Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS 1.7.1 [05/21 UPDATED w/ Patroling choppers]
Posted by
Haleks on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-Chernarus-1-7-6-1-FACTIONS-2-1-07-11-FINAL-RELEASE-tp4144p6943.html
raw003 wrote
is it possible to set a bandit trigger and give them a walkabout radius limit? i want to create a few bandit squads and plop em in a few of my fortifications i've created.
also, would be cool if a bandit squad runs into a base, and they could make it there own (like a trigger could be set to GUARD or something that allow them to..). idk if it is possible, but its just a few of the ideas i want to try out.
btw im not so good with scripting, could someone gimme a hand if scripting is involved in my ideas :)?
I presume you already know how to open the mission file. Look for the
doSomething_bandits.sqf file in "scripts\mission\fnc". You'll want to edit this line :
[_eastGrp, _pos, 250] call fnc_taskPatrol;
250 is the distance in meters between each waypoint created by the taskPatrol function : it generates 3 up to 5 waypoints. Just change that number accordingly ;)
As for the bandits capturing a base - you would first need to prevent Zeds from spawning there; wich is beyond my knowledge right now :(
EDIT : don't forget to create a new doSomething_yourbandits.sqf file if you don't wanna change all the bandits.