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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. if (SAR_dynamic_spawning) then {
  66.     //outcommented sample below
  67.     // Froburg, 2 bandit groups, 1 soldier groups, 1 survivor groups - spawn probability [ba/75%,so/50%,su/50%] - maximum group members [ba/4,so/3,su/3]
  68.     //[["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20]],"SAR_area_8_1"] call SAR_AI_mon_upd;
  69.        
  70.     // Mostly water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  71.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_0"] call SAR_AI_mon_upd;
  72.  
  73.     // Mostly water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  74.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_0"] call SAR_AI_mon_upd;
  75.  
  76.     // South of airbase, 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_0"] call SAR_AI_mon_upd;
  78.  
  79.     // South of Hungerswand, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  80.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_0"] call SAR_AI_mon_upd;
  81.  
  82.     // Half water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  83.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_0"] call SAR_AI_mon_upd;
  84.  
  85.     // Mostly water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  86.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_0"] call SAR_AI_mon_upd;
  87.        
  88.     // Water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  89.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_0"] call SAR_AI_mon_upd;
  90.        
  91.     // Mostly water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  92.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_0"] call SAR_AI_mon_upd;
  93.        
  94.     // South airstip (close to water), 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_0"] call SAR_AI_mon_upd;
  96.  
  97.     // Mostly water, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_1"] call SAR_AI_mon_upd;
  99.  
  100.     // Airbase west west, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  101.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_1"] call SAR_AI_mon_upd;
  102.  
  103.     // Airbase west east, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  104.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_1"] call SAR_AI_mon_upd;
  105.  
  106.     // South of Eggwil, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  107.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_1"] call SAR_AI_mon_upd;
  108.  
  109.     // Hungerschwand, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  110.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_1"] call SAR_AI_mon_upd;
  111.  
  112.     // Schrattendamm, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_1"] call SAR_AI_mon_upd;
  114.        
  115.     // Rothorn/just above Brienz, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_1"] call SAR_AI_mon_upd;
  117.        
  118.     // west of Froburg, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_1"] call SAR_AI_mon_upd;
  120.        
  121.     // Froburg, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_1"] call SAR_AI_mon_upd;
  123.  
  124.     // Mostly water, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_2"] call SAR_AI_mon_upd;
  126.  
  127.     // Homborg, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_2"] call SAR_AI_mon_upd;
  129.  
  130.     // Buckten, 0 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"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_2"] call SAR_AI_mon_upd;
  132.  
  133.     // Eggwill, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  134.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_2"] call SAR_AI_mon_upd;
  135.  
  136.     // Schangen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  137.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_2"] call SAR_AI_mon_upd;
  138.  
  139.     // Schrattenfluh, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  140.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_2"] call SAR_AI_mon_upd;
  141.        
  142.     // Sorenberg, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  143.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_2"] call SAR_AI_mon_upd;
  144.        
  145.     // Rorenwald, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  146.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_2"] call SAR_AI_mon_upd;
  147.        
  148.     // Giswil, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  149.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_2"] call SAR_AI_mon_upd;
  150.  
  151.     // Worb half water, 0 bandit groups, 1 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  152.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_3"] call SAR_AI_mon_upd;
  153.  
  154.     // Munsingen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  155.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_3"] call SAR_AI_mon_upd;
  156.  
  157.     // Goms, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  158.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_3"] call SAR_AI_mon_upd;
  159.  
  160.     // Rämiabode, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  161.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_3"] call SAR_AI_mon_upd;
  162.  
  163.     // Rämiabode east, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  164.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_3"] call SAR_AI_mon_upd;
  165.  
  166.     // Sissach, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  167.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_3"] call SAR_AI_mon_upd;
  168.        
  169.     // just above Farnen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  170.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_3"] call SAR_AI_mon_upd;
  171.        
  172.     // Above Rorenwald, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  173.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_3"] call SAR_AI_mon_upd;
  174.        
  175.     // East of above, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  176.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_3"] call SAR_AI_mon_upd;
  177.  
  178.     // Ittingen (some water), 0 bandit groups, 1 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  179.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_4"] call SAR_AI_mon_upd;
  180.  
  181.     // Hasle, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  182.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_4"] call SAR_AI_mon_upd;
  183.  
  184.     // Muenchenstien, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  185.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_4"] call SAR_AI_mon_upd;
  186.  
  187.     // Chatzbach, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  188.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_4"] call SAR_AI_mon_upd;
  189.  
  190.     // Bruderholz, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  191.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_4"] call SAR_AI_mon_upd;
  192.  
  193.     // Liestal (Arxhof), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  194.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_4"] call SAR_AI_mon_upd;
  195.        
  196.     // Liestal, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  197.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_4"] call SAR_AI_mon_upd;
  198.        
  199.     // Schimbrig, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  200.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_4"] call SAR_AI_mon_upd;
  201.        
  202.     // Hindelbank, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  203.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_4"] call SAR_AI_mon_upd;
  204.  
  205.     // Huttwill (half water), 0 bandit groups, 1 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  206.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_5"] call SAR_AI_mon_upd;
  207.  
  208.     // Oberdorf, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  209.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_5"] call SAR_AI_mon_upd;
  210.  
  211.     // Hof Horn, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  212.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_5"] call SAR_AI_mon_upd;
  213.  
  214.     // North of Brudenholz, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  215.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_5"] call SAR_AI_mon_upd;
  216.  
  217.     // Romoos west, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  218.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_5"] call SAR_AI_mon_upd;
  219.  
  220.     // Romoos east, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  221.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_5"] call SAR_AI_mon_upd;
  222.        
  223.     // South of Emmen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  224.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_5"] call SAR_AI_mon_upd;
  225.        
  226.     // South of Horw, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  227.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_5"] call SAR_AI_mon_upd;
  228.        
  229.     // East of above, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  230.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_5"] call SAR_AI_mon_upd;
  231.  
  232.     // Mostly water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  233.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_6"] call SAR_AI_mon_upd;
  234.  
  235.     // Bubendorf (half water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  236.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_6"] call SAR_AI_mon_upd;
  237.  
  238.     // Nue Welt, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  239.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_6"] call SAR_AI_mon_upd;
  240.  
  241.     // Trueb, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  242.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_6"] call SAR_AI_mon_upd;
  243.  
  244.     // Hirsegg, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  245.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_6"] call SAR_AI_mon_upd;
  246.  
  247.     // Bunig (south of Lausen), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  248.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_6"] call SAR_AI_mon_upd;
  249.        
  250.     // Luzern, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  251.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_6"] call SAR_AI_mon_upd;
  252.        
  253.     // Emmen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  254.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_6"] call SAR_AI_mon_upd;
  255.        
  256.     // Horw (mostly water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  257.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_6"] call SAR_AI_mon_upd;
  258.  
  259.     // Water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  260.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_7"] call SAR_AI_mon_upd;
  261.  
  262.     // Mostly water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  263.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_7"] call SAR_AI_mon_upd;
  264.  
  265.     // Seltisberg, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  266.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_7"] call SAR_AI_mon_upd;
  267.  
  268.     // Lenzburg west, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  269.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_7"] call SAR_AI_mon_upd;
  270.  
  271.     // Lenzburg east, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  272.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_7"] call SAR_AI_mon_upd;
  273.  
  274.     // Lausen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  275.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_7"] call SAR_AI_mon_upd;
  276.        
  277.     // Airport (mostly water, use defined area), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  278.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_7"] call SAR_AI_mon_upd;
  279.        
  280.     // Meggen, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  281.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_7"] call SAR_AI_mon_upd;
  282.        
  283.     // water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  284.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_7"] call SAR_AI_mon_upd;
  285.  
  286.     // Water, 0 bandit groups, 1 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  287.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_0_8"] call SAR_AI_mon_upd;
  288.  
  289.     // Water, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  290.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_1_8"] call SAR_AI_mon_upd;
  291.  
  292.     // Water mostly, 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  293.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_2_8"] call SAR_AI_mon_upd;
  294.  
  295.     // Friedorf (mostly water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  296.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_3_8"] call SAR_AI_mon_upd;
  297.  
  298.     // Nordstern (mostly water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  299.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_4_8"] call SAR_AI_mon_upd;
  300.  
  301.     // Hasenmatt (mostly water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  302.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_5_8"] call SAR_AI_mon_upd;
  303.        
  304.     // mostly water (north of airport), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  305.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_6_8"] call SAR_AI_mon_upd;
  306.        
  307.     // Suhrenfeld Array (half water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  308.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_7_8"] call SAR_AI_mon_upd;
  309.        
  310.     // Pfeffikon (half water), 0 bandit groups, 0 soldier groups, 0 survivor groups - spawn probability ba,so,su - maximum group members ba,so,su
  311.     [["max_grps","rnd_grps","max_p_grp"],[[3,3,3],[100,100,100],[20,20,20],"SAR_area_8_8"] call SAR_AI_mon_upd;
  312.  
  313.  
  314.     diag_log format["SAR_AI: Dynamic spawning definition / adjustments finished"];
  315. };
  316.  
  317. //
  318. // Definition of area markers for static spawns
  319. //
  320. // east airbase, heli patrol area
  321. _this = createMarker ["SAR_marker_helipatrol_1", [4567.9692, 4605.0352]];
  322. _this setMarkerShape "RECTANGLE";
  323. _this setMarkeralpha 0;
  324. _this setMarkerType "Flag";
  325. _this setMarkerBrush "Solid";
  326. _this setMarkerSize [1600, 900];
  327. _this setMarkerDir -10.619659;
  328. SAR_marker_helipatrol_1 = _this;
  329.  
  330. // south airstrip, heli patrol area
  331. _this = createMarker ["SAR_marker_helipatrol_2", [18333.195, 2209.176]];
  332. _this setMarkerShape "RECTANGLE";
  333. _this setMarkeralpha 0;
  334. _this setMarkerType "Flag";
  335. _this setMarkerBrush "Solid";
  336. _this setMarkerSize [1000, 600];
  337. _this setMarkerDir -50.770599;
  338. SAR_marker_helipatrol_2 = _this;
  339.  
  340. // north airfield, heli patrol area
  341. _this = createMarker ["SAR_marker_helipatrol_3", [14704.932, 16580.525]];
  342. _this setMarkerShape "RECTANGLE";
  343. _this setMarkeralpha 0;
  344. _this setMarkerType "Flag";
  345. _this setMarkerBrush "Solid";
  346. _this setMarkerSize [600, 1200];
  347. _this setMarkerDir -39.218773;
  348. SAR_marker_helipatrol_3 = _this;
  349.  
  350. // Muench-Muttenz, heli patrol area
  351. _this = createMarker ["SAR_marker_helipatrol_4", [6937.5254, 9874.8291]];
  352. _this setMarkerShape "RECTANGLE";
  353. _this setMarkeralpha 0;
  354. _this setMarkerType "Flag";
  355. _this setMarkerBrush "Solid";
  356. _this setMarkerSize [1500, 1500];
  357. _this setMarkerDir -43.389454;
  358. SAR_marker_helipatrol_4 = _this;
  359.  
  360. // Lutzer, heli patrol area
  361. _this = createMarker ["SAR_marker_helipatrol_5", [14834.083, 13689.121]];
  362. _this setMarkerShape "RECTANGLE";
  363. _this setMarkeralpha 0;
  364. _this setMarkerType "Flag";
  365. _this setMarkerBrush "Solid";
  366. _this setMarkerSize [1200, 1200];
  367. _this setMarkerDir 73.918686;
  368. SAR_marker_helipatrol_5 = _this;
  369.  
  370. // Lenzburg, heli patrol area
  371. _this = createMarker ["SAR_marker_helipatrol_6", [9566.29, 16550.889]];
  372. _this setMarkerShape "RECTANGLE";
  373. _this setMarkeralpha 0;
  374. _this setMarkerType "Flag";
  375. _this setMarkerBrush "Solid";
  376. _this setMarkerSize [1500, 1500];
  377. SAR_marker_helipatrol_6 = _this;
  378.  
  379. diag_log format["SAR_AI: Static spawning area definition finished"];
  380.  
  381. // ----------------------------------------------------------------------------------------
  382. // End of area marker definition section
  383. // ----------------------------------------------------------------------------------------
  384.  
  385.  
  386. //---------------------------------------------------------------------------------
  387. // Static, predefined heli patrol areas with configurable units
  388. //---------------------------------------------------------------------------------
  389. //
  390. //      format: [areamarker,type_of_group,(respawn),(respawntime)] call SAR_AI;
  391. //
  392. //      areamarker          : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  393. //      type_of_group       : 1 = military, 2 = survivors, 3 = bandits
  394. //
  395. //      respawn             : true or false (optional)
  396. //      respawntime         : time in secs until group respawns (optional)
  397. //      air_vehicle_type    : classnema of the air vehicle you want to use
  398. //
  399. //
  400. //      Note: The crew will be automatically seized to man any available gun in the airplane / heli.
  401. //
  402. //      Examples:
  403. //
  404. //              A) military air group patrolling, respawning, respawn time = default configured time, using default randomized vehicles  
  405. //
  406. //                      [SAR_marker_DEBUG,1,true] call SAR_AI_heli;
  407. //
  408. //              B) bandit air group patrolling, not respawning,
  409. //
  410. //                      [SAR_marker_DEBUG,3] call SAR_AI_heli;
  411. //
  412. //              C) survivor air group patrolling, respawning, respawn time = 120 seconds  
  413. //
  414. //                      [SAR_marker_DEBUG,true,120] call SAR_AI_heli;
  415. //
  416. //---------------------------------------------------------------------------------
  417. // define your static air patrols here
  418.  
  419. // east airbase, heli patrol area
  420. //[SAR_marker_helipatrol_1,2] call SAR_AI_heli;
  421. [SAR_marker_helipatrol_1,3] call SAR_AI_heli;
  422.  
  423. // south airstrip, heli patrol area
  424. //[SAR_marker_helipatrol_2,2] call SAR_AI_heli;
  425. [SAR_marker_helipatrol_2,3] call SAR_AI_heli;
  426.  
  427. // north airfield, heli patrol area
  428. //[SAR_marker_helipatrol_3,1,true,1200] call SAR_AI_heli;
  429. [SAR_marker_helipatrol_3,3,true,600] call SAR_AI_heli;
  430.  
  431. // Muench-Muttenz, heli patrol area
  432. //[SAR_marker_helipatrol_4,1,true,1200] call SAR_AI_heli;
  433. [SAR_marker_helipatrol_4,3,true,600] call SAR_AI_heli;
  434.  
  435. // Lutzer, heli patrol area
  436. //[SAR_marker_helipatrol_4,1,true,1200] call SAR_AI_heli;
  437. [SAR_marker_helipatrol_5,3] call SAR_AI_heli;
  438.  
  439. // Lenzburg, heli patrol area
  440. //[SAR_marker_helipatrol_4,1,true,1200] call SAR_AI_heli;
  441. [SAR_marker_helipatrol_6,3] call SAR_AI_heli;
  442.  
  443. diag_log format["SAR_AI: Static Spawning for Helicopter patrols finished"];
  444.  
  445. //---------------------------------------------------------------------------------
  446. // Static, predefined infantry patrols in defined areas with configurable units
  447. //---------------------------------------------------------------------------------
  448. //
  449. //      format: [areamarker,type_of_group,number_of_snipers,number_of_riflemen,action_to_do,(respawn),(respawntime)] call SAR_AI;
  450. //
  451. //      areamarker          : Name of an area, as defined in your area definitions (MUST NOT BE similar to SAR_area_ ! THIS IS IMPORTANT!)
  452. //      type_of_group       : 1 = military, 2 = survivors, 3 = bandits
  453. //      number_of_snipers   : amount of snipers in the group
  454. //      number_of_riflemen  : amount of riflemen in the group
  455. //
  456. //      action_to_do        : groupaction (optional, default is "patrol")
  457. //                            possible values:
  458. //                               "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.
  459. //                               "ambush"  -> the group will look for a nearby road, and setup an ambush. They will not move until an enemy was spotted.
  460. //                               "patrol"  -> the group will patrol random waypoints in the area, and engage any enemy they see.
  461. //
  462. //      respawn         : true or false (optional)
  463. //      respawntime     : time in secs until group respawns (optional)
  464. //
  465. //      Examples:
  466. //
  467. //              A) military group patrolling, with 1 leader and 1 rifleman, respawning, respawn time = default configured time  
  468. //
  469. //                      [SAR_marker_DEBUG,1,0,1,"patrol",true] call SAR_AI;
  470. //
  471. //              B) bandit group patrolling, with 1 leader, 2 snipers and 1 rifleman, respawning, respawn time = 30 seconds  
  472. //
  473. //                      [SAR_marker_DEBUG,3,2,1,"patrol",true,30] call SAR_AI;
  474. //
  475. //              C) survivor group fortifying, with 1 leader, 1 sniper and 3 riflemen, not respawning
  476. //
  477. //                      [SAR_marker_DEBUG,2,1,3,"fortify",false] call SAR_AI;
  478. //
  479. //---------------------------------------------------------------------------------
  480.  
  481. // define your static infantry patrols here
  482. // east airbase, foot patrol area
  483. [SAR_marker_helipatrol_1,3,1,2,"patrol",false] call SAR_AI;
  484.  
  485. // south airstrip, foot patrol area
  486. [SAR_marker_helipatrol_2,3,1,2,"patrol",false] call SAR_AI;
  487.  
  488. // north airfield, foot patrol area
  489. [SAR_marker_helipatrol_3,3,1,2,"patrol",false] call SAR_AI;
  490.  
  491. // Muench-Muttenz, foot patrol area
  492. [SAR_marker_helipatrol_4,1,1,2,"patrol",false] call SAR_AI;
  493.  
  494. // Lutzer, foot patrol area
  495. [SAR_marker_helipatrol_5,1,1,2,"patrol",false] call SAR_AI;
  496.  
  497. // Lenzburg, foot patrol area
  498. [SAR_marker_helipatrol_6,1,1,2,"patrol",false] call SAR_AI;
  499.  
  500.  
  501.  
  502.  
  503.  
  504.  
  505. diag_log format["SAR_AI: Static Spawning for infantry patrols finished"];
  506.  
  507.  
  508. // -------------------------------------------------------------------------------------
  509. //
  510. //  Static spawns for vehicle groups
  511. //
  512. //      format: [areamarker,type_of_group,vehicle array,crew array,(respawn),(respawntime)] call SAR_AI_land;
  513. //
  514. //
  515. //      areamarker      : Name of an area, as defined in your area definitions
  516. //      type_of_group   : 1 = military, 2 = survivors, 3 = bandits
  517. //      vehicle array   : e.g. ["car1"], MUST be enclosed by [], and MUST be valid vehicle classnames. multiple vehicles are possible, like this: ["car1","car1","car1"]
  518. //      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.
  519. //                        must match to the number of defined vehicles, so for the above example, you need: [[1,2,3],[0,1,2],[0,1,1]]
  520. //                          
  521. //
  522. //      respawn         : true or false (optional)
  523. //      respawntime     : time in secs until group respawns (optional)
  524. //
  525. //
  526. //
  527. //      Examples:
  528. //
  529. //      A) This will spawn an AI group with 1 vehicle(UAZ), and 3 AI in it
  530. /*
  531.         [
  532.             SAR_marker_DEBUG_veh_1,             // Name of the area that the vehicle patrol will spawn in
  533.             1,                                  // type of group
  534.             ["UAZ_Unarmed_TK_EP1"],             // used vehicles
  535.             [[1,1,1]],                          // Vehicle initial crew
  536.             false                               // if this group should respawn or not
  537.         ] call SAR_AI_land;
  538. */
  539. //
  540. //      B) This will spawn an AI group with 1 vehicle, 3 AI in the UAZ, and this group will respawn after 60 seconds
  541. /*
  542.         [
  543.             SAR_marker_DEBUG_veh_1,             // Name of the area that the vehicle patrol will spawn in
  544.             1,                                  // type of group
  545.             ["UAZ_Unarmed_TK_EP1"],              // used vehicle
  546.             [[1,1,1]],                          // Vehicle initial crews
  547.             true,                               // if this group should respawn or not
  548.             60                                  // waittime until this group will respawn            
  549.         ] call SAR_AI_land;
  550. */
  551. //
  552. // -------------------------------------------------------------------------------------
  553.  
  554. // define your static vehicle patrols here
  555. /*
  556. // example war scenario in the northwest. Comment OUT after having had a look at it!
  557. [
  558.     SAR_marker_helipatrol_5,                           // Name of the area that the vehicle patrol will spawn in
  559.     1,                                              // type of group
  560.     ["LandRover_CZ_EP1","M1030","M1030","LandRover_CZ_EP1"],        // used vehicle
  561.     [[1,1,1],[0,1,1],[0,1,1],[0,1,1]],                              // Vehicle initial crew
  562.     true,                                           // if this group should respawn or not
  563.     10
  564. ] call SAR_AI_land;
  565.  
  566. [
  567.     SAR_marker_helipatrol_5,                   // Name of the area that the vehicle patrol will spawn in
  568.     3,                                      // type of group
  569.     ["M1030","M1030","M1030","M1030"],      // used vehicle
  570.     [[1,1,0],[0,1,1],[0,1,1],[0,1,1]],      // Vehicle initial crew
  571.     true,                                   // if this group should respawn or not
  572.     60                                      // waittime until this group will respawn
  573. ] call SAR_AI_land;
  574.  
  575. [
  576.     SAR_marker_helipatrol_5,             // Name of the area that the vehicle patrol will spawn in
  577.     2,                                  // type of group
  578.     ["M1030"],                          // used vehicle
  579.     [[1,1,0]],                          // Vehicle initial crew
  580.     true,                               // if this group should respawn or not
  581.     60                                  // waittime until this group will respawn
  582. ] call SAR_AI_land;
  583.  
  584. diag_log format["SAR_AI: Static Spawning for vehicle patrols finished"];
  585. */
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