Poll: Opinions on new static spawn format

Opinion about new format?

  • I prefer the new format

    Votes: 7 87.5%
  • I prefer the old format

    Votes: 0 0.0%
  • No preference/Other

    Votes: 1 12.5%

  • Total voters
    8

Buttface

OpenDayZ Rockstar!
During the next few weeks I will be taking some time to convert the static trigger configs to the "new" format that's currently being used for Trinity Island. Progress is slow because 1) I have to remake each spawn by hand, and 2) It's a huge pain in the ass. Before I continue I'd like to see if it's worth going through each map's spawns.

I've already converted the Chernarus spawns to the new format. Here's a comparison:

New: http://pastebin.com/Nq3a1CKh
Old (Current): https://github.com/dayzai/DayZBanditAI/blob/1.9/DZAI/init/world_map_configs/world_chernarus.sqf

The order of the parameters will remain the same so the transition should be as painless as possible (for the users, at least).

Opinions about the new format would be appreciated, is it more/less easy to read and understand? Keep in mind this is for the static AI spawns, and not the custom AI spawns.
 
Thanks for doing a great job!!! I am currently running 1.9.1 with epoch sahrani and like the new spawn system. Don't know if there is one but seems like dynamic is far less frequent. About to install 1.9.2 as there are a few users with BTR's and would be great to see AI shoot at their vehicles. The RPG feature was a bit much I noticed as players in standard cars were constantly getting blown up as the BTR was still a 2 shot kill.
 
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