
//
// Parameters used:
// Areaname
// 1,2,3 = soldier, survivors, bandits
//
//Heli Patrol Resafa
[SAR_marker_helipatrol_resafa,1] call SAR_AI_heli;
//Heli patrol Askari
[SAR_marker_helipatrol_askari,1] call SAR_AI_heli;
// add if needed, see examples in the chernarus file
diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
//---------------------------------------------------------------------------------
// Static, predefined infantry patrols in defined areas with configurable units
//---------------------------------------------------------------------------------
// Example: [SAR_area_DEBUG,1,0,1,""] call SAR_AI;
//
// SAR_area_DEBUG = areaname (must have been defined further up)
// 1 = type of group (1 = soldiers, 2 = survivors, 3 = bandits)
// 0 = amount of snipers in the group
// 1 = amount of rifleman in the group
//
//
// Example entries:
// SARGE DEBUG - Debug group
// military, 0 snipers, 1 riflemen, patrol
//[SAR_area_DEBUG,1,0,1,""] call SAR_AI;
// military, 2 snipers, 4 riflemen, patrol
//[SAR_area_DEBUG,1,2,4,""] call SAR_AI;
// survivors, 1 snipers, 3 riflemen, patrolling the NWAF
//[SAR_marker_helipatrol_nwaf,2,1,3,""] call SAR_AI;
// bandits, 5 snipers, 2 riflemen, patrolling the NWAF
//[SAR_marker_helipatrol_nwaf,3,5,2,""] call SAR_AI;
//---------------------------------------------------------------------------------
// add here if needed
// ---- end of configuration area ----
diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];
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