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small bug fixes
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@ -23,13 +23,15 @@ params[
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["_backpacks",[]],
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["_weaponList",[]],
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["_sideArms",[]],
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["_scuba",false]
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["_scuba",false],
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["_timeOut",300],
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["_waypointclass","Soldier"]
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];
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/*
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{
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diag_log format["_fn_spawnGroup: _this %1 = %2",_forEachIndex, _this select _forEachIndex];
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} forEach _this;
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*/
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if (_weaponList isEqualTo []) then {_weaponList = [_skillLevel] call GMS_fnc_selectAILoadout};
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if (_sideArms isEqualTo []) then {_sideArms = [_skillLevel] call GMS_fnc_selectAISidearms};
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if (_uniforms isEqualTo []) then {_uniforms = [_skillLevel] call GMS_fnc_selectAIUniforms};
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@ -39,8 +41,7 @@ if (_backpacks isEqualTo []) then {_backpacks = [_skillLevel] call GMS_fnc_selec
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private _difficultyIndex = [_skillLevel] call GMS_fnc_getIndexFromDifficulty;
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private "_group";
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_group = [
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private _group = [
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_pos,
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_numberToSpawn,
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GMSCore_side,
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@ -65,7 +66,7 @@ _group setVariable["GMS_difficulty",_skillLevel];
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[_group] call GMSCore_fnc_setupGroupBehavior;
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private _skills = missionNamespace getVariable[format["GMS_Skills%1",_skillLevel],GMS_SkillsRed];
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[_group,_skills] call GMSCore_fnc_setupGroupSkills;
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// TODO: Add Money if any should be added
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private _gear = [
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[
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_weaponList,
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@ -96,19 +97,21 @@ private _gear = [
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[GMS_loot, 1.0]
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];
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[_group,_gear,GMS_launchersPerGroup,GMS_useNVG] call GMSCore_fnc_setupGroupGear;
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private _veh = vehicle (leader _group);
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private _type = [_veh] call BIS_fnc_objectType;
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_type params["_typeObj","_subtypeObj"];
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private _money = (missionNamespace getVariable[format["GMS_rewards%1",_skillLevel],GMS_rewardsOrange]) select 0;
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diag_log format["GMS_fnc_spawnGroup: _money = %1 | _group = %2",_money,_group];
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[_group,_difficulty,_money] call GMSCore_fnc_setupGroupMoney;
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//private _veh = vehicle (leader _group);
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//private _type = [_veh] call BIS_fnc_objectType;
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//_type params["_typeObj","_subtypeObj"];
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//diag_log format["GMS_fnc_spawnGroup: _veh %3 | _typeObj %1 | _subTypeObj %2",_typeObj,_subtypeObj,_veh];
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private "_waypointClass";
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switch (_typeObj) do {
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case "Soldier": {_waypointClass =_typeObj};
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case "Vehicle": {_waypointClass = _subtypeObj};
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case "VehicleAutonomous": {_waypointClass = _subtypeObj};
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default {_waypointClass = "Soldier"};
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};
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//private "_waypointClass";
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//switch (_typeObj) do {
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// case "Soldier": {_waypointClass =_typeObj};
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//case "Vehicle": {_waypointClass = _subtypeObj};
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//case "VehicleAutonomous": {_waypointClass = _subtypeObj};
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//default {_waypointClass = "Soldier"};
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//};
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/*
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params[
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["_group",grpNull], // group for which to configure / initialize waypoints
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@ -121,7 +124,7 @@ params[
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];
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*/
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if !(_areaDimensions isEqualTo []) then {[_group,[],[_pos,_areaDimensions],-1,0,_waypointClass,true] call GMSCore_fnc_initializeWaypointsAreaPatrol};
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if !(_areaDimensions isEqualTo []) then {[_group,[],[_pos,_areaDimensions],_timeout,0,_waypointClass,true] call GMSCore_fnc_initializeWaypointsAreaPatrol};
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_group selectLeader ((units _group) select 0);
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//[format["GMS_fnc_spawnGroup: _group = %1",_group]] call GMS_fnc_log;
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@ -158,6 +158,9 @@ switch (GMSCore_modType) do
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GMS_useSignalEnd = true; // When true a smoke grenade/chemlight will appear at the loot crate for 2 min after mission completion.
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GMS_missionEndCondition = allUnitsKilled; //allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear
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// Added 10/01/23 for those who want some control over the color.
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GMS_smokeShellAtCrates = ["SmokeShellOrange","SmokeShellBlue","SmokeShellPurple","SmokeShellRed","SmokeShellGreen","SmokeShellYellow"];
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///////////////////////////////
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// General Mission Completion and Loot Settings
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///////////////////////////////
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