Format tweaks to random_battlegroup
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@ -1,22 +1,29 @@
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private [ "_sleeptime", "_countplayers" ];
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private ["_sleeptime"];
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sleep ( 900 / GRLIB_csat_aggressivity );
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while { GRLIB_csat_aggressivity > 0.9 && GRLIB_endgame == 0 } do {
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uiSleep (900 / GRLIB_csat_aggressivity);
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while {GRLIB_csat_aggressivity > 0.9 && GRLIB_endgame == 0} do {
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_sleeptime = (2100 + (random 2100)) / (([] call F_adaptiveOpforFactor) * GRLIB_csat_aggressivity);
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if ( combat_readiness >= 80 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 90 ) then { _sleeptime = _sleeptime * 0.75 };
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if ( combat_readiness >= 95 ) then { _sleeptime = _sleeptime * 0.75 };
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if (combat_readiness >= 80) then {_sleeptime = _sleeptime * 0.75};
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if (combat_readiness >= 90) then {_sleeptime = _sleeptime * 0.75};
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if (combat_readiness >= 95) then {_sleeptime = _sleeptime * 0.75};
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sleep _sleeptime;
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uiSleep _sleeptime;
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if ( !isNil "GRLIB_last_battlegroup_time" ) then {
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waitUntil { sleep 5; time > ( GRLIB_last_battlegroup_time + ( 2100 / GRLIB_csat_aggressivity ) ) };
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if (!isNil "GRLIB_last_battlegroup_time") then {
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waitUntil {
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uiSleep 5;
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diag_tickTime > (GRLIB_last_battlegroup_time + (2100 / GRLIB_csat_aggressivity))
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};
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};
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if ((count (allPlayers - entities "HeadlessClient_F") >= (10 / GRLIB_csat_aggressivity)) && ([] call F_opforCap < GRLIB_battlegroup_cap) && (combat_readiness >= 70) && (diag_fps > 15.0)) then {
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if (
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(count (allPlayers - entities "HeadlessClient_F") >= (10 / GRLIB_csat_aggressivity)) &&
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([] call F_opforCap < GRLIB_battlegroup_cap) &&
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(combat_readiness >= 70) &&
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(diag_fps > 15.0)
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) then {
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[] spawn spawn_battlegroup;
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};
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};
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