My static spawns are not working,
my dynamics are working perfect.
running a normal default setup, dynamic works fine.
Map: Taviana
added the following into
SAR_cfg_grps_tavi.sqf
and
my SAR_config.sqf
reports to come soon
my dynamics are working perfect.
running a normal default setup, dynamic works fine.
Map: Taviana
added the following into
SAR_cfg_grps_tavi.sqf
// Prison Island Front
_this = createMarker ["SAR_marker_patrol_prison1", [11904.4,20988.8]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 1;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [50, 50];
SAR_marker_patrol_prison1 = _this;
// Prison Island Back
_this = createMarker ["SAR_marker_patrol_prison2", [11904.5,21135.3]];
_this setMarkerShape "RECTANGLE";
_this setMarkeralpha 1;
_this setMarkerType "Flag";
_this setMarkerBrush "Solid";
_this setMarkerSize [50, 50];
SAR_marker_patrol_prison2 = _this;
and
[SAR_marker_patrol_prison1,10,0,0,"patrol",true] call SAR_AI;
[SAR_marker_patrol_prison2,10,0,0,"patrol",true] call SAR_AI;
my SAR_config.sqf
//
// -----------------------------------------------
// enable or disable dynamic grid spawning
// -----------------------------------------------
SAR_dynamic_spawning = true;
// -----------------------------------------------
// default values for dynamic grid spawning
// -----------------------------------------------
// maximum number of groups / grid
SAR_max_grps_bandits = 25;
SAR_max_grps_soldiers = 25;
SAR_max_grps_survivors = 25;
// chance for a group to spawn (1-100)
SAR_chance_bandits = 100;
SAR_chance_soldiers = 100;
SAR_chance_survivors = 100;
// maximum size of group (including Leader)
SAR_max_grpsize_bandits = 20;
SAR_max_grpsize_soldiers = 20;
SAR_max_grpsize_survivors = 20;
// -----------------------------------------------
// run fix for the issue that bandits cant travel in a vehicle with survivors EXPERIMENTAL, might not work 100% DO NOT ENABLE for the time being
// -----------------------------------------------
SAR_FIX_VEHICLE_ISSUE = false;
// -----------------------------------------------
// modify AI behaviour
// -----------------------------------------------
// disable UPSMON AI behaviour - this means there will be no evasive/flanking, AI WILL follow players around the map outside of grids etc. EXPERIMENTAL
SAR_AI_disable_UPSMON_AI = false;
// enable / disable AI stealing vehicles - if you enable this, be sure to check KRON_UPS_searchVehicledist value below
SAR_AI_STEAL_VEHICLE = true;
// -----------------------------------------------
// Humanity values
// -----------------------------------------------
// Humanity Value that gets substracted for a survivor or soldier AI kill
SAR_surv_kill_value = 0;
// Humanity Value that gets ADDED for a bandit AI kill
SAR_band_kill_value = 200;
// the humanity value below which a player will be considered hostile
SAR_HUMANITY_HOSTILE_LIMIT = 50000;
// -----------------------------------------------
// Track and show AI kills in the debug monitor of the player
// -----------------------------------------------
// Log AI kills
SAR_log_AI_kills = true;
// -----------------------------------------------
// Special health values for specific units
// -----------------------------------------------
// values: 0.1 - 1, 1 = no change, 0.5 = damage taken reduced by 50%, 0.1 = damage taken reduced by 90% - EXPERIMENTAL
SAR_leader_health_factor = 0.8;
// -----------------------------------------------
// respawning of groups & vehicles that are dynamically spawned in the grid system
// -----------------------------------------------
SAR_dynamic_group_respawn = false;
// time after which AI are respawned if configured
SAR_respawn_waittime = 30; // default 30 seconds
// -----------------------------------------------
// Timeout values
// -----------------------------------------------
// time after which units and groups despawn after players have left the area
SAR_DESPAWN_TIMEOUT = 300; // 5 minutes
// time after which dead AI bodies are deleted
SAR_DELETE_TIMEOUT = 120; // 2 minutes
// -----------------------------------------------
// System performance
// -----------------------------------------------
// the max range within AI is detecting Zombies and player bandits and makes them hostile - the bigger this value, the more CPU needed
SAR_DETECT_HOSTILE = 150;
// the interval in seconds that an AI scans for new hostiles. The lower this value, the more accurate, but your server will see an impact. Recommended value: 15
SAR_DETECT_INTERVAL = 15;
// -----------------------------------------------
// Debug
// -----------------------------------------------
// Show AI hits and kills by players
SAR_HITKILL_DEBUG = false;
// Shows extra debug info in .rpt
SAR_DEBUG = true;
// careful with setting this, this shows a LOT, including the grid properties and definitions for every spawn and despawn event
SAR_EXTREME_DEBUG = true;
//
// SET THIS TO 0 to hide the group markers on the map
//
//1=Enable or 0=disable debug. In debug could see a mark positioning de leader and another mark of the destination of movement, very useful for editing mission
KRON_UPS_Debug = 1;
reports to come soon