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// Uncomment this to give the AI unlimited magazines (new one is added on reload)
unit.SetUnlimitedMags(true);
// You can also do anything you would do in the StartingEquipSetup() for players here
// These lines will add attachments the same way you would for a player. However, the AI must have the M4A1 class in the Loadout.json file already for it to work.
//Weapon_Base weapon = Weapon_Base.Cast(unit.GetItemInHands());
//weapon.GetInventory().CreateAttachment("M4_PlasticHndgrd");
//weapon.GetInventory().CreateAttachment("M4_OEBttstck");
//weapon.GetInventory().CreateAttachment("M4_CarryHandleOptic");
}
};
autoptr array<autoptr eAIDynamicPatrol> patrols = {};
// IMPORTANT: Set the number of units you want in each patrol
ref array<int> patrol_units = {3, 2, 3, 2, 3, 2, 3, 3, 3, 3, 3, 2, 3, 3, 2};
void InitDynamicPatrols() {
for (int i = 0; i < patrol_list.Count(); i++) {
string loadout = "SoldierLoadout.json"; // default
if (i < patrol_loadouts.Count()) loadout = patrol_loadouts;
int dyn_NUMBER_PER_PATROL = NUMBER_PER_PATROL;
if (i < patrol_units.Count()) dyn_NUMBER_PER_PATROL = patrol_units;
autoptr CustomPatrol pat = new CustomPatrol(patrol_list[0], patrol_list, loadout, dyn_NUMBER_PER_PATROL, MINR, MAXR, DESPAWNR, RESPAWN_SECONDS);
patrols.Insert(pat);
pat.UpdateTriggers();
}
}
!!!!!!!!!!!!!!!!!!!!!!! I picked it up halfway up the page all the way to the bottom !!!!!!!!!!!!!!!!
{{{{{{{{{ // IMPORTANT: Set the number of units you want in each patrol
ref array<int> patrol_units = {3, 2, 3, 2, 3, 2, 3, 3, 3, 3, 3, 2, 3, 3, 2}; }}}}}}}}}
{3, 2, 3, 2, 3, 2, 3, 3, 3, 3, 3, 2, 3, 3, 2}; this is because i run a deerisland server with 15 routes
So correspond the numbers with the routes