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  1. // =========================================================================================================
  2. // SAR_AI - DayZ AI library
  3. // Version: 1.5.0
  4. // Author: Sarge (sarge@krumeich.ch)
  5. //
  6. // Wiki: to come
  7. // Forum: to come
  8. //
  9. // ---------------------------------------------------------------------------------------------------------
  10. // Required:
  11. // UPSMon
  12. // SHK_pos
  13. //
  14. // ---------------------------------------------------------------------------------------------------------
  15. // area, group & spawn cfg file for Chernarus
  16. // last modified: 28.5.2013
  17. // ---------------------------------------------------------------------------------------------------------
  18.  
  19. /* reconfiguring the properties of the grid (keep in mind the grid has default settings, but these you should overwrite where needed.
  20.  
  21. IMPORTANT: The grid squares are named like : SAR_area_0_0
  22.  
  23. where the first 0 is the x counter, and the second 0 the y counter.
  24.  
  25. So to adress the bottom left square in the grid, you use SAR_area_0_0.
  26. The square above that one would be: SAR_area_0_1
  27. the square one to the right of the bottom left square is SAR_area_1_0
  28.  
  29. You want to change the number arrays in the below lines:
  30.  
  31. The order for these numbers is always [BANDIT, SURVIVOR, SOLDIER]
  32.  
  33. Lets take an example for Chernarus
  34.  
  35. // Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  36. _check = [["max_grps","rnd_grps","max_p_grp"],[[0,1,2],[0,75,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd;
  37.  
  38. [[0,1,2],[0,75,100],[0,4,3]]
  39.  
  40. the first set of numbers : 0,1,2
  41. stands for
  42. 0 bandit groups
  43. 1 soldier group
  44. 2 surivors groups
  45. thats the max that can spawn in this grid
  46.  
  47. the second set of numbers : 0,75,100
  48. that means:
  49. 0% probability to spawn bandit groups
  50. 75% for soldiers
  51. 100% for survivors
  52.  
  53. the last set of numbers : 0,4,3
  54. thats the maximum number of ppl in the group (including the leader)
  55. 0 bandits
  56. max 4 soldiers
  57. max 3 survivors
  58. this number is randomized
  59.  
  60.  
  61. */
  62. //
  63. // grid definition for the automatic spawn system
  64. //
  65.  
  66. if (SAR_dynamic_spawning) then {
  67.  
  68.  
  69.  
  70. diag_log format["SAR_AI: Dynamic spawning definition / adjustments started"];
  71.  
  72. // Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  73. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_0"] call SAR_AI_mon_upd;
  74.  
  75. // Balota, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  76. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_0"] call SAR_AI_mon_upd;
  77.  
  78. // Cherno, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  79. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_0"] call SAR_AI_mon_upd;
  80.  
  81. // Prido, 1 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  82. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_0"] call SAR_AI_mon_upd;
  83.  
  84. // Elektro, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  85. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_0"] call SAR_AI_mon_upd;
  86.  
  87. // Kamyshovo, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  88. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_0"] call SAR_AI_mon_upd;
  89.  
  90. // Tulga, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  91. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_1"] call SAR_AI_mon_upd;
  92.  
  93. // Solni, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  94. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_2"] call SAR_AI_mon_upd;
  95.  
  96. // Berezino, 0 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  97. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_3"] call SAR_AI_mon_upd;
  98.  
  99. // Khelm, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  100. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_4"] call SAR_AI_mon_upd;
  101.  
  102. // NEAF, 0 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  103. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_5_5"] call SAR_AI_mon_upd;
  104.  
  105. // NWAF, 0 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  106. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_4"] call SAR_AI_mon_upd;
  107.  
  108. // Stary, 3 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  109. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_2"] call SAR_AI_mon_upd;
  110.  
  111. // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  112. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd;
  113.  
  114. // Skalka, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  115. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd;
  116.  
  117. // Petrovka1, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  118. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd;
  119.  
  120. // Petrovka2, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  121. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd;
  122.  
  123. // Pobeda, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  124. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd;
  125.  
  126. // Krasno, 0 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  127. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_4_5"] call SAR_AI_mon_upd;
  128.  
  129. // test south of lopatino, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  130. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[0,0,0],[0,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd;
  131.  
  132. diag_log format["SAR_AI: Dynamic spawning definition / adjustments finished"];
  133.  
  134.  
  135.  
  136. };
  137. //
  138. // Definition of area markers for static spawns
  139. //
  140.  
  141. diag_log format["SAR_AI: Static spawning area definition started"];
  142.  
  143. // soutcoast, heli patrol area
  144. _this = createMarker ["SAR_marker_helipatrol_southcoast", [7997.2837, 2687.6707]];
  145. _this setMarkerShape "RECTANGLE";
  146. _this setMarkeralpha 0;
  147. _this setMarkerType "Flag";
  148. _this setMarkerBrush "Solid";
  149. _this setMarkerSize [6500, 1200];
  150. SAR_marker_helipatrol_southcoast = _this;
  151.  
  152. // eastcoast, heli patrol area
  153. _this = createMarker ["SAR_marker_helipatrol_eastcoast", [13304.196, 8220.9795]];
  154. _this setMarkerShape "RECTANGLE";
  155. _this setMarkeralpha 0;
  156. _this setMarkerType "Flag";
  157. _this setMarkerBrush "Solid";
  158. _this setMarkerSize [1200, 6000];
  159. SAR_marker_helipatrol_eastcoast = _this;
  160.  
  161. // NWAF, heli patrol area
  162. _this = createMarker ["SAR_marker_helipatrol_nwaf", [4525.3335, 10292.299]];
  163. _this setMarkerShape "RECTANGLE";
  164. _this setMarkeralpha 0;
  165. _this setMarkerType "Flag";
  166. _this setMarkerBrush "Solid";
  167. _this setMarkerSize [1500, 500];
  168. _this setMarkerDir 59.354115;
  169. SAR_marker_helipatrol_nwaf = _this;
  170.  
  171. // NEAF, heli patrol area
  172. _this = createMarker ["SAR_marker_helipatrol_neaf", [12034.16, 12725.376, 0]];
  173. _this setMarkerShape "RECTANGLE";
  174. _this setMarkeralpha 0;
  175. _this setMarkerType "Flag";
  176. _this setMarkerBrush "Solid";
  177. _this setMarkerSize [1000, 600];
  178. SAR_marker_helipatrol_neaf = _this;
  179.  
  180.  
  181. _this = createMarker ["SAR_marker_DEBUG_veh", [1951.4304, 11905.569]];
  182. _this setMarkerShape "RECTANGLE";
  183. _this setMarkeralpha 0;
  184. _this setMarkerType "Flag";
  185. _this setMarkerBrush "Solid";
  186. _this setMarkerSize [300, 1000];
  187. _this setMarkerDir -19.085985;
  188. SAR_marker_DEBUG_veh = _this;
  189.  
  190. _this = createMarker ["SAR_marker_DEBUG_devilscastle", [6913.47,11437.2,0.001]];
  191. _this setMarkerShape "RECTANGLE";
  192. _this setMarkeralpha 0;
  193. _this setMarkerType "Flag";
  194. _this setMarkerBrush "Solid";
  195. _this setMarkerSize [10, 10];
  196. SAR_marker_DEBUG_devilscastle = _this;
  197.  
  198. // DEVILS CASTLE, heli patrol area
  199. _this = createMarker ["SAR_marker_Dcastle", [6891.9189, 11438.73, 0]];
  200. _this setMarkerShape "RECTANGLE";
  201. _this setMarkeralpha 0;
  202. _this setMarkerType "Flag";
  203. _this setMarkerBrush "Solid";
  204. _this setMarkerSize [1000, 600];
  205. SAR_marker_Dcastle = _this;
  206.  
  207. // CHERNO, heli patrol area
  208. _this = createMarker ["SAR_marker_Chernos", [6743.8853, 2581.1865]];
  209. _this setMarkerShape "RECTANGLE";
  210. _this setMarkeralpha 0;
  211. _this setMarkerType "Flag";
  212. _this setMarkerBrush "Solid";
  213. _this setMarkerSize [1000, 600];
  214. SAR_marker_Chernos = _this;
  215.  
  216. // OBSERVATION POST
  217. _this = createMarker ["SAR_marker_Opost", [6334.14,2228.18,0.001]];
  218. _this setMarkerShape "RECTANGLE";
  219. _this setMarkeralpha 0;
  220. _this setMarkerType "Flag";
  221. _this setMarkerBrush "Solid";
  222. _this setMarkerSize [5, 5];
  223. SAR_marker_Opost = _this;
  224.  
  225. // OBSERVATION PATROL
  226. _this = createMarker ["SAR_marker_Opatrol", [6295.9,2301.72,0.001]];
  227. _this setMarkerShape "RECTANGLE";
  228. _this setMarkeralpha 0;
  229. _this setMarkerType "Flag";
  230. _this setMarkerBrush "Solid";
  231. _this setMarkerSize [10, 10];
  232. SAR_marker_Opatrol = _this;
  233.  
  234. // FIRE STATION
  235. _this = createMarker ["SAR_marker_Fstation", [6589.45,2413.02]];
  236. _this setMarkerShape "RECTANGLE";
  237. _this setMarkeralpha 0;
  238. _this setMarkerType "Flag";
  239. _this setMarkerBrush "Solid";
  240. _this setMarkerSize [10, 10];
  241. SAR_marker_Fstation = _this;
  242.  
  243. // APARTMENT PATROL
  244. _this = createMarker ["SAR_marker_Apatrol", [6413.97,2740.93]];
  245. _this setMarkerShape "RECTANGLE";
  246. _this setMarkeralpha 0;
  247. _this setMarkerType "Flag";
  248. _this setMarkerBrush "Solid";
  249. _this setMarkerSize [10, 10];
  250. SAR_marker_Apatrol = _this;
  251.  
  252. // NWAF CENTRAL
  253. _this = createMarker ["SAR_marker_Ncentral", [4639.81,9738.14]];
  254. _this setMarkerShape "RECTANGLE";
  255. _this setMarkeralpha 0;
  256. _this setMarkerType "Flag";
  257. _this setMarkerBrush "Solid";
  258. _this setMarkerSize [10, 10];
  259. SAR_marker_Ncentral = _this;
  260.  
  261. // NWAF BARRACKS EAST
  262. _this = createMarker ["SAR_marker_Barrackse", [4618.67,10492.14]];
  263. _this setMarkerShape "RECTANGLE";
  264. _this setMarkeralpha 0;
  265. _this setMarkerType "Flag";
  266. _this setMarkerBrush "Solid";
  267. _this setMarkerSize [10, 10];
  268. SAR_marker_Barrackse = _this;
  269.  
  270. // NWAF BARRACKS WEST
  271. _this = createMarker ["SAR_marker_Barracksw", [4745.91,10181.02]];
  272. _this setMarkerShape "RECTANGLE";
  273. _this setMarkeralpha 0;
  274. _this setMarkerType "Flag";
  275. _this setMarkerBrush "Solid";
  276. _this setMarkerSize [10, 10];
  277. SAR_marker_Barracksw = _this;
  278.  
  279. // NWAF BANDITS EAST
  280. _this = createMarker ["SAR_marker_Banditse", [4458.76,10010.6,0.001]];
  281. _this setMarkerShape "RECTANGLE";
  282. _this setMarkeralpha 0;
  283. _this setMarkerType "Flag";
  284. _this setMarkerBrush "Solid";
  285. _this setMarkerSize [10, 10];
  286. SAR_marker_Banditse = _this;
  287.  
  288. // NWAF BANDITS WEST
  289. _this = createMarker ["SAR_marker_Banditsw", [4986.08,9919.55,0.001]];
  290. _this setMarkerShape "RECTANGLE";
  291. _this setMarkeralpha 0;
  292. _this setMarkerType "Flag";
  293. _this setMarkerBrush "Solid";
  294. _this setMarkerSize [10, 10];
  295. SAR_marker_Banditsw = _this;
  296.  
  297. // DEVILS MOUNTAIN CENTRAL
  298. _this = createMarker ["SAR_marker_Devilc", [6892.88,11436.24]];
  299. _this setMarkerShape "RECTANGLE";
  300. _this setMarkeralpha 0;
  301. _this setMarkerType "Flag";
  302. _this setMarkerBrush "Solid";
  303. _this setMarkerSize [10, 10];
  304. SAR_marker_Devilc = _this;
  305.  
  306. // DEVILS MOUNTAIN NORTH
  307. _this = createMarker ["SAR_marker_Deviln", [6850.07,11371.5]];
  308. _this setMarkerShape "RECTANGLE";
  309. _this setMarkeralpha 0;
  310. _this setMarkerType "Flag";
  311. _this setMarkerBrush "Solid";
  312. _this setMarkerSize [10, 10];
  313. SAR_marker_Deviln = _this;
  314.  
  315. // DEVILS MOUNTAIN SOUTH
  316. _this = createMarker ["SAR_marker_Devils", [6964.26,11352.22]];
  317. _this setMarkerShape "RECTANGLE";
  318. _this setMarkeralpha 0;
  319. _this setMarkerType "Flag";
  320. _this setMarkerBrush "Solid";
  321. _this setMarkerSize [10, 10];
  322. SAR_marker_Devils = _this;
  323.  
  324. // SURVIVOR COMPOUND GATE
  325. _this = createMarker ["SAR_marker_Survivorg", [12710.2,9066.32,0.001]];
  326. _this setMarkerShape "RECTANGLE";
  327. _this setMarkeralpha 0;
  328. _this setMarkerType "Flag";
  329. _this setMarkerBrush "Solid";
  330. _this setMarkerSize [10, 10];
  331. SAR_marker_Survivorg = _this;
  332.  
  333. // SURVIVOR COMPOUND PATROL
  334. _this = createMarker ["SAR_marker_Survivorp", [12782.8,9046,0.001]];
  335. _this setMarkerShape "RECTANGLE";
  336. _this setMarkeralpha 0;
  337. _this setMarkerType "Flag";
  338. _this setMarkerBrush "Solid";
  339. _this setMarkerSize [10, 10];
  340. SAR_marker_Survivorp = _this;
  341.  
  342. // SURVIVOR COMPOUND FLAG
  343. _this = createMarker ["SAR_marker_Survivorf", [12671.6,9071.45,0.001]];
  344. _this setMarkerShape "RECTANGLE";
  345. _this setMarkeralpha 0;
  346. _this setMarkerType "Flag";
  347. _this setMarkerBrush "Solid";
  348. _this setMarkerSize [10, 10];
  349. SAR_marker_Survivorf = _this;
  350.  
  351.  
  352. diag_log format["SAR_AI: Static spawning area definition finished"];
  353.  
  354. // ----------------------------------------------------------------------------------------
  355. // End of area marker definition section
  356. // ----------------------------------------------------------------------------------------
  357.  
  358.  
  359. //---------------------------------------------------------------------------------
  360. // Static, predefined heli patrol areas with configurable units
  361. //---------------------------------------------------------------------------------
  362. //
  363. // format: [areamarker,type_of_group,(respawn),(respawntime)] call SAR_AI;
  364. //
  365. // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  366. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  367. //
  368. // respawn : true or false (optional)
  369. // respawntime : time in secs until group respawns (optional)
  370. // air_vehicle_type : classnema of the air vehicle you want to use
  371. //
  372. //
  373. // Note: The crew will be automatically seized to man any available gun in the airplane / heli.
  374. //
  375. // Examples:
  376. //
  377. // A) military air group patrolling, respawning, respawn time = default configured time, using default randomized vehicles
  378. //
  379. // [SAR_marker_DEBUG,1,true] call SAR_AI_heli;
  380. //
  381. // B) bandit air group patrolling, not respawning,
  382. //
  383. // [SAR_marker_DEBUG,3] call SAR_AI_heli;
  384. //
  385. // C) survivor air group patrolling, respawning, respawn time = 120 seconds
  386. //
  387. // [SAR_marker_DEBUG,true,120] call SAR_AI_heli;
  388. //
  389. //---------------------------------------------------------------------------------
  390. diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];
  391.  
  392. //
  393. // define your static air patrols here
  394. //
  395.  
  396. //Heli Patrol NWAF
  397. //[SAR_marker_helipatrol_nwaf,1,true] call SAR_AI_heli;
  398.  
  399. //Heli Patrol NEAF
  400. //[SAR_marker_helipatrol_neaf,1,true] call SAR_AI_heli;
  401.  
  402. // Heli patrol south coast
  403. //[SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
  404. [SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
  405.  
  406. // heli patrol east coast
  407. //[SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
  408. //[SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
  409.  
  410. // DEVILS CASTLE, heli patrol area
  411. [SAR_marker_Dcastle,3,true] call SAR_AI_heli;
  412.  
  413. // CHERNO, heli patrol area
  414. [SAR_marker_Chernos,3,true] call SAR_AI_heli;
  415.  
  416.  
  417. // example war scenario in the northwest. Comment OUT after having had a look at it!
  418. //[SAR_marker_DEBUG_veh,1,true,30] call SAR_AI_heli;
  419. //[SAR_marker_DEBUG_veh,1,true,30] call SAR_AI_heli;
  420. //[SAR_marker_DEBUG_veh,3,true,30] call SAR_AI_heli;
  421. //[SAR_marker_DEBUG_veh,3,true,30] call SAR_AI_heli;
  422.  
  423.  
  424. diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
  425.  
  426. //---------------------------------------------------------------------------------
  427. // Static, predefined infantry patrols in defined areas with configurable units
  428. //---------------------------------------------------------------------------------
  429. //
  430. // format: [areamarker,type_of_group,number_of_snipers,number_of_riflemen,action_to_do,(respawn),(respawntime)] call SAR_AI;
  431. //
  432. // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  433. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  434. // number_of_snipers : amount of snipers in the group
  435. // number_of_riflemen : amount of riflemen in the group
  436. //
  437. // action_to_do : groupaction (optional, default is "patrol")
  438. // possible values:
  439. // "fortify" -> the group will search for nearby buildings and move in them. They will stay there until an enemy spotted, then they will chase him.
  440. // "ambush" -> the group will look for a nearby road, and setup an ambush. They will not move until an enemy was spotted.
  441. // "patrol" -> the group will patrol random waypoints in the area, and engage any enemy they see.
  442. //
  443. // respawn : true or false (optional)
  444. // respawntime : time in secs until group respawns (optional)
  445. //
  446. // Examples:
  447. //
  448. // A) military group patrolling, with 1 leader and 1 rifleman, respawning, respawn time = default configured time
  449. //
  450. // [SAR_marker_DEBUG,1,0,1,"patrol",true] call SAR_AI;
  451. //
  452. // B) bandit group patrolling, with 1 leader, 2 snipers and 1 rifleman, respawning, respawn time = 30 seconds
  453. //
  454. // [SAR_marker_DEBUG,3,2,1,"patrol",true,30] call SAR_AI;
  455. //
  456. // C) survivor group fortifying, with 1 leader, 1 sniper and 3 riflemen, not respawning
  457. //
  458. // [SAR_marker_DEBUG,2,1,3,"fortify",false] call SAR_AI;
  459. //
  460. //---------------------------------------------------------------------------------
  461.  
  462. diag_log format["SAR_AI: Static Spawning for infantry patrols started"];
  463.  
  464. //
  465. // define your static infantry patrols here
  466. //
  467.  
  468. [SAR_marker_DEBUG_devilscastle,1,0,6,"fortify",true] call SAR_AI;
  469.  
  470. // example war scenario in the northwest. Comment OUT after having had a look at it!
  471. //[SAR_marker_DEBUG_veh,1,0,9,"patrol",true] call SAR_AI;
  472. //[SAR_marker_DEBUG_veh,2,0,9,"patrol",true] call SAR_AI;
  473. //[SAR_marker_DEBUG_veh,3,0,9,"patrol",true] call SAR_AI;
  474. //[SAR_marker_DEBUG_veh,3,0,9,"patrol",true] call SAR_AI;
  475.  
  476. //Observation Post
  477. [SAR_marker_Opost,1,0,5,"fortify",true] call SAR_AI;
  478.  
  479. //Observation Patrol
  480. [SAR_marker_Opatrol,1,0,5,"patrol",true] call SAR_AI;
  481.  
  482. //Fire Station
  483. [SAR_marker_Fstation,3,0,5,"patrol",true] call SAR_AI;
  484.  
  485. //Apartment Patrol
  486. [SAR_marker_Apatrol,3,0,2,"patrol",true] call SAR_AI;
  487.  
  488. //NWAF Central
  489. [SAR_marker_Ncentral,1,1,4,"fortify",true] call SAR_AI;
  490.  
  491. //NWAF Barracks East
  492. [SAR_marker_Barrackse,1,1,4,"patrol",true] call SAR_AI;
  493.  
  494. //NWAF Barracks West
  495. [SAR_marker_Barracksw,1,1,4,"patrol",true] call SAR_AI;
  496.  
  497. //NWAF Bandits East
  498. [SAR_marker_Banditse,3,0,5,"patrol",true] call SAR_AI;
  499.  
  500. //NWAF Bandits West
  501. [SAR_marker_Banditsw,3,1,4,"patrol",true] call SAR_AI;
  502.  
  503. //Devils Mountain Central
  504. [SAR_marker_Devilc,3,0,5,"fortify",true] call SAR_AI;
  505.  
  506. //Devils Mountain North
  507. [SAR_marker_Deviln,3,1,4,"patrol",true] call SAR_AI;
  508.  
  509. //Devils Mountain South
  510. [SAR_marker_Devils,3,0,5,"patrol",true] call SAR_AI;
  511.  
  512. //Survivor Compound Gate
  513. [SAR_marker_Survivorg,2,0,5,"fortify",true] call SAR_AI;
  514.  
  515. //Survivor Compound Patrol
  516. [SAR_marker_Survivorp,2,1,5,"patrol",true] call SAR_AI;
  517.  
  518. //Survivor Compound Flag
  519. [SAR_marker_Survivorf,2,0,5,"patrol",true] call SAR_AI;
  520.  
  521.  
  522. diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];
  523.  
  524. // -------------------------------------------------------------------------------------
  525. //
  526. // Static spawns for vehicle groups
  527. //
  528. // format: [areamarker,type_of_group,vehicle array,crew array,(respawn),(respawntime)] call SAR_AI_land;
  529. //
  530. //
  531. // areamarker : Name of an area, as defined in your area definitions
  532. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  533. // vehicle array : e.g. ["car1"], MUST be enclosed by [], and MUST be valid vehicle classnames. multiple vehicles are possible, like this: ["car1","car1","car1"]
  534. // crew array : e.g. [[1,2,3]] -> the first entry in the array element sets if the leader travels in that vehicle, the second is the number of snipers in the vehicle, the third is the number of riflemen.
  535. // must match to the number of defined vehicles, so for the above example, you need: [[1,2,3],[0,1,2],[0,1,1]]
  536. //
  537. //
  538. // respawn : true or false (optional)
  539. // respawntime : time in secs until group respawns (optional)
  540. //
  541. //
  542. //
  543. // Examples:
  544. //
  545. // A) This will spawn an AI group with 1 vehicle(UAZ), and 3 AI in it
  546. /*
  547. [
  548. SAR_marker_DEBUG_veh_1, // Name of the area that the vehicle patrol will spawn in
  549. 1, // type of group
  550. ["UAZ_Unarmed_TK_EP1"], // used vehicles
  551. [[1,1,1]], // Vehicle initial crew
  552. false // if this group should respawn or not
  553. ] call SAR_AI_land;
  554. */
  555. //
  556. // B) This will spawn an AI group with 1 vehicle, 3 AI in the UAZ, and this group will respawn after 60 seconds
  557. /*
  558. [
  559. SAR_marker_DEBUG_veh_1, // Name of the area that the vehicle patrol will spawn in
  560. 1, // type of group
  561. ["UAZ_Unarmed_TK_EP1"], // used vehicle
  562. [[1,1,1]], // Vehicle initial crews
  563. true, // if this group should respawn or not
  564. 60 // waittime until this group will respawn
  565. ] call SAR_AI_land;
  566. */
  567. //
  568. // -------------------------------------------------------------------------------------
  569. diag_log format["SAR_AI: Static Spawning for vehicle patrols started"];
  570.  
  571. //
  572. // define your static vehicle patrols here
  573. //
  574.  
  575. // example war scenario in the northwest. Comment OUT after having had a look at it!
  576. [
  577. SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  578. 1, // type of group
  579. ["LandRover_CZ_EP1","M1030","M1030","LandRover_CZ_EP1"], // used vehicle
  580. [[1,1,1],[0,1,1],[0,1,1],[0,1,1]], // Vehicle initial crew
  581. true, // if this group should respawn or not
  582. 10
  583. ] call SAR_AI_land;
  584.  
  585. [
  586. SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  587. 3, // type of group
  588. ["M1030","M1030","M1030","M1030"], // used vehicle
  589. [[1,1,0],[0,1,1],[0,1,1],[0,1,1]], // Vehicle initial crew
  590. true, // if this group should respawn or not
  591. 60 // waittime until this group will respawn
  592. ] call SAR_AI_land;
  593.  
  594. [
  595. SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  596. 2, // type of group
  597. ["M1030"], // used vehicle
  598. [[1,1,0]], // Vehicle initial crew
  599. true, // if this group should respawn or not
  600. 60 // waittime until this group will respawn
  601. ] call SAR_AI_land;
  602.  
  603. diag_log format["SAR_AI: Static Spawning for vehicle patrols finished"];
  604. // ---- end of configuration area ----
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