Sarge AI map grid / dynamic spawn more accuate problem

Krzysiekgru

New Member
Hi!

First of all thx for great addon - makes my server more interesting even if there only ppl on the server.

Got some quesions as I still want to use dynamic ai spawning rather than static however on our namalsk map we got safezone and sometimes bandits respawn inside the base and atacking players that causes some weird things so I though that i will make map grid more acurate from 4x4 to 8x8.

Something like that:
namalsk_new.jpg


So here is what I`ve done.
SAR_cfg_grid_namalsk.sqf

// x coordinate of the first, bottom left grid center point
_startx=2450;
//modified -450 from def.

// y coordinate of the first, bottom left grid center point
_starty=5150;
// modified -450 form def.
// gridsize x (how many single squares in the grid) for the x-axis
_gridsize_x=8;
// was 4

// gridsize y (how many single squares in the grid) for the y-axis
_gridsize_y=8;
// was 4
// distance from the center of one square of the grid to the border of that square. so overall size of a square in the grid is 2x gridwidth / 2x gridwidth
_gridwidth = 450;
// was 900



SAR_cfg_grps_namalsk.sqf

Code:
// BRENSK, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[30,0,0],[2,0,0]],"SAR_area_3_1"] call SAR_AI_mon_upd;
// TARA BRIDGE EAST, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[30,0,0],[2,0,0]],"SAR_area_4_1"] call SAR_AI_mon_upd;
// OLD SAWMILL , 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[30,0,0],[2,0,0]],"SAR_area_5_1"] call SAR_AI_mon_upd;
// SOUTHERN ARMY BASE, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[60,0,0],[4,0,0]],"SAR_area_1_2"] call SAR_AI_mon_upd;
// SERAJA ARMY BASE, 3 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,0],[50,0,0],[6,0,0]],"SAR_area_2_2"] call SAR_AI_mon_upd;
// OBJECT A2, 3 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[3,0,0],[60,0,0],[6,0,0]],"SAR_area_3_2"] call SAR_AI_mon_upd;
// NITIJA ARMY BASE, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[40,0,0],[4,0,0]],"SAR_area_4_2"] call SAR_AI_mon_upd;
// PLANE CRASH, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[3,0,0]],"SAR_area_1_3"] call SAR_AI_mon_upd;
// NORNIRSK, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[3,0,0]],"SAR_area_2_3"] call SAR_AI_mon_upd;
// OBJECT A1, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[4,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd;
// SEBJAN DAM, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[40,0,0],[6,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd;
// SEBJAN DAM / AIRPORT, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[40,0,0],[6,0,0]],"SAR_area_4_5"] call SAR_AI_mon_upd;
// NORTHERN ARMY BASE, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[40,0,0],[3,0,0]],"SAR_area_2_6"] call SAR_AI_mon_upd;
// LUBANSK BAY, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[50,0,0],[3,0,0]],"SAR_area_2_7"] call SAR_AI_mon_upd;
// VORKUTA, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
_check = [["max_grps","rnd_grps","max_p_grp"],[[4,0,0],[50,0,0],[4,0,0]],"SAR_area_2_7"] call SAR_AI_mon_upd;

My intention was to make east island a bit safer place like (old hospital) however players report me that bandit squads are in hospital as well.

I will be happy if anyone can tell me is there any mistake in my grid calculations ?
 
If you're meaning that AI are still spawning in a grid where you don't have them set to spawn, that's intentional I believe. According to the grps config file, the grid has default settings. The settings we list overwrite those, so if you have a grid you absolutely do not want AI to spawn in, you have to add it to your list and set everything to 0.

That's how I understand it anyway.
 
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