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- /*
- DZAI Custom Spawn Definitions File
- Description: Defines all custom AI spawns here. Note that you must first define a custom spawn area
- by creating an area marker in the appropriate file in the custom_markers folder.
- Explanation of DZAI_spawn_units (For spawning infantry AI)
- [
- "dzaicustomspawntest", //This is the marker name to be used as the patrol and spawning area.
- 2, //This trigger will spawn a group of 2 AI units.
- 1, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- The above DZAI_spawn_units call will create 2 respawning AI units with weapons from DayZ's military loot table.
- [
- "dzaicustomspawntest", //This is the marker name to be used as the patrol and spawning area.
- "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.
- [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.
- 1, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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)
- 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.
- ] call DZAI_spawn_vehicle;
- 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).
- * Optional parameters may be left out of the function call. A default action will be taken instead.
- Weapon Grade explanation:
- 0: Approx 40% of maximum AI skill potential - weapon from Farm/Residential loot table.
- 1: Approx 55% of maximum AI skill potential - weapon from Military loot table
- 2: Approx 70% of maximum AI skill potential - weapon from MilitarySpecial (Barracks) loot table
- 3: Approx 80% of maximum AI skill potential - weapon from HeliCrash loot table
- */
- //----------------------------Add your custom spawn definitions below this line ----------------------------
- [
- "FNG1", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG2", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG3", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG4", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG5", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG6", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG7", //This is the marker name to be used as the patrol and spawning area.
- 8, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG8", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 3, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG9", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG10", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 3, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG11", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
- [
- "FNG12", //This is the marker name to be used as the patrol and spawning area.
- 6, //This trigger will spawn a group of 2 AI units.
- 2, //Weapon grade setting. 1 = weapon chosen from Military loot table (see below for explanation of Weapon Grade)
- 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.
- ] call DZAI_spawn_units;
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