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moved air drop trigger server side Epoch Events
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@ -19,10 +19,6 @@ params ["_unitClass",["_trgt",player],["_doVariable",false],["_extraData",[]]];
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_bomb = objNull;
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_bomb = objNull;
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// diag_log format["DEBUG: Antagonist %1 Spawning on %2. Do variable: %3.", _unitClass, _trgt, _doVariable];
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// diag_log format["DEBUG: Antagonist %1 Spawning on %2. Do variable: %3.", _unitClass, _trgt, _doVariable];
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if(random 100 < 6)then{
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[] execFSM "\x\addons\a3_epoch_code\System\Event_Air_Drop.fsm";
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};
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if(_doVariable)then{_unitClass call EPOCH_unitSpawnIncrease;};//Assumes Antagonist is required.
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if(_doVariable)then{_unitClass call EPOCH_unitSpawnIncrease;};//Assumes Antagonist is required.
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_index = EPOCH_spawnIndex find _unitClass;
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_index = EPOCH_spawnIndex find _unitClass;
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29
Sources/epoch_server_settings/EpochEvents/AirDrop.sqf
Normal file
29
Sources/epoch_server_settings/EpochEvents/AirDrop.sqf
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@ -0,0 +1,29 @@
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/*
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Trigger Air drop client side via randomly selected player.
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by Aaron Clark - EpochMod.com
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Improvements and or bugfixes and other contributions are welcome via the github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_server_settings/EpochEvents/AirDrop.sqf
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*/
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// 50% chance every 45 minutes by default
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_chance = 50;
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if (random 100 < _chance) then {
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// get all alive players
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_players = [];
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{
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if (alive _x) then {_players pushBack _x};
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} forEach allPlayers;
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// continue if players found alive
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if !(_players isEqualTo []) then {
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// select random player
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_player = selectRandom _players;
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// Trigger air drop via player
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["B_Heli_Transport_01_F", _player, true] remoteExec ['EPOCH_unitSpawn',_player];
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diag_log format["Epoch: Air Drop Triggered on %1", _player];
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};
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};
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