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Powerstriker46

Problem mit occupation script :)

11 posts in this topic

Hi ich bins schon wieder habe ein porblem mit dem occu script.

Das funktioniert jetzt, hatte verher ein massives problem mit dem server/occu darum habe ich mal nen spoiler gesetzt weil es eher die vorgeschichte ist und für die frage eher unwichtig^^

Spoiler

der server startete normal occu auch und nach 15-30 min ging der Manager von occu nicht mehr (tauchte nicht mehr in der server .log auf) kurz darauf gabs keine heli und random ki mehr und die fahrzeug ki hatte keine items mehr (inklusive magazine) und konnte darum auch ne mehr schießen und  90 min nach  serverrestart ist der server gecrasht aber ohne irgendwelche fehler anzuzeigen ich habe lang überlegt was es sein könnte... habe dann einfach angefangen verschiedene sachen zu probieren u.a. habe ich dann die ki anzahl von über 330 (30 roaming fahrzeuge ,6 helis)auf 100 runter gesetzt (10 roaming fahrzeuge und 5 helis) und auf einmal keine crashs mehr :o und die ki hat auch immer items aber dass ist hier nicht das thema

bin jetzt aber schon wieder auf 150 ki's hochgegangen (20 roaming fahrzeuge und 5 helis) werde das jetzt stück für stück testen wie hoch ich gehen kann

aber nun das eigentlich problem

habe der ki bestimmte fahrzeuge "gegeben" welche sie verwenden kann (meine also jetzt die Fahrzeug Roaming Ki) aber komischer weise fährt die mit sonst was rum aber nicht mit den fahrzeugen die ich denen gegeben habe xD

und ich weis nicht warum ich stell hier mal mein occu rein so wie ich es jetzt auf dem server habe

Spoiler

////////////////////////////////////////////////////////////////////////
//
//		Exile Occupation by second_coming
//		http://www.exilemod.com/profile/60-second_coming/
//
//      For support, visit:
//      http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai-more/
//
//		This script uses the fantastic DMS by Defent and eraser1:
//		http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////

// Shared Config for each occupation monitor

SC_debug						= false;					// set to true to turn on debug features (not recommended for live servers) 
SC_useApexClasses           	= true;                 	// true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides          	= true;                 	// set to true to enable over riding options per map (see the bottom of this file for examples)
SC_extendedLogging          	= false;                	// set to true for additional logging

SC_infiSTAR_log					= false;					// true Use infiSTAR logging, false logs to server rpt
SC_maxAIcount					= 150;						// the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers					= false;                	// Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS						= 25;				    	// any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI						= 6;						// any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player

SC_removeUserMapMarkers     	= true;                 	// true to delete map markers placed by players every 10 seconds

															// Distance limits for selecting safe places to spawn AI
SC_minDistanceToSpawnZones  	= 750;                  	// Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders     	= 750;                  	// Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory   	= 350;                  	// Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer      	= 250;                  	// Minimum distance in metres to the nearest player
SC_useWaypoints					= true;                 	// When spawning AI create waypoints to make them enter buildings (can affect performance when the AI is spawned and the waypoints are calculated)


/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Turn Modules On or Off (can be overridden in the map overrides section)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_processReporter				= true;                 	// log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_fastNights               	= true;						// true if you want night time to go faster than daytime
SC_occupyPlaces 				= true;						// true if you want villages,towns,cities patrolled by bandits
SC_occupyTraders            	= true;						// true if you want to create trader camps at positions specified in SC_occupyTraderDetails
SC_occupyStatic	 		    	= false;		    		// true if you want to add AI in specific locations
SC_occupyTransport 	        	= true;						// true if you want public transport (travels between traders)
SC_occupyLootCrates		    	= true;						// true if you want to have random loot crates with guards
SC_occupyRandomSpawn        	= true;                		// (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
SC_occupyMilitary 		    	= false;			    	// true if you want military buildings patrolled
SC_occupyVehicle				= true;						// true if you want to have roaming AI land vehicles
SC_occupySky					= true;						// true if you want to have roaming AI helis
SC_occupySea					= false;					// true if you want to have roaming AI boats

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Fast nights Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_fastNightsStarts         	= 18;                   	// Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight	= 10;                 	  	// the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds           	= 6;                    	// End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay  	= 2.5;                    	// the time multiplier to use during daylight hours (4 = 4x speed)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Random Spawn Setup (Work in progress)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_randomSpawnMinPlayers    	= 1;                    	// Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxGroups        	= 3;                    	// Maximum amount of random AI groups allowed at any time
SC_randomSpawnMinGroupSize      = 2;                    	// Minimum amount of random AI groups allowed per group
SC_randomSpawnMaxGroupSize      = 4;                    	// Maximum amount of random AI groups allowed per group
SC_randomSpawnChance			= 33;						// Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount		= true;						// true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency			= 1350;						// time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnAnnounce			= true;						// true if you want a warning toast issued to all players when AI spawns

SC_randomSpawnNearBases			= false;					// true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns		= false;					// true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis		= false;					// true if you want to allow random spawns to target bambis

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Occupy Places Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyPlacesSurvivors		= true;						// true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Trader Base Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_occupyTraderDetails      	= [
									//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
									//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
									["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
								  ];  //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
        	
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Occupy Static Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////	

SC_staticBandits            	= [		//[[pos],ai count,radius,search buildings]	
    
								  ];     
SC_staticSurvivors          	= [		//[[pos],ai count,radius,search buildings]
										//[[3770,8791,0],8,250,true]	
								  ];      

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Public Transport Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////							  
							  
SC_colourTransport          	= true;                 // true if you want the public transport coloured
SC_secureTransport          	= true;                 // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass 		= ["Exile_Chopper_Hummingbird_Green"]; // to always use the same vehicle, specify one option only

SC_occupyTransportStartPos  	= [];                   // if empty defaults to map centre

SC_TransportAirFixed        	= false;                // true if you want to use fixed waypoints for air transport, false to autodetect where trader zones are
SC_TransportAirWaypoints    	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_TransportLandFixed       	= false;                // true if you want to use fixed waypoints for land transport, false to autodetect where trader zones are
SC_TransportLandWaypoints   	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Loot Crate Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								


SC_occupyLootCratesStatic   	= false;			    	// true if you want to have random loot crates spawn in pre-defined locations set in SC_occupyLootCratesLocations
SC_occupyLootCratesLocations	= [
                                    [1000,1000,0],
                                    [2000,2000,0],
                                    [3000,3000,0],
                                    [4000,4000,0]
                                ];
SC_numberofLootCrates       	= 3;                    	// if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards          	= 5;                    	// number of AI to spawn at each crate
SC_LootCrateGuardsRandomize 	= true;                 	// Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers		= true;						// true if you want to have markers on the loot crate spawns

SC_ropeAttach               	= true;                	// Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)

// Array of possible common items to go in loot crates ["classname",fixed amount,random amount]
// ["Exile_Item_Matches",1,2] this example would add between 1 and 3 Exile_Item_Matches to the crate (1 + 0 to 2 more)
// to add a fixed amount make the second number 0
SC_LootCrateItems           	= [
                                    ["Exile_Melee_Axe",1,1],
                                    ["Exile_Item_GloriousKnakworst",1,2],
                                    ["Exile_Item_PlasticBottleFreshWater",1,2],
                                    ["Exile_Item_Beer",5,1],
                                    ["Exile_Item_BaseCameraKit",0,2],
                                    ["Exile_Item_InstaDoc",1,1],
                                    ["Exile_Item_Matches",1,0],
                                    ["Exile_Item_CookingPot",1,0],                      
                                    ["Exile_Item_MetalPole",1,0],
                                    ["Exile_Item_LightBulb",1,0],
                                    ["Exile_Item_FuelCanisterEmpty",1,0],
                                    ["Exile_Item_WoodPlank",0,10],
                                    ["Exile_Item_woodFloorKit",0,3],
                                    ["Exile_Item_WoodWindowKit",0,3],
                                    ["Exile_Item_WoodDoorwayKit",0,3],
                                    ["Exile_Item_WoodFloorPortKit",0,2],   
                                    ["Exile_Item_Laptop",0,1],
                                    ["Exile_Item_CodeLock",0,1],
									["Exile_Item_Cement",2,5],
									["Exile_Item_Sand",2,5],
									["Exile_Item_MetalWire",1,2],
									["Exile_Item_WaterCanisterEmpty",0,1],
									["Exile_Item_Shovel",0,1],
									["Exile_Item_MetalScrews",0,2],
									["Exile_Item_Handsaw",0,2]
                            ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Blacklisted Zones
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////							
							
SC_blackListedAreas         	=   [
                                    [[3810,8887,0],     500,    "Chernarus"],       // Vybor Occupation DMS Static Mission
                                    [[12571,14337,0],   500,    "Altis"],           // Neochori Occupation DMS Static Mission
                                    [[3926,7523,0],     500,    "Namalsk"],         // Norinsk Occupation DMS Static Mission  
                                    [[3926,7523,0],     500,    "Napf"],            // Lenzburg Occupation DMS Static Mission   
									[[11685,2666,0],    500,    "Tanoa"],           // Lijnhaven Occupation DMS Static Mission
									[[11580,2051,0],	500,	"Tanoa"],			// Lijnhaven Traders
									[[7228,6986,0],		250,	"Tanoa"]			// Tanoa Airport
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								

SC_occupyHeliCrashes			= true;					// true if you want to have Dayz style helicrashes
SC_numberofHeliCrashesFire  	= true;                 // true if you want the crash on fire, false if you just want smoke
SC_numberofHeliCrashes      	= 5;                    // if SC_occupyHeliCrashes = true spawn this many loot crates

// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
// to add a fixed amount make the second number 0

SC_HeliCrashItems           	=   [
                                    ["B_Parachute",1,1],
                                    ["H_CrewHelmetHeli_B",1,1],
                                    ["ItemGPS",0,1],
                                    ["Exile_Item_InstaDoc",0,1],
                                    ["Exile_Item_PlasticBottleFreshWater",2,2],
                                    ["Exile_Item_EMRE",2,2],
									["optic_DMS",0,1],
									["optic_Hamr",0,2],
									["optic_Holosight",1,1],
									["optic_Arco",1,1],
									["optic_SOS",1,1],
									["bipod_01_F_blk",0,1],
									["bipod_01_F_mtp",0,1],
									["bipod_01_F_snd",0,1],
									["bipod_02_F_blk",0,1],
									["bipod_02_F_hex",0,1],
									["bipod_02_F_tan",0,1],
									["bipod_03_F_blk",0,1],
									["bipod_03_F_oli",0,1]
                                ];

SC_HeliCrashRareItems       	=   [
                                    ["HandGrenade",0,2],
                                    ["APERSBoundingMine_Range_Mag",0,2],
									["optic_KHS_blk",0,2],
									["optic_KHS_hex",0,2],
									["optic_KHS_old",0,2],
									["optic_KHS_tan",0,2],
									["optic_LRPS",0,2],
									["optic_AMS",0,2],
									["optic_AMS_khk",0,2],
									["optic_AMS_snd",0,2]
									
                                ];
SC_HeliCrashRareItemChance  	= 25;                   // percentage chance to spawn each SC_HeliCrashRareItems
                                
// Array of possible weapons to place in the crate                            
SC_HeliCrashWeapons         	=   [
                                    "srifle_DMR_02_camo_F",
                                    "srifle_DMR_03_woodland_F",
                                    "srifle_DMR_04_F",
                                    "srifle_DMR_05_hex_F",
									"CUP_smg_MP5A5",
									"CUP_srifle_CZ750",
									"CUP_srifle_M110",
									"CUP_glaunch_M32",
									"CUP_arifle_M16A4_Base",
									"LMG_Zafir_F",
									"Exile_Item_Laptop",
                                    "Exile_Item_CodeLock",
									"CUP_srifle_ksvk_PSO3",
									"CUP_srifle_L129A1",
									"MMG_02_camo_F",
									"MMG_02_black_F",
									"MMG_02_sand_F",
									"CUP_srifle_M24_ghillie",                   
									"CUP_srifle_M40A3",
									"CUP_launch_RPG18",
									"CUP_lmg_PKM",                       
									"CUP_lmg_UK59",                                        
									"CUP_lmg_Pecheneg",
									"CUP_lmg_minimipara",
									"srifle_EBR_ACO_F",
									"srifle_EBR_DMS_F",
									"srifle_GM6_camo_F",
									"srifle_GM6_F",
									"srifle_LRR_camo_F",
									"srifle_LRR_F",
									"CUP_smg_bizon",                                
									"CUP_smg_EVO",                                          
									"CUP_smg_MP5SD6",                                    
									"CUP_smg_MP5A5",
									"CUP_arifle_M16A2",                                     
									"CUP_arifle_M16A2_GL",                                                                               
									"CUP_arifle_M4A1",                                    
									"CUP_arifle_M4A1_camo",                
									"CUP_arifle_M4A3_desert_GL_ACOG_Laser",                                                          
									"CUP_arifle_M4A1_GL_ACOG_Flashlight",                   
									"CUP_arifle_M16A4_Base",                                
									"CUP_arifle_M16A4GL",                                                        
									"CUP_arifle_M4A1_BUIS_camo_GL",                      
									"CUP_arifle_M4A1_black",
									"CUP_sgun_AA12",                                        
									"CUP_sgun_M1014",                                   
									"CUP_sgun_Saiga12K"									
                                ];
                                
SC_HeliCrashWeaponsAmount   	= [3,2]; 	// [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount 	= [4,2]; 	// [fixed amount to add, random amount to add]

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Vehicle Setup - (applies to ground, air and sea vehicles)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_minimumCrewAmount        	= 2;     	// Maximum amount of AI allowed in a vehicle
SC_maximumCrewAmount        	= 3;     	// Maximum amount of AI allowed in a vehicle
											// (essential crew like drivers and gunners will always spawn regardless of these settings)

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Land Vehicle Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

SC_maxNumberofVehicles 	    	= 20;		// How many roaming vehicles to spawn	
SC_occupyVehicleIgnoreCount		= true;		// true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked			= false;	// true if AI vehicles to stay locked until all the linked AI are dead		
SC_occupyVehicleSurvivors		= false;		// true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)

SC_occupyVehicleUseFixedPos		= false;		// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyVehicleFixedPositions	= [
                                    [[4434,2892,0],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,0],2000,"Tanoa"],
                                    [[8197,9081,0],3000,"Tanoa"],
                                    [[13074,11817,0],3000,"Tanoa"]  
								  ];

// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)				
SC_VehicleClassToUse 			=   [	
									["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",0],
                                    ["Exile_Car_UAZ_Open_Green",0],
									["Exile_Car_HEMMT",0],
                                    ["Exile_Car_Zamak",0],
									["Exile_Car_Hunter",0],
									["Exile_Car_Tempest",0],
									["Exile_Car_Strider",0],
									["CUP_O_BTR40_MG_TKM",0],
									["CUP_O_BTR40_MG_TKA",0],
									["CUP_I_BTR40_MG_TKG",0],
									["Exile_Car_Offroad_Armed_Guerilla12",0],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",0],
									["Exile_Car_Ifrit",0],
									["CUP_O_Datsun_PK",0],
									["CUP_O_Datsun_PK_Random",0],
									["CUP_I_Datsun_PK_Random",0],
									["CUP_I_Datsun_PK_TK",0],
									["CUP_I_Datsun_PK_TK_Random",0],
									["CUP_I_Datsun_PK",0],
									["CUP_O_UAZ_MG_CSAT",0],
									["CUP_O_UAZ_MG_SLA",0],
									["CUP_B_UAZ_MG_ACR",0],
									["CUP_B_UAZ_MG_CDF",0],
									["CUP_I_UAZ_MG_UN",0],
									["CUP_I_LR_MG_RACS",0]									
                                ];
SC_VehicleClassToUseRare		=   [	
                                
                    
									/*["CUP_O_Datsun_PK",0],
									["CUP_O_Datsun_PK_Random",0],
									["CUP_I_Datsun_PK_Random",0],
									["CUP_I_Datsun_PK_TK",0],
									["CUP_I_Datsun_PK_TK_Random",0],
									["CUP_I_Datsun_PK",0],
									["CUP_O_UAZ_MG_CSAT",0],
									["CUP_O_UAZ_MG_SLA",0],
									["CUP_B_UAZ_MG_ACR",0],
									["CUP_B_UAZ_MG_CDF",0],
									["CUP_I_UAZ_MG_UN",0],
									["CUP_I_LR_MG_RACS",0]*/								
                                ];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Aircraft Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								
																					
// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis		    	= 5;

// Array of aircraft which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_HeliClassToUse 		    	=   [ ["Exile_Chopper_Huey_Armed_Green",0] ];

SC_occupyHeliUseFixedPos		= false;		// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyHeliFixedPositions		= [
                                    [[4434,2892,400],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[2238,6717,400],2000,"Tanoa"],
                                    [[8197,9081,400],3000,"Tanoa"],
                                    [[13074,11817,400],3000,"Tanoa"]  
								];
								
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Roaming Boats Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats		    = 0;

// Array of boats which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_BoatClassToUse 		    =   [	
                                    ["B_Boat_Armed_01_minigun_F",1],
                                    ["I_Boat_Armed_01_minigun_F",1],
                                    ["O_Boat_Transport_01_F",0],
                                    ["Exile_Boat_MotorBoat_Police",1] 
                                ];
								
SC_occupyBoatUseFixedPos		= false;	// True if you want to specify the patrol positions and radius of the area to patrol / false for random

											// if you set SC_maxNumberofHelis higher than the number of static positions, the remainder will be random
											// they will also ignore any blacklisted areas
SC_occupyBoatFixedPositions		= [
                                    [[200,200,0],2000,"Tanoa"],	// [[x,y,z],radius,"mapname"] leave no spaces between 
                                    [[400,400,0],2000,"Tanoa"],
                                    [[14000,5000,0],3000,"Tanoa"],
                                    [[16000,16000,0],3000,"Tanoa"]  
								];

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Occupy Military Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// Array of buildings to add military patrols to
SC_buildings                	= [	"Land_TentHangar_V1_F","Land_Hangar_F","Land_Airport_Tower_F","Land_Cargo_House_V1_F",
                                    "Land_Cargo_House_V3_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F",
                                    "Land_u_Barracks_V2_F","Land_i_Barracks_V2_F","Land_i_Barracks_V1_F","Land_Cargo_Patrol_V1_F",
                                    "Land_Cargo_Patrol_V2_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
                                    "Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
                                    "Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
                                    "Land_Radar_F","Land_budova4_winter","land_hlaska","Land_Vysilac_FM","land_st_vez","Land_ns_Jbad_Mil_Barracks",
                                    "Land_ns_Jbad_Mil_ControlTower","Land_ns_Jbad_Mil_House","land_pozorovatelna","Land_vys_budova_p1",
                                    "Land_Vez","Land_Mil_Barracks_i","Land_Mil_Barracks_L","Land_Mil_Barracks",
                                    "Land_Hlidac_budka","Land_Ss_hangar","Land_Mil_ControlTower","Land_a_stationhouse",
                                    "Land_Farm_WTower","Land_Mil_Guardhouse","Land_A_statue01","Land_A_Castle_Gate",
                                    "Land_A_Castle_Donjon","Land_A_Castle_Wall2_30","Land_A_Castle_Stairs_A",
                                    "Land_i_Barracks_V1_dam_F","Land_Cargo_Patrol_V3_F","Land_Radar_Small_F","Land_Dome_Big_F",
                                    "Land_Dome_Small_F","Land_Army_hut3_long_int","Land_Army_hut_int","Land_Army_hut2_int",
                                    // Additional Buildings
                                    "Land_Barracks_01_camo_F","Land_Barracks_01_grey_F","land_AII_last_floor","land_AII_middle_floor",
                                    "land_AII_upper_part","Land_Ind_IlluminantTower","Land_Misc_deerstand","Land_ns_Jbad_A_Stationhouse",
                                    "Land_Airport_01_controlTower_F","Land_Airport_01_terminal_F","Land_Airport_02_controlTower_F",
                                    "Land_Airport_02_terminal_F","Land_Cargo_House_V4_F","Land_Cargo_HQ_V4_F","Land_Cargo_Patrol_V4_F",
                                    "Land_Cargo_Tower_V4_F"
                                ]; 

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	AI Setup (used in multiple modules)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////		
		
SC_useRealNames         		= true;
        
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames   		= ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"]; 
SC_SurvivorLastNames    		= ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"]; 
SC_BanditFirstNames     		= ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"]; 
SC_BanditLastNames      		= ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
		
SC_SurvivorsChance          	= 0;						// chance in % to spawn survivors instead of bandits (for places and land vehicles)


SC_SurvivorsFriendly        	= true;                 	// true if you want survivors to be friendly to players (until they are attacked by players)
															// false if you want survivors to be aggressive to players


// Possible equipment for survivor AI to spawn with 
// spawning survivors without vests or backpacks will result in them having no ammunition                                                   
SC_SurvivorUniforms         	= ["Exile_Uniform_BambiOverall"]; 
SC_SurvivorVests            	= ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"];  
SC_SurvivorHeadgear         	= []; 
SC_SurvivorWeapon           	= ["arifle_MXC_F","arifle_TRG20_F"];
SC_SurvivorWeaponAttachments	= [];
SC_SurvivorMagazines        	= ["Exile_Item_Vishpirin","Exile_Item_Bandage"];
SC_SurvivorPistol           	= ["hgun_Rook40_F"];
SC_SurvivorPistolAttachments	= [];
SC_SurvivorAssignedItems    	= ["ItemMap","ItemCompass","ItemRadio","ItemWatch","Exile_Item_XM8"]; // all these items will be added
SC_SurvivorLauncher         	= [];
SC_SurvivorBackpack         	= [];

// Possible equipment for bandit AI to spawn with 
// spawning bandits without vests or backpacks will result in them having no ammunition                                                    
SC_BanditUniforms           	= ["U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3","U_IG_Guerilla3_1","U_BG_Guerilla2_1","U_IG_Guerilla3_2","U_BG_Guerrilla_6_1","U_BG_Guerilla1_1","U_BG_Guerilla2_2","U_BG_Guerilla2_3","U_BG_Guerilla3_1"]; 
SC_BanditVests              	= ["V_BandollierB_blk","V_BandollierB_cbr","V_BandollierB_khk","V_BandollierB_oli"]; 
SC_BanditHeadgear           	= ["H_Shemag_khk","H_Shemag_olive","H_Shemag_olive_hs","H_Shemag_tan","H_ShemagOpen_khk","H_ShemagOpen_tan"];
SC_BanditWeapon             	= ["LMG_Zafir_F","arifle_Katiba_C_F","arifle_Katiba_F","arifle_Katiba_GL_F","arifle_MXC_Black_F","arifle_MXC_F","arifle_TRG20_F","arifle_TRG21_F","arifle_TRG21_GL_F"];
SC_BanditWeaponAttachments  	= [];
SC_BanditMagazines          	= ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_BanditPistol             	= ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"];
SC_BanditPistolAttachments  	= [];
SC_BanditAssignedItems      	= ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher           	= [];
SC_BanditBackpack           	= ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];  								
				
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Map Specific Overrides
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////								
								
if (worldName == 'Namalsk' AND SC_useMapOverrides) then 
{ 
	SC_maxAIcount 				= 80; 
	SC_occupySky				= false;
    SC_maxNumberofVehicles 		= 2;
    SC_numberofLootCrates 		= 3;
    SC_numberofHeliCrashes  	= 2;
    SC_maxNumberofBoats			= 1;
    SC_occupyTransportClass 	= "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
};

if (worldName == 'Napf' AND SC_useMapOverrides) then 
{ 
	SC_maxAIcount				= 120;

};

if (worldName == 'Chernarus' AND SC_useMapOverrides) then 
{ 
	SC_maxAIcount				= 120;

};

if (worldName == 'Tanoa' AND SC_useMapOverrides) then 
{ 
    SC_useApexClasses       	= true;
	
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Apex Specific Settings (only used if SC_useApexClasses = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(SC_useApexClasses) then 
{
	SC_BanditWeapon 			= [	"arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MX_SW_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F",
                                    "arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
                                    "arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
                                    "arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F"];
	SC_BanditUniforms			= [	"U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F",
								    "U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
	SC_VehicleClassToUse 		=   [	
									["B_GEN_Offroad_01_gen_F",0],
									["C_Offroad_02_unarmed_F",0],
									["I_C_Offroad_02_unarmed_F",0]
                                ];
    SC_VehicleClassToUseRare	=   [	
                                    ["B_LSV_01_unarmed_black_F",1],
                                    ["O_T_LSV_02_unarmed_black_F",1],
                                    ["O_T_Truck_03_device_ghex_F",1]
                                ];
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//	Debug Settings (only used if SC_debug = true)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if (SC_debug) then
{
    SC_extendedLogging       	= true;
    SC_processReporter      	= true;
    SC_mapMarkers			    = true;
    SC_occupyPlaces 			= true;
    SC_occupyVehicle			= true;
    SC_occupyMilitary 			= true;
	SC_occupyRandomSpawn        = true;
    SC_occupyStatic				= false;
    SC_occupySky				= true;
    SC_occupySea				= false;
	SC_occupyTraders            = true;	
    SC_occupyTransport			= true;
    SC_occupyLootCrates			= true;
    SC_occupyHeliCrashes		= true;
	SC_maxAIcount				= 100;	
    SC_maxNumberofVehicles		= 5;
    SC_maxNumberofBoats			= 5;
    SC_maxNumberofHelis			= 5;   
};

/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Don't alter anything below this point, unless you want your server to explode :)
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

if(!SC_SurvivorsFriendly) then 
{ 
	CIVILIAN setFriend[RESISTANCE,0]; 
};
CIVILIAN    	setFriend [EAST,0]; 
CIVILIAN    	setFriend [WEST,0]; 
EAST        	setFriend [CIVILIAN,0]; 
WEST        	setFriend [CIVILIAN,0]; 
EAST        	setFriend [WEST,0]; 
WEST        	setFriend [EAST,0]; 

   
SC_SurvivorSide         		= CIVILIAN;
SC_BanditSide           		= EAST;
SC_liveVehicles 				= 0;
SC_liveVehiclesArray    		= [];
SC_liveHelis	 				= 0;
SC_liveHelisArray       		= [];
SC_liveBoats	 				= 0;
SC_liveBoatsArray       		= [];
SC_liveStaticGroups				= [];
SC_liveRandomGroups				= [];
SC_transportArray       		= [];

// Remove spawn locations for roaming vehicles that aren't for this map
_occupyVehicleFixedPositions = [];
{
	_currentWorld = _x select 2;
	if(worldName == _currentWorld) then 
	{ 
		_occupyVehicleFixedPositions pushback _x; 
	};
}forEach SC_occupyVehicleFixedPositions;
SC_occupyVehicleFixedPositions = _occupyVehicleFixedPositions;

publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray";
publicVariable "SC_liveHelis";
publicVariable "SC_liveHelisArray";
publicVariable "SC_liveBoats";
publicVariable "SC_liveBoatsArray";
publicVariable "SC_liveStaticGroups";
publicVariable "SC_liveRandomGroups";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_transportArray";
publicVariable "SC_SurvivorSide";
publicVariable "SC_BanditSide";

SC_CompiledOkay				= true;

 

quasi die fahrzeuge habe ich eingestellt:
 

Spoiler

 

// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)                
SC_VehicleClassToUse             =   [    
                                    ["Exile_Car_LandRover_Green",0],
                                    ["Exile_Bike_QuadBike_Black",0],
                                    ["Exile_Car_UAZ_Open_Green",0],
                                    ["Exile_Car_HEMMT",0],
                                    ["Exile_Car_Zamak",0],
                                    ["Exile_Car_Hunter",0],
                                    ["Exile_Car_Tempest",0],
                                    ["Exile_Car_Strider",0],
                                    ["CUP_O_BTR40_MG_TKM",0],
                                    ["CUP_O_BTR40_MG_TKA",0],
                                    ["CUP_I_BTR40_MG_TKG",0],
                                    ["Exile_Car_Offroad_Armed_Guerilla12",0],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",0],
                                    ["Exile_Car_Ifrit",0],
                                    ["CUP_O_Datsun_PK",0],
                                    ["CUP_O_Datsun_PK_Random",0],
                                    ["CUP_I_Datsun_PK_Random",0],
                                    ["CUP_I_Datsun_PK_TK",0],
                                    ["CUP_I_Datsun_PK_TK_Random",0],
                                    ["CUP_I_Datsun_PK",0],
                                    ["CUP_O_UAZ_MG_CSAT",0],
                                    ["CUP_O_UAZ_MG_SLA",0],
                                    ["CUP_B_UAZ_MG_ACR",0],
                                    ["CUP_B_UAZ_MG_CDF",0],
                                    ["CUP_I_UAZ_MG_UN",0],
                                    ["CUP_I_LR_MG_RACS",0]                                    
                                ];


 

aber bei mir fahren die nach wie vor nur mit MB 4WD, Offroad Blue (der polizei offroad), Prowler/ Quillin habe ich gesehe und einen HMTT (Gerät) (der komischer mit dem kühlaggregat hinten drauf oder was das sein soll^^) aber das habe ich alles gar nicht eingestellt sondern das oben stehende...

ich sehe nie einen hunter/Strider von exile und auch nie ein fahrzeug von CUP

und die logische frage daraus ist WARUM?

 

hoffe einer von euch hatte das problem schon mal und hat eine idee woran das liegen konnte

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Keine Ahnung obs vielleicht mit " 0 for no limit " zusammenhängt, geb jedem deiner Fahrzeuge mal ne 1 und schau dann.

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Ich geh mal stark davon aus das es an diesem Eintrag liegt : 

SC_useApexClasses           	= true;   

Wenn du das so einstellst benutzt script die Apex Klassen und ignoriert die anderen.....stell mal auf false und probiers aus.....einen Versuch ist es Wert.

Es gibt auch weiter unten die Einstellungen der Apex Spezifischen Sachen :-)

Lg Jürgen

Edited by DaddelGoggi

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7 hours ago, DaddelGoggi said:

Ich geh mal stark davon aus das es an diesem Eintrag liegt : 


SC_useApexClasses           	= true;   

Wenn du das so einstellst benutzt script die Apex Klassen und ignoriert die anderen.....stell mal auf false und probiers aus.....einen Versuch ist es Wert.

Es gibt auch weiter unten die Einstellungen der Apex Spezifischen Sachen :-)

Lg Jürgen

 

ich denke du könntest recht haben denn genau die fahrzeuge habe ich immer gesehen... wie ich das eben so an den class names erkennen kann...

melde mich aber dann nochmal zurück um das  hoffentlich bestätigen zu können

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hey leute ich bins nochmal

 

könnt ihr mal mal kurz auf die sprünge helfen wo ich dem occu script sagen kann wo safe zones sind??

bei mir fahren die deppen oft ins terminal steigen aus rennen rum und greifen dann irgendwann irgendwelche unverwundbaren trader an xD sieht zwar lustig aus aber ist schön blöd, weil ich den ja recht gute fahrzeuge gegeben habe...

ich will zwar das meine spieler gut an geld ran kommen aber so einfach wollte ich denen das auch nicht machen xD denn das fahrzeug ist dann leer und kann ohne mühe verkauft werden^^

 

und mir fällt gleich noch ne 2 frage ein

wie bekomme ich das hin das z.B. beim Offroad (Armed) so ein  gunner hinten am geschütz steht, oder sollte das von automatisch gehen?  ich weis dass es bei X3XAI funktioniert hat, weis aber nicht ob das occu auch kann.

denn ich habe noch nie ein fahrzeug gesehen wo auch einer am gunner steht, manchmal saß auch nur ein fahrer drin und die anderen sinst sonst wo lang gelaufen xD

(hatte aber bisher nur Fahrzeuge von CUP mit stand Mgs eingebunden, nach kurzer zeit allerdings stellte sich heraus dass das in der .log massive fehler verusacht (in 2 sekunden weit über 7500 zeilen !kein scherz!, hatte in binnen von 30 min weit über 1 mio zeilen in der log) habe dann die CUP fahrzeuge raus genommen und nun habe ich keine fehler mehr...

Quote

manchmal saß auch nur ein fahrer drin und die anderen sinst sonst wo lang gelaufen xD

und kann man diesbezüglich auch noch was machen??

dass die wirklich im auto bleiben und erst wenn auf sie geschossen wird, oder sie einen spieler "gesehen" haben ALLE aussteigen??

(das hat bei X3XAI super geklappt, bei occu... naja eher nicht, da kommt mir oft nur ein auto mit fahrer entgegen und die anderen laufen wie schon gesagt sonst wo rum)

 

hoffe ihr könnt mir einige (ja hoffentlich alle^^) fragen beantworten bzw. mir mit dem zeug weiterhelfen :)

Edited by Powerstriker46

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Setzt doch die Distanz zu den Tradern hoch....das die da aber reinfahren wirst nicht verhindern können....die fahren ja auf der ganzen Map rum :-)

Lg Jürgen

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ah gefunden :)

ich verdoppel das mal vllt bringts was xD

Edited by Powerstriker46

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