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Archives/bf1942/levels/Battle_for_Agedabia.rfa
bf1942/levels/Battle_for_Agedabia/AIpathFinding.con
if v_arg1 == host
rem *** pathfinding debug mode
rem game.aiPathfindingDebuggingActive 1

rem *** Set number of maps ***
rem ai.setNSearchMaps 2 *** DEPRICATED ***
rem ai.setNSearchTypes 2 *** DEPRICATED ***

rem *** Set number of AStar resources ***
ai.numAStarResources 12
rem *** Setup map parameters ***
rem *** Tank ***
rem *** searchMap name/ waterHeight/ waterDepth/maxSlope/brush/lowClipLevel/hiClipLevel/
rem considerAITypes/createSecondLayerMap/ firstLevel-secondlevel-thirdlevel (for second layer map)
rem *** searchType name/mapNum/minSearchLevel

rem *** Tank ***
ai.addSearchMap Tank0 0 0 30 3.0 0.3 2.5 0
ai.addSearchType Tank 0 0
rem ai.setMapSpawnPoints 0
ai.setSmoothing 0 20

rem *** Infantry ***
ai.addSearchMap Infantry1 0 1.5 40 1.0 0.4 2.0 1
ai.addSearchType Infantry 1 0
rem ai.setMapSpawnPoints 1
ai.setSmoothing 1 10

rem *** Boat ***
ai.addSearchMap Boat2 1 1.4 30 4.0 0.3 2.5 0
ai.addSearchType Boat 2 2
rem ai.setMapSpawnPoints 2
ai.setSmoothing 2 20

rem *** Landingcraft ***
ai.addSearchMap LandingCraft3 1 1.4 30 4.0 0.3 2.5 0
ai.addSearchType LandingCraft 3 2
rem ai.setMapSpawnPoints 3
ai.setSmoothing 3 20

rem *** Car ***
ai.addSearchMap Car4 0 0 35 3.0 0.3 2.5 0
ai.addSearchType Car 4 0
rem ai.setMapSpawnPoints 4
ai.setSmoothing 4 6

rem *** Load maps ***
ai.loadMaps
rem run StaticObjects.con
rem ai.createAllMaps

endif