39 lines
1.3 KiB
Plaintext
39 lines
1.3 KiB
Plaintext
if (isNil "infantry_weight") then {infantry_weight = 33;};
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if (isNil "armor_weight") then {armor_weight = 33;};
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if (isNil "air_weight") then {air_weight = 33;};
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sleep 1800;
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private _sleeptime = 0;
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private _target_player = objNull;
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private _target_pos = "";
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while {GRLIB_csat_aggressivity >= 0.9 && GRLIB_endgame == 0} do {
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_sleeptime = (1800 + (random 1800)) / (([] call KPLIB_fnc_getOpforFactor) * 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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sleep _sleeptime;
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waitUntil {sleep 5;
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combat_readiness >= 70 && {armor_weight >= 50 || air_weight >= 50}
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};
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_target_player = objNull;
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{
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if (
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(armor_weight >= 50 && {(objectParent _x) isKindOf "Tank"})
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|| (air_weight >= 50 && {(objectParent _x) isKindOf "Air"})
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) exitWith {
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_target_player = _x;
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};
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} forEach (allPlayers - entities "HeadlessClient_F");
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if (!isNull _target_player) then {
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_target_pos = [99999, getPos _target_player] call KPLIB_fnc_getNearestSector;
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if !(_target_pos isEqualTo "") then {
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[_target_pos] spawn spawn_air;
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};
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};
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};
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