Random Enemy Camps script updated
Editing and Scripts
8582-ec1.png 8582-ec2.png 8582-ec3.png released an updated version of his Random Enemy Camps script on our forums.

Ok, I've confirmed you don't need Queens Gambit for the scripts, but it will use QG animations if they are available.

SetupCamp.sqf Changelog
Version: 20090425
- Fixed: Bugs in unit and vehicle creation
- Fixed: No longer added vehicles to infantry group as inf were mounting and driving over tents
- Changed: Shorter startup time
- Changed: Number of tents based on total number of units
- Changed: Tent distance from fire randomised and increases with number of tents and vehicles
- Changed: Increased detection radius from 100m to 300m
- Changed: Infantry only mount UAZ's when activated
- Changed: Infantry go COMBAT and RED (Open fire, Engage at Will) when activated
- Added: Clear trees, rocks, etc before setting up camp
- Added: Random barrels and pallets in camp vicinity

RelaxedAI.sqf Changelog
Version: 20090425
- Changed: Shorter startup time
- Changed: Weighted random actions changed to random movement followed by random animation.
- Changed: SL's will not wander around the camp as it affected other members of group.
- Changed: Move to Camp uses random buildingPos
- Changed: Minor cosmetic distances
- Changed: Move randomly limited to _distance from fire
- Removed: Two very long animations until I work out how to cancel a running animation
- Removed: Minimum 30 sec idle time between movements

Written on 2009-04-25 07:18 by  

User submissions

Submit News Submit Files