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Gramps sarge ai epoch 1.0.3.1 no workee grp file chernarus

Dec 20th, 2013
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  1.  
  2. /// !!! http://snuletek.org/arma2coordcalc/
  3.  
  4.  
  5. // =========================================================================================================
  6. // SAR_AI - DayZ AI library
  7. // Version: 1.5.0
  8. // Author: Sarge (sarge@krumeich.ch)
  9. //
  10. // Wiki: to come
  11. // Forum: to come
  12. //
  13. // ---------------------------------------------------------------------------------------------------------
  14. // Required:
  15. // UPSMon
  16. // SHK_pos
  17. //
  18. // ---------------------------------------------------------------------------------------------------------
  19. // area, group & spawn cfg file for Chernarus
  20. // last modified: 28.5.2013
  21. // ---------------------------------------------------------------------------------------------------------
  22.  
  23. /* reconfiguring the properties of the grid (keep in mind the grid has default settings, but these you should overwrite where needed.
  24.  
  25. IMPORTANT: The grid squares are named like : SAR_area_0_0
  26.  
  27. where the first 0 is the x counter, and the second 0 the y counter.
  28.  
  29. So to adress the bottom left square in the grid, you use SAR_area_0_0.
  30. The square above that one would be: SAR_area_0_1
  31. the square one to the right of the bottom left square is SAR_area_1_0
  32.  
  33. You want to change the number arrays in the below lines:
  34.  
  35. The order for these numbers is always [BANDIT, SURVIVOR, SOLDIER]
  36.  
  37. Lets take an example for Chernarus
  38.  
  39. // Kamenka, 0 bandit groups, 1 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  40. _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;
  41.  
  42. [[0,1,2],[0,75,100],[0,4,3]]
  43.  
  44. the first set of numbers : 0,1,2
  45. stands for
  46. 0 bandit groups
  47. 1 soldier group
  48. 2 surivors groups
  49. thats the max that can spawn in this grid
  50.  
  51. the second set of numbers : 0,75,100
  52. that means:
  53. 0% probability to spawn bandit groups
  54. 75% for soldiers
  55. 100% for survivors
  56.  
  57. the last set of numbers : 0,4,3
  58. thats the maximum number of ppl in the group (including the leader)
  59. 0 bandits
  60. max 4 soldiers
  61. max 3 survivors
  62. this number is randomized
  63.  
  64.  
  65. */
  66. //
  67. // grid definition for the automatic spawn system
  68. //
  69.  
  70. if (SAR_dynamic_spawning) then {
  71.  
  72.  
  73.  
  74. diag_log format["SAR_AI: Dynamic spawning definition / adjustments started"];
  75.  
  76. // Kamenka, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  77. [["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;
  78.  
  79. // Balota, 1 bandit groups, 0 soldier groups, 2 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  80. [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[20,0,0],[0,0,0]],"SAR_area_1_0"] call SAR_AI_mon_upd;
  81.  
  82. // Cherno, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  83. [["max_grps","rnd_grps","max_p_grp"],[[2,0,2],[50,0,50],[2,0,4]],"SAR_area_2_0"] call SAR_AI_mon_upd;
  84.  
  85. // Prido, 1 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  86. [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[50,0,0],[2,2,2]],"SAR_area_3_0"] call SAR_AI_mon_upd;
  87.  
  88. // Elektro, 2 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  89. [["max_grps","rnd_grps","max_p_grp"],[[2,0,1],[50,0,0],[3,0,2]],"SAR_area_4_0"] call SAR_AI_mon_upd;
  90.  
  91. // Kamyshovo, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  92. [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,0,80],[0,0,3]],"SAR_area_5_0"] call SAR_AI_mon_upd;
  93.  
  94. // Tulga, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  95. [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[60,0,80],[2,0,3]],"SAR_area_5_1"] call SAR_AI_mon_upd;
  96.  
  97. // Solni, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  98. [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[80,50,70],[2,2,2]],"SAR_area_5_2"] call SAR_AI_mon_upd;
  99.  
  100. // Berezino, 0 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  101. [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[40,40,75],[3,3,3]],"SAR_area_5_3"] call SAR_AI_mon_upd;
  102.  
  103. // Khelm, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  104. [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[75,0,0],[3,0,0]],"SAR_area_5_4"] call SAR_AI_mon_upd;
  105.  
  106. // NEAF, 0 bandit groups, 3 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  107. [["max_grps","rnd_grps","max_p_grp"],[[2,2,2],[40,50,75],[4,4,4]],"SAR_area_5_5"] call SAR_AI_mon_upd;
  108.  
  109. // NWAF, 0 bandit groups, 2 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  110. [["max_grps","rnd_grps","max_p_grp"],[[3,1,1],[60,100,40],[3,6,3]],"SAR_area_1_4"] call SAR_AI_mon_upd;
  111.  
  112. // Stary, 3 bandit groups, 0 soldier groups, 3 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  113. [["max_grps","rnd_grps","max_p_grp"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_2"] call SAR_AI_mon_upd;
  114.  
  115. // Devils Castle, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  116. [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[80,0,0],[3,0,0]],"SAR_area_2_4"] call SAR_AI_mon_upd;
  117.  
  118. // Skalka, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  119. [["max_grps","rnd_grps","max_p_grp"],[[3,1,0],[75,50,0],[3,5,0]],"SAR_area_0_5"] call SAR_AI_mon_upd;
  120.  
  121. // Petrovka1, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  122. [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[75,0,0],[3,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd;
  123.  
  124. // Petrovka2, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  125. [["max_grps","rnd_grps","max_p_grp"],[[0,0,0],[75,0,0],[0,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd;
  126.  
  127. // Pobeda, 2 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  128. [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[75,50,50],[3,3,3]],"SAR_area_3_5"] call SAR_AI_mon_upd;
  129.  
  130. // Krasno, 0 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  131. [["max_grps","rnd_grps","max_p_grp"],[[1,1,1],[50,75,75],[4,2,2]],"SAR_area_4_5"] call SAR_AI_mon_upd;
  132.  
  133.  
  134.  
  135.  
  136.  
  137. };
  138. //
  139. // Definition of area markers for static spawns
  140. //
  141.  
  142. diag_log format["SAR_AI: Static spawning area definition started"];
  143.  
  144.  
  145. _this = createMarker ["SAR_marker_DEBUG_veh", [1951.4304, 11905.569]];
  146. _this setMarkerShape "RECTANGLE";
  147. _this setMarkeralpha 0;
  148. _this setMarkerType "Flag";
  149. _this setMarkerBrush "Solid";
  150. _this setMarkerSize [300, 1000];
  151. _this setMarkerDir -19.085985;
  152. SAR_marker_DEBUG_veh = _this;
  153.  
  154. _this = createMarker ["SAR_marker_DEBUG_devilscastle", [6913.47,11437.2,0.001]];
  155. _this setMarkerShape "RECTANGLE";
  156. _this setMarkeralpha 0;
  157. _this setMarkerType "Flag";
  158. _this setMarkerBrush "Solid";
  159. _this setMarkerSize [10, 10];
  160. SAR_marker_DEBUG_devilscastle = _this;
  161.  
  162. _this = createMarker ["SAR_marker_traffiq_factorynearPolana", [11400,7560,0.001]];
  163. _this setMarkerShape "RECTANGLE";
  164. _this setMarkeralpha 0;
  165. _this setMarkerType "Flag";
  166. _this setMarkerBrush "Solid";
  167. _this setMarkerSize [10, 10];
  168. SAR_marker_traffiq_factorynearPolana = _this;
  169.  
  170. _this = createMarker ["SAR_marker_traffiq_nwAirfield", [4700,10260,0.001]];
  171. _this setMarkerShape "RECTANGLE";
  172. _this setMarkeralpha 0;
  173. _this setMarkerType "Flag";
  174. _this setMarkerBrush "Solid";
  175. _this setMarkerSize [300, 300];
  176. SAR_marker_traffiq_nwAirfield = _this;
  177.  
  178. // Infantry - Zone Alpha
  179. _this = createMarker ["SAR_patrol_zone_alpha_inf_1", [8134,13461]];
  180. _this setMarkerShape "RECTANGLE";
  181. _this setMarkeralpha 0;
  182. _this setMarkerType "Flag";
  183. _this setMarkerBrush "Solid";
  184. _this setMarkerSize [50, 50];
  185. SAR_patrol_zone_alpha_inf_1 = _this;
  186.  
  187. // Infantry - Zone Alpha
  188. _this = createMarker ["SAR_patrol_zone_alpha_inf_2", [8062.5,13578]];
  189. _this setMarkerShape "RECTANGLE";
  190. _this setMarkeralpha 0;
  191. _this setMarkerType "Flag";
  192. _this setMarkerBrush "Solid";
  193. _this setMarkerSize [50, 50];
  194. SAR_patrol_zone_alpha_inf_2 = _this;
  195.  
  196. // Infantry - Zone Alpha
  197. _this = createMarker ["SAR_patrol_zone_alpha_inf_3", [8031,13651]];
  198. _this setMarkerShape "RECTANGLE";
  199. _this setMarkeralpha 0;
  200. _this setMarkerType "Flag";
  201. _this setMarkerBrush "Solid";
  202. _this setMarkerSize [50, 50];
  203. SAR_patrol_zone_alpha_inf_3 = _this;
  204.  
  205. // Infantry - Zone Alpha
  206. _this = createMarker ["SAR_patrol_zone_alpha_inf_4", [7969,13647]];
  207. _this setMarkerShape "RECTANGLE";
  208. _this setMarkeralpha 0;
  209. _this setMarkerType "Flag";
  210. _this setMarkerBrush "Solid";
  211. _this setMarkerSize [50, 50];
  212. SAR_patrol_zone_alpha_inf_4 = _this;
  213.  
  214. // Infantry - Zone Alpha
  215. _this = createMarker ["SAR_patrol_zone_alpha_inf_5", [8093,13698]];
  216. _this setMarkerShape "RECTANGLE";
  217. _this setMarkeralpha 0;
  218. _this setMarkerType "Flag";
  219. _this setMarkerBrush "Solid";
  220. _this setMarkerSize [100, 100];
  221. SAR_patrol_zone_alpha_inf_5 = _this;
  222.  
  223. // Infantry - Zone Alpha
  224. _this = createMarker ["SAR_patrol_zone_alpha_inf_6", [8200,13360]];
  225. _this setMarkerShape "RECTANGLE";
  226. _this setMarkeralpha 0;
  227. _this setMarkerType "Flag";
  228. _this setMarkerBrush "Solid";
  229. _this setMarkerSize [50, 50];
  230. SAR_patrol_zone_alpha_inf_6 = _this;
  231.  
  232. // Nochtvek Ambush
  233.  
  234. _this = createMarker ["SAR_marker_road", [6685.0864, 14259.404]];
  235. _this setMarkerShape "RECTANGLE";
  236. _this setMarkeralpha 0;
  237. _this setMarkerType "Flag";
  238. _this setMarkerBrush "Solid";
  239. _this setMarkerSize [200, 200];
  240. _this setMarkerDir 120.050;
  241. SAR_marker_road = _this;
  242.  
  243. // West Komenka Squad
  244.  
  245. _this = createMarker ["SAR_marker_wkomenka_squad", [1063.3575, 2201.4341, 0]];
  246. _this setMarkerShape "RECTANGLE";
  247. _this setMarkeralpha 0;
  248. _this setMarkerType "Flag";
  249. _this setMarkerBrush "Solid";
  250. _this setMarkerSize [200, 200];
  251. _this setMarkerDir 120.050;
  252. SAR_marker_wkomenka_squad = _this;
  253.  
  254. // Paris Hilton Guards
  255.  
  256. _this = createMarker ["SAR_marker_parishilton_guards", [13417.551, 10891.0961, 0]];
  257. _this setMarkerShape "RECTANGLE";
  258. _this setMarkeralpha 0;
  259. _this setMarkerType "Flag";
  260. _this setMarkerBrush "Solid";
  261. _this setMarkerSize [40, 40];
  262. _this setMarkerDir 120.050;
  263. SAR_marker_parishilton_guards = _this;
  264.  
  265. // Beezlebob Guards 1
  266.  
  267. _this = createMarker ["SAR_marker_beezlebob_guards", [12191.478, 12864.849, 0]];
  268. _this setMarkerShape "RECTANGLE";
  269. _this setMarkeralpha 0;
  270. _this setMarkerType "Flag";
  271. _this setMarkerBrush "Solid";
  272. _this setMarkerSize [40, 40];
  273. _this setMarkerDir 120.050;
  274. SAR_marker_beezlebob_guards = _this;
  275.  
  276. // Beezlebob Guards 2
  277.  
  278. _this = createMarker ["SAR_marker_beezlebob_guards", [12098.3301, 12892.923, 0]];
  279. _this setMarkerShape "RECTANGLE";
  280. _this setMarkeralpha 0;
  281. _this setMarkerType "Flag";
  282. _this setMarkerBrush "Solid";
  283. _this setMarkerSize [40, 40];
  284. _this setMarkerDir 120.050;
  285. SAR_marker_beezlebob_guards = _this;
  286.  
  287. // Beezlebob Guards 3
  288.  
  289. _this = createMarker ["SAR_marker_beezlebob_guards", [12202.9202, 12775.853, 0]];
  290. _this setMarkerShape "RECTANGLE";
  291. _this setMarkeralpha 0;
  292. _this setMarkerType "Flag";
  293. _this setMarkerBrush "Solid";
  294. _this setMarkerSize [40, 40];
  295. _this setMarkerDir 120.050;
  296. SAR_marker_beezlebob_guards = _this;
  297.  
  298. // Bandit scout 1
  299.  
  300. _this = createMarker ["SAR_marker_bandit1_scout", [14123.715, 14897.185, 0]];
  301. _this setMarkerShape "RECTANGLE";
  302. _this setMarkeralpha 0;
  303. _this setMarkerType "Flag";
  304. _this setMarkerBrush "Solid";
  305. _this setMarkerSize [100, 100];
  306. _this setMarkerDir 120.050;
  307. SAR_marker_bandit1_scout = _this;
  308.  
  309. // Bandit scout 2
  310.  
  311. _this = createMarker ["SAR_marker_bandit2_scout", [3034.5828, 14817.4651, 0]];
  312. _this setMarkerShape "RECTANGLE";
  313. _this setMarkeralpha 0;
  314. _this setMarkerType "Flag";
  315. _this setMarkerBrush "Solid";
  316. _this setMarkerSize [100, 100];
  317. _this setMarkerDir 120.050;
  318. SAR_marker_bandit2_scout = _this;
  319.  
  320. // Bandit scout 3
  321.  
  322. _this = createMarker ["SAR_marker_bandit3_scout", [6144.4946, 14929.077, 0]];
  323. _this setMarkerShape "RECTANGLE";
  324. _this setMarkeralpha 0;
  325. _this setMarkerType "Flag";
  326. _this setMarkerBrush "Solid";
  327. _this setMarkerSize [100, 100];
  328. _this setMarkerDir 120.050;
  329. SAR_marker_bandit3_scout = _this;
  330.  
  331. // Bandit scout 4
  332.  
  333. _this = createMarker ["SAR_marker_bandit4_scout", [3309.876, 14974.918, 0]];
  334. _this setMarkerShape "RECTANGLE";
  335. _this setMarkeralpha 0;
  336. _this setMarkerType "Flag";
  337. _this setMarkerBrush "Solid";
  338. _this setMarkerSize [100, 100];
  339. _this setMarkerDir 120.050;
  340. SAR_marker_bandit4_scout = _this;
  341.  
  342. // Bandit scout 5
  343.  
  344. _this = createMarker ["SAR_marker_bandit5_scout", [732.5871, 14795.542, 0]];
  345. _this setMarkerShape "RECTANGLE";
  346. _this setMarkeralpha 0;
  347. _this setMarkerType "Flag";
  348. _this setMarkerBrush "Solid";
  349. _this setMarkerSize [100, 100];
  350. _this setMarkerDir 120.050;
  351. SAR_marker_bandit5_scout = _this;
  352.  
  353. // Bandit scout 6
  354.  
  355. this = createMarker ["SAR_marker_bandit6_scout", [1203.3564, 11020.655, 0]];
  356. _this setMarkerShape "RECTANGLE";
  357. _this setMarkeralpha 0;
  358. _this setMarkerType "Flag";
  359. _this setMarkerBrush "Solid";
  360. _this setMarkerSize [100, 100];
  361. _this setMarkerDir 120.050;
  362. SAR_marker_bandit6_scout = _this;
  363.  
  364. // Bandit scout 7
  365.  
  366. this = createMarker ["SAR_marker_bandit7_scout", [1269.1901, 8284.1602, 0]];
  367. _this setMarkerShape "RECTANGLE";
  368. _this setMarkeralpha 0;
  369. _this setMarkerType "Flag";
  370. _this setMarkerBrush "Solid";
  371. _this setMarkerSize [100, 100];
  372. _this setMarkerDir 120.050;
  373. SAR_marker_bandit7_scout = _this;
  374.  
  375. // Bandit scout Prison
  376.  
  377. this = createMarker ["SAR_marker_bandit_prison", [13316.73, 6755.8481, 0]];
  378. _this setMarkerShape "RECTANGLE";
  379. _this setMarkeralpha 0;
  380. _this setMarkerType "Flag";
  381. _this setMarkerBrush "Solid";
  382. _this setMarkerSize [100, 100];
  383. _this setMarkerDir 120.050;
  384. SAR_marker_bandit_prison = _this;
  385.  
  386.  
  387.  
  388. diag_log format["SAR_AI: Static spawning area definition finished"];
  389.  
  390.  
  391. // ----------------------------------------------------------------------------------------
  392. // End of area marker definition section
  393. // ----------------------------------------------------------------------------------------
  394.  
  395.  
  396. //---------------------------------------------------------------------------------
  397. // Static, predefined heli patrol areas with configurable units
  398. //---------------------------------------------------------------------------------
  399. //
  400. // format: [areamarker,type_of_group,(respawn),(respawntime)] call SAR_AI;
  401. //
  402. // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  403. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  404. //
  405. // respawn : true or false (optional)
  406. // respawntime : time in secs until group respawns (optional)
  407. // air_vehicle_type : classnema of the air vehicle you want to use
  408. //
  409. //
  410. // Note: The crew will be automatically seized to man any available gun in the airplane / heli.
  411. //
  412. // Examples:
  413. //
  414. // A) military air group patrolling, respawning, respawn time = default configured time, using default randomized vehicles
  415. //
  416. // [SAR_marker_DEBUG,1,true] call SAR_AI_heli;
  417. //
  418. // B) bandit air group patrolling, not respawning,
  419. //
  420. // [SAR_marker_DEBUG,3] call SAR_AI_heli;
  421. //
  422. // C) survivor air group patrolling, respawning, respawn time = 120 seconds
  423. //
  424. // [SAR_marker_DEBUG,true,120] call SAR_AI_heli;
  425. //
  426. //---------------------------------------------------------------------------------
  427. diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];
  428.  
  429. //
  430. // define your static air patrols here
  431. //
  432.  
  433. //Heli Patrol NWAF
  434. [SAR_marker_helipatrol_nwaf,1,true] call SAR_AI_heli;
  435.  
  436. //Heli Patrol NEAF
  437. [SAR_marker_helipatrol_neaf,1,true] call SAR_AI_heli;
  438.  
  439. // Heli patrol south coast
  440. [SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
  441. [SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
  442.  
  443. // heli patrol east coast
  444. [SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
  445. [SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
  446.  
  447. // Zone Alpha
  448. [SAR_marker_zone_alpha_1,3,false] call SAR_AI_heli;
  449. [SAR_marker_zone_alpha_2,3,false] call SAR_AI_heli;
  450. [SAR_marker_zone_alpha_3,3,false] call SAR_AI_heli;
  451.  
  452. // soutcoast, heli patrol area
  453. _this = createMarker ["SAR_marker_helipatrol_southcoast", [7997.2837, 2687.6707]];
  454. _this setMarkerShape "RECTANGLE";
  455. _this setMarkeralpha 0;
  456. _this setMarkerType "Flag";
  457. _this setMarkerBrush "Solid";
  458. _this setMarkerSize [6500, 1200];
  459. SAR_marker_helipatrol_southcoast = _this;
  460.  
  461. // eastcoast, heli patrol area
  462. _this = createMarker ["SAR_marker_helipatrol_eastcoast", [13304.196, 8220.9795]];
  463. _this setMarkerShape "RECTANGLE";
  464. _this setMarkeralpha 0;
  465. _this setMarkerType "Flag";
  466. _this setMarkerBrush "Solid";
  467. _this setMarkerSize [1200, 6000];
  468. SAR_marker_helipatrol_eastcoast = _this;
  469.  
  470. // NWAF, heli patrol area
  471. _this = createMarker ["SAR_marker_helipatrol_nwaf", [4525.3335, 10292.299]];
  472. _this setMarkerShape "RECTANGLE";
  473. _this setMarkeralpha 0;
  474. _this setMarkerType "Flag";
  475. _this setMarkerBrush "Solid";
  476. _this setMarkerSize [1500, 500];
  477. _this setMarkerDir 59.354115;
  478. SAR_marker_helipatrol_nwaf = _this;
  479.  
  480. // NEAF, heli patrol area
  481. _this = createMarker ["SAR_marker_helipatrol_neaf", [12034.16, 12725.376, 0]];
  482. _this setMarkerShape "RECTANGLE";
  483. _this setMarkeralpha 0;
  484. _this setMarkerType "Flag";
  485. _this setMarkerBrush "Solid";
  486. _this setMarkerSize [1000, 600];
  487. SAR_marker_helipatrol_neaf = _this;
  488.  
  489. // Heli 1 - Zone Alpha
  490. _this = createMarker ["SAR_marker_zone_alpha_1", [8000, 13250]];
  491. _this setMarkerShape "ELLIPSE";
  492. _this setMarkeralpha 0;
  493. _this setMarkerType "Flag";
  494. _this setMarkerBrush "Solid";
  495. _this setMarkerSize [1000, 1000];
  496. SAR_marker_zone_alpha_1 = _this;
  497.  
  498. // Heli 2 - Zone Alpha
  499. _this = createMarker ["SAR_marker_zone_alpha_2", [8100, 13400]];
  500. _this setMarkerShape "ELLIPSE";
  501. _this setMarkeralpha 0;
  502. _this setMarkerType "Flag";
  503. _this setMarkerBrush "Solid";
  504. _this setMarkerSize [750, 750];
  505. SAR_marker_zone_alpha_2 = _this;
  506.  
  507. // Heli 3 - Zone Alpha
  508. _this = createMarker ["SAR_marker_zone_alpha_3", [8000, 13500]];
  509. _this setMarkerShape "ELLIPSE";
  510. _this setMarkeralpha 0;
  511. _this setMarkerType "Flag";
  512. _this setMarkerBrush "Solid";
  513. _this setMarkerSize [500, 500];
  514. SAR_marker_zone_alpha_3 = _this;
  515.  
  516.  
  517.  
  518. // example war scenario in the northwest. Comment OUT after having had a look at it!
  519. /*[SAR_marker_DEBUG_veh,1,true,30] call SAR_AI_heli;
  520. [SAR_marker_DEBUG_veh,1,true,30] call SAR_AI_heli;
  521. [SAR_marker_DEBUG_veh,3,true,30] call SAR_AI_heli;
  522. [SAR_marker_DEBUG_veh,3,true,30] call SAR_AI_heli;*/
  523.  
  524.  
  525. diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
  526.  
  527. //---------------------------------------------------------------------------------
  528. // Static, predefined infantry patrols in defined areas with configurable units
  529. //---------------------------------------------------------------------------------
  530. //
  531. // format: [areamarker,type_of_group,number_of_snipers,number_of_riflemen,action_to_do,(respawn),(respawntime)] call SAR_AI;
  532. //
  533. // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  534. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  535. // number_of_snipers : amount of snipers in the group
  536. // number_of_riflemen : amount of riflemen in the group
  537. //
  538. // action_to_do : groupaction (optional, default is "patrol")
  539. // possible values:
  540. // "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.
  541. // "ambush" -> the group will look for a nearby road, and setup an ambush. They will not move until an enemy was spotted.
  542. // "patrol" -> the group will patrol random waypoints in the area, and engage any enemy they see.
  543. //
  544. // respawn : true or false (optional)
  545. // respawntime : time in secs until group respawns (optional)
  546. //
  547. // Examples:
  548. //
  549. // A) military group patrolling, with 1 leader and 1 rifleman, respawning, respawn time = default configured time
  550. //
  551. // [SAR_marker_DEBUG,1,0,1,"patrol",true] call SAR_AI;
  552. //
  553. // B) bandit group patrolling, with 1 leader, 2 snipers and 1 rifleman, respawning, respawn time = 30 seconds
  554. //
  555. // [SAR_marker_DEBUG,3,2,1,"patrol",true,30] call SAR_AI;
  556. //
  557. // C) survivor group fortifying, with 1 leader, 1 sniper and 3 riflemen, not respawning
  558. //
  559. // [SAR_marker_DEBUG,2,1,3,"fortify",false] call SAR_AI;
  560. //
  561. //---------------------------------------------------------------------------------
  562.  
  563. diag_log format["SAR_AI: Static Spawning for infantry patrols started"];
  564.  
  565. //
  566. // define your static infantry patrols here
  567. //
  568.  
  569. [SAR_marker_DEBUG_devilscastle,1,0,6,"fortify",true] call SAR_AI;
  570. [SAR_marker_traffiq_factorynearPolana,3,0,3,"ambush",true] call SAR_AI;
  571. [SAR_marker_traffiq_nwAirfield,1,0,6,"fortify",true] call SAR_AI;
  572.  
  573. // Zone Alpha
  574. [SAR_patrol_zone_alpha_inf_1,3,0,8,"patrol",true,3600] call SAR_AI;
  575. [SAR_patrol_zone_alpha_inf_2,3,3,7,"patrol",true,3600] call SAR_AI;
  576. [SAR_patrol_zone_alpha_inf_3,3,2,7,"patrol",true,3600] call SAR_AI;
  577. [SAR_patrol_zone_alpha_inf_4,3,3,4,"patrol",true,3600] call SAR_AI;
  578. [SAR_patrol_zone_alpha_inf_5,3,4,7,"patrol",true,3600] call SAR_AI;
  579. [SAR_patrol_zone_alpha_inf_6,3,4,8,"fortify",true,3600] call SAR_AI;
  580.  
  581. //Nochtvick Protection
  582. [SAR_marker_road,3,6,15,"fortify",true] call SAR_AI;
  583.  
  584. //West Komenka Protection
  585. [SAR_marker_wkomenka_squad,1,3,6,"fortify",true] call SAR_AI;
  586. [SAR_marker_wkomenka_squad,1,3,6,"fortify",true] call SAR_AI;
  587.  
  588. //Paris HiltonBase Protection
  589. [SAR_marker_parishilton_guards,1,6,6,"fortify",true] call SAR_AI;
  590.  
  591. //Beezlebobguards Protection
  592. [SAR_marker_beezlebob_guards,1,2,4,"fortify",true] call SAR_AI;
  593. [SAR_marker_beezlebob_guards,1,2,4,"patrol",true] call SAR_AI;
  594. [SAR_marker_beezlebob_guards,1,2,4,"fortify",true] call SAR_AI;
  595.  
  596. //Bandit 1 Scout
  597. [SAR_marker_bandit1_scout,3,1,3,"patrol",true] call SAR_AI;
  598.  
  599.  
  600. [SAR_marker_bandit2_scout,3,1,3,"ambush",true] call SAR_AI;
  601.  
  602.  
  603. [SAR_marker_bandit3_scout,3,1,3,"ambush",true] call SAR_AI;
  604.  
  605.  
  606. [SAR_marker_bandit4_scout,3,1,3,"patrol",true] call SAR_AI;
  607.  
  608.  
  609. [SAR_marker_bandit5_scout,3,1,3,"ambush",true] call SAR_AI;
  610.  
  611.  
  612. [SAR_marker_bandit6_scout,3,1,3,"patrol",true] call SAR_AI;
  613.  
  614.  
  615. [SAR_marker_bandit7_scout,3,1,3,"ambush",true] call SAR_AI;
  616.  
  617. [SAR_marker_bandit_prison,3,1,3,"ambush",true] call SAR_AI;
  618.  
  619.  
  620.  
  621. // example war scenario in the northwest. Comment OUT after having had a look at it!
  622. /*[SAR_marker_DEBUG_veh,1,0,9,"patrol",true] call SAR_AI;
  623. [SAR_marker_DEBUG_veh,2,0,9,"patrol",true] call SAR_AI;
  624. [SAR_marker_DEBUG_veh,3,0,9,"patrol",true] call SAR_AI;
  625. [SAR_marker_DEBUG_veh,3,0,9,"patrol",true] call SAR_AI;*/
  626.  
  627.  
  628. diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];
  629.  
  630. // -------------------------------------------------------------------------------------
  631. //
  632. // Static spawns for vehicle groups
  633. //
  634. // format: [areamarker,type_of_group,vehicle array,crew array,(respawn),(respawntime)] call SAR_AI_land;
  635. //
  636. //
  637. // areamarker : Name of an area, as defined in your area definitions
  638. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  639. // vehicle array : e.g. ["car1"], MUST be enclosed by [], and MUST be valid vehicle classnames. multiple vehicles are possible, like this: ["car1","car1","car1"]
  640. // 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.
  641. // must match to the number of defined vehicles, so for the above example, you need: [[1,2,3],[0,1,2],[0,1,1]]
  642. //
  643. //
  644. // respawn : true or false (optional)
  645. // respawntime : time in secs until group respawns (optional)
  646. //
  647. //
  648. //
  649. // Examples:
  650. //
  651. // A) This will spawn an AI group with 1 vehicle(UAZ), and 3 AI in it
  652. /*
  653. [
  654. SAR_marker_DEBUG_veh_1, // Name of the area that the vehicle patrol will spawn in
  655. 1, // type of group
  656. ["UAZ_Unarmed_TK_EP1"], // used vehicles
  657. [[1,1,1]], // Vehicle initial crew
  658. false // if this group should respawn or not
  659. ] call SAR_AI_land;
  660. */
  661. //
  662. // B) This will spawn an AI group with 1 vehicle, 3 AI in the UAZ, and this group will respawn after 60 seconds
  663. /*
  664. [
  665. SAR_marker_DEBUG_veh_1, // Name of the area that the vehicle patrol will spawn in
  666. 1, // type of group
  667. ["UAZ_Unarmed_TK_EP1"], // used vehicle
  668. [[1,1,1]], // Vehicle initial crews
  669. true, // if this group should respawn or not
  670. 60 // waittime until this group will respawn
  671. ] call SAR_AI_land;
  672. */
  673. //
  674. // -------------------------------------------------------------------------------------
  675. diag_log format["SAR_AI: Static Spawning for vehicle patrols started"];
  676.  
  677. //
  678. // define your static vehicle patrols here
  679. //
  680.  
  681. // example war scenario in the northwest. Comment OUT after having had a look at it!
  682. /*
  683. [
  684. SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  685. 1, // type of group
  686. ["LandRover_CZ_EP1","M1030","M1030","LandRover_CZ_EP1"], // used vehicle
  687. [[1,1,1],[0,1,1],[0,1,1],[0,1,1]], // Vehicle initial crew
  688. true, // if this group should respawn or not
  689. 10
  690. ] call SAR_AI_land;
  691.  
  692. [
  693. SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  694. 3, // type of group
  695. ["M1030","M1030","M1030","M1030"], // used vehicle
  696. [[1,1,0],[0,1,1],[0,1,1],[0,1,1]], // Vehicle initial crew
  697. true, // if this group should respawn or not
  698. 60 // waittime until this group will respawn
  699. ] call SAR_AI_land;
  700.  
  701. [
  702. SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  703. 2, // type of group
  704. ["M1030"], // used vehicle
  705. [[1,1,0]], // Vehicle initial crew
  706. true, // if this group should respawn or not
  707. 60 // waittime until this group will respawn
  708. ] call SAR_AI_land; */
  709.  
  710. diag_log format["SAR_AI: Static Spawning for vehicle patrols finished"];
  711. // ---- end of configuration area ----
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