Guest User

Untitled

a guest
Aug 11th, 2017
100
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 8.14 KB | None | 0 0
  1. /*
  2. DZAI Custom Spawn Definitions File
  3.  
  4. Description: Defines all custom AI spawns here. Note that you must first define a custom spawn area
  5. by creating an area marker in the appropriate file in the custom_markers folder.
  6.  
  7. Explanation of DZAI_spawn_units (For spawning infantry AI)
  8.  
  9. [
  10. "dzaicustomspawntest", //This is the marker name to be used as the patrol and spawning area.
  11. 2, //This trigger will spawn a group of 2 AI units.
  12. 1, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  13. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  14. ] call DZAI_spawn_units;
  15.  
  16. The above DZAI_spawn_units call will create 2 respawning AI units with weapons from DayZ's military loot table.
  17.  
  18. [
  19. "dzaicustomspawntest", //This is the marker name to be used as the patrol and spawning area.
  20. "ArmoredSUV_PMC_DZ", //Insert a vehicle classname here. Acceptable vehicle types: Air or Land vehicles. Spawn will be cancelled if classname is invalid or banned.
  21. [3,1], //Set number of passenger and gunner units here. A driver unit will always be created. DZAI will not add more units to a vehicle than the vehicle type allows. Only land vehicles may have passenger units.
  22. 1, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  23. true, //(OPTIONAL)* Respawn setting. True: AI will respawn with vehicle after a specified time. False: AI and vehicle will not respawn after being destroyed. (Default)
  24. 600 //(OPTIONAL)* Respawn time. Number of seconds to wait until AI and vehicle are respawned. (Default: 600). Timer begins after AI group is wiped out or vehicle is destroyed, whichever comes first.
  25. ] call DZAI_spawn_vehicle;
  26.  
  27. The above DZAI_spawn_vehicle call will spawn an Armored SUV with 1 driver, 3 passenger units and 1 gunner unit with military-grade weapons, and will respawn after 600 seconds (10 minutes).
  28.  
  29. * Optional parameters may be left out of the function call. A default action will be taken instead.
  30.  
  31. Weapon Grade explanation:
  32.  
  33. 0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table.
  34. 1: Approx 55% of maximum AI skill potential - weapon from Military loot table
  35. 2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table
  36. 3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table
  37.  
  38.  
  39.  
  40. */
  41.  
  42. //----------------------------Add your custom spawn definitions below this line ----------------------------
  43.  
  44.  
  45. [
  46. "FNG1", //This is the marker name to be used as the patrol and spawning area.
  47. 6, //This trigger will spawn a group of 2 AI units.
  48. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  49. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  50. ] call DZAI_spawn_units;
  51.  
  52. [
  53. "FNG2", //This is the marker name to be used as the patrol and spawning area.
  54. 6, //This trigger will spawn a group of 2 AI units.
  55. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  56. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  57. ] call DZAI_spawn_units;
  58. [
  59. "FNG3", //This is the marker name to be used as the patrol and spawning area.
  60. 6, //This trigger will spawn a group of 2 AI units.
  61. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  62. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  63. ] call DZAI_spawn_units;
  64. [
  65. "FNG4", //This is the marker name to be used as the patrol and spawning area.
  66. 6, //This trigger will spawn a group of 2 AI units.
  67. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  68. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  69. ] call DZAI_spawn_units;
  70. [
  71. "FNG5", //This is the marker name to be used as the patrol and spawning area.
  72. 6, //This trigger will spawn a group of 2 AI units.
  73. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  74. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  75. ] call DZAI_spawn_units;
  76. [
  77. "FNG6", //This is the marker name to be used as the patrol and spawning area.
  78. 6, //This trigger will spawn a group of 2 AI units.
  79. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  80. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  81. ] call DZAI_spawn_units;
  82. [
  83. "FNG7", //This is the marker name to be used as the patrol and spawning area.
  84. 8, //This trigger will spawn a group of 2 AI units.
  85. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  86. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  87. ] call DZAI_spawn_units;
  88. [
  89. "FNG8", //This is the marker name to be used as the patrol and spawning area.
  90. 6, //This trigger will spawn a group of 2 AI units.
  91. 3, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  92. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  93. ] call DZAI_spawn_units;
  94. [
  95. "FNG9", //This is the marker name to be used as the patrol and spawning area.
  96. 6, //This trigger will spawn a group of 2 AI units.
  97. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  98. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  99. ] call DZAI_spawn_units;
  100. [
  101. "FNG10", //This is the marker name to be used as the patrol and spawning area.
  102. 6, //This trigger will spawn a group of 2 AI units.
  103. 3, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  104. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  105. ] call DZAI_spawn_units;
  106. [
  107. "FNG11", //This is the marker name to be used as the patrol and spawning area.
  108. 6, //This trigger will spawn a group of 2 AI units.
  109. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  110. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  111. ] call DZAI_spawn_units;
  112. [
  113. "FNG12", //This is the marker name to be used as the patrol and spawning area.
  114. 6, //This trigger will spawn a group of 2 AI units.
  115. 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
  116. true //(OPTIONAL)* Respawn setting. True: AI spawned will respawn (Default). False: AI will not respawn. Spawn area will be deleted when all units have been killed.
  117. ] call DZAI_spawn_units;
Add Comment
Please, Sign In to add comment