Task Missions Update

Syntax error fixed.
This commit is contained in:
Andrew Gregory 2016-05-31 20:03:02 +01:00
parent d5ae94d5ac
commit 6b5638af19

View File

@ -12,15 +12,14 @@
Github:
https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_server/compile/epoch_missions/EPOCH_Server_createObject.sqf
*/
private ["_grp","_driver","_gunner","_commander","_crew","_missionVehList","_obj","_cfgPricing","_objClass","_vehicles","_backpacks","_weapons","_items","_magazines","_posOut","_posSafe","_inStr"];
params ["_player",["_token","",[""]],["_objArr",[]],["_pos",[]],["_wepHolder",objNull],["_clearCargo",true],["_objSpc","CAN_COLLIDE"],["_driverType",""],["_gunnerType",""],["_commanderType",""],["_crewType",""],["_doDamage",false]];
private ["_grp","_driver","_gunner","_commander","_crew","_missionVehList","_obj","_cfgPricing","_objClass","_vehicles","_backpacks","_weapons","_items","_magazines"];
params ["_player",["_token","",[""]],["_objArr",[]],["_pos",[]],["_wepHolder",objNull],["_clearCargo",true],["_objSpc","CAN_COLLIDE"],["_driverType",""],["_gunnerType",""],["_commanderType",""],["_crewType",""]];
diag_log format["Epoch Admin: Server_CreateObject: %1 for %2",_objArr, name _player];
if !([_player,_token]call EPOCH_server_getPToken) exitWith {diag_log format["Epoch Admin: Token failed for %1", name _player];};
if (typeName _objArr == "STRING") then {if!(_objArr == "")then{_objArr = [_objArr];};};
if !([_player,_token]call EPOCH_server_getPToken) exitWith {};
if (count _objArr < 1) exitWith {};
diag_log format["Epoch: Server_CreateObject: %1 for %2",_objArr, name _player];
_cfgPricing = 'CfgPricing' call EPOCH_returnConfig;
_allowedVehicleListName = ["allowedVehiclesList","allowedVehiclesList_CUP"] select EPOCH_modCUPVehiclesEnabled;
_allowedVehiclesList = getArray(configFile >> "CfgEpoch" >> worldName >> _allowedVehicleListName);
@ -80,17 +79,16 @@ _pos set [2,0];
//Not working ?
if(_x isKindOf "CAR" || _x isKindOf "AIR")then{
//_posSafe = [_pos, 0, 550, 6, 0, 1000, 0] call BIS_fnc_findSafePos;
//_posOut = _posSafe findEmptyPosition [1,75,_x];
_posOut = _pos;
_pos = [position _player, 0, 250, 6, 0, 1000, 0] call BIS_fnc_findSafePos;
_pos = _pos findEmptyPosition [1,75,_x];
};
if(_x isKindOf "SHIP")then{
_posSafe = [_pos, 0, EPOCH_dynamicVehicleArea, 10, 1, 1000, 0] call BIS_fnc_findSafePos;
_posOut = _posSafe findEmptyPosition [1,75,_x];
_pos = [position _player, 0, EPOCH_dynamicVehicleArea, 10, 1, 1000, 0] call BIS_fnc_findSafePos;
_pos = _pos findEmptyPosition [1,75,_x];
};
_vehicles pushBack [_x,_posOut];
_vehicles pushBack [_x,_pos];
//};
};
};
@ -180,35 +178,8 @@ if(count _vehicles > 0)then{
_crew moveInCargo _obj;
//if (_doOwner) then {_crew setOwner (owner _player)};
};
_obj allowdamage true;
//Assume is 'crash site' vehicle.
if(_doDamage)then{
_obj setdamage 1;
removeFromRemainsCollector [_obj];
_obj call EPOCH_server_setVToken;
//WIP - Wait for player to turn up then add back to remains collector. May be less performant that just leaving it for a server restart ?
[_obj] spawn {
_monitorObj = true;
_obj = _this select 0;
while{_monitorObj}do{
if(count nearestObjects [_obj,["MAN"],28] > 0)then{
_monitorObj = false;
};
uiSleep 30;
};
while!(_monitorObj)do{
if(count nearestObjects [_obj,["MAN"],56] < 1)then{
_monitorObj = true;
addToRemainsCollector [_obj];
};
uiSleep 30;
};
terminate _thisScript;//Testing
};
};
}forEach _vehicles;
};