Added Support for Static Missions

And tweaked some code
And Fixed one bug with spawning aircraft.
This commit is contained in:
Ghostrider [GRG] 2023-09-25 15:54:52 -04:00
parent 6c6923246a
commit d4a7542d5f
47 changed files with 1372 additions and 664 deletions

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@GMS/addons/GMS.pbo Normal file

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@ -24,7 +24,6 @@ while {true} do
if (diag_tickTime > _timer2sec) then
{
[] spawn GMS_fnc_monitorSpawnedMissions;
if (GMS_showCountAliveAI) then
{
{
@ -38,6 +37,8 @@ while {true} do
{
_timer5sec = diag_tickTime + 5;
if (GMS_simulationManager isEqualTo GMS_useBlckeaglsSimulationManagement) then {[] call GMS_fnc_simulationMonitor};
[] spawn GMS_fnc_monitorSpawnedMissions;
[] call GMS_fnc_scanForPlayersNearVehicles;
[] call GMS_fnc_vehicleMonitor;
#ifdef GRGserver
[] call GMS_fnc_broadcastServerFPS;
@ -46,9 +47,8 @@ while {true} do
if (diag_tickTime > _timer10Sec) then
{
_timer10Sec = diag_tickTime + 10;
[] call GMS_fnc_scanForPlayersNearVehicles;
[] call GMS_fnc_spawnNewMissions;
[] spawn GMS_fnc_monitorInitializedMissions;
[] call GMS_fnc_monitorInitializedMissions;
};
if ((diag_tickTime > _timer1min)) then

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@ -37,6 +37,11 @@ DMS_missionMarkerRootName = "DMS_MissionMarker";
GMS_missionLabelMarkers = [];
GMS_mainThreadUpdateInterval = 60;
GMS_monitoring = false;
GMS_monitoringInitPass = 0;
GMS_spawnHelisPass = 0;
GMS_playerIsNear = false;
GMS_aiKilled = false;
GMS_triggered = false;
GMS_revealMode = "detailed"; //""basic" /*group or vehicle level reveals*/,detailed /*unit by unit reveals*/";
GMS_dynamicMissionsSpawned = 0;
GMS_missionData = [];

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@ -18,7 +18,10 @@ private ["_abort","_crates","_aiGroup","_objects","_groupPatrolRadius","_mission
"_chanceHeliPatrol","_noPara","_chanceLoot","_heliCrew","_loadCratesTiming","_useMines","_GMS_AllMissionAI","_delayTime","_groupPatrolRadius","_simpleObjects",
"_wait","_missionStartTime","_playerInRange","_missionTimedOut","_temp","_patrolVehicles","_vehToSpawn","_noChoppers","_chancePara","_paraSkill","_marker","_vehicleCrewCount",
"_defaultMissionLocations","_garrisonedbuildings_buildingposnsystem","_garrisonedBuilding_ATLsystem", "_isScubaMission","_markerlabel","_missionLootBoxes","_airpatrols",
"_submarinePatrols","_scubaPatrols","_maxMissionRespawns"];
"_submarinePatrols","_scubaPatrols","_maxMissionRespawns",
// New private variables
"_chanceMissionSpawned",
"_rewardVehicles "];
params["_markerName",["_aiDifficultyLevel","Red"]];
if (isNil "_markerLabel") then {_markerLabel = _markerMissionName};
@ -68,7 +71,12 @@ if (isNil "_lootCrates") then {_lootCrates = GMS_crateTypes};
if (isNil "_lootCratePositions") then {_lootCratePositions = []};
if (isNil "_isScubaMission") then {_isScubaMission = false};
if (isNil "_missionLootBoxes") then {_missionLootBoxes = []};
// New in Sept 2023 - reward vehicles are spawned after a mission is cleared.
if (isNil "_rewardVehicles") then {_rewardVehicles = []};
if (isNil "_defaultMissionLocations") then {_defaultMissionLocations = []};
if (isNil "_chanceMissionSpawned") then {_chanceMissionSpawned = 100};
if (isNil "_maxMissionRespawns") then {_maxMissionRespawns = -1};
if (isNil "_simpleObjects") then {_simpleObjects = []};
if (isNil "_missionemplacedweapons") then
@ -77,19 +85,22 @@ if (isNil "_missionemplacedweapons") then
diag_log format["[GMS] _missionSpawner: setting _missionemplacedweapons to its default value of %1",_missionemplacedweapons];
};
// Allow for and capture any custom difficult setting in the mission
if !(isNil "_difficulty") then {_aiDifficultyLevel = _difficulty};
_markerType params["_markerType",["_markersize",[250,250]],["_markerBrush","GRID"]];
private _paraSkill = _aiDifficultyLevel;
if !(_spawnCratesTiming in GMS_validLootSpawnTimings) then
{
[format['Invalid crate spawn timing %1 found in mission %2 :: default value "atMissionSpawnGround" used',_spawnCratesTiming,_markerMissionName],"<WARNING>"] call GMS_fnc_log;
_spawnCratesTiming = "atMissionSpawnGround";
[format['Invalid crate spawn timing %1 found in mission %2 :: default value atMissionSpawnGround used',_spawnCratesTiming,_markerMissionName],"<WARNING>"] call GMS_fnc_log;
_spawnCratesTiming = atMissionSpawnGround;
};
if !(_loadCratesTiming in GMS_validLootLoadTimings) then
{
[format['Invalid crate loading timing %1 found in mission %2 :: default "atMissionSpawn" value used',_loadCratesTiming,_markerMissionName],"<WARNING>"] call GMS_fnc_log;
_loadCratesTiming = "atMissionSpawn";
[format['Invalid crate loading timing %1 found in mission %2 :: default atMissionSpawn value used',_loadCratesTiming,_markerMissionName],"<WARNING>"] call GMS_fnc_log;
_loadCratesTiming = atMissionSpawn;
};
if !(_endCondition in GMS_validEndStates) then
{
@ -166,6 +177,7 @@ private _missionMessages = [
];
private _timesSpawned = 0;
private _isSpawned = false;
private _table = [
_aiDifficultyLevel,
_markerConfigs,
@ -177,7 +189,8 @@ private _table = [
_paraConfigs,
_defaultMissionLocations,
_maxMissionRespawns,
_timesSpawned
_timesSpawned,
_isSpawned
];
//[format["_missionSpawner (182): _defaultMissionLocations %1 | _maxMissionRespawns %2 | _timesSpawned %3",_defaultMissionLocations,_maxMissionRespawns,_timesSpawned]] call GMS_fnc_log;
_table

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@ -6,25 +6,29 @@
By Ghostrider-GRG-
Copyright 2016
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
params["_missionList","_path","_marker","_difficulty","_tMin","_tMax",["_noMissions",1]];
if (GMS_debugLevel >= 3) then
params[["_missionList",[]],["_path",""],["_marker",""],["_difficulty","Red"],["_tMin",60],["_tMax",120],["_noMissions",1],["_isStatic",false]];
//diag_log format["_addMissionToQue: _this = %1",_this];
/*
{
{
diag_log format["_addMissionToQue: _this %1 = %2",_forEachIndex, _this select _forEachIndex];
} forEach _this;
diag_log format["_addMissionToQue: _this %1 = %2",_forEachIndex, _this select _forEachIndex];
} forEach _this;
*/
private "_waitTime";
if (_isStatic) then {
_waitTime = 60;
} else {
_waitTime = diag_tickTime + (_tMin) + random((_tMax) - (_tMin));
};
private _waitTime = diag_tickTime + (_tMin) + random((_tMax) - (_tMin));
//diag_log format["_addMissionToQue: _waitTime = %1",_waitTime];
private _missionsData = []; // Parameters definine each of the missions for this difficulty are stored as arrays here.
{
private _missionFile = format["\GMS\Missions\%1\%2.sqf",_path,_x];
//diag_log format["_addMissionToQue: _missionFile = %1",_missionFile];
private _missionCode = compileFinal preprocessFileLinenumbers _missionFile;//return all of the values that define how the mission is spawned as an array of values
if !(isNil "_missionCode") then
{
@ -32,12 +36,14 @@ private _missionsData = []; // Parameters definine each of the missions for this
if !(isNil "_data") then
{
_missionsData pushBack _data;
//diag_log format["_addMissionToQue: _data = %1",_data];
};
} else {
diag_log format["bad path\mission combination %1",_missionFile];
//diag_log format["bad path\mission combination %1",_missionFile];
};
} forEach _missionList;
private _key = round(random(10000));
private _missions = [
_key,
@ -47,9 +53,10 @@ private _missions = [
_tMin, // Used to calculate waittime in the future
_tMax, // as above
_waitTime, // time at which a mission should be spawned
_missionsData // Array of data about individual missions that could be spawned. The data table for each mission is defined in _missionSpawner
_missionsData, // Array of data about individual missions that could be spawned. The data table for each mission is defined in _missionSpawner
_isStatic
];
//diag_log format["_addMissionToQue (55): _missions = %1",_missions];
GMS_missionData pushBack _missions;

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@ -7,7 +7,7 @@
[_mrkr,_difficulty,_m] call GMS_fnc_initializeMission;
Returns one of the following values:
0 - the search for a position was unsuccessful - _coords == []
0 - this is a static mission that has been spawned and has not been completed
1 - the mission was successfully initialized at _coords != [0,0,0]
2 - the mission has been run the maximum allowed times.
*/
@ -18,7 +18,8 @@ private ["_coords","_coordArray","_return"];
params[
"_key", // This key can be used to seach the list of available mission types to update that list when a mission is completed or times out
"_missionConfigs", // Selfevident but this is an array with all configs for the mission
"_missionCount" // The number of missions run thus far which is used to unsure each marker has a unique name
"_missionCount", // The number of missions run thus far which is used to unsure each marker has a unique name
"_isStatic"
];
_missionConfigs params [
@ -32,7 +33,8 @@ params[
"_paraConfigs",
"_defaultMissionLocations",
"_maxMissionRespawns",
"_timesSpawned"
"_timesSpawned",
"_isSpawned"
];
_markerConfigs params[
@ -46,6 +48,9 @@ _markerConfigs params[
[format["_initializeMission (39): _markerName %1 | _key %2 | _missionCount %3 | _maxMissionRespawns %4 | _timesSpawned %5",_markerName,_key,_missionCount,_maxMissionRespawns,_timesSpawned]] call GMS_fnc_log;
// If the mission is a static mission and it has been spawned but not cleared then pass back a code indicating that
if (_isStatic &&_isSpawned) exitWith {private _initialized = 3; _initialized};
private _initialized = 0;
/*
@ -99,7 +104,8 @@ if !(GMS_preciseMapMarkers) then
_markerPos = [_coords,75] call GMS_fnc_randomPosition;
};
if (GMS_debugLevel >= 3) then
/*
if (GMS_debugLevel >=30) then
{
{
diag_log format["_initializeMission (95) %1 = %2",_x,_markerConfigs select _forEachIndex];
@ -110,6 +116,8 @@ if (GMS_debugLevel >= 3) then
"_markerBrush"
];
};
*/
private _markerError = false;
if !(toLowerANSI (_markerType) in ["ellipse","rectangle"] || {isClass(configFile >> "CfgMarkers" >> _markerType)} ) then
{
@ -119,6 +127,7 @@ if !(toLowerANSI (_markerType) in ["ellipse","rectangle"] || {isClass(configFile
_markerBrush = "GRID";
_markerError = true;
};
if !(isClass(configFile >> "CfgMarkerColors" >> _markerColor)) then
{
//[format["_markerColor set to 'default': Illegal color %1 used for mission %2 of difficulty %3",_markerColor,_markerMissionName,_difficulty],"warning"] call GMS_fnc_log;
@ -164,13 +173,13 @@ private _missionData = [
hiddenObjects,
crates,
missionAI,
assetSpawned,
assetSpawned, /// Used for missions for which a hostage or target is spawned.
missionVehicles,
lootVehicles,
_markers
];
private _spawnPara = -1;
GMS_initializedMissionsList pushBack [_key, missionTimeoutAt, triggered, _missionData, _missionConfigs, _spawnPara];
GMS_initializedMissionsList pushBack [_key, missionTimeoutAt, triggered, _missionData, _missionConfigs, _spawnPara,_isSpawned,_isStatic];
//[format["_initializeMission (163): count GMS_initializedMissionsList = %1",count GMS_initializedMissionsList]] call GMS_fnc_log;
_initialized = 1;
_initialized

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@ -12,9 +12,9 @@
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
//GMS_activeMonitorThreads = GMS_activeMonitorThreads + 1;
//if (GMS_monitoring) exitWith {diag_log format["_monitorInitializedMissions: execution terminated for GMS_monitoring = true at %1",diag_tickTime]};
GMS_monitoring = true;
GMS_monitoringInitPass = GMS_monitoringInitPass + 1;
//[format["_monitorInitializedMissions (17): GMS_initializedMissionsList = %1", GMS_initializedMissionsList]] call GMS_fnc_log;
private _missionsList = GMS_initializedMissionsList;
@ -31,7 +31,9 @@ for "_i" from 1 to (count _missionsList) do
"_triggered", // 2 // integer - specifies if mission was triggered by a player or scripting such as debug setting
"_missionData", // 4 // variable containing information specific to this instance of the mission such as location and objects
"_missionConfigs", // 5 // Variables regarding the configuration of the dynamic mission
"_spawnPara"
"_spawnPara",
"_spawned",
"_isStatic"
];
#define triggered 2
@ -40,6 +42,7 @@ for "_i" from 1 to (count _missionsList) do
private _monitorAction = -2;
if (_triggered == 0) then
{
if ((_missionTimeoutAt > 0) && {diag_tickTime > _missionTimeoutAt}) then
@ -49,7 +52,9 @@ for "_i" from 1 to (count _missionsList) do
} else {
private _playerInRange = [missionCoords, GMS_TriggerDistance, false, true] call GMS_fnc_playerInRange;
if (_playerInRange) then {
//diag_log format["_monitorInitializedMissions (41) Player in range criteria met at %1",diag_tickTime];
//diag_log format["_monitorInitializedMissions (52) Player in range criteria met at %1 for _key %2",diag_tickTime,_key];
//diag_log format["_monitorInitializedMissions(53) GMS_monitoring = %1 | GMS_monitoringInitPass = %2",GMS_monitoring,GMS_monitoringInitPass];
//diag_log format["_monitorInitializedMissions(54) count of entries for _el = %1", {_x isEqualTo _el} count _missionsList];
_monitorAction = 0;
} else {
if (GMS_debugLevel >= 3) then
@ -65,13 +70,33 @@ for "_i" from 1 to (count _missionsList) do
switch (_monitorAction) do
{
// Nothing needs to be done
case -2 : {
_missionsList pushBack _el;
};
// Handle Timeout
case -1:
{
/*
// List the full list of variables in _missionConfigs to aide in coding
_missionConfigs params [
"_difficulty", // index = 0
"_markerConfigs",
"_endCondition",
"_isscubamission",
"_missionLootConfigs",
"_aiConfigs",
"_missionMessages",
"_paraConfigs",
"_defaultMissionLocations",
"_maxMissionRespawns",
"_timesSpawned",
"_isSpawned" // index = 11
];
*/
_missionConfigs params[
"_difficulty",
"_markerConfigs",
@ -79,8 +104,7 @@ for "_i" from 1 to (count _missionsList) do
"_isscubamission",
"_missionLootConfigs",
"_aiConfigs",
"_missionMessages",
"_paraConfigs"
"_missionMessages"
];
_missionMessages params [
@ -98,336 +122,20 @@ for "_i" from 1 to (count _missionsList) do
["_missionLootConfigs",[]],
["_isScuba",false],
["_endCode",-1]
*/
*/
_missionConfigs set[isSpawned,false];
[_key, _missionData, "", _missionData,_missionLootConfigs,_isscubamission,-1] call GMS_fnc_endMission;
_missionsList pushBack _el;
};
// Handle mission waiting to be triggerd and player is within the range to trigger
case 0:
{
//waitUntil {!_spawningMission};
//_spawningMission = true; // to prevent the script from trying to spawn multiple missions at the same time.
#define noActive 2
#define waitTime 5
#define missionData 6
/*
_missionData = [
_coords,
_mines,
_objects,
_hiddenObjects,
_crates,
_missionInfantry,
_assetSpawned,
_aiVehicles,
_lootVehicles,
_markers];
*/
_missionData params [
"_coords",
"_mines",
"_objects",
"_hiddenObjects",
"_crates",
"_missionInfantry",
"_assetSpawned",
"_aiVehicles",
"_lootVehicles",
"_markers"
];
_missionConfigs params[
"_difficulty",
"_markerConfigs",
"_endCondition",
"_isscubamission",
"_missionLootConfigs",
"_aiConfigs",
"_missionMessages",
"_paraConfigs",
"_defaultMissionLocations"
];
_markers params[
"_shapedMarker",
"_iconMarker"
];
_missionMessages params [
"_assetKilledMsg",
"_endMsg",
"_startMsg"
];
_missionLootConfigs params [
"_spawnCratesTiming",
"_loadCratesTiming",
"_crateLoot",
"_lootCounts",
"_missionLootBoxes",
"_missionLootVehicles"
];
_aiConfigs params [
"_uniforms",
"_headgear",
"_vests",
"_backpacks",
"_weaponList",
"_sideArms",
"_missionLandscapeMode",
"_garrisonedBuildings_BuildingPosnSystem",
"_garrisonedBuilding_ATLsystem",
"_missionLandscape",
"_simpleObjects",
"_missionPatrolVehicles",
"_submarinePatrols", // Added Build 227
"_submarinePatrolParameters",
"_airPatrols",
"_noVehiclePatrols",
"_vehicleCrewCount",
"_missionEmplacedWeapons",
"_noEmplacedWeapons",
"_useMines",
"_minNoAI",
"_maxNoAI",
"_noAIGroups",
"_missionGroups",
"_scubaPatrols", // Added Build 227
"_scubaGroupParameters",
"_hostageConfig",
"_enemyLeaderConfig",
"_chanceHeliPatrol",
"_noChoppers",
"_missionHelis"
];
[_missionData,_missionConfigs,_spawnPara] spawn GMS_fnc_spawnMissionAssets;
_el set[triggered,1];
private["_temp"];
if (GMS_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
{
_temp = [_coords,GMS_SmokeAtMissions select 1] call GMS_fnc_smokeAtCrates;
_objects append _temp;
//[format["_monitorInitializedMissions (181): added Smoke objects, _iconMarker %3 | count _objects = %1 | _objects = %2",count _objects, _objects,_iconMarker]] call GMS_fnc_log;
uiSleep delayTime;
};
if (_useMines) then
{
_temp = [_coords] call GMS_fnc_spawnMines;
_mines = _temp;
//[format["_monitorInitializedMissions (189): spawned mines for mission _iconMarker %3 | located at %1 | mines = %2",_coords,_mines,_iconMarker]] call GMS_fnc_log;
uiSleep delayTime;
};
if (_missionLandscapeMode isEqualTo "random") then
{
_temp = [_coords,_missionLandscape, 3, 15, 2] call GMS_fnc_spawnRandomLandscape;
//[format["_monitorInitializedMissions (196): spawned randomly place objects for _iconMarker %3 | at %1 | list of objects = %2",_coords,_temp select 0,_iconMarker]] call GMS_fnc_log;
} else {
_temp = [_coords, _missionLandscape] call GMS_fnc_spawnCompositionObjects;
//[format["_monitorInitializedMissions (199): precisly positioned objects for _iconMarker %3 | at %1 | list of objects = %2",_coords,_temp select 0,_iconMarker]] call GMS_fnc_log;
};
_temp params["_obj","_hiddenObj"];
_objects append _obj;
_hiddenObjects append _hiddenObj;
//[format["_monitorInitializedMissions (204): added landscape objects for _iconMarker %1 | count _objects = %2 | _objects = %3",_iconMarker,count _objects, _objects]] call GMS_fnc_log;
uiSleep delayTime;
_temp = [_coords,_simpleObjects,true] call GMS_fnc_spawnSimpleObjects;
_objects append _temp;
//[format["_monitorInitializedMissions (209): added simple objects for _iconMarker %1 | count _objects = %2 | _objects = %3",_iconMarker,count _objects, _objects]] call GMS_fnc_log;
_ai = [_coords, _minNoAI,_maxNoAI,_noAIGroups,_missionGroups,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission] call GMS_fnc_spawnMissionAI;
_missionInfantry append _ai;
//[format["_monitorInitializedMissions (213): spawned mission AI for _iconMarker %1 at %2 | with count _missionInfantry = %3 | with _missionInfantry = %4",_iconMarker,diag_tickTime,count _missionInfantry, _missionInfantry]] call GMS_fnc_log;
uiSleep delayTime;
if (!(_scubaGroupParameters isEqualTo []) || {_scubaPatrols > 0}) then
{
_ai = [_coords, _minNoAI,_maxNoAI,_scubaPatrols,_scubaGroupParameters,_difficulty,GMS_UMS_uniforms,GMS_UMS_headgear,GMS_UMS_vests,_backpacks,GMS_UMS_weapons,_sideArms,true] call GMS_fnc_spawnMissionAI;
_missionInfantry append _ai;
uiSleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_hostageConfig isEqualTo []) then
{
_temp = [_coords,_hostageConfig] call GMS_fnc_spawnHostage;
_assetSpawned = _temp select 0;
_objects pushBack (_temp select 1); // The building in which the asset was spawned.
uiSleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_enemyLeaderConfig isEqualTo []) then
{
_temp = [_coords,_enemyLeaderConfig] call GMS_fnc_spawnLeader;
if (_temp isEqualTo grpNull) then {throw 1} else
{
_assetSpawned = _temp select 0;
_objects pushBack (_temp select 1); // The building in which the asset was spawned.
_missionInfantry pushBack _assetSpawned;
};
uiSleep delayTime;
};
private _noChoppers = [_noChoppers] call GMSCore_fnc_getNumberFromRange;
//[format["_monitorInitializeMissions(246): _iconMarker %1 | _noChoppers = %2",_iconMarker,_noChoppers]] call GMS_fnc_log;
if ((_noChoppers > 0) && {random(1) < _chanceHeliPatrol}) then
{
_temp = [_coords,_noChoppers,_missionHelis,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList, _sideArms] call GMS_fnc_spawnMissionHelis;
_temp params["_helisSpawned","_unitsSpawned"];
//[format["_monitorInitializeMissions (251): _iconMarker %1 | _helisSpawned = %2",_iconMarker,_helisSpawned]] call GMS_fnc_log;
GMS_monitoredVehicles append _helisSpawned;
GMS_aircraftPatrols append _helisSpawned; // Used to find nearest heli ...
_aiVehicles append _helisSpawned;
_missionInfantry append _unitsSpawned;
uisleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_garrisonedBuilding_ATLsystem isEqualTo []) then // Note that there is no error checking here for nulGroups
{
_temp = [_coords, _garrisonedBuilding_ATLsystem, _difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_garrisonBuilding_ATLsystem;
_temp params["_unitsSpawned","_staticsSpawned","_buildingsSpawned"];
_objects append _buildingsSpawned;
//[format["_monitorInitializedMissions (264): added ATL Garrisons, _iconMarker %1 | count _objects = %2 | _objects = %3",_iconMarker,count _objects, _objects]] call GMS_fnc_log;
GMS_monitoredVehicles append _staticsSpawned;
_missionInfantry append _unitsSpawned;
uiSleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_garrisonedBuildings_BuildingPosnSystem isEqualTo []) then
{
_temp = [_coords, _garrisonedBuildings_BuildingPosnSystem, _difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_garrisonBuilding_RelPosSystem;
_objects append (_temp select 1);
GMS_monitoredVehicles append (_temp select 2);
_missionInfantry append (units (_temp select 0));
uiSleep delayTime;
};
private _userelativepos = true;
private _emplacedWeaponsThisMission = [_noEmplacedWeapons] call GMSCore_fnc_getNumberFromRange;
if (GMS_useStatic && {((_emplacedWeaponsThisMission > 0) || {!(_missionEmplacedWeapons isEqualTo [])} )} ) then
{
_temp = [_coords,_missionEmplacedWeapons,_userelativepos,_emplacedWeaponsThisMission,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_spawnEmplacedWeaponArray;
_temp params["_statics","_units"];
_objects append _statics;
_missionInfantry append _units;
//[format["_monitorInitializedMissions (288): spawned emplaced weapons for _iconMarker %1 at %2 | with count _missionInfantry = %3 | with _statics = %4",_iconMarker,diag_tickTime,count _missionInfantry, _statics]];
uisleep delayTime;
};
if !(_missionLootVehicles isEqualTo []) then
{
_lootVehicles = [_coords,_missionLootVehicles,_spawnCratesTiming] call GMS_fnc_spawnMissionLootVehicles;
uiSleep delayTime;
};
private _noPatrols = [_noVehiclePatrols] call GMSCore_fnc_getNumberFromRange;
//[format["_monitorInitializedMissions (300): _iconMarker %1 | _noPatrols (vehicle) = %2",_iconMarker,_noPatrols]] call GMS_fnc_log;
if (GMS_useVehiclePatrols && {( (_noPatrols > 0) || {!(_missionPatrolVehicles isEqualTo [])} )} ) then
{
_temp = [_coords,_noPatrols,_difficulty,_missionPatrolVehicles,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,false,_vehicleCrewCount] call GMS_fnc_spawnMissionVehiclePatrols;
_temp params["_vehs","_units"];
_aiVehicles append _vehs;
_missionInfantry append _units;
//[format["_monitorInitializedMissions (307): spawned vehicle patrols for _shapedMarker %1 at %2 | with count _missionInfantry = %3 | with _vehs = %4 | _missionInfantry = %5",_shapedMarker,diag_tickTime,count _missionInfantry, _vehs, _missionInfantry]] call GMS_fnc_log;
uiSleep delayTime;
};
if (GMS_useVehiclePatrols && {((_submarinePatrols > 0) || {!(_submarinePatrolParameters isEqualTo [])} )} ) then
{
_temp = [_coords,_noPatrols,_difficulty,_submarinePatrolParameters,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission,_vehicleCrewCount] call GMS_fnc_spawnMissionVehiclePatrols;
_temp params["_vehs","_units"];
GMS_monitoredVehicles append _vehs;
GMS_landVehiclePatrols append _vehs;
_aiVehicles append _vehs;
_missionInfantry append _units;
uiSleep delayTime;
//[format["_monitorInitializedMissions: spawned sub patrols %1",_coords]] call GMS_fnc_log;
};
if (_spawnCratesTiming in ["atMissionSpawnGround","atMissionSpawnAir"]) then
{
if (_missionLootBoxes isEqualTo []) then
{
_crates = [_coords,[[selectRandom GMS_crateTypes,[1,1,0],_crateLoot,_lootCounts]], _loadCratesTiming, _spawnCratesTiming, "start", _difficulty] call GMS_fnc_spawnMissionCrates;
//[format["_monitorInitializedMissions (326): _shapedMarker %1 | standard locations for crates at %2 | _crates = %3",_shapedMarker,_coords,_crates]] call GMS_fnc_log;
}
else
{
_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _difficulty] call GMS_fnc_spawnMissionCrates;
//[format["_monitorInitializedMissions (331): _iconMarker %1 | predefined locations for crates at %2 | _crates = %3",_iconMarker,_coords,_crates]] call GMS_fnc_log;
};
//diag_log format["monitorInitializedMission (333): _spawnCrates Timing = %1 / crates spawned = %2",_spawnCratesTiming,_crates];
if (GMS_cleanUpLootChests) then
{
_objects append _crates;
};
if (_loadCratesTiming isEqualTo "atMissionSpawn") then
{
private _crateMoney = missionNamespace getVariable (format["GMS_crateMoney%1",_difficulty]);
//[format["_monitorInitializedMissions (341) _crateMoney = %1",_crateMoney]] call GMS_fnc_log;
{
[_x,missionNamespace getVariable (format["GMS_crateMoney%1",_difficulty])] call GMS_fnc_setMoney;
} forEach _crates;
//diag_log format["monitorInitializedMission (345): _iconMarker %1 | Loot LOADED _loadCrates Timing = %2",_iconMarker,_loadCratesTiming];
} else {
//diag_log format["monitorInitializedMission (347): _iconMarker %1 | NO Loot LOADED _loadCrates Timing = %2",_iconMarker,_loadCratesTiming];
};
};
//[format["_monitorInitializedMissions (351): added crates, count _crates = %1 | _crates = %2",count _crates, _crates]] call GMS_fnc_log;
uiSleep 1;
// [format["_monitorInitializedMissions (353): _markers selet 1 = %1 | _iconMarker = %2",_markers select 1, _iconMarker]] call GMS_fnc_log;
if (GMS_showCountAliveAI) then
{
GMS_missionLabelMarkers pushBack [
_markers select 1, // The icon marker used for adding text to markers
_markerConfigs select 1, // The name of the mission shown to players on markers and in allerts
_missionInfantry // The array of units tied to the mission used in this case to keep a count of units still alive that is shown on the map
];
};
{
_x setVariable["crateSpawnPos", (getPos _x)];
} forEach _crates;
//[format["_monitorInitializedMissions (361): _shapedMarker %1 | _mines = %3",_shapedMarker,_coords,_mines]] call GMS_fnc_log;
//[format["_monitorInitializedMissions (362): _shapedMarker %1 | _crates = %3",_shapedMarker,_coords,_crates]] call GMS_fnc_log;
#define indexMines 1
#define indexCrates 4
_missionData set[indexMines, _mines];
_missionData set[indexCrates, _crates];
//_missionData = [_coords,_mines,_objects,_hiddenObjects,_crates,_missionInfantry,_assetSpawned,_aiVehicles,_lootVehicles,_markers];
//_el set[missionData, _missionData];
// Everything spawned withouth serious errors so lets keep the mission active for future monitoring
//_spawningMission = false;
_missionsList pushBack _el;
_el params [
"_key",
"_missionTimeoutAt", // 1 // server time at which the mission times out.
"_triggered", // 2 // integer - specifies if mission was triggered by a player or scripting such as debug setting
"_missionData", // 4 // variable containing information specific to this instance of the mission such as location and objects
"_missionConfigs" // 5 // Variables regarding the configuration of the dynamic mission
];
_missionData params [
"_coords",
"_mines",
"_objects",
"_hiddenObjects",
"_crates",
"_missionInfantry",
"_assetSpawned",
"_aiVehicles",
"_lootVehicles",
"_markers"
];
//[format["_monitorInitializedMissions (393): _shapedMarker %1 | _coords %2 | count _mines %3 | count _objects %4 | _crates %5",_shapedMarker,_coords,count _mines,count _objects,_crates]] call GMS_fnc_log;
_missionConfigs set[isSpawned,true];
GMS_monitorTriggered = _el select triggered;
_missionsList pushBack _el;
};
};
//diag_log format["_monitorInitializedMissions (396) End of Code Block | GMS_initializedMissionsList = %1",GMS_initializedMissionsList];

View File

@ -30,7 +30,8 @@ for "_i" from 1 to (count _missionsList) do
"_triggered", // 2 // integer - specifies if mission was triggered by a player or scripting such as debug setting
"_missionData", // 4 // variable containing information specific to this instance of the mission such as location and objects
"_missionConfigs", // 5 // Variables regarding the configuration of the dynamic mission
"_spawnPara"
"_spawnPara",
"_isStatic"
];
#define triggered 2
#define spawnPara 5
@ -58,7 +59,11 @@ for "_i" from 1 to (count _missionsList) do
"_missionLootConfigs",
"_aiConfigs",
"_missionMessages",
"_paraConfigs"
"_paraConfigs",
"_defaultMissionLocations",
"_maxMissionRespawns",
"_timesSpawned",
"_isSpawned"
];
private _missionComplete = -1;
@ -80,8 +85,11 @@ for "_i" from 1 to (count _missionsList) do
private _playerIsNearCrates = [_crates,20,true] call GMS_fnc_playerInRangeArray;
private _playerIsNearCenter = [_coords,20,true] call GMS_fnc_playerInRange;
private _playerIsNear = if (_playerIsNearCrates || {_playerIsNearCenter}) then {true} else {false};
GMS_playerIsNear = _playerIsnear;
private _minNoAliveForCompletion = (count _missionInfantry) - (round(GMS_killPercentage * (count _missionInfantry)));
private _aiKilled = if (({alive _x} count _missionInfantry) <= _minNoAliveForCompletion) then {true} else {false}; // mission complete
GMS_aiKilled = _aiKilled;
if (_endIfPlayerNear && {_playerIsNear}) then {throw 1}; // mission complete
if (_endIfAIKilled && {_aiKilled}) then {throw 1};
@ -188,7 +196,9 @@ for "_i" from 1 to (count _missionsList) do
"_spawnCratesTiming",
"_loadCratesTiming",
"_crateLoot",
"_lootCounts" // A trunkated list of variables is parsed as we do not need all of them
"_lootCounts",
"_missionLootBoxes",
"_missionLootVehicles"
];
_missionMessages params [
@ -271,8 +281,9 @@ for "_i" from 1 to (count _missionsList) do
["_isScuba",false],
["_endCode",-1]
*/
[format["_monitorSpawnedMissions (case 1): _markerConfigs %1 | _endMsg %2",_markerConfigs,_endMsg]] call GMS_fnc_log;
//[format["_monitorSpawnedMissions (case 1): _markerConfigs %1 | _endMsg %2",_markerConfigs,_endMsg]] call GMS_fnc_log;
[_key, _missionData, _endMsg, _markerConfigs, _missionLootConfigs,_isscubamission, 1] call GMS_fnc_endMission;
_missionConfigs set [isSpawned,false];
//[format["_monitorSpawnedMissions (265): _markerMissionName %1: end of case 1 for mission completion",_markerMissionName]] call GMS_fnc_log;
};
@ -288,7 +299,8 @@ for "_i" from 1 to (count _missionsList) do
["_endCode",-1]
*/
//[format["_monitorSpawnedMissions (case 2): _markerConfigs %1 | _endMsg %2",_markerConfigs,_endMsg]] call GMS_fnc_log;
[_key, _missionData, _endMsg, _markerConfigs, _missionLootConfigs, _isscubamission, 2] call GMS_fnc_endMission;
[_key, _missionData, _endMsg, _markerConfigs, _missionLootConfigs, _isscubamission, 2] call GMS_fnc_endMission;
_missionConfigs set [isSpawned,false];
};
case 3: { // Abort, key asset killed
@ -302,7 +314,8 @@ for "_i" from 1 to (count _missionsList) do
["_endCode",-1]
*/
//[format["_monitorSpawnedMissions (case 3): _markerConfigs %1 | _assetKilledMsg %2",_markerConfigs,_assetKilledMsg]] call GMS_fnc_log;
[_key, _missionData, _assetKilledMsg, _markerConfigs, _missionLootConfigs,_isscubamission, 3] call GMS_fnc_endMission;
[_key, _missionData, _assetKilledMsg, _markerConfigs, _missionLootConfigs,_isscubamission, 3] call GMS_fnc_endMission;
_missionConfigs set [isSpawned,false];
};
case 4: {
@ -318,7 +331,8 @@ for "_i" from 1 to (count _missionsList) do
["_endCode",-1]
*/
//diag_log format["_monitorSpawnedMissions: (286): _crates = %1 | _mines = %2",_crates,_mines];
[_key, _missionData, "DEBUG SETTING >= 4", _markerConfigs, _missionLootConfigs, _isscubamission, 4] call GMS_fnc_endMission;
[_key, _missionData, "DEBUG SETTING >= 4", _markerConfigs, _missionLootConfigs, _isscubamission, 4] call GMS_fnc_endMission;
_missionConfigs set [isSpawned,false];
};
case 5: { // SIMULATED Normal Mission End
@ -387,6 +401,7 @@ for "_i" from 1 to (count _missionsList) do
//diag_log format["_monitorSpawnedMissions: (360):_crates = %1",_crates];
[_key, _missionData, _endMsg, _markerConfigs, _missionLootConfigs,_isscubamission, 5] call GMS_fnc_endMission;
_missionConfigs set [isSpawned,false];
//[format["_monitorSpawnedMissions (363): _markerMissionName %1: end of case 1 for mission completion",_markerMissionName]] call GMS_fnc_log;
};
};

View File

@ -1,18 +1,9 @@
/*
[_missionEmplacedWeapons,_noEmplacedWeapons,_aiDifficultyLevel,_coords,_uniforms,_headGear] call GMS_fnc_spawnEmplacedWeaponArray;
By Ghostrider [GRG]
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
params["_coords",["_missionEmplacedWeapons",[]],["_useRelativePos",true],["_noEmplacedWeapons",0],["_aiDifficultyLevel","red"],["_uniforms",[]], ["_headGear",[]],["_vests",[]],["_backpacks",[]],["_weaponList",[]],["_sideArms",[]]];
params["_coords",["_missionEmplacedWeapons",[]],["_useRelativePos",true],["_aiDifficultyLevel","red"],["_uniforms",[]], ["_headGear",[]],["_vests",[]],["_backpacks",[]],["_weaponList",[]],["_sideArms",[]]];
if (_uniforms isEqualTo []) then {_uniforms = [_aiDifficultyLevel] call GMS_fnc_selectAIUniforms};
if (_headGear isEqualTo []) then {_headGear = [_aiDifficultyLevel] call GMS_fnc_selectAIHeadgear};
if (_vests isEqualTo []) then {_vests = [_aiDifficultyLevel] call GMS_fnc_selectAIVests};
@ -20,7 +11,7 @@ if (_backpacks isEqualTo []) then {_backpacks = [_aiDifficultyLevel] call GMS
if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call GMS_fnc_selectAILoadout};
if (_sideArms isEqualTo []) then {[_aiDifficultyLevel] call GMS_fnc_selectAISidearms};
private["_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode","_useRelativePos","_useRelativePos"];
private["_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
_emplacedWeps = [];
_emplacedAI = [];
_units = [];
@ -28,20 +19,8 @@ _abort = false;
_pos = [];
private _emplacedWepData = +_missionEmplacedWeapons; // So we dont overwrite this for the next instance of the mission
//diag_log format["_spawnEmplacedWeaponArray(30): _noEmplacedWeapons = %1 | _emplacedWepData = %2",_noEmplacedWeapons,_emplacedWepData];
// Define _emplacedWepData if not already configured.
if (_emplacedWepData isEqualTo []) then
{
private _wepPositions = [_coords,_noEmplacedWeapons,35,50] call GMS_fnc_findPositionsAlongARadius;
{
_static = selectRandom GMS_staticWeapons;
_emplacedWepData pushback [_static,_x];
} forEach _wepPositions;
_useRelativePos = false;
};
//diag_log format["_spawnEmplacedWeaponArray(45): _noEmplacedWeapons = %1 | _emplacedWepData = %2",_noEmplacedWeapons,_emplacedWepData];
//diag_log format["_spawnEmplacedWeaponArray(31): _useRelativePos = %1",_useRelativePos];
//diag_log format["_spawnEmplacedWeaponArray(32): count _emplacedWepData = %1 | _emplacedWepData = %2",count _emplacedWepData,_emplacedWepData];
{
_x params [["_static",""],["_pos",[0,0,0]],["_dir",0]];
@ -88,6 +67,7 @@ if (_emplacedWepData isEqualTo []) then
_wep setVariable["GMS_vehType","emplaced"];
_emplacedWeps pushback _wep;
[_wep,_empGroup] call GMSCore_fnc_loadVehicleCrew;
//diag_log format["_spawnEmplacedWeaponArray(91): _wep = %1 | getPos _wep = %2 | _static = %3",_wep, getPosATL _wep, _static];
//_gunner setVariable["GRG_vehType","emplaced"];
_emplacedAI append _units;
} forEach _emplacedWepData;

View File

@ -0,0 +1,366 @@
/*
GMS_fnc_spawnMissionAssets
Copyright 2023 Ghostrider[GRG]
*/
params[
"_missionData", // Defined below
"_missionConfigs", // Defined below
"_spawnPara"
];
#define triggered 2
#define missionCoords _missionData select 0
#define delayTime 1
#define noActive 2
#define waitTime 5
#define missionData 6
_missionData params [
"_coords",
"_mines",
"_objects",
"_hiddenObjects",
"_crates",
"_missionInfantry",
"_assetSpawned",
"_aiVehicles",
"_lootVehicles",
"_markers"
];
_missionConfigs params[
"_difficulty",
"_markerConfigs",
"_endCondition",
"_isscubamission",
"_missionLootConfigs",
"_aiConfigs",
"_missionMessages",
"_paraConfigs",
"_defaultMissionLocations"
];
_markers params[
"_shapedMarker",
"_iconMarker"
];
_missionMessages params [
"_assetKilledMsg",
"_endMsg",
"_startMsg"
];
_missionLootConfigs params [
"_spawnCratesTiming",
"_loadCratesTiming",
"_crateLoot",
"_lootCounts",
"_missionLootBoxes",
"_missionLootVehicles"
];
_aiConfigs params [
"_uniforms",
"_headgear",
"_vests",
"_backpacks",
"_weaponList",
"_sideArms",
"_missionLandscapeMode",
"_garrisonedBuildings_BuildingPosnSystem",
"_garrisonedBuilding_ATLsystem",
"_missionLandscape",
"_simpleObjects",
"_missionPatrolVehicles",
"_submarinePatrols", // Added Build 227
"_submarinePatrolParameters",
"_airPatrols",
"_noVehiclePatrols",
"_vehicleCrewCount",
"_missionEmplacedWeapons",
"_noEmplacedWeapons",
"_useMines",
"_minNoAI",
"_maxNoAI",
"_noAIGroups",
"_missionGroups",
"_scubaPatrols", // Added Build 227
"_scubaGroupParameters",
"_hostageConfig",
"_enemyLeaderConfig",
"_chanceHeliPatrol",
"_noChoppers",
"_missionHelis"
];
_markerConfigs params[
"_markerName", // The unique text identifier for the marker
"_markerMissionName"
];
private["_temp"];
if (GMS_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
{
_temp = [_coords,GMS_SmokeAtMissions select 1] call GMS_fnc_smokeAtCrates;
_objects append _temp;
uiSleep delayTime;
};
if (_useMines) then
{
_temp = [_coords] call GMS_fnc_spawnMines;
_mines = _temp;
uiSleep delayTime;
};
if (_missionLandscapeMode isEqualTo "random") then
{
_temp = [_coords,_missionLandscape, 3, 15, 2] call GMS_fnc_spawnRandomLandscape;
} else {
_temp = [_coords, _missionLandscape] call GMS_fnc_spawnCompositionObjects;
};
_temp params["_obj","_hiddenObj"];
_objects append _obj;
_hiddenObjects append _hiddenObj;
uiSleep delayTime;
_temp = [_coords,_simpleObjects,true] call GMS_fnc_spawnSimpleObjects;
_objects append _temp;
if (!(_missionGroups isEqualTo []) || _noAIGroups > 0) then // The idea is that defining groups in _missionGroups overrides the _noAIGroups setting
{
_ai = [_coords, _minNoAI,_maxNoAI,_noAIGroups,_missionGroups,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission] call GMS_fnc_spawnMissionAI;
_missionInfantry append _ai;
uiSleep delayTime;
};
if (!(_scubaGroupParameters isEqualTo []) || {_scubaPatrols > 0}) then
{
_ai = [_coords, _minNoAI,_maxNoAI,_scubaPatrols,_scubaGroupParameters,_difficulty,GMS_UMS_uniforms,GMS_UMS_headgear,GMS_UMS_vests,_backpacks,GMS_UMS_weapons,_sideArms,true] call GMS_fnc_spawnMissionAI;
_missionInfantry append _ai;
uiSleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_hostageConfig isEqualTo []) then
{
_temp = [_coords,_hostageConfig] call GMS_fnc_spawnHostage;
_assetSpawned = _temp select 0;
_objects pushBack (_temp select 1); // The building in which the asset was spawned.
uiSleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_enemyLeaderConfig isEqualTo []) then
{
_temp = [_coords,_enemyLeaderConfig] call GMS_fnc_spawnLeader;
if (_temp isEqualTo grpNull) then {throw 1} else
{
_assetSpawned = _temp select 0;
_objects pushBack (_temp select 1); // The building in which the asset was spawned.
_missionInfantry pushBack _assetSpawned;
};
uiSleep delayTime;
};
// TODO: 05/08/22 -> redo code to handle this
if !(_garrisonedBuilding_ATLsystem isEqualTo []) then // Note that there is no error checking here for nulGroups
{
_temp = [_coords, _garrisonedBuilding_ATLsystem, _difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_garrisonBuilding_ATLsystem;
_temp params["_unitsSpawned","_staticsSpawned","_buildingsSpawned"];
_objects append _buildingsSpawned;
GMS_monitoredVehicles append _staticsSpawned;
_missionInfantry append _unitsSpawned;
uiSleep delayTime;
};
if !(_garrisonedBuildings_BuildingPosnSystem isEqualTo []) then
{
_temp = [_coords, _garrisonedBuildings_BuildingPosnSystem, _difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_garrisonBuilding_RelPosSystem;
_objects append (_temp select 1);
GMS_monitoredVehicles append (_temp select 2);
_missionInfantry append (units (_temp select 0));
uiSleep delayTime;
};
/* GMS_fnc_garrisonBuilding_RelPosSystem
params["_coords",
["_missionEmplacedWeapons",[]],
["_useRelativePos",true],
["_aiDifficultyLevel","red"],
["_uniforms",[]],
["_headGear",[]],
["_vests",[]],
["_backpacks",[]],
["_weaponList",[]],
["_sideArms",[]]];
*/
private _userelativepos = true;
private _numberEmplacedWeaponsThisMission = [_noEmplacedWeapons] call GMSCore_fnc_getNumberFromRange;
if (GMS_useStatic && {!(_missionEmplacedWeapons isEqualTo [])} ) then
{
_temp = [_coords,_missionEmplacedWeapons,_userelativepos,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_spawnEmplacedWeaponArray;
_temp params["_statics","_units"];
_objects append _statics;
_missionInfantry append _units;
[format["_monitorInitializedMissions (288): spawned emplaced weapons for _iconMarker %1 at %2 | with count _missionInfantry = %3 | with _statics = %4",_iconMarker,diag_tickTime,count _missionInfantry, _statics]];
uisleep delayTime;
} else {
private _wepPositions = [_coords,_noEmplacedWeapons,35,50] call GMS_fnc_findPositionsAlongARadius;
private _emplacedWeaponsRandom = [];
{
_static = selectRandom GMS_staticWeapons;
_emplacedWeaponsRandom pushback [_static,_x];
} forEach _wepPositions;
_useRelativePos = false;
_temp = [_coords,_emplacedWeaponsRandom,_userelativepos,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call GMS_fnc_spawnEmplacedWeaponArray;
_temp params["_statics","_units"];
_objects append _statics;
_missionInfantry append _units;
[format["_monitorInitializedMissions (233788): spawned emplaced weapons for _iconMarker %1 at %2 | with count _missionInfantry = %3 | with _statics = %4",_iconMarker,diag_tickTime,count _missionInfantry, _statics]];
uisleep delayTime;
};
if !(_missionLootVehicles isEqualTo []) then
{
_lootVehicles = [_coords,_missionLootVehicles,_spawnCratesTiming] call GMS_fnc_spawnMissionLootVehicles;
uiSleep delayTime;
};
/* GMS_fnc_spawnMissionVehiclePatrols
params[
["_coords",[]],
["_skillAI","Red"],
["_missionPatrolVehicles",[]],
["_useRelativePos",true],
["_uniforms",[]],
["_headGear",[]],
["_vests",[]],
["_backpacks",[]],
["_weaponList",[]],
["_sideArms",[]],
["_isScubaGroup",false],
["_crewCount",4]
];
*/
private _noPatrols = [_noVehiclePatrols] call GMSCore_fnc_getNumberFromRange;
if (GMS_useVehiclePatrols && {!(_missionPatrolVehicles isEqualTo [])}) then
{
_temp = [_coords,_difficulty,_missionPatrolVehicles,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,false,_vehicleCrewCount] call GMS_fnc_spawnMissionVehiclePatrols;
_temp params["_vehs","_units"];
_aiVehicles append _vehs;
_missionInfantry append _units;
uiSleep delayTime;
} else {
if (GMS_useVehiclePatrols && {(_noPatrols > 0)}) then
{
_useRelativePos = false;
private _spawnLocations = [_coords,_noVehiclePatrols,60,100] call GMS_fnc_findPositionsAlongARadius;
private _vicsToSpawn = [];
{
private _veh = [_difficulty] call GMS_fnc_selectPatrolVehicle;
[format["GMS_fnc_spawnMissionVehiclePatrols: _veh %1 = %2",_forEachIndex,_veh]] call GMS_fnc_log;
_vicsToSpawn pushBack [_veh, _x];
}forEach _spawnLocations;
_temp = [_coords,_difficulty,_vicsToSpawn,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,false,_vehicleCrewCount] call GMS_fnc_spawnMissionVehiclePatrols;
_temp params["_vehs","_units"];
_aiVehicles append _vehs;
_missionInfantry append _units;
uiSleep delayTime;
};
};
if (GMS_useVehiclePatrols && {((_submarinePatrols > 0) || {!(_submarinePatrolParameters isEqualTo [])} )} ) then
{
_temp = [_coords,_noPatrols,_difficulty,_submarinePatrolParameters,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,_isScubaMission,_vehicleCrewCount] call GMS_fnc_spawnMissionVehiclePatrols;
_temp params["_vehs","_units"];
GMS_monitoredVehicles append _vehs;
GMS_landVehiclePatrols append _vehs;
_aiVehicles append _vehs;
_missionInfantry append _units;
uiSleep delayTime;
};
/* GMS_fnc_spawnMissionHelis
params[
["_coords",[0,0,0]],
["_missionHelis",[]],
["_difficulty","Red"],
["_uniforms",[]],
["_headgear",[]],
["_vests",[]],
["_backpacks",[]],
["_weaponList",[]],
["_sideArms",[]]
];
*/
private _noChoppers = [_noChoppers] call GMSCore_fnc_getNumberFromRange;
if !(_airPatrols isEqualTo [] && {random(1) < _chanceHeliPatrol}) then // Spawn any choppers defined in the array
{
_temp = [_coords, _airPatrols,_difficulty,_uniforms,_headgear,_vests,_backpacks,_weaponList,_sidearms] call GMS_fnc_spawnMissionHelis;
_temp params["_helisSpawned","_unitsSpawned"];
GMS_monitoredVehicles append _helisSpawned;
GMS_aircraftPatrols append _helisSpawned; // Used to find nearest heli ...
_aiVehicles append _helisSpawned;
_missionInfantry append _unitsSpawned;
uisleep delayTime;
} else {
if ((_noChoppers > 0) && {random(1) < _chanceHeliPatrol}) then
{
private _spawnLocations = [_coords,_noChoppers,100,120] call GMS_fnc_findPositionsAlongARadius;
private _helisToSpawn = [];
private _availableHelis = [_difficulty] call GMS_fnc_selectMissionHelis;
for "_i" from 1 to _noChoppers do
{
private _heli = selectRandom _availableHelis;
_helisToSpawn pushBack[_heli,_x,0];
};
_temp = [_coords,_helisToSpawn,_difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList, _sideArms] call GMS_fnc_spawnMissionHelis;
_temp params["_helisSpawned","_unitsSpawned"];
GMS_monitoredVehicles append _helisSpawned;
GMS_aircraftPatrols append _helisSpawned; // Used to find nearest heli ...
_aiVehicles append _helisSpawned;
_missionInfantry append _unitsSpawned;
uisleep delayTime;
};
};
if (_spawnCratesTiming in ["atMissionSpawnGround","atMissionSpawnAir"]) then
{
if (_missionLootBoxes isEqualTo []) then
{
_crates = [_coords,[[selectRandom GMS_crateTypes,[1,1,0],_crateLoot,_lootCounts]], _loadCratesTiming, _spawnCratesTiming, "start", _difficulty] call GMS_fnc_spawnMissionCrates;
}
else
{
_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _difficulty] call GMS_fnc_spawnMissionCrates;
};
if (GMS_cleanUpLootChests) then
{
_objects append _crates;
};
if (_loadCratesTiming isEqualTo "atMissionSpawn") then
{
private _crateMoney = missionNamespace getVariable (format["GMS_crateMoney%1",_difficulty]);
{
[_x,missionNamespace getVariable (format["GMS_crateMoney%1",_difficulty])] call GMS_fnc_setMoney;
} forEach _crates;
};
uiSleep 1;
};
if (GMS_showCountAliveAI) then
{
GMS_missionLabelMarkers pushBack [
_markers select 1, // The icon marker used for adding text to markers
_markerConfigs select 1, // The name of the mission shown to players on markers and in allerts
_missionInfantry // The array of units tied to the mission used in this case to keep a count of units still alive that is shown on the map
];
};
{
_x setVariable["crateSpawnPos", (getPos _x)];
};
#define indexMines 1
#define indexCrates 4
_missionData set[indexMines, _mines];
_missionData set[indexCrates, _crates];

View File

@ -5,7 +5,6 @@
#include "\GMS\Compiles\Init\GMS_defines.hpp"
params[
["_coords",[0,0,0]],
["_noChoppers",0],
["_missionHelis",[]],
["_difficulty","Red"],
["_uniforms",[]],
@ -17,16 +16,16 @@ params[
];
private _helis = [];
private _units = [];
for "_i" from 0 to (_noChoppers) do
//diag_log format["_spawnMissionHelis (19): GMS_monitoringInitPass = %3 | count _missionHelis = %1 | _missionHelis = %2",count _missionHelis,_missionHelis, GMS_monitoringInitPass];
{
private _spawnPos = _coords getPos[30,random(359)];
private _heli = selectRandom _missionHelis;
_x params["_heli","_relPos","_direction"];
private _noCrew = [_heli,false] call BIS_fnc_crewCount;
private _spawnPos = _coords vectorDiff _relPos;
#define patrolArea [1000,1000]
private _crewGroup = [_spawnPos,_noCrew,_difficulty,patrolArea,_uniforms,_headGear,_vests,_backpacks,_weaponList, _sideArms] call GMS_fnc_spawnGroup;
_crewGroup setVariable["GMS_group",true];
_units append (units _crewGroup);
//diag_log format["_spawnMissionHelis(27): _noCrew = %1 | _crewGroup = %2| _heil = %3 | _relPos = %4",_noCrew, _crewGroup, _heli, _relPos];
#define heliDir 0
#define heliHeight 100
#define heliRemoveFuel 0.2
@ -34,7 +33,7 @@ for "_i" from 0 to (_noChoppers) do
#define vehHitCode [GMS_fnc_vehicleHit]
#define vehKilledCode [GMS_fnc_vehicleKilled]
private _releaseToPlayers = GMS_allowClaimVehicle;
// the function returns the vehicle object spawned (_aircraft)
// GMSCore_fnc_spawnPatrolAircraft returns the vehicle object spawned (_aircraft)
/*
params[
["_className",""],
@ -50,9 +49,10 @@ for "_i" from 0 to (_noChoppers) do
["_vehKilledCode",[]]
];
*/
private _aircraft = [_heli,_crewGroup,_spawnPos,heliDir,heliHeight,heliDamage,heliRemoveFuel,_releaseToPlayers,GMS_vehicleDeleteTimer,vehHitCode,vehKilledCode] call GMSCore_fnc_spawnPatrolAircraft;
private _aircraft = [_heli,_crewGroup,_spawnPos,_direction,heliHeight,heliDamage,heliRemoveFuel,_releaseToPlayers,GMS_vehicleDeleteTimer,vehHitCode,vehKilledCode] call GMSCore_fnc_spawnPatrolAircraft;
_helis pushBack _aircraft;
};
} forEach _missionHelis;
diag_log format["_spawnMissionHelis: GMS_spawnHelisPass = %1 | GMS_monitorTriggered = %2",GMS_spawnHelisPass, GMS_monitorTriggered];
diag_log format["_spawnMissionHelis: GMS_playerIsNear = %1 | GMS_aiKilled = %2", GMS_playerIsNear, GMS_aiKilled];
GMS_spawnHelisPass = GMS_spawnHelisPass + 1;
[_helis,_units]

View File

@ -14,11 +14,10 @@
#include "\GMS\Compiles\Init\GMS_defines.hpp"
params[
"_coords",
"_noVehiclePatrols",
"_skillAI",
"_missionPatrolVehicles"
,["_useRelativePos",true],
["_coords",[]],
["_skillAI","Red"],
["_missionPatrolVehicles",[]],
["_useRelativePos",true],
["_uniforms",[]],
["_headGear",[]],
["_vests",[]],
@ -32,23 +31,8 @@ params[
private["_spawnPos"];
private _vehicles = [];
private _missionAI = [];
private _abort = false;
private _patrolsThisMission = +_missionPatrolVehicles;
//diag_log format["_spawnMissionVehiclePatrols(30): _noVehiclePatrols = %1 | _patrolsThisMission = %2",_noVehiclePatrols,_patrolsThisMission];
if (_patrolsThisMission isEqualTo []) then
{
_useRelativePos = false;
private _spawnLocations = [_coords,_noVehiclePatrols,60,100] call GMS_fnc_findPositionsAlongARadius;
//diag_log format["_spawnMissionVehiclePatrols (35): _spawnLocations = %1",_spawnLocations];
{
private _veh = [_skillAI] call GMS_fnc_selectPatrolVehicle;
[format["GMS_fnc_spawnMissionVehiclePatrols: _veh %1 = %2",_forEachIndex,_veh]] call GMS_fnc_log;
_patrolsThisMission pushBack [_veh, _x];
//diag_log format["_spawnMissionVehiclePatrols(36): _v = %1 | _patrolsThisMission = %2",_v,_patrolsThisMission];
}forEach _spawnLocations;
};
//diag_log format["_spawnMissionVehiclePatrols(42): _patrolsThisMission = %1",_patrolsThisMission];
//diag_log format["_spawnMissionVehiclePatrols(42): count _patrolsThisMission = %1 | _patrolsThisMission = %2",count _patrolsThisMission, _patrolsThisMission];
#define configureWaypoints false
{
_x params["_vehName","_pos"];
@ -84,5 +68,5 @@ if (_patrolsThisMission isEqualTo []) then
} forEach _patrolsThisMission;
GMS_landVehiclePatrols append _vehicles;
GMS_monitoredVehicles append _vehicles;
[_vehicles, _missionAI, _abort];
[_vehicles, _missionAI];

View File

@ -14,7 +14,7 @@
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
// Need to debug for GMS
// TODO: Need to debug for GMS
if (GMS_missionsRunning >= GMS_maxSpawnedMissions) exitWith
{
[format["_spawnNewMissions (18): GMS_maxSpawnedMissions of %1 Reached",GMS_maxSpawnedMissions]] call GMS_fnc_log;
@ -22,28 +22,36 @@ if (GMS_missionsRunning >= GMS_maxSpawnedMissions) exitWith
{
private _missionDescriptors = _x;
_missionDescriptors params["_key","_difficulty","_maxMissions","_activeMissions","_tMin","_tMax","_waitTime","_missions"];
_missionDescriptors params["_key","_difficulty","_maxMissions","_activeMissions","_tMin","_tMax","_waitTime","_missions","_isStatic"];
if (_activeMissions < _maxMissions && {diag_tickTime > _waitTime && {GMS_missionsRunning < GMS_maxSpawnedMissions}}) then
{
// time to reset timers and spawn something.
private _missionSelected = selectRandom _missions;
//[format["_spawnNewMissions (29): _key %1 | _difficulty %2 | _maxMissions %3 | _activeMissions %4 | _tMin %5 | _tMax %6 | _waitTime %7",_key,_difficulty,_maxMissions,_activeMissions,_tMin,_tMax,_waitTime]] call GMS_fnc_log;
private _missionInitialized = [_key,_missionSelected,GMS_dynamicMissionsSpawned] call GMS_fnc_initializeMission;
/*
params[
"_key", // This key can be used to seach the list of available mission types to update that list when a mission is completed or times out
"_missionConfigs", // Selfevident but this is an array with all configs for the mission
"_missionCount", // The number of missions run thus far which is used to unsure each marker has a unique name
"_isStatic" // true if this is a static mission
];
*/
if (_missionInitialized == 1) then
private _missionInitialized = [_key,_missionSelected,GMS_dynamicMissionsSpawned,_isStatic] call GMS_fnc_initializeMission;
switch (_missionInitialized) do
{
GMS_dynamicMissionsSpawned = GMS_dynamicMissionsSpawned + 1;
#define waitTime 6
#define noActive 3
private _wt = diag_tickTime + _tmin + (random(_tMax - _tMin));
_x set[waitTime, _wt]; // _x here is the _missionCategoryDescriptors being evaluated
private _noActiveMissions = _x select noActive;
_x set[noActive, _noActiveMissions + 1];
};
if (_missionInitialized == 2) then
{
_missions deleteAt (_missions find _missionSelected);
case 1: { // This is a dynamic mission s see if we can spawn another instance of this categore (blue, red, green, orange)
GMS_dynamicMissionsSpawned = GMS_dynamicMissionsSpawned + 1;
#define waitTime 6
#define noActive 3
private _wt = diag_tickTime + _tmin + (random(_tMax - _tMin));
_x set[waitTime, _wt]; // _x here is the _missionCategoryDescriptors being evaluated
private _noActiveMissions = _x select noActive;
_x set[noActive, _noActiveMissions + 1];
};
case 2: {_missions deleteAt (_missions find _missionSelected)}; // the mission was spawned the maxiumum number of times.
case 3: {}; // this is a static mission that was spawned and not completed
};
};
} forEach GMS_missionData;

View File

@ -49,6 +49,9 @@
#define atMissionEndGround 2
#define atMissionEndAir 3
// Defines for mission spawning functions
#define isSpawned 11
// defines for static group spawners
#define staticPatrolTriggerRange 2000
#define groupParameters 0

View File

@ -180,8 +180,7 @@ if (GMS_numberUnderwaterDynamicMissions > 0) then
[_missionListUMS,_pathUMS,"UMSMarker","Red",GMS_TMin_UMS,GMS_TMax_UMS,GMS_numberUnderwaterDynamicMissions] call GMS_fnc_addMissionToQue;
};
};
#ifdef GRGserver
["Running GhostriderGaming Version"] call GMS_fnc_log;
if (GMS_enableScoutsMissions > 0) then
{
[_missionListScouts,_pathScouts,"ScoutsMarker","red",GMS_TMin_Scouts,GMS_TMax_Scouts,GMS_enableScoutsMissions] call GMS_fnc_addMissionToQue;
@ -197,7 +196,38 @@ if (GMS_maxCrashSites > 0) then
{
[] execVM "\GMS\Missions\HeliCrashs\Crashes2.sqf";
};
#endif
diag_log format ["_init: Evaluating Static Missions"];
if (GMS_enableStaticMissions > 0) then // GMS_enableStaticMissions should be an integer between 1 and N
{
//diag_log format["fn_init: _pathStatics = %1",_pathStatics];
//diag_log format["fn_init: _missionListStatics = %1",_missionListStatics];
private _staticsToSpawn = [];
private _isStatic = true;
for "_i" from 1 to GMS_enableStaticMissions do
{
if (_i > (count _missionListStatics)) exitWith {};
private _mission = selectRandom _missionLIstStatics;
//diag_log format["_init: static _mission selected = %1",_mission];
_staticsToSpawn pushBack _mission;
_missionLIstStatics deleteAt (_missionLIstStatics find _mission);
//diag_log format["_init: _missionListStatics truncated to %1",_missionListStatics];
};
/*
params[
["_missionList",[]],
["_path",""],
["_marker",""],
["_difficulty","Red"],
["_tMin",60],
["_tMax",120],
["_noMissions",1],
["_isStatic",false]];
*/
//diag_log format["_init: _staticsToSpawn = %1:", _staticsToSpawn];
[_staticsToSpawn,_pathStatics,"StaticsMarker","orange",GMS_TMin_Statics,GMS_TMax_Statics,GMS_enableStaticMissions,_isStatic] call GMS_fnc_addMissionToQue;
["_init (229): Returned from _addMissionToQue"] call GMS_fnc_log;
};
// start the main thread for the mission system which monitors missions running and stuff to be cleaned up
[] spawn GMS_fnc_mainThread;

View File

@ -161,7 +161,7 @@ switch (GMSCore_modType) do
GMS_spawnCratesTiming = "atMissionSpawnGround"; // Choices: "atMissionSpawnGround","atMissionSpawnAir","atMissionEndGround","atMissionEndAir".
// Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute.
// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
GMS_loadCratesTiming = "atMissionCompletion"; //""atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn";
GMS_loadCratesTiming = "atMissionCompletion"; //"atMissionSpawn"; // valid choices are "atMissionCompletion" and "atMissionSpawn";
// Pertains only to crates spawned at mission spawn.
// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
@ -170,7 +170,7 @@ switch (GMSCore_modType) do
// To spawn crates at mission start but load gear only after the mission is completed set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionCompletion"
// To spawn crates on the ground at mission completion set GMS_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
// To spawn crates in the air and drop them by chutes set GMS_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
GMS_allowClaimVehicle = true; // Set this to true if you wish to allow players to claim vehicles using one of the claim vehicle scripts floating around.
GMS_allowClaimVehicle = false; // Set this to true if you wish to allow players to claim vehicles using one of the claim vehicle scripts floating around.
///////////////////////////////
// PLAYER PENALTIES
@ -267,13 +267,11 @@ switch (GMSCore_modType) do
// Heli Patrol Settings
///////////////////////////////
GMS_chanceHeliPatrolBlue = 0.5; //[0 - 1] Set to 0 to deactivate and 1 to always have a heli spawn over the mission center and patrol the mission area.
// The chance of paratroops dropping from the heli is defined by GMS_chancePara(Blue|Red|Green|Orange) above.
// Recommend setting the change = 1 if you wish to spawn multiple helis at a mission.
GMS_patrolHelisBlue = _GMS_littleBirds;
GMS_noPatrolHelisBlue = 1;
GMS_chanceHeliPatrolBlue = 1.0; //[0 - 1] The chance a heli will be spawned
GMS_patrolHelisBlue = _GMS_littleBirds; // The default helis
GMS_noPatrolHelisBlue = 1; // The default number of helis
GMS_chanceHeliPatrolRed = 0.75; // 0.4;
GMS_chanceHeliPatrolRed = 1.0; // 0.4;
GMS_patrolHelisRed = _GMS_littleBirds;
GMS_noPatrolHelisRed = 1;
@ -293,11 +291,14 @@ switch (GMSCore_modType) do
GMS_maxSpawnedMissions = 15;
//Set to -1 to disable. Values of 2 or more force the mission spawner to spawn copies of that mission - this feature is not recommended because you may run out of available groups.
GMS_enableOrangeMissions = 1;
GMS_enableGreenMissions = 2;
GMS_enableRedMissions = 2;
GMS_enableBlueMissions = 1;
GMS_numberUnderwaterDynamicMissions = 0; // Values from -1 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
GMS_enableOrangeMissions = -1;
GMS_enableGreenMissions = -2;
GMS_enableRedMissions = -2;
GMS_enableBlueMissions = -1;
GMS_numberUnderwaterDynamicMissions = -1; // Values from -1 (no UMS) to N (N Underwater missions will be spawned; static UMS units and subs will be spawned.
// sets the maximum number of static missions to spawn - set to -1 to disable spawning them.
GMS_enableStaticMissions = 3;
#ifdef GRGserver
GMS_enableHunterMissions = 1;
@ -315,7 +316,8 @@ switch (GMSCore_modType) do
GMS_TMin_Blue = 300;
GMS_TMin_Red = 360;
GMS_TMin_UMS = 300;
GMS_TMin_Statics = 60 * 35; // minimum time for RESPAWN of static missions
#ifdef GRGserver
GMS_TMin_Hunter = 340;
GMS_TMin_Scouts = 300;
@ -328,6 +330,9 @@ switch (GMSCore_modType) do
GMS_TMax_Blue = 360;
GMS_TMax_Red = 420;
GMS_TMax_UMS = 400;
GMS_TMax_Statics = GMS_TMin_Statics + 60; // Maximum time for RESAPWN of static missions
// Be sure the minimum is > than the time at which objects from the previous instance of a static mission are deleted
// That is set in GMS_cleanupCompositionTimer
#ifdef GRGserver
GMS_TMax_Hunter = 400;
@ -335,6 +340,7 @@ switch (GMSCore_modType) do
GMS_TMax_Crashes = 360;
#endif
//
///////////////////////////////
// AI VEHICLE PATROL PARAMETERS
///////////////////////////////

View File

@ -101,6 +101,15 @@ private _missionListOrange = [/*"default","default2","medicalCamp","redCamp","re
/*,"temple"*/
];
private _pathStatics = "Statics";
private _missionListStatics = [
/// The format for these is filename
/// Do NOT include the extension here.
/// You will need to add the mission files to the statics folder.
"saltflatsone"
];
private _pathUMS = "UMS\dynamicMissions";
private _missionListUMS = ["default"];

View File

@ -0,0 +1,153 @@
/*
Dynamic Mission Generated
Using 3DEN Plugin for GMS by Ghostrider
GMS 3DEN Plugin Version 1.1 : Build 16 : Build Date 09/23/23
By Ghostrider-GRG-
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
#include "\GMS\Missions\GMS_privateVars.sqf"
_defaultMissionLocations = [[22815.9,17109.1,-2.7895e-005]];
_maxMissionRespawns = -1; // Chage this to either zero for no respawns or a positive number if you want to limit the number of times a mission spawns at the same location
_markerLabel = "";
_markerType = ["ELLIPSE",[150,150],"GRID"];
_markerColor = "";
_markerMissionName = "TODO: Set this to an appropriate name";
_startMsg = "TODO: Change approiately";
_endMsg = "TODO: Change Appropriately";
_markerMissionName = "";
_crateLoot = GMS_BoxLoot_Blue;
_lootCounts = GMS_lootCountsBlue;
_garrisonedBuilding_ATLsystem = [
];
/*
Dynamic Mission Generated
Using 3DEN Plugin for GMS by Ghostrider
GMS 3DEN Plugin Version 1.1 : Build 16 : Build Date 09/23/23
By Ghostrider-GRG-
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
#include "\GMS\Missions\GMS_privateVars.sqf"
_difficulty = "Blue";
_chanceMissionSpawned = 1;
_defaultMissionLocations = [[22815.9,17109.1,-2.7895e-005]];
_maxMissionRespawns = -1; // Chage this to either zero for no respawns or a positive number if you want to limit the number of times a mission spawns at the same location
_markerLabel = "";
_markerType = ["ELLIPSE",[50,50],"FDiagonal"];
_markerColor = "ColorWEST";
_markerMissionName = "TODO: Set this to an appropriate name";
_startMsg = "TODO: Change approiately";
_endMsg = "TODO: Change Appropriately";
_markerMissionName = "";
_crateLoot = GMS_BoxLoot_Blue;
_lootCounts = GMS_lootCountsBlue;
/*
Dynamic Mission Generated
Using 3DEN Plugin for GMS by Ghostrider
GMS 3DEN Plugin Version 1.1 : Build 16 : Build Date 09/23/23
By Ghostrider-GRG-
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
#include "\GMS\Missions\GMS_privateVars.sqf"
_difficulty = "Blue";
_chanceMissionSpawned = 1;
_defaultMissionLocations = [[22815.9,17109.1,-2.7895e-005]];
_maxMissionRespawns = -1; // Chage this to either zero for no respawns or a positive number if you want to limit the number of times a mission spawns at the same location
_markerLabel = "any";
_markerType = ["ELLIPSE",[50,50],"FDiagonal"];
_markerColor = "ColorWEST";
_markerMissionName = "TODO: Set this to an appropriate name";
_startMsg = "TODO: Change approiately";
_endMsg = "TODO: Change Appropriately";
_markerMissionName = "";
_crateLoot = GMS_BoxLoot_Blue;
_lootCounts = GMS_lootCountsBlue;
_garrisonedBuilding_ATLsystem = [
];
_missionLandscape = [
["RoadCone_L_F",[-0.00390625,-0.0507813,0.00721931],0,[true,true]],
["Land_MedicalTent_01_aaf_generic_closed_F",[31.8184,17.293,0.0235131],0,[true,true]],
["Land_Research_HQ_F",[17.0625,-18.8281,-0.000879765],0,[true,true]],
["Land_BagBunker_Large_F",[-28.8945,-16.3652,0.0173037],0,[true,true]]
];
_simpleObjects = [
];
_missionLootVehicles = [
];
_missionPatrolVehicles = [
["B_MRAP_01_F",[-4.84375,-26.1211,0.000152349],0]
];
_submarinePatrolParameters = [
];
_airPatrols = [
["B_Heli_Light_01_dynamicLoadout_F",[50.4258,2.28125,0.000232935],0]
];
_missionEmplacedWeapons = [
["B_HMG_01_F",[-4.19727,-1.55469,0.01511],0]
];
_missionGroups = [
];
_scubaGroupParameters = [
];
_missionLootBoxes = [
];
/*
Use the parameters below to customize your mission - see the template or blck_configs.sqf for details about each them
*/
_chanceHeliPatrol = 0;
_noChoppers = 1;
_missionHelis = GMS_patrolHelisBlue;
_chancePara = GMS_chanceParaBlue;
_noPara = 0;
_paraTriggerDistance = 400;
_chanceLoot = 0.0;
_paraLoot = GMS_BoxLoot_Blue;
_paraLootCounts = GMS_lootCountsBlue;
_missionLandscapeMode = "precise";
_uniforms = GMS_SkinList;
_headgear = GMS_headgear;
_vests = GMS_vests;
_backpacks = GMS_backpacks;
_sideArms = GMS_Pistols;
_spawnCratesTiming = "atMissionEndGround";
_loadCratesTiming = "atMissionCompletion";
_endCondition = playerNear;
_minNoAI = 0;
_maxNoAI = 0;
_noAIGroups = 0;
_noVehiclePatrols = 1;
_noEmplacedWeapons = 1;
_submarinePatrols = 0; // Default number of submarine patrols at pirate missions
_scubaPatrols = 0; // Default number of scuba diver patrols at pirate missions
#include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";

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@ -36,6 +36,27 @@ Support for Static Missions was removed. Use the ability to spawn a mission at a
I have kept the change log as a bit of history for those interested in development of this mission system.
Significant Changes:
7.15
1. Added control over what kill messages are displayed.
See the following settings in GMS_configs.sqf
GMSAI_killMessagingRadius = 3000;
GMS_killMessageToAllPlayers = [ ... ];
GMS_killMessageTypesKiller = [ ... ];
2. Added an option to spawn static missions.
Deposit the .sqf files for these missions in Missions\Statics.
Add their names to _staticMissions = [ ... ]; in \Missions\GMS_missionLists.sqf
Static Missions are initialized (any objects and markers are spawned) beginiing at 60 seconds after server startup.
The number of static missions that spawn is set by GMS_enableStaticMissions.
If there are more missions listed in _staticMissions, then GMS_enableStaticMissions will be randomly selected and spawned at each server restart.
If there are fewer than GMS_enableStaticMissions missions in _staticMissions then just the missions in the list will be spawned.
Missions are cleared and responding like any dynamic mission.
Set the timers for min and max in GMS_config.sqf
3. Reworked some code for spawning missions to make the process more easily followed and increase efficiency by calling reather than spawniing _monitorInitializedMissions
and moving code in that function that must be spawned to a separate function. This should reduce the number of times a [] spawn operation is performed.
7.11 Build 253
Changed format for skills to be compatible with GMS_fnc_skills from GMSCore
Changed to code for spawning and configuring units in groups to that from GMSCore

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@ -12,9 +12,9 @@
*/
class GMSBuild {
Version = "7.144";
Build = "262";
Date = "09-16-2023";
Version = "7.15";
Build = "263";
Date = "09-24-2023";
};
class CfgPatches {
@ -108,6 +108,7 @@ class CfgFunctions {
class spawnCrate {};
class spawnCompositionObjects {};
class spawnEmplacedWeaponArray {};
class spawnMissionAssets {};
class spawnMines {};
class spawnMissionAI {};
class spawnMissionCrates {};

Binary file not shown.

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@ -1,23 +0,0 @@
/*
Returns the builing containing an object or objNull
By Ghostrider-GRG-
Copyright 2020
*/
params["_u",["_category","House"]];
private _pos = getPosASL _u;
private _building = objNull;
private _surfacesAbove = lineInterSectsSurfaces [_pos, [_pos select 0, _pos select 1, (_pos select 2) + 100],_u,_u,true,10];
{
if ((_x select 2) isKindOf _category && !(_x isEqualTo _u)) exitWith {_building = (_x select 2)};
} forEach _surfacesAbove;
if (_building isEqualTo objNull) then
{
private _surfacesBelow = lineInterSectsSurfaces [_pos, [_pos select 0, _pos select 1, (_pos select 2) - 10],_u,_u,true,100];
{
if ((_x select 2) isKindOf _category && !(_x isEqualTo _u)) exitWith {_building = (_x select 2)};
} forEach _surfacesBelow;
};
_building

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@ -118,27 +118,32 @@ if !(isNull _centerMarkerObject) then
diag_log format["Place such an object or a marker to ensure the mission is accurately stored and spawned"];
};
private["_m1","_markerPos","_markerType","_markerShape","_markerColor","_markerText","_markerBrush","_markerSize","_markerAlpha"];
private["_m1","_markerPos","_markerType","_markerShape","_markerColor","_markerText","_markerBrush","_markerSize","_markerAlpha","_markerLabel"];
/*
pull info on the first marker found
If Mission_CENTER was not set above then try to set it based on the first marker identified.
*/
if (_markers isEqualTo []) then
private _centerSet = false;
if !(_markers isEqualTo []) then
{
diag_log "No Marker Found, no Marker Definitions Will Be generated";
} else {
private _m1 = _markers select 0;
_markerPosition = (_m1 get3DENAttribute "Position") select 0; // Returns expected value
_markerText = (_m1 get3DENAttribute "Text") select 0; // Returns expected value
_markerColor = (_m1 get3DENAttribute "baseColor") select 0; //Returns Null
_markerShape = (_m1 get3DENAttribute "markerType") select 0; // Returns [-1] if not a rectangular or elipsoid marker]
_markerShape = ((_m1 get3DENAttribute "markerType") select 0); // Returns [-1] if not a rectangular or elipsoid marker]
_markerAlpha = _m1 get3DENAttribute "alpha";
_markerType = (_m1 get3DENAttribute "itemClass") select 0; // Returns "" if not an icon type marker
_markerBrush = (_m1 get3DENAttribute "brush") select 0;
_markerSize = (_m1 get3DENAttribute "size2") select 0;
_markerRotation = (_m1 get3DENAttribute "rotation") select 0;
diag_log format["Line 140: _markerShape = %1 | _markerType = %2 _m1 get3DENAttribute markerType = %3",_markerShape,_markerType, _m1 get3DENAttribute "markerType"];
switch (_markerShape) do
{
case -1: {};
case 0:{_markerType = "RECTANGLE"};
case 1: {_markerType = "ELLIPSE"};
};
/*
use the coordinates of that marker as mission center of no object demarkating the center is found
*/
@ -152,6 +157,28 @@ if (_markers isEqualTo []) then
};
};
if (Mission_CENTER isEqualTo [0,0,0]) then {
Mission_CENTER = position (_objects select 0);
diag_log format["<WARNING> Mission Center set to the position of the first object"];
};
if (_markers isEqualTo []) then
{
_markerPosition = Mission_CENTER;
_markerLabel = "";
_markerText = "";
_markerColor = "";
_markerShape = "ELLIPSE";
_markerAlpha = 1.0;
_markerType = _markerShape;
_markerBrush = "GRID";
_markerSize = [150,150];
_markerRotation = 0;
};
private _markerMissionName = "TODO: Set this to an appropriate name";
diag_log format["Line 175: _markerType = %1",_markerType];
private _m = format["Line 152: Mission_CENTER = %1",Mission_CENTER];
systemChat _m;
diag_log _m;
@ -252,7 +279,15 @@ GMS_missionSimpleObjects = [];
/*
Treat this like an ordinary building
*/
GMS_objectsToSpawn pushBack format[' ["%1",%2,%3]',typeOf _obj,(getPosATL _obj) vectorDiff Mission_CENTER,getDir _obj];
private _allowDamage = (_obj get3DENAttribute "allowDamage") select 0;
private _enableSimulation = (_obj get3DENAttribute "enableSimulation") select 0;
diag_log format["_Line 278: _building %1 | _allowDamage %2 | _enableSimulation %3",_obj,_allowDamage,_enableSimulation] ;
GMS_objectsToSpawn pushBack format[' ["%1",%2,%3,[%4,%5]]',
typeOf _obj,
(getPosATL _obj) vectorDiff Mission_CENTER,getDir _obj,
_allowDamage,
_enableSimulation
];
} else {
/*
Treat this like a garrisoned building
@ -356,15 +391,15 @@ switch (GMS_missionLocations) do
_lines pushBack '#include "\GMS\Compiles\Init\GMS_defines.hpp"';
_lines pushBack '#include "\GMS\Missions\GMS_privateVars.sqf" ';
_lines pushBack "";
_lines pushBack format['_difficulty = "%1";',GMS_difficulty];
_lines pushBack format["_chanceMissionSpawned = %1;",GMS_chanceMissionSpawned];
_lines pushBack format["_defaultMissionLocations = %1;",GMS_defaultMissionLocations];
_lines pushBack format["_maxMissionRespawns = -1; // Chage this to either zero for no respawns or a positive number if you want to limit the number of times a mission spawns at the same location"];
if (_markerType isEqualTo "") then
{
_markerType = ["rectangle","elipse"] select _markerShape;
};
_lines pushBack format["_markerType = %1",format['["%1",%2,"%3"];',_markerType,_markerSize,_markerBrush]];
_lines pushBack format['_markerLabel = "%1";',_markerLabel];
_lines pushBack format['_markerType = %1;',[_markerType,_markerSize,_markerBrush]];
_lines pushBack format['_markerColor = "%1";',_markerColor];
_lines pushBack format['_markerMissionName = "%1";',_markerMissionName];
_lines pushBack format['_startMsg = "%1";',GMS_dynamicStartMessage];
_lines pushBack format['_endMsg = "%1";',GMS_dynamicEndMessage];
@ -436,8 +471,8 @@ _lines pushBack "_headgear = GMS_headgear;";
_lines pushBack "_vests = GMS_vests;";
_lines pushBack "_backpacks = GMS_backpacks;";
_lines pushBack "_sideArms = GMS_Pistols;";
_lines pushBack format['_spawnCratesTiming = "%1";',GMS_spawnCratesTiming];
_lines pushBack format['_loadCratesTiming = "%1";',GMS_loadCratesTiming];
_lines pushBack format['_spawnCratesTiming = "%1;"',GMS_spawnCratesTiming];
_lines pushBack format['_loadCratesTiming = "%1;"',GMS_loadCratesTiming];
diag_log format["Line 520: typeName GMS_missionEndCondition = %1 | GMS_missionEndCondition = = %2",typeName GMS_missionEndCondition,GMS_missionEndCondition];
_lines pushBack format['_endCondition = %1;', GMS_missionEndCondition];
_lines pushBack format["_minNoAI = GMS_MinAI_%1;",GMS_difficulty];

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@ -0,0 +1,3 @@
params["_entity","_value","_property"];
diag_log format["garrisonApplyChanges: _entity %1 | _value %2 | _property %3",_entity,_value,_property];

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@ -7,6 +7,8 @@
GMS_difficulty = getText(configFile >> "CfgGMS3DEN" >> "CfgDefaults" >> "defaultMissionDifficulty");
diag_log format["configs returned defaultMissionDifficulty = %1",GMS_difficulty];
GMS_chanceMissionSpawned = 1.0;
diag_log format["GMS_chanceMissionSpawned set to default setting of 100%"];
GMS_lootcrateSpawnTiming = getText(configFile >> "CfgGMS3DEN" >> "CfgDefaults" >> "defaultLootcrateSpawnTiming");
diag_log format["configs returned defaultLootcrateSpawnTiming = %1",GMS_lootcrateSpawnTiming];
GMS_lootcrateLoadTiming = getText(configFile >> "CfgGMS3DEN" >> "CfgDefaults" >> "defaultLootcrateLoadTiming");

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@ -1,4 +1,4 @@
params["_control","_value"];
diag_log format["_onAttributeLoadGarrisons: _control = %1 | _value = %2",_control,_value];
params["_control","_value","_config"];
diag_log format["_onAttributeLoadGarrisons: _control = %1 | _value = %2 | _config %3",_control,_value,_config];

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@ -1,4 +1,4 @@
params["_control","_value"];
diag_log format["_onLoadAttributeLoadLootVeh: _control = %1 | _value = %2",_control,_value];
params["_cbChecked"];
diag_log format["_onLoadAttributeLoadLootVeh: _cbChecked = %1 ",_cbChecked];

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@ -1,10 +1,10 @@
params["_isGarrison"];
params["_control"];
private _isGarrison;
private _selectedObjects = get3DENSelected "object";
diag_log format["onAttributeSaveGarrison: _isGarrison %1 | _selectedObjects %2",_isGarrison,_selectedObjects];
diag_log format["onAttributeSaveGarrison: _isGarrison %1 | _selectedObjects %2",_control,_selectedObjects];
if (count _selecteObjects == 1) then {
private _object = _selectedObjects select 0;
private _isGarrison = _object getVariable["gmsIsGarrison",false];
_object setVariable["gmsIsGarrison",_isGarrison];
//private _isGarrison = _object getVariable["gmsIsGarrison",false];
//_object setVariable["gmsIsGarrison",_isGarrison];
};

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@ -1,12 +1,4 @@
params["_control"];
private _isLootVeh = ctrlChecked _control;
private _selectedObjects = get3DENSelected "object";
diag_log format["onAttributeSaveLootVeh: _control %1 | _isGarrison %2 | _selectedObjects %3",_control,_isLootVeh,_selectedObjects];
if (count _selecteObjects == 1) then {
private _object = _selectedObjects select 0;
_object setVariable["gmsIsLootVehicle",_isLootVeh];
} else {
["Changes not applied: you can only configure one object at a time","ERROR"] call BIS_fnc_3DENShowMessage;
};
params["_cbChecked"];
diag_log format["_onLoadAttributeLoadLootVeh: _cbChecked = %1 ",_cbChecked];

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@ -16,7 +16,7 @@ This means that during the onLoad event of the upper controls the lower controls
params ["_displayOrControl", ["_config", configNull]];
private _selectedObjects = get3DENSelected "object";
diag_log format["onLoadGarrison: _selectedObjects = %1",_selectedObjects];
diag_log format["onLoadGarrison: _displayControl = %1 | _config = %2",_displayOrControl,_config];
private "_isGarrison";
if (count _selectedObjects == 1) then {
private _object = (_selectedObjects select 0);
@ -25,7 +25,7 @@ if (count _selectedObjects == 1) then {
diag_log format["_isGarrisson = %1 | _obj = %2",_isGarrison,_object];
} else {
_displayOrControl cbSetChecked false;
["You can configure Garrison Status for only ONE vehicle at a time","ERROR"] call BIS_fnc_3DENShowMessage;
["You can configure Garrison Status for only ONE vehicle at a time","ERROR"] call BIS_fnc_3DENShowMessage;
};

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@ -3,10 +3,6 @@
params ["_displayOrControl", ["_config", configNull]];
private _selectedObjects = get3DENSelected "object";
if (count _objects == 1) then
{
_displayOrControl cbSetChecked ((_objects select 0) getVariable["gmsIsLootVehicle",false]);
} else {
_displayOrControl cbSetChecked false;
if !(count _objects > 1) then {
["You can configure Loot Vehicle Status for only ONE vehicle at a time","ERROR"] call BIS_fnc_3DENShowMessage;
};

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@ -3,10 +3,6 @@
params ["_displayOrControl", ["_config", configNull]];
private _selectedObjects = get3DENSelected "object";
if (count _objects == 1) then
{
_displayOrControl cbSetChecked ((_objects select 0) getVariable["gmsLootVehicleColor",false]);
} else {
_displayOrControl cbSetChecked false;
if !(count _objects > 1) then {
["You can configure Loot Vehicle Status for only ONE vehicle at a time","ERROR"] call BIS_fnc_3DENShowMessage;
};

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@ -1,13 +1,12 @@
params["_control"];
private _isColorOn = ctrlChecked _control;
params["_checked"];
private _selectedObjects = get3DENSelected "object";
diag_log format["onAttributeSaveLootVehColor: _control %1 | _isGarrison %2 | _selectedObjects %3",_control,_isColorOn,_selectedObjects];
if (count _selecteObjects == 1) then {
private _object = _selectedObjects select 0;
private _isLootVeh = _object getVariable["gmsIsLootVehicle",false];
_object setVariable["gmsLootVehicleColor",_isColorOn];
if (_isColor && gmsIsLootVehicle) then {
if (_checked && _isLootVeh) then {
{_object setObjectTexture [_x,gms3DENlootVehicleTexture]} forEach (count (getObjectTextures _object));
} else {
{_object setObjectTexture [_x,""]} forEach (count (getObjectTextures _object));

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@ -0,0 +1,18 @@
/*
GMS 3EDEN Editor Plugin
by Ghostrider-GRG-
Copyright 2020
sets a variable that specifies the maximum number of AI that will be spawned for each infantry group.
this variable is read when the mission is exported and saved in the configuration for each mission Infantry Group.
*/
params["_maxAI"];
if (_maxAI < GMS_minAI) exitWith {
private _m = format["Invalid selection - MinAI set to %1. Max AI must be greater than or equal to min AI",GMS_minAI];
systemChat _m;
diag_log _m;
[_m, "ERROR"] call BIS_fnc_3DENShowMessage;
};
GMS_maxAI = _maxAI;
diag_log format["_setMaxAI: GMS_maxAI set to %1",GMS_maxAI];

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@ -0,0 +1,18 @@
/*
GMS 3EDEN Editor Plugin
by Ghostrider-GRG-
Copyright 2020
sets a variable that specifies the minimum number of AI that will be spawned for each infantry group.
this variable is read when the mission is exported and saved in the configuration for each missionInfantryGroup.
*/
params["_minAI"];
if (_minAI > GMS_maxAI) exitWith {
private _m = format["Invalid selection - MaxAI set to %1. Min AI must be less than or equal to max AI",GMS_maxAI];
systemChat _m;
diag_log _m;
[_m, "ERROR"] call BIS_fnc_3DENShowMessage;
};
GMS_minAI = _minAI;
diag_log format["_setMinAI: GMS_minAI set to %1",GMS_minAI];

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@ -0,0 +1,11 @@
/*
GMS 3EDEN Editor Plugin
by Ghostrider-GRG-
Copyright 2020
sets a variable that specifies the chance that a mission will be spawned.
this variable is read when the mission is exported and saved in _chanceMissionSpawned.
*/
params["_chance"];
GMS_chanceMissionSpawned = _chance;
diag_log format["_setSpawnChance: GMS_chanceMissionSpawned set to %1",GMS_chanceMissionSpawned];

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@ -0,0 +1,9 @@
all3DENEntities params ["_objects"];
{
private _garrison = _x getVariable["gmsIsGarrison",false];
_m = format["scanAttributes: object %1 | displayName %2 | _garrison %3",_x, getText(configFile >> "CfgVehicles" >> typeOf _x >> "displayName"), _garrison];
systemChat _m;
diag_log _m;
} forEach _objects;

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@ -0,0 +1,8 @@
Long-term TODO:

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@ -12,7 +12,6 @@
#include "gmsCfgFunctions.h"
#include "gmsCfg3DENVersion.h"
#include "gmsCfg3DENsettings.h"
//#include "settings.h"
#include "gmsCfg3DEN.h"
#include "gmsCfg3DENDisplay.h"

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@ -0,0 +1,56 @@
class cfg3DEN
{
class EventHandlers
{
class gms3DEN
{
OnMissionLoad = "diag_log format['Mission loaded at %1',diag_tickTime]; call gms3DEN_fnc_initialize";
OnMissionNew = "diag_log format['New Mission Created at %1',diag_tickTime]; call gms3DEN_fnc_initialize";
//onHistoryChange = "call gms3DEN_fnc_updateObjects";
};
};
class Attributes
{
class Default;
class Title: Default
{
class Controls
{
class Title;
};
};
class CheckBox: default{
class Controls
{
class Title;
class Value;
};
};
};
class Object
{
class AttributeCatories
{
class gmsAttributes
{
displayName = "GMS Settings";
collapsed = 1;
class Attributes
{
class lootVehicle
{
displayName = "Loot Vehicle";
toolTip = "Set as Loot Vehicle";
property = "gmsLootVehicle";
control = "CheckBox";
defaultValue = "false";
condition = "objectVehicle";
};
};
};
};
};
};

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@ -0,0 +1,149 @@
class cfg3DEN
{
class EventHandlers
{
class gms3DEN
{
OnMissionLoad = "diag_log format['Mission loaded at %1',diag_tickTime]; call gms3DEN_fnc_initialize";
OnMissionNew = "diag_log format['New Mission Created at %1',diag_tickTime]; call gms3DEN_fnc_initialize";
//onHistoryChange = "call gms3DEN_fnc_updateObjects";
};
};
class Mission
{
class gms3DENmissionSettings
{
displayName = "Mission Settings";
// display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
class AttributeCategories
{
class gms3DENCategory
{
class Attributes
{
class missionStartMessage
{
property = "gmsMissionStartMessage";
};
class missionEndMessage
{
property = "gmsMissionEndMessage";
};
class missionDifficulty
{
property = "gmsMissionDifficulty";
};
};
};
};
};
};
class Attributes
{
class Default;
class Title: Default
{
class Controls
{
class Title;
};
};
class gms3DENCheckBoxGarrisonsControl: Title
{
onload = "call gms3DEN_fnc_onLoadGarrison;";
onUnload = "diag_log 'onUnload for garrisons'";
onCheckedChanged = "diag_log format['onCheckedChanged %1',_this];";
attributeLoad = "(_this controlsGroupCtrl 100) ctrlSetText _value; [_this,_value] call gms3DEN_fnc_onAttributeLoadGarrison;";
attributeSave = "[cbChecked (this controlsGroupCtrl 100)] call gms3DEN_fnc_onAttributeSaveGarrison;";
};
class gmsGarrisonColorControl: Title
{
onload = "call gms3DEN_fnc_onLoadGarrisonColor;";
//onUnload = "diag_log 'onUnload for garrisons'";
attributeLoad = "[_this,_value] call gms3DEN_fnc_onAttributeLoadGarrisonColor;";
attributeSave = "[_this,_value] call gms3DEN_fnc_onAttributeSaveGarrisonColor;";
};
class gms3DENCheckboxLootVehControl: Title
{
onload = "call gms3DEN_fnc_onLoadLootVeh;";
//onUnload = "diag_log 'onUnload for loot veh'";
onAttributeLoad = "[_this,_value] call gms3DEN_fnc_onAttributeLoadLootVeh;";
onAttributeSave = "[_this,_value] call gms3DEN_fnc_onAttributeSaveLootVeh;";
};
class gms3DENCLootVehicleColorControl: Title
{
onload = "call gms3DEN_fnc_onLoadLootVehColor;";
//onUnload = "diag_log 'onUnload for loot veh'";
onAttributeLoad = "[_this,_value] call gms3DEN_fnc_onAttributeLoadLootVehColor;";
onAttributeSave = "[_this,_value] call gms3DEN_fnc_onAttributeSaveLootVeh;";
};
};
class Object
{
class AttributeCategories
{
class gms3DENgarrisonedAttribute
{
displayName = "Garrisons";
collapsed = 1;
class Attributes
{
class GarrisonedAttribute
{
displayName = "Garrison";
tooltip = "Mark as part of a garrison";
property = "gmsIsGarrison";
control = "gms3DENCheckBoxGarrisonsControl";
//condition = "";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
class GarrisonedColorAttribute
{
displayName = "Color On";
tooltip = "Check to color this garrisoned object"
property = "gmsGarrisonColor";
control = "CheckBox";
//condition = "";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
};
};
class gms3DENlootVehicles
{
displayName = "Loot Vehicle";
collapsed = 1;
class Attributes
{
class lootVehicleAttribute
{
displayName = "Loot Vehicle";
tooltip = "Set box to checked for loot vehicles";
property = "gmsIsLootVehicle";
control = "CheckBoz";
//condition = "";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
class lootVehicleColorAttribute
{
displayName = "Color On";
tooltip = "Check box to color this loot vehicle";
property = "gmsLootVehicleColor";
control = "CheckBox";
//condition = "";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
};
};
};
};
};

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@ -1,13 +1,6 @@
class Default;
class Title: Default
{
class Controls
{
class Title;
};
};
class RscCheckBox;
class Checkbox;
/*
*/
class cfg3DEN
{
@ -20,132 +13,79 @@ class cfg3DEN
//onHistoryChange = "call gms3DEN_fnc_updateObjects";
};
};
class Mission
{
class gms3DENmissionSettings
{
displayName = "Mission Settings";
// display = "Display3DENEditAttributesPreview"; // Optional - display for attributes window. Must have the same structure and IDCs as the default Display3DENEditAttributes
class AttributeCategories
{
class gms3DENCategory
{
class Attributes
{
class missionStartMessage
{
property = "gmsMissionStartMessage";
};
class missionEndMessage
{
property = "gmsMissionEndMessage";
};
class missionDifficulty
{
property = "gmsMissionDifficulty";
};
};
};
};
};
};
class Attributes
{
class Default;
class gms3DENCheckBoxGarrisonsControl: Title
class Title: Default
{
onload = "call gms3DEN_fnc_onLoadGarrison;";
onUnload = "diag_log 'onUnload for garrisons'";
onCheckedChanged = "diag_log format['onCheckedChanged %1',_this];";
attributeLoad = "(_this controlsGroupCtrl 100) ctrlSetText _value; [_this,_value] call gms3DEN_fnc_onAttributeLoadGarrison;";
attributeSave = "[cbChecked (this controlsGroupCtrl 100)] call gms3DEN_fnc_onAttributeSaveGarrison;";
class Controls: Controls
class Controls
{
class Title: Title {};
class Value: CheckBox {};
};
};
class gmsGarrisonColorControl: Title
{
onload = "call gms3DEN_fnc_onLoadGarrisonColor;";
//onUnload = "diag_log 'onUnload for garrisons'";
attributeLoad = "[_this,_value] call gms3DEN_fnc_onAttributeLoadGarrisonColor;";
attributeSave = "[_this,_value] call gms3DEN_fnc_onAttributeSaveGarrisonColor;";
class Controls: Controls
{
class Title: Title {};
class Value: CheckBox
{
idc = 101;
};
};
};
class gms3DENCheckboxLootVehControl: Title
{
onload = "call gms3DEN_fnc_onLoadLootVeh;";
//onUnload = "diag_log 'onUnload for loot veh'";
onAttributeLoad = "[_this,_value] call gms3DEN_fnc_onAttributeLoadLootVeh;";
onAttributeSave = "[_this,_value] call gms3DEN_fnc_onAttributeSaveLootVeh;";
class Controls: Controls
{
class Title: Title {};
class Value: CheckBox
{
idc = 102;
};
class Title;
};
};
class gms3DENCLootVehicleColorControl: Title
class CheckBox;
class gms3DENCheckboxLootVehControl: CheckBox
{
onload = "call gms3DEN_fnc_onLoadLootVehColor;";
/*
Use on: Display, Control
Fired on: Fires when UI container is created, but no action is taken. The onLoad event for display fires after the onLoad events for all controls it contains are fired.
Returns: Display or control, for controls it also returns the control's config (since
Arma 3 logo black.png
1.56
).
params ["_displayOrControl", ["_config", configNull]];
*/
onload = "\
params ['_displayOrControl', ['_config', configNull]];\
diag_log format['_displayControl = %1 | _config = %2',_displayControl,_config];\
[] call gms3DEN_fnc_onLoadLootVeh;\
";
//onUnload = "diag_log 'onUnload for loot veh'";
onAttributeLoad = "[_this,_value] call gms3DEN_fnc_onAttributeLoadLootVehColor;";
onAttributeSave = "[_this,_value] call gms3DEN_fnc_onAttributeSaveLootVeh;";
class Controls: Controls
{
class Title: Title {};
class Value: CheckBox
{
idc = 103;
};
};
AttributeLoad = "\
_checked = switch (true) do {\
case (_value isequaltype 0): {([false,true] select (_value max 0 min 1))};\
case (_value isequaltype ''): {([false,true] select ((parsenumber _value) max 0 min 1))};\
default {_value};\
};\
(_this controlsGroupCtrl 100) cbsetchecked _checked;\
diag_log format['onAttributeLoad:lootVehControl: _checked = %1',_checked];\
";
AttributeSave = "\
cbchecked (_this controlsGroupCtrl 100);\
diag_log format['onattributesave:lootVehControl: _checked = %1',cbchecked (_this controlsGroupCtrl 100)];\
";
};
class gms3DENCLootVehicleColorControl: CheckBox
{
onload = "\
params ['_displayOrControl', ['_config', configNull]];\
diag_log format['_displayControl = %1 | _config = %2',_displayControl,_config];\
[] call gms3DEN_fnc_onLoadLootVehColor;\
";
//onUnload = "diag_log 'onUnload for loot veh'";
AttributeLoad = "\
_checked = switch (true) do {\
case (_value isequaltype 0): {([false,true] select (_value max 0 min 1))};\
case (_value isequaltype ''): {([false,true] select ((parsenumber _value) max 0 min 1))};\
default {_value};\
};\
(_this controlsGroupCtrl 100) cbsetchecked _checked;\
diag_log format['onAttributeLoad:lootVehControlColor: _checked = %1',_checked];\
";
AttributeSave = "\
cbchecked (_this controlsGroupCtrl 100);\
diag_log format['onattributesave:lootVehColorControl: _checked = %1',cbchecked (_this controlsGroupCtrl 100)];\
[cbchecked (_this controlsGroupCtrl 100)] call gms3DEN_fnc_setLootVehColor;\
";
};
};
class Object
{
class AttributeCategories
{
class gms3DENgarrisonedAttribute
{
displayName = "Garrisons";
collapsed = 1;
class Attributes
{
class GarrisonedAttribute
{
displayName = "Garrison";
tooltip = "Mark as part of a garrison";
property = "gmsIsGarrison";
control = "gms3DENCheckBoxGarrisonsControl";
//condition = "";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
class GarrisonedColorAttribute
{
displayName = "Color On";
tooltip = "Check to color this garrisoned object"
property = "gmsGarrisonColor";
control = "gmsGarrisonColorControl";
//condition = "";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
};
};
class gms3DENlootVehicles
{
displayName = "Loot Vehicle";
@ -158,7 +98,7 @@ class cfg3DEN
tooltip = "Set box to checked for loot vehicles";
property = "gmsIsLootVehicle";
control = "gms3DENCheckboxLootVehControl";
//condition = "";
condition = "objectVehicle ";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
@ -168,12 +108,12 @@ class cfg3DEN
tooltip = "Check box to color this loot vehicle";
property = "gmsLootVehicleColor";
control = "gms3DENCLootVehicleColorControl";
//condition = "";
condition = "objectVehicle ";
expression = "_this setVariable ['%s',_value];";
defaultValue = "false";
};
};
};
};
};
};
};

View File

@ -1,4 +1,7 @@
/*
Setup classes that add toolbar menus and define them and the code that is executed by them.
Copyright 2023 by Ghostrider[GRG]
*/
class ctrlMenuStrip;
class display3DEN
@ -61,14 +64,149 @@ class display3DEN
"GMS_crateSpawn",
"GMS_lootSpawn",
"GMS_location_Respawns",
"GMS_MissionCompletionMode"
"GMS_MissionCompletionMode",
"GMS_missionSpawnChance",
"GMS_minAI",
"GMS_maxAI"
//"GMS_editMissionSettings"
};
text = "Configure Mission";
toolTip = "Adjust Mission Settings";
};
class GMS_maxAI
{
text = "Max AI per Infantry Group";
tooltip = "set the maximum AI per Infantry Group";
items[] = {
"GMS_maxThree",
"GMS_maxFour",
"GMS_maxFive",
"GMS_maxSix",
"GMS_maxEight",
"GMS_maxNine"
};
};
class GMS_maxThree
{
text = "set max AI = 3";
action = "[3] call gms3DEN_fnc_setMaxAI";
};
class GMS_maxFour
{
text = "set max AI = 4";
action = "[4] call gms3DEN_fnc_setMaxAI";
};
class GMS_maxFive
{
text = "set max AI = 5";
action = "[5] call gms3DEN_fnc_setMaxAI";
};
class GMS_maxSix
{
text = "set max AI = 6";
action = "[6] call gms3DEN_fnc_setMaxAI";
};
class GMS_maxSeven
{
text = "set max AI = 7";
action = "[7] call gms3DEN_fnc_setMaxAI";
};
class GMS_maxEight
{
text = "set max AI = 8";
action = "[8] call gms3DEN_fnc_setMaxAI";
};
class GMS_maxNine
{
text = "set max AI = 9";
action = "[9] call gms3DEN_fnc_setMaxAI";
};
class GMS_difficulty {
class GMS_minAI
{
text = "Min AI per Infantry Group";
tooltip = "Set the minimum AI per infantry group";
items[] = {
"GMS_minOne",
"GMS_minTwo",
"GMS_minThree",
"GMS_minFour",
"GMS_minFive",
"GMS_minSix"
};
};
class GMS_minOne
{
text = "set min AI = 1";
action = "[1] call gms3DEN_fnc_setMinAI";
};
class GMS_minTwo
{
text = "set min AI = 2";
action = "[2] call gms3DEN_fnc_setMinAI";
};
class GMS_minThree
{
text = "set min AI = 3";
action = "[3] call gms3DEN_fnc_setMinAI";
};
class GMS_minFour
{
text = "set min AI = 4";
action = "[4] call gms3DEN_fnc_setMinAI";
};
class GMS_minFive
{
text = "set min AI = 5";
action = "[5] call gms3DEN_fnc_setMinAI";
};
class GMS_minSix
{
text = "set min AI = 6";
action = "[6] call gms3DEN_fnc_setMinAI";
};
class GMS_missionSpawnChance
{
text = "Spawn Chance";
toolTip = "Set the chance the mission will spawn";
items[] = {
"GMS_spawnTwenty",
"GMS_spawnFourty",
"GMS_spawnSixty",
"GMS_spawnEighty",
"GMS_spawnHundred"
};
};
class GMS_spawnTwenty
{
text = "Spawn chance 20%";
action = "[0.20] call gms3DEN_fnc_setSpawnChance;";
};
class GMS_spawnFourty
{
text = "Spawn chance 40%";
action = "[0.40] call gms3DEN_fnc_setSpawnChance;";
};
class GMS_spawnSixty
{
text = "Spawn chance 60%";
action = "[0.60] call gms3DEN_fnc_setSpawnChance;";
};
class GMS_spawnEighty
{
text = "Spawn chance 80%";
action = "[0.80] call gms3DEN_fnc_setSpawnChance;";
};
class GMS_spawnHundred
{
text = "Spawn chance 100%";
action = "[1.00] call gms3DEN_fnc_setSpawnChance;";
};
class GMS_difficulty {
text = "Difficulty";
toolTip = "Set Mission Difficulty";
items[] = {

View File

@ -2,7 +2,7 @@
class CfgGMS3DENVersion
{
version = 1.02;
build = 15;
date = "09/22/23";
version = 1.1;
build = 16;
date = "09/23/23";
};

View File

@ -20,7 +20,8 @@ class CfgFunctions
class display {};
class displayGarrisonMarkers {};
class displayLootMarkers {};
class exportDynamic {};
class exportDynamic {};
class garrisonApplyChanges {};
class initialize {};
class initializeAttributes {};
class isInfantryUnit {};
@ -33,7 +34,6 @@ class CfgFunctions
class onAttributeSaveGarrison {};
class onAttributeSaveGarrisonColor {};
class onAttributeSaveLootVeh {};
class onAttributeSaveLootVehColor {};
class onDrag {};
class onLoadGarrison {};
class onLoadGarrisonColor {};
@ -46,7 +46,10 @@ class CfgFunctions
class setCompletionMode {}
class setGarrison {};
class setLoadCratesTiming {};
class setLootVehicle {};
class setLootVehColor {};
class setMaxAI {};
class setMinAI {};
class setSpawnChance {};
class setSpawnLocations {};
class spawnCratesTiming {};
class versionInfo {};

View File

@ -0,0 +1,21 @@
{
_m = format["object = %1",_x];
systemChat _m;
diag_log _m;
} forEach nearestTerrainObjects [player, [], 50];
_u = player;
diag_log format["fn_isInside: _u = %1",_u];
all3DENEntities params ["_objects"];
private _pos = getPosASL _u;
private _above = AGLToASL [_pos select 0, _pos select 1, (_pos select 2) + 100];
private _below = AGLtoASL [_pos select 0, _pos select 1, (_pos select 2) - 10];
private _objAbove = lineIntersects [_pos, _above, _u,_u];
private _objBelow = lineIntersects [_pos, _below, _u,_u];
private _isInside = if (_objAbove || _objBelow) then {true} else {false};
_m = format["fn_isInside: _u = %4 | _objAbove = %1 | _objBelow = %2 | _isInside %3",_objAbove,_objBelow,_isInside,_u];
systemchat _m;
diag_log _m;

View File

@ -0,0 +1,20 @@
_t1 = diag_tickTime;
_v1 = 0;
for "_i" from 1 to 100000 do
{
if (_v1 == 0) then {true};
}:
_m = format["elapsed time integer = %1",diag_tickTime - _t1];
systemChat _m;
diag_log _m;
_t1 = diag_tickTime;
_v1 = "thisspecialvar";
for "_i" from 1 to 100000 do
{
if (_v1 isEqualTo "thisspecialvar") then {};
};
_m = format["elapsed time string = %1",diag_tickTime - _t1];
systemChat _m;
diag_log _m;