Song Bin Tanh adjustments due to dense jungle

This commit is contained in:
Wyqer 2019-07-25 16:05:49 +02:00
parent b5161dae25
commit 494a31825e
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4 changed files with 17 additions and 5 deletions

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@ -224,6 +224,12 @@ KP_liberation_resistance_at_chance = 20; // Chanc
KP_liberation_resistance_sector_chance = 35; // Chance that a guerilla squad will join an ongoing sector attack.
KP_liberation_resistance_ambush_chance = 25; // Chance that some guerilla units will spawn in blufor sectors for an ambush, if reputation is low.
// Array of worldName values.
// When playing on this map, it'll create a clearance (remove terrain objects) in a 15m radius around the battlegroup/reinforcements spawnpoint.
KP_liberation_battlegroup_clearance = [
"song_bin_tanh"
];
/* - Default arsenal blacklist method.
Useless if you're using anything other than "kp_liberation_arsenal = 0;" above. A whitelisted arsenal is always more performance friendly then a blacklisted arsenal.
REMEMBER: All static turret and UAV bags should be defined here, to stop players from exploiting free resources via the virtual arsenal. */

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@ -13,7 +13,7 @@
Or not, just don't try!
*/
FOB_typename = "LAND_sb_bunker_main"; // This is the main FOB HQ building.
FOB_box_typename = "Land_scntr"; // This is the FOB as a container.
FOB_box_typename = "B_Slingload_01_Cargo_F"; // This is the FOB as a container.
FOB_truck_typename = "uns_M35A2_fuel"; // This is the FOB as a vehicle.
Arsenal_typename = "uns_resupply_crate_US"; // This is the virtual arsenal as portable supply crates.
Respawn_truck_typename = "uns_M577_amb"; // This is the mobile respawn (and medical) truck.

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@ -31,6 +31,10 @@ if ( _spawn_marker != "" ) then {
[_spawn_marker] remoteExec ["remote_call_battlegroup"];
if (worldName in KP_liberation_battlegroup_clearance) then {
[markerpos _spawn_marker, 15] call F_createClearance;
};
{
_nextgrp = createGroup [GRLIB_side_enemy, true];
_vehicle = [markerpos _spawn_marker, _x] call F_libSpawnVehicle;

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@ -11,10 +11,12 @@ sleep 5;
waitUntil { sleep 0.3; !isNil "blufor_sectors" };
waitUntil { sleep 0.3; count blufor_sectors > 3 };
{
[_x, false] spawn manage_one_patrol;
sleep 1;
} foreach _combat_triggers;
if (worldName != "song_bin_tanh") then {
{
[_x, false] spawn manage_one_patrol;
sleep 1;
} foreach _combat_triggers;
};
{
[_x, true] spawn manage_one_patrol;