Removed vehicle explosion chance script for convoy ambush

This commit is contained in:
Christian 2017-09-05 16:40:49 +02:00
parent b3b6791119
commit 5174e4a28a
6 changed files with 4 additions and 27 deletions

View File

@ -1,17 +0,0 @@
params [ "_veh" ];
if ( _veh isKindOf "Tank" || _veh isKindOf "Air" ) then {
waitUntil {
sleep 10;
!(alive _veh) || ( { alive _x } count (crew _veh) == 0)
};
if ( random 100 < 80 ) then {
sleep 10;
if ( (alive _veh) && ( { alive _x } count (crew _veh) == 0) ) then {
_veh setdamage 1;
};
};
};

View File

@ -5,7 +5,6 @@ add_civ_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\ad
add_defense_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_defense_waypoints.sqf";
battlegroup_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\battlegroup_ai.sqf";
building_defence_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\building_defence_ai.sqf";
csat_abandon_vehicle = compileFinal preprocessFileLineNumbers "scripts\server\ai\csat_abandon_vehicle.sqf";
patrol_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\patrol_ai.sqf";
prisonner_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\prisonner_ai.sqf";
troup_transport = compileFinal preprocessFileLineNumbers "scripts\server\ai\troup_transport.sqf";

View File

@ -4,7 +4,6 @@ add_civ_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\ad
add_defense_waypoints = compileFinal preprocessFileLineNumbers "scripts\server\ai\add_defense_waypoints.sqf";
battlegroup_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\battlegroup_ai.sqf";
building_defence_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\building_defence_ai.sqf";
csat_abandon_vehicle = compileFinal preprocessFileLineNumbers "scripts\server\ai\csat_abandon_vehicle.sqf";
patrol_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\patrol_ai.sqf";
prisonner_ai = compileFinal preprocessFileLineNumbers "scripts\server\ai\prisonner_ai.sqf";
troup_transport = compileFinal preprocessFileLineNumbers "scripts\server\ai\troup_transport.sqf";

View File

@ -13,9 +13,9 @@ private _convoy_destinations = [];
private _spawnpos = _convoy_destinations select 0;
[4, _spawnpos] remoteExec ["remote_call_intel"];
private _scout_vehicle = [ [ _spawnpos, 30, 0 ] call BIS_fnc_relPos, opfor_mrap, true, false, false ] call F_libSpawnVehicle;
private _escort_vehicle = [ [ _spawnpos, 10, 0 ] call BIS_fnc_relPos, opfor_vehicles_low_intensity call BIS_fnc_selectRandom, true, false, false ] call F_libSpawnVehicle;
private _transport_vehicle = [ [ _spawnpos, 10, 180 ] call BIS_fnc_relPos, opfor_ammobox_transport, true, true, false ] call F_libSpawnVehicle;
private _scout_vehicle = [ [ _spawnpos, 30, 0 ] call BIS_fnc_relPos, opfor_mrap, true, false ] call F_libSpawnVehicle;
private _escort_vehicle = [ [ _spawnpos, 10, 0 ] call BIS_fnc_relPos, opfor_vehicles_low_intensity call BIS_fnc_selectRandom, true, false ] call F_libSpawnVehicle;
private _transport_vehicle = [ [ _spawnpos, 10, 180 ] call BIS_fnc_relPos, opfor_ammobox_transport, true, false ] call F_libSpawnVehicle;
private _boxes_amount = 0;
{

View File

@ -2,7 +2,6 @@ params [
"_sectorpos",
"_classname",
[ "_precise_position", false ],
[ "_disable_abandon", false ],
[ "_random_rotate", true ]
];
@ -53,10 +52,6 @@ sleep 0.1;
_newvehicle allowdamage true;
_newvehicle setdamage 0;
if ( !_disable_abandon ) then {
[ _newvehicle ] spawn csat_abandon_vehicle;
};
if (KP_liberation_debug) then {private _text = format ["[KP LIBERATION] [DEBUG] Done Spawning vehicle %1 at %2 - Owner: %3", _classname, time, debug_source];_text remoteExec ["diag_log",2];};
_newvehicle

View File

@ -175,6 +175,7 @@ class Missions
* Added: Reputation gain for liberated sectors.
* Added: Automatic server restart script for dedicated servers. Thanks to [k4s0](https://github.com/k4s0)
* Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
* Removed: Vehicle explosion chance script for convoy ambush.
* Tweaked: Terrain aligment will be persistent during repeat building of objects (like walls). Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Some reordering of UI elements.
* Tweaked: Localization support for the extended options menu. Thanks to [nercon](https://github.com/nercon)