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Alt 31.01.2008, 10:05   #3 (permalink)
Ezekiel
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Registriert seit: 04.12.2006
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Bei Evolution sind ja bekanntlich zwei Spalten für einmal die Uhrzeit und einmal wie schnell die Zeit vergehen soll und ob MH6-Respawn drin ist. Wie kriege ich da wohl die dritte Spalte rein?
Es kommt jetzt das, was in der Datei von Air Cavallry drin steht. Ich habe auch schon ausprobiert diese Datei einfach zu kopieren mit dem selben Ordner (f/common/f_setAISkill.sqf) oder wo muss ich die rein kopieren bei Evo?

Zitat:

// BAS f - setAISkill
// Version: 0-0-1 (2007-01-07)
// Author(s): Fer
// ================================================== ==================================

// DECLARE VARIABLES AND FUNCTIONS

private ["_trg","_men","_localMen","_localBLUMen","_localRE SMen","_localOPFMen","_localCIVMen","_strMen","_st rLocalMen","_strLocalBLUMen","_strLocalRESMen","_s trLocalOPFMen","_strLocalCIVMen","_superSkill","_h ighSkill","_mediumSkill","_lowSkill","_skillFriend ly","_skillEnemy"];

// ================================================== ==================================

// SET KEY VARIABLES
// AI Skills are set using the value of f_var_Param2. Usually, f_var_Param2 == Param2.

f_var_Param2 = Param2;
_superSkill = 1.00;
_highSkill = 0.75;
_mediumSkill = 0.50;
_lowSkill = 0.25;

// Using a dynamically created trigger we will create an array containing all men.

_trg = createTrigger ["EmptyDetector", [5000, 5000, 0]];
_trg setTriggerActivation ["ANY", "PRESENT", true];
_trg setTriggerArea [20000, 20000, 0, false];
_trg setTriggerStatements ["this", "", ""];
sleep 2;
_men = [];
{if (_x isKindOf "CAManBase") then {_men = _men + [_x]}} forEach list _trg;
deletevehicle _trg;

// We split out the contents of _men - first by locality, then by side.

_localMen = [];
_localBLUMen = [];
_localRESMen = [];
_localOPFMen = [];
_localCIVMen = [];

{if (local _x) then {_localMen = _localMen + [_x]}} forEach _men;
{if ((side _x) == west) then {_localBLUMen = _localBLUMen + [_x]}} forEach _localMen;
{if ((side _x) == resistance) then {_localRESMen = _localRESMen + [_x]}} forEach _localMen;
{if ((side _x) == east) then {_localOPFMen = _localOPFMen + [_x]}} forEach _localMen;
{if ((side _x) == civilian) then {_localCIVMen = _localCIVMen + [_x]}} forEach _localMen;

// DEBUG
if (f_var_debugMode == 1) then
{
_strMen = str _men;
_strLocalMen = str _localMen;
_strLocalBLUMen = str _localBLUMen;
_strLocalRESMen = str _localRESMen;
_strLocalOPFMen = str _localOPFMen;
_strLocalCIVMen = str _localCIVMen;
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _men = %1",_strMen];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _localMen = %1",_strLocalMen];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _localBLUMen = %1",_strLocalBLUMen];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _localRESMen = %1",_strLocalRESMen];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _localOPFMen = %1",_strLocalOPFMen];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _localCIVMen = %1",_strLocalCIVMen];
};

// ================================================== ==================================

// SELECT FRIENDLY AND ENEMY AI SKILLS
// Using the value of f_var_Param2, values for _skillFriendly and _skillEnemy are set.

switch (f_var_Param2) do
{
// Random | Random
case 1:
{
};
// Random | Super
case 2:
{
};
// Random | High
case 3:
{
};
// Random | Medium
case 4:
{
};
// Random | Low
case 5:
{
};
// Super | Super
case 6:
{
_skillFriendly = _superSkill;
_skillEnemy = _superSkill;
};
// Super | High
case 7:
{
_skillFriendly = _superSkill;
_skillEnemy = _highSkill;
};
// Super | Medium
case 8:
{
_skillFriendly = _superSkill;
_skillEnemy = _mediumSkill;
};
// Super | Low
case 9:
{
_skillFriendly = _superSkill;
_skillEnemy = _lowSkill;
};
// High | Random
case 10:
{
};
// High | Super
case 11:
{
_skillFriendly = _highSkill;
_skillEnemy = _superSkill;
};
// High | High
case 12:
{
_skillFriendly = _highSkill;
_skillEnemy = _highSkill;
};
// High | Medium
case 13:
{
_skillFriendly = _highSkill;
_skillEnemy = _mediumSkill;
};
// High | Low
case 14:
{
_skillFriendly = _highSkill;
_skillEnemy = _lowSkill;
};
// Medium | Random
case 15:
{
};
// Medium | Super
case 16:
{
_skillFriendly = _mediumSkill;
_skillEnemy = _superSkill;
};
// Medium | High
case 17:
{
_skillFriendly = _mediumSkill;
_skillEnemy = _highSkill;
};
// Medium | Medium
case 18:
{
_skillFriendly = _mediumSkill;
_skillEnemy = _mediumSkill;
};
// Medium | Low
case 19:
{
_skillFriendly = _mediumSkill;
_skillEnemy = _lowSkill;
};
// Low | Random
case 20:
{
};
// Low | Super
case 21:
{
_skillFriendly = _lowSkill;
_skillEnemy = _superSkill;
};
// Low | High
case 22:
{
_skillFriendly = _lowSkill;
_skillEnemy = _highSkill;
};
// Low | Medium
case 23:
{
_skillFriendly = _lowSkill;
_skillEnemy = _mediumSkill;
};
// Low | Low
case 24:
{
_skillFriendly = _lowSkill;
_skillEnemy = _lowSkill;
};
// Debug Mode
case 99:
{
_skillFriendly = _lowSkill;
_skillEnemy = _lowSkill;
};
};

// ================================================== ==================================

// SET SIDE AI SKILL LEVELS
// AI Skill for each side is set (in part using variables from the init.sqf file).

if (f_isFriendlyBLU == 1) then {f_skillBLU = _skillFriendly} else {f_skillBLU = _skillEnemy};
if (f_isFriendlyRES == 1) then {f_skillRES = _skillFriendly} else {f_skillRES = _skillEnemy};
if (f_isFriendlyOPF == 1) then {f_skillOPF = _skillFriendly} else {f_skillOPF = _skillEnemy};
if (f_isFriendlyCIV == 1) then {f_skillCIV = _skillFriendly} else {f_skillCIV = _skillEnemy};

// DEBUG
if (f_var_debugMode == 1) then
{
_strSkillFriendly = str _skillFriendly;
_strSkillEnemy = str _skillEnemy;
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _skillFriendly = %1",_strSkillFriendly];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): _skillEnemy = %1",_strSkillEnemy];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): f_skillBLU = %1",f_skillBLU];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): f_skillRES = %1",f_skillRES];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): f_skillOPF = %1",f_skillOPF];
player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): f_skillCIV = %1",f_skillCIV];
};

// ================================================== ==================================

// SET SKILL LEVELS FOR ALL LOCAL AI
// AI Skill for all local AIs is set using side levels (see above).

{_x setSkill f_skillBLU} forEach _localBLUMen;
{_x setSkill f_skillRES} forEach _localRESMen;
{_x setSkill f_skillOPF} forEach _localOPFMen;
{_x setSkill f_skillCIV} forEach _localCIVMen;

// DEBUG
if (f_var_debugMode == 1) then
{
{_x addEventHandler ["hit", {_v=_this select 0; _skillV = skill _v; player sideChat format ["DEBUG (f\common\f_setAISkill.sqf): Skill %1 = %2",_v,_skillV]}];} forEach _localMen;
};

// ================================================== ==================================

if (true) exitWith {};

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