reactortrip
Member
You can just spawn cars in the cities you want and grab their position off the database entry for that spawn point or you can walk your butt to each town and check your database location to do the same.
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You can just spawn cars in the cities you want and grab their position off the database entry for that spawn point or you can walk your butt to each town and check your database location to do the same.
What's the delay set at currently? What starts the delay? Does an entire squad need to die, individual AI, or all of the AI on the server?
//4 Teams: Soldiers, 2 snipers, 5 riflemen, Defending SWAB
[SAR_marker_DEBUG1_SWAB,3,2,5,"fortify",true] call SAR_AI;
[SAR_marker_DEBUG1_SWAB,3,2,5,"fortify",true] call SAR_AI;
[SAR_marker_DEBUG1_SWAB,3,2,5,"fortify",true] call SAR_AI;
[SAR_marker_DEBUG1_SWAB,3,2,5,"fortify",true] call SAR_AI;
Using that for my static spawn. According to comments. first number is type of spawn, but it seems to be wrong. 3 should be bandits, but they are military. 1 should be soldiers, but its bandits. Is this a typo or is my file being weird.
ok, killed all my static spawn AI, still no respawn of any of the groups for several hours
I have not fully tested 1.0.3 so far, but would like some insights.
Would it be better to use 1.0.3 on a live server while the new one is being tested on ? What would I be missing out if all I want is ( random heli patrols with bandits ) and ( random bandits AI spawned on different parts of the map ) and nothing else ?
Its default:can i see your definition of unittypes from the config file ?
If you use the same types for both classes, the only way to distinguish a soldier from a survivor group is the leader, cause he needs to be a different skin for each type of groups. The team members can wear whatever you defined.
Its default:
// military AI
SAR_leader_sold_list = ["Rocket_DZ"]; // the potential classes of the leader of a soldier group
SAR_sniper_sold_list = ["Sniper1_DZ"]; // the potential classes of the snipers of a soldier group
SAR_soldier_sold_list = ["Soldier1_DZ","Camo1_DZ"]; // the potential classes of the riflemen of a soldier group
// bandit AI
SAR_leader_band_list = ["Bandit1_DZ"]; // the potential classes of the leader of a bandit group
SAR_sniper_band_list = ["Sniper1_DZ"]; // the potential classes of the snipers of a bandit group
SAR_soldier_band_list = ['Bandit1_DZ', 'BanditW1_DZ',"Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the bandit of a soldier group
// survivor AI
SAR_leader_surv_list = ["Survivor3_DZ"]; // the potential classes of the leaders of a survivor group
SAR_sniper_surv_list = ["Sniper1_DZ"]; // the potential classes of the snipers of a survivor group
SAR_soldier_surv_list = ["Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the riflemen of a soldier group