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//Heli Patrol Sabina
[SAR_marker_helipatrol_sabina,1] call SAR_AI_heli;
Also if I don't want any heli patrols should I change the number to zero like
Should I change the 1 after Sabina to a zero? Also I attached my gprs sqf file if you could check to see if everything is ok as I don't have a test server
Code://Heli Patrol Sabina [SAR_marker_helipatrol_sabina,1] call SAR_AI_heli;
Hi mate, great you like it!
If you want absolutely no survivor and soldier AI, you need to edit the default settings for grids as well - the entries in the grps file do not cover all 36 grids in chernarus.
look for
Code:// ----------------------------------------------- // default values for dynamic grid spawning // ----------------------------------------------- // maximum number of groups / grid SAR_max_grps_bandits = 1; SAR_max_grps_soldiers = 1; SAR_max_grps_survivors = 1; // chance for a group to spawn (1-100) SAR_chance_bandits = 50; SAR_chance_soldiers = 30; SAR_chance_survivors = 50; // maximum size of group (including Leader) SAR_max_grpsize_bandits = 3; SAR_max_grpsize_soldiers = 3; SAR_max_grpsize_survivors = 3;
and change to
Code:// ----------------------------------------------- // default values for dynamic grid spawning // ----------------------------------------------- // maximum number of groups / grid SAR_max_grps_bandits = 1; SAR_max_grps_soldiers = 0; SAR_max_grps_survivors = 0; // chance for a group to spawn (1-100) SAR_chance_bandits = 100; SAR_chance_soldiers = 0; SAR_chance_survivors = 0; // maximum size of group (including Leader) SAR_max_grpsize_bandits = 3; SAR_max_grpsize_soldiers = 0; SAR_max_grpsize_survivors = 0;
Sarge, is there a way to delete an AI if then enter a trigger (its a 50x50 area). I don't want to turn that grid off totally, just delete them if they enter this one spot
Another question, do the leaders have to have the radio for it all to work? [ItemRadio",100]
Thanks
Mac
name = "general_cleanup";
init = /*%FSM<STATEINIT""">*/"//Clean groups" \n
"{" \n
" //diag_log (""CLEANUP: CHECKING GROUP WITH "" + str(count units _x) + "" UNITS"");" \n
" if (count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
" deleteGroup _x;" \n
" //diag_log (""CLEANUP: DELETING A GROUP"");" \n
" };" \n
"} forEach allGroups;" \n
"" \n
"//Check for hackers" \n
" {" \n
" if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"" \n
22:30:01 Error in expression <& !(_x getVariable["SAR_protect",false])) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error position: <) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error Missing ;
22:30:01 Error in expression <& !(_x getVariable["SAR_protect",false])) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error position: <) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error Missing ;
Thank You very much sirchange
Code:" if (count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
to
Code:" if ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
and you are set
cheers, Sarge
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
Not sure if it will bug out but I notice inconsistency on this part.
Code: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
Notice 'Bandit1_DZ' and later on "SurvivorW2_DZ"
Should be a typo, maybe " for all
I just realised (more like, noticed to my surprise) that AI's spawn in the same places each time. So my initial question about stopping them from roaming into an area within a grid is pointless, because they spawn right in the middle of that area lol. I've added a custom grid setting with zero AI's , should have done this in the first instance.
This brings me to a feature request, if you don't mind me suggesting. Can you make the AI's spawn in a radius of a few hundred to a thousand meters from the main spawn point, to make it more random ?