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//Heli Patrol Sabina
[SAR_marker_helipatrol_sabina,1] call SAR_AI_heli;
Also if I don't want any heli patrols should I change the number to zero like
Should I change the 1 after Sabina to a zero? Also I attached my gprs sqf file if you could check to see if everything is ok as I don't have a test server
Code://Heli Patrol Sabina [SAR_marker_helipatrol_sabina,1] call SAR_AI_heli;
Hi mate, great you like it!
If you want absolutely no survivor and soldier AI, you need to edit the default settings for grids as well - the entries in the grps file do not cover all 36 grids in chernarus.
look for
Code:// ----------------------------------------------- // default values for dynamic grid spawning // ----------------------------------------------- // maximum number of groups / grid SAR_max_grps_bandits = 1; SAR_max_grps_soldiers = 1; SAR_max_grps_survivors = 1; // chance for a group to spawn (1-100) SAR_chance_bandits = 50; SAR_chance_soldiers = 30; SAR_chance_survivors = 50; // maximum size of group (including Leader) SAR_max_grpsize_bandits = 3; SAR_max_grpsize_soldiers = 3; SAR_max_grpsize_survivors = 3;
and change to
Code:// ----------------------------------------------- // default values for dynamic grid spawning // ----------------------------------------------- // maximum number of groups / grid SAR_max_grps_bandits = 1; SAR_max_grps_soldiers = 0; SAR_max_grps_survivors = 0; // chance for a group to spawn (1-100) SAR_chance_bandits = 100; SAR_chance_soldiers = 0; SAR_chance_survivors = 0; // maximum size of group (including Leader) SAR_max_grpsize_bandits = 3; SAR_max_grpsize_soldiers = 0; SAR_max_grpsize_survivors = 0;
Sarge, is there a way to delete an AI if then enter a trigger (its a 50x50 area). I don't want to turn that grid off totally, just delete them if they enter this one spot![]()
Another question, do the leaders have to have the radio for it all to work? [ItemRadio",100]
Thanks
Mac
name = "general_cleanup";
init = /*%FSM<STATEINIT""">*/"//Clean groups" \n
"{" \n
" //diag_log (""CLEANUP: CHECKING GROUP WITH "" + str(count units _x) + "" UNITS"");" \n
" if (count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
" deleteGroup _x;" \n
" //diag_log (""CLEANUP: DELETING A GROUP"");" \n
" };" \n
"} forEach allGroups;" \n
"" \n
"//Check for hackers" \n
" {" \n
" if(vehicle _x != _x && (vehicle _x getVariable [""Sarge"",0] != 1) && !(vehicle _x in _safety) && (typeOf vehicle _x) != ""ParachuteWest"") then {" \n
" diag_log (""CLEANUP: KILLING A HACKER "" + (name _x) + "" "" + str(_x) + "" IN "" + (typeOf vehicle _x));" \n
" (vehicle _x) setDamage 1;" \n
" _x setDamage 1;" \n
" };" \n
" } forEach allUnits;" \n
"" \n
22:30:01 Error in expression <& !(_x getVariable["SAR_protect",false])) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error position: <) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error Missing ;
22:30:01 Error in expression <& !(_x getVariable["SAR_protect",false])) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error position: <) then {
deleteGroup _x;
};
} forEach a>
22:30:01 Error Missing ;
Thank You very much sirchange
Code:" if (count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
to
Code:" if ((count units _x==0) && !(_x getVariable[""SAR_protect"",false])) then {" \n
and you are set
cheers, Sarge
SAR_soldier_band_list = ['Bandit1_DZ', 'BanditW1_DZ',"Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the bandit of a soldier group
Not sure if it will bug out but I notice inconsistency on this part.
Code:SAR_soldier_band_list = ['Bandit1_DZ', 'BanditW1_DZ',"Survivor2_DZ","SurvivorW2_DZ","Soldier_Crew_PMC"]; // the potential classes of the bandit of a soldier group
Notice 'Bandit1_DZ' and later on "SurvivorW2_DZ"
Should be a typo, maybe " for all
I just realised (more like, noticed to my surprise) that AI's spawn in the same places each time. So my initial question about stopping them from roaming into an area within a grid is pointless, because they spawn right in the middle of that area lol. I've added a custom grid setting with zero AI's , should have done this in the first instance.
This brings me to a feature request, if you don't mind me suggesting. Can you make the AI's spawn in a radius of a few hundred to a thousand meters from the main spawn point, to make it more random ?![]()