One change I did make, to make it a little more interesting, is add a couple of the survivor skins to the bandit group skin list. because lets face it, not every survivor you see is going to be friendly, and every bandit has to start somewhere.
this way you can't just zoom in, see a bandit skin...
Hey Sarge, I've attached my Lingor grps config, feel free to use. it's got spawns for all grids (except those with water) and uses the updated grid file. AI population is relatively low, but people are free to change that.
There are also 5 chopper patrols, around the prison, fob eddie, maruko...
oh right fair enough. was contemplating for lingor to have at least one chopper that covered the entire island, as some people do that hunting for crashes etc.
i'll play about with the faction choppers, spawn two near each other in a small rectangle, see what chaos ensues :)
@Richie if i don't set it, will it just randomly fly in that rectangle? also do survivor and bandit choppers fire on each other? if i spawned two in the same rectangular area, would they fight on seeing each other, or only engage ground units?
i know its probably been mentioned in here, but when spawning the heli patrols, what are a couple of the numbers in relation to? primarily these two?
// NEAF, heli patrol area
_this = createMarker ["SAR_AREA_NEAF", [12034.16, 12725.376, 0]];
_this setMarkerSize [1000, 600];
Is it the first...
cool, thanks. i'm just trying to work on a grplist file for lingor using the new gridlist that was posted here. once i get it working right and get some heli patrols in i'll post it up :)
is there a way to spawn a solitary person for the auto spawn? the numbers suggest it will be X + 1 leader, so would that mean if I wanted a single bandit, I'd set the number of groups to 1 and the number of people in the group to 0, so it would become 0 + 1 leader?
am i right in thinking that regardless of configuration, if i use the new lingor grid, and just spawn (for example) 5 groups of each faction in each grid with 100% probability they should show up and work as normal regardless of other stuff?
Ah, Richie, my apologies, it is doing the cleanup of a hacker, I just saw (after server restart I logged in and a downed chopper was a few hundred meters in front of me :P
are the static patrols (heli and land) started as soon as the server starts, or are they still triggered only if someone is near? my server just crashed so i restarted it, but will i need to jump in myself to kick anything in?
had a look through the rpt, no mention of hacker or the static spawning
i know this is a really stupid question but the preconfigured heli patrols in chernarus, does a heli spawn with the patrol? i dont have battleye on so i don't think it can be script related, but i can't see any sign of it. would it still be getting blown up by server_cleanup with no battleye?
i enjoy the work :) and i only mentioned wiping the DB as i was playing about with the vehicle spawns so have removed a lot of default settings as i wanted specific things spawning.....would rather not one of my settings cause something to go wrong! :P
mine would be a 1.7.6.1 and Skaro Lingor...
nice, it really does sound awesome.
i would say i'd be willing to test out lingor (skaro) but i only have a personal server so it really would just be me testing it (or at most 1 or 2 others). i'm already using and messing about with sycosis' AI script at the mo. if this isn't a prob, let me...
this all sounds awesome. i generally tend to play on lingor so if you want anyone to test stuff out in porting over to there let me know.
judging by your testing comments, does that mean AI will react to hearing your shots too? so if in a town fighting zombies a bandit ai 1km away may hear...
Is the spawn distance configurable? The one thing that often gets me curious is wandering around and hearing gunshots about 1km away and going to investigate to see someone either fighting a bandit or zombies.
it'd be nice if they could be spawned up to a certain distance away, so you'd be...
simple way, load up the arma2 editor (alt-e on title screen). place a random vehicle or something in each of the towns. save the mission, open the sqf file and it will have all the worldspace id's in
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