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SAR_cfg_grps_chernarus - Petunia

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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, 0 soldier groups, 21survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  36. _check = [["max_grps","rnd_grps","max_p_grp"],[[0,0,1],[0,85,100],[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"],[[0,0,1],[0,85,100],[0,4,3]],"SAR_area_0_0"] call SAR_AI_mon_upd;
  74.  
  75.  
  76. // Balota, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  77. [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[80,0,80],[3,0,3]],"SAR_area_1_0"] call SAR_AI_mon_upd;
  78.  
  79. // Cherno, 2 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"],[[2,0,2],[95,0,95],[4,0,4]],"SAR_area_2_0"] call SAR_AI_mon_upd;
  81.  
  82. // Prido, 1 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"],[[1,0,1],[50,0,50],[4,0,2]],"SAR_area_3_0"] call SAR_AI_mon_upd;
  84.  
  85. // Elektro, 2 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"],[[2,0,2],[80,0,75],[4,0,4]],"SAR_area_4_0"] call SAR_AI_mon_upd;
  87.  
  88. // Kamyshovo, 0 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  89. // [["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;
  90.  
  91. // Tulga, 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_1"] call SAR_AI_mon_upd;
  93.  
  94. // Solni, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  95. // [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[80,0,0],[2,0,0]],"SAR_area_5_2"] call SAR_AI_mon_upd;
  96.  
  97. // Berezino, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  98. [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[3,0,3]],"SAR_area_5_3"] call SAR_AI_mon_upd;
  99.  
  100. // Khelm, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  101. // [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[75,0,75],[3,0,3]],"SAR_area_5_4"] call SAR_AI_mon_upd;
  102.  
  103. // NEAF, 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"],[[1,0,1],[75,0,75],[0,2,4]],"SAR_area_5_5"] call SAR_AI_mon_upd;
  105.  
  106. // NWAF, 2 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  107. [["max_grps","rnd_grps","max_p_grp"],[[0,2,1],[70,0,75],[4,0,4]],"SAR_area_1_4"] call SAR_AI_mon_upd;
  108.  
  109. // Stary, 1 bandit groups, 0 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  110. // [["max_grps","rnd_grps","max_p_grp"],[[1,0,1],[50,0,50],[3,0,3]],"SAR_area_2_2"] call SAR_AI_mon_upd;
  111.  
  112. // Devils Castle, 2 bandit groups, 0 soldier groups, 0 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_4"] call SAR_AI_mon_upd;
  114.  
  115. // Skalka, 1 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],[75,0,0],[3,0,0]],"SAR_area_0_5"] call SAR_AI_mon_upd;
  117.  
  118. // Petrovka1, 2 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"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_1_5"] call SAR_AI_mon_upd;
  120.  
  121. // Petrovka2, 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"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_2_5"] call SAR_AI_mon_upd;
  123.  
  124. // Pobeda, 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"],[[2,0,0],[75,0,0],[3,0,0]],"SAR_area_3_5"] call SAR_AI_mon_upd;
  126.  
  127. // Krasno, 0 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  128. // [["max_grps","rnd_grps","max_p_grp"],[[0,1,1],[0,75,75],[0,4,2]],"SAR_area_4_5"] call SAR_AI_mon_upd;
  129.  
  130. // test south of lopatino, 1 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  131. // [["max_grps","rnd_grps","max_p_grp"],[[1,0,0],[90,0,0],[2,0,0]],"SAR_area_0_3"] call SAR_AI_mon_upd;
  132.  
  133. diag_log format["SAR_AI: Dynamic spawning definition / adjustments finished"];
  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. // soutcoast, heli patrol area
  145. _this = createMarker ["SAR_marker_helipatrol_southcoast", [7997.2837, 2687.6707]];
  146. _this setMarkerShape "RECTANGLE";
  147. _this setMarkeralpha 0;
  148. _this setMarkerType "Flag";
  149. _this setMarkerBrush "Solid";
  150. _this setMarkerSize [6500, 1200];
  151. SAR_marker_helipatrol_southcoast = _this;
  152.  
  153. // eastcoast, heli patrol area
  154. _this = createMarker ["SAR_marker_helipatrol_eastcoast", [13304.196, 8220.9795]];
  155. _this setMarkerShape "RECTANGLE";
  156. _this setMarkeralpha 0;
  157. _this setMarkerType "Flag";
  158. _this setMarkerBrush "Solid";
  159. _this setMarkerSize [1200, 6000];
  160. SAR_marker_helipatrol_eastcoast = _this;
  161.  
  162. // NWAF, heli patrol area
  163. _this = createMarker ["SAR_marker_helipatrol_nwaf", [4525.3335, 10292.299]];
  164. _this setMarkerShape "RECTANGLE";
  165. _this setMarkeralpha 0;
  166. _this setMarkerType "Flag";
  167. _this setMarkerBrush "Solid";
  168. _this setMarkerSize [1500, 500];
  169. _this setMarkerDir 59.354115;
  170. SAR_marker_helipatrol_nwaf = _this;
  171.  
  172. // NEAF, heli patrol area
  173. _this = createMarker ["SAR_marker_helipatrol_neaf", [12034.16, 12725.376, 0]];
  174. _this setMarkerShape "RECTANGLE";
  175. _this setMarkeralpha 0;
  176. _this setMarkerType "Flag";
  177. _this setMarkerBrush "Solid";
  178. _this setMarkerSize [1000, 600];
  179. SAR_marker_helipatrol_neaf = _this;
  180.  
  181.  
  182. //_this = createMarker ["SAR_marker_DEBUG_veh", [1951.4304, 11905.569]];
  183. //_this setMarkerShape "RECTANGLE";
  184. //_this setMarkeralpha 0;
  185. //_this setMarkerType "Flag";
  186. //_this setMarkerBrush "Solid";
  187. //_this setMarkerSize [300, 1000];
  188. //_this setMarkerDir -19.085985;
  189. //SAR_marker_DEBUG_veh = _this;
  190.  
  191. // _this = createMarker ["SAR_marker_DEBUG_devilscastle", [6913.47,11437.2,0.001]];
  192. // _this setMarkerShape "RECTANGLE";
  193. // _this setMarkeralpha 0;
  194. // _this setMarkerType "Flag";
  195. // _this setMarkerBrush "Solid";
  196. // _this setMarkerSize [10, 10];
  197. // SAR_marker_DEBUG_devilscastle = _this;
  198.  
  199. // Start AI Static Trader Guards & Bandits
  200.  
  201. // BASH Traders
  202. _this = createMarker ["SAR_marker_trader_bash", [4066.0579, 11661.537, 0.001]];
  203. _this setMarkerShape "RECTANGLE";
  204. _this setMarkeralpha 0;
  205. _this setMarkerType "Flag";
  206. _this setMarkerBrush "Solid";
  207. _this setMarkerSize [10, 10];
  208. SAR_marker_DEBUG_devilscastle = _this;
  209.  
  210. // Klen Traders
  211. _this = createMarker [SAR_marker_trader_klen", [11469.211, 11350.953, 0.001]];
  212. _this setMarkerShape "RECTANGLE";
  213. _this setMarkeralpha 0;
  214. _this setMarkerType "Flag";
  215. _this setMarkerBrush "Solid";
  216. _this setMarkerSize [10, 10];
  217. SAR_marker_DEBUG_devilscastle = _this;
  218.  
  219.  
  220. // Stary
  221. _this = createMarker ["SAR_marker_trader_stary", [6367.4131, 7768.8262, 0.001];
  222. _this setMarkerShape "RECTANGLE";
  223. _this setMarkeralpha 0;
  224. _this setMarkerType "Flag";
  225. _this setMarkerBrush "Solid";
  226. _this setMarkerSize [10, 10];
  227. SAR_marker_DEBUG_devilscastle = _this;
  228.  
  229. // Black Market
  230. _this = createMarker ["SAR_marker_trader_black_market", [12949.467, 12766.486, 0.001];
  231. _this setMarkerShape "RECTANGLE";
  232. _this setMarkeralpha 0;
  233. _this setMarkerType "Flag";
  234. _this setMarkerBrush "Solid";
  235. _this setMarkerSize [10, 10];
  236. SAR_marker_DEBUG_devilscastle = _this;
  237.  
  238. diag_log format["SAR_AI: Static spawning area definition finished"];
  239.  
  240. // ----------------------------------------------------------------------------------------
  241. // End of area marker definition section
  242. // ----------------------------------------------------------------------------------------
  243.  
  244.  
  245. //---------------------------------------------------------------------------------
  246. // Static, predefined heli patrol areas with configurable units
  247. //---------------------------------------------------------------------------------
  248. //
  249. // format: [areamarker,type_of_group,(respawn),(respawntime)] call SAR_AI;
  250. //
  251. // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  252. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  253. //
  254. // respawn : true or false (optional)
  255. // respawntime : time in secs until group respawns (optional)
  256. // air_vehicle_type : classnema of the air vehicle you want to use
  257. //
  258. //
  259. // Note: The crew will be automatically seized to man any available gun in the airplane / heli.
  260. //
  261. // Examples:
  262. //
  263. // A) military air group patrolling, respawning, respawn time = default configured time, using default randomized vehicles
  264. //
  265. // [SAR_marker_DEBUG,1,true] call SAR_AI_heli;
  266. //
  267. // B) bandit air group patrolling, not respawning,
  268. //
  269. // [SAR_marker_DEBUG,3] call SAR_AI_heli;
  270. //
  271. // C) survivor air group patrolling, respawning, respawn time = 120 seconds
  272. //
  273. // [SAR_marker_DEBUG,true,120] call SAR_AI_heli;
  274. //
  275. //---------------------------------------------------------------------------------
  276. diag_log format["SAR_AI: Static Spawning for Helicopter patrols started"];
  277.  
  278. //
  279. // define your static air patrols here
  280. //
  281.  
  282. //Heli Patrol NWAF
  283. [SAR_marker_helipatrol_nwaf,3,true,240] call SAR_AI_heli;
  284.  
  285. //Heli Patrol NEAF
  286. //[SAR_marker_helipatrol_neaf,1,true] call SAR_AI_heli;
  287.  
  288. // Heli patrol south coast
  289. [SAR_marker_helipatrol_southcoast,3,true,240] call SAR_AI_heli;
  290. //[SAR_marker_helipatrol_southcoast,1,true] call SAR_AI_heli;
  291.  
  292. // heli patrol east coast
  293. //[SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
  294. //[SAR_marker_helipatrol_eastcoast,1,true] call SAR_AI_heli;
  295.  
  296.  
  297. // example war scenario in the northwest. Comment OUT after having had a look at it!
  298. //[SAR_marker_DEBUG_veh,1,true,30] call SAR_AI_heli;
  299. //[SAR_marker_DEBUG_veh,1,true,30] call SAR_AI_heli;
  300. //[SAR_marker_DEBUG_veh,3,true,30] call SAR_AI_heli;
  301. //[SAR_marker_DEBUG_veh,3,true,30] call SAR_AI_heli;
  302.  
  303.  
  304. diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
  305.  
  306. //---------------------------------------------------------------------------------
  307. // Static, predefined infantry patrols in defined areas with configurable units
  308. //---------------------------------------------------------------------------------
  309. //
  310. // format: [areamarker,type_of_group,number_of_snipers,number_of_riflemen,action_to_do,(respawn),(respawntime)] call SAR_AI;
  311. //
  312. // areamarker : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  313. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  314. // number_of_snipers : amount of snipers in the group
  315. // number_of_riflemen : amount of riflemen in the group
  316. //
  317. // action_to_do : groupaction (optional, default is "patrol")
  318. // possible values:
  319. // "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.
  320. // "ambush" -> the group will look for a nearby road, and setup an ambush. They will not move until an enemy was spotted.
  321. // "patrol" -> the group will patrol random waypoints in the area, and engage any enemy they see.
  322. //
  323. // respawn : true or false (optional)
  324. // respawntime : time in secs until group respawns (optional)
  325. //
  326. // Examples:
  327. //
  328. // A) military group patrolling, with 1 leader and 1 rifleman, respawning, respawn time = default configured time
  329. //
  330. // [SAR_marker_DEBUG,1,0,1,"patrol",true] call SAR_AI;
  331. //
  332. // B) bandit group patrolling, with 1 leader, 2 snipers and 1 rifleman, respawning, respawn time = 30 seconds
  333. //
  334. // [SAR_marker_DEBUG,3,2,1,"patrol",true,30] call SAR_AI;
  335. //
  336. // C) survivor group fortifying, with 1 leader, 1 sniper and 3 riflemen, not respawning
  337. //
  338. // [SAR_marker_DEBUG,2,1,3,"fortify",false] call SAR_AI;
  339. //
  340. //---------------------------------------------------------------------------------
  341.  
  342. diag_log format["SAR_AI: Static Spawning for infantry patrols started"];
  343.  
  344. //
  345. // define your static infantry patrols here
  346. //
  347.  
  348. // [SAR_marker_DEBUG_devilscastle,1,0,6,"fortify",true] call SAR_AI;
  349.  
  350. // example war scenario in the northwest. Comment OUT after having had a look at it!
  351. //[SAR_marker_DEBUG_veh,1,0,9,"patrol",true] call SAR_AI;
  352. //[SAR_marker_DEBUG_veh,2,0,9,"patrol",true] call SAR_AI;
  353. //[SAR_marker_DEBUG_veh,3,0,9,"patrol",true] call SAR_AI;
  354. //[SAR_marker_DEBUG_veh,3,0,9,"patrol",true] call SAR_AI;
  355.  
  356. // Adding trader friendly AI
  357.  
  358. [SAR_marker_trader_bash,2,1,2,"patrol",true,240] call SAR_AI;
  359. [SAR_marker_trader_klen,2,1,2,"patrol",true,240] call SAR_AI;
  360. [SAR_marker_trader_stary,2,1,2,"patrol",true,240] call SAR_AI;
  361.  
  362. // Adding Trader Bandits at Black Market
  363.  
  364. [SAR_marker_trader_bash,3,1,2,"patrol",true,360] call SAR_AI;
  365.  
  366. diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];
  367.  
  368. // -------------------------------------------------------------------------------------
  369. //
  370. // Static spawns for vehicle groups
  371. //
  372. // format: [areamarker,type_of_group,vehicle array,crew array,(respawn),(respawntime)] call SAR_AI_land;
  373. //
  374. //
  375. // areamarker : Name of an area, as defined in your area definitions
  376. // type_of_group : 1 = military, 2 = survivors, 3 = bandits
  377. // vehicle array : e.g. ["car1"], MUST be enclosed by [], and MUST be valid vehicle classnames. multiple vehicles are possible, like this: ["car1","car1","car1"]
  378. // 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.
  379. // must match to the number of defined vehicles, so for the above example, you need: [[1,2,3],[0,1,2],[0,1,1]]
  380. //
  381. //
  382. // respawn : true or false (optional)
  383. // respawntime : time in secs until group respawns (optional)
  384. //
  385. //
  386. //
  387. // Examples:
  388. //
  389. // A) This will spawn an AI group with 1 vehicle(UAZ), and 3 AI in it
  390. /*
  391. [
  392. SAR_marker_DEBUG_veh_1, // Name of the area that the vehicle patrol will spawn in
  393. 1, // type of group
  394. ["UAZ_Unarmed_TK_EP1"], // used vehicles
  395. [[1,1,1]], // Vehicle initial crew
  396. false // if this group should respawn or not
  397. ] call SAR_AI_land;
  398. */
  399. //
  400. // B) This will spawn an AI group with 1 vehicle, 3 AI in the UAZ, and this group will respawn after 60 seconds
  401. /*
  402. [
  403. SAR_marker_DEBUG_veh_1, // Name of the area that the vehicle patrol will spawn in
  404. 1, // type of group
  405. ["UAZ_Unarmed_TK_EP1"], // used vehicle
  406. [[1,1,1]], // Vehicle initial crews
  407. true, // if this group should respawn or not
  408. 60 // waittime until this group will respawn
  409. ] call SAR_AI_land;
  410. */
  411. //
  412. // -------------------------------------------------------------------------------------
  413. diag_log format["SAR_AI: Static Spawning for vehicle patrols started"];
  414.  
  415. //
  416. // define your static vehicle patrols here
  417. //
  418.  
  419. // example war scenario in the northwest. Comment OUT after having had a look at it!
  420. //[
  421. // SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  422. // 1, // type of group
  423. // ["LandRover_CZ_EP1","M1030","M1030","LandRover_CZ_EP1"], // used vehicle
  424. // [[1,1,1],[0,1,1],[0,1,1],[0,1,1]], // Vehicle initial crew
  425. // true, // if this group should respawn or not
  426. // 10
  427. //] call SAR_AI_land;
  428.  
  429. //[
  430. // SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  431. // 3, // type of group
  432. // ["M1030","M1030","M1030","M1030"], // used vehicle
  433. // [[1,1,0],[0,1,1],[0,1,1],[0,1,1]], // Vehicle initial crew
  434. // true, // if this group should respawn or not
  435. // 60 // waittime until this group will respawn
  436. //] call SAR_AI_land;
  437.  
  438. //[
  439. // SAR_marker_DEBUG_veh, // Name of the area that the vehicle patrol will spawn in
  440. // 2, // type of group
  441. // ["M1030"], // used vehicle
  442. // [[1,1,0]], // Vehicle initial crew
  443. // true, // if this group should respawn or not
  444. // 60 // waittime until this group will respawn
  445. //] call SAR_AI_land;
  446.  
  447. diag_log format["SAR_AI: Static Spawning for vehicle patrols finished"];
  448. // ---- end of configuration area ----
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