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A3 exile occupation no roaming vehicles spawning

Question

as I mentioned, lately our roaming ai vehicles have stopped spawning both air and ground.

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SC_debug      = false;     // set to true to turn on debug features (not for live servers)
SC_useApexClasses            = false;                  // 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_processReporter    = true;                  // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_infiSTAR_log     = true;      // true Use infiSTAR logging, false logs to server rpt
SC_maxAIcount     = 250;      // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers     = true;                 // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS      = 20;         // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI      = 30;      // 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

SC_fastNights                = true;      // true if you want night time to go faster than daytime
SC_fastNightsStarts          = 18;                    // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight = 18;                    // 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   = 4;                     // the time multiplier to use during daylight hours (4 = 4x speed)

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)

               // Distance limits for selecting safe places to spawn AI
SC_minDistanceToSpawnZones   = 1000;                   // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders      = 1000;                   // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory    = 500;                   // Minimum distance in metres to the nearest player territory
SC_minDistanceToPlayer       = 400;                   // Minimum distance in metres to the nearest player


SC_occupyRandomSpawn         = false;                 // (WORK IN PROGRESS, NOT WORKING YET) true if you want random spawning AI that hunt for nearby players
SC_randomSpawnMinPlayers     = 0;                     // Minimum number of players to be online before random spawning AI can spawn
SC_randomSpawnMaxAI          = 30;                     // Maximum amount of random AI groups allowed at any time
SC_randomSpawnIgnoreCount  = true;      // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)

SC_occupyPlaces     = false;      // true if you want villages,towns,cities patrolled by bandits

SC_occupyVehicle    = true;      // true if you want to have roaming AI vehicles
SC_occupyVehicleIgnoreCount  = true;      // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked   = true;     // true if AI vehicles to stay locked until all the linked AI are dead

SC_occupyTraders             = true;      // (WORK IN PROGRESS) true if you want to create trader camps at positions specified in SC_occupyTraderDetails
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
                                                   
SC_SurvivorsChance           = 0;      // chance in % to spawn survivors instead of bandits (for places and land vehicles)
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)
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_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"]; 


SC_occupyStatic         = false;       // true if you want to add AI in specific locations
SC_staticBandits             = [                     //[[pos],ai count,radius,search buildings] 
   
                              ];    
SC_staticSurvivors           = [                     //[[pos],ai count,radius,search buildings]
                                //[[3770,8791,0],8,250,true] 
                              ];     

SC_occupySky     = true;     // true if you want to have roaming AI helis
SC_occupySea     = false;          // true if you want to have roaming AI boats

SC_occupyTransport           = false;     // true if you want pubic transport (travels between traders)
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]
                                ];


SC_occupyLootCrates       = true;     // true if you want to have random loot crates with guards
SC_occupyLootCratesStatic    = true;        // 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        = 6;                     // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards           = 12;                     // 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",1,0],
                                    ["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",0,8],
                                    ["Exile_Item_woodFloorKit",0,2],
                                    ["Exile_Item_WoodWindowKit",0,1],
                                    ["Exile_Item_WoodDoorwayKit",0,1],
                                    ["Exile_Item_WoodFloorPortKit",0,2],  
                                    ["Exile_Item_Laptop",0,1],
                                    ["Exile_Item_CodeLock",0,1],
         ["Exile_Item_Cement",2,10],
         ["Exile_Item_Sand",2,10],
         ["Exile_Item_MetalWire",1,5],
         ["Exile_Item_WaterCanisterEmpty",0,2],
         ["Exile_Item_Shovel",0,1],
         ["Exile_Item_MetalScrews",0,5]
                            ];

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
                                ];


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]                                
                                ];

SC_HeliCrashRareItems        =   [
                                    ["HandGrenade",0,2],
                                    ["APERSBoundingMine_Range_Mag",0,2]                
                                ];
SC_HeliCrashRareItemChance   = 10;                   // 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"
                                ];
                               
SC_HeliCrashWeaponsAmount    = [1,3]; // [fixed amount to add, random amount to add]
SC_HeliCrashMagazinesAmount  = [2,2]; // [fixed amount to add, random amount to add]

SC_minimumCrewAmount         = 2;     // Maximum amount of AI allowed in a vehicle (applies to ground, air and sea vehicles)
SC_maximumCrewAmount         = 6;     // Maximum amount of AI allowed in a vehicle (applies to ground, air and sea vehicles)
                                     // (essential crew like drivers and gunners will always spawn regardless of these settings)

// Settings for roaming ground vehicle AI
SC_maxNumberofVehicles      = 20; 

// 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_Offroad_Armed_Guerilla12",0],
                                    ["Exile_Car_Offroad_Armed_Guerilla03",0],
                                    ["Exile_Car_Tempest",0]
                                ];
SC_VehicleClassToUseRare  =   [ 
                                    //["O_APC_Tracked_01_CRV_F",2],
                                    //["Exile_Car_BTR40_MG_Camo",5],
                                    //["Exile_Car_HMMWV_M2_Desert",5],
         //["Exile_Car_HMMWV_M2_Green",5],
                                   
                                ];

// Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis      = 10;

// 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] ];

// Settings for roaming seaborne AI (non armed boats will just sail around)
SC_maxNumberofBoats      = 4;

// 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_useRealNames           = false;
       
// 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_occupyMilitary        = true;       // true if you want military buildings patrolled

// 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"
                                ];

// namalsk specific settings (if you want to override settings for specific maps if you run multiple servers)
if (worldName == 'Namalsk' AND SC_useMapOverrides) then
{
 SC_maxAIcount     = 100;
 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
};

// Napf specific settings (if you want to override settings for specific maps if you run multiple servers)
if (worldName == 'Napf' AND SC_useMapOverrides) then
{

};

// Napf specific settings (if you want to override settings for specific maps if you run multiple servers)
if (worldName == 'Tanoa' AND SC_useMapOverrides) then
{
    SC_useApexClasses        = true;
    SC_maxAIcount    = 80;
};

// Overrides to use Apex weapons, gear and vehicles 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]
                                ];
};


if (SC_debug) then
{
    SC_extendedLogging        = true;
    SC_processReporter       = true;
    SC_mapMarkers       = true;
    SC_occupyPlaces    = true;
    SC_occupyVehicle   = true;
    SC_occupyMilitary    = true;
    SC_occupyStatic    = true;
    SC_occupySky    = true;
    SC_occupySea    = false;
    SC_occupyTransport   = true;
    SC_occupyLootCrates   = true;
    SC_occupyHeliCrashes  = true; 
    SC_maxNumberofVehicles  = 4;
    SC_maxNumberofBoats   = 1;
    SC_maxNumberofHelis   = 1;  
};

// 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_transportArray         = [];

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

SC_CompiledOkay    = true;

 

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