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https://github.com/Ignatz-HeMan/SEM
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@ -10,3 +10,11 @@ Make your Changes in sem_config.sqf in the root folder of this pbo.
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- Added Bandit Camp #4
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- Added Bandit Camp #4
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- Complete rewritten loot script (scripts\fn_crateLoot.sqf)
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- Complete rewritten loot script (scripts\fn_crateLoot.sqf)
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- Other smaller fixes / changes (don't remember all)
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- Other smaller fixes / changes (don't remember all)
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Last Changelog:
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2017-04-01
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- Fixed: Dynamic missions were broken, also if in Config activated
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- Added: Some Options to Bandit Device (sem\missionsStatic\bDevice.sqf)
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- Alarm fpor x minutes after x minutes after mission start, if AI's not killed
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- Big explosions with damaged Buildings and Earthquake within x meter from Device
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- Fixed: A small bug in loot script
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@ -243,6 +243,7 @@
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publicvariable 'SEM_Client_GlobalHint';
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publicvariable 'SEM_Client_GlobalHint';
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[
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[
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[SEM_staticMissions, SEM_staticMissionsPath ,"static"]
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[SEM_staticMissions, SEM_staticMissionsPath ,"static"],
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[SEM_dynamicMissions, SEM_dynamicMissionsPath ,"dynamic"]
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] call SEM_fnc_missionController;
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] call SEM_fnc_missionController;
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};
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};
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@ -6,10 +6,17 @@ private["_pos","_timeout","_name","_missionID","_missionType","_missionObjects",
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Edited by KiloSwiss
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Edited by KiloSwiss
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*/
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*/
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/*
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/*
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Update 27.03.2017
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Update 29.03.2017
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By [Ignatz] He-Man
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By [Ignatz] He-Man
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*/
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*/
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// Start additional Settings only for bDevice (Added by [Ignatz] He-Man)
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_UseExplodeOnTimeout = false; // If the AI's are not killed after a defined time, the missions ends with "failed", a big explosion comes up with Earthquake
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_DeviceTimeout = 30; // 30 mins to kill the AIs
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_alarmtime = 1.5; // 1.5 mins Alarm bofore Explosion
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_damagenearhouses = true; // Houeses near the exploding device can be damaged
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_damageRadius = 1000; // Radius effected by damage (higher the number, higher the risk of lag)
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// End additional Settings
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_pos = _this select 0;
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_pos = _this select 0;
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_name = _this select 1 select 1;
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_name = _this select 1 select 1;
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@ -48,11 +55,44 @@ Remove the device and enemies as soon as possible!";
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[0,_hintString] remoteexec ["SEM_Client_GlobalHint",-2];
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[0,_hintString] remoteexec ["SEM_Client_GlobalHint",-2];
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/* Mission End Conditions */
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/* Mission End Conditions */
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private ['_endcondition'];
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_start = time;
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_start = time;
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_units = units _group;
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_units = units _group;
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_endcondition = 0;
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_DeviceTimeout = time + (_DeviceTimeout*60);
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waitUntil{ sleep 5;
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waitUntil{ sleep 5;
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_endCondition = [_pos,_units,_start,_timeout,_missionID,[_box1]]call SEM_fnc_endCondition;
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_endCondition = [_pos,_units,_start,_timeout,_missionID,[_box1]]call SEM_fnc_endCondition;
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(_endCondition > 0)
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(_endCondition > 0 || if (_UseExplodeOnTimeout) then {time > _DeviceTimeout} else {false})
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};
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if (_endcondition < 1 && _UseExplodeOnTimeout) then {
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for '_i' from 10 to (_alarmtime*60) step 10 do {
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playSound3D ["a3\sounds_f\sfx\alarm_opfor.wss", objnull, false, ATLtoASL _pos, 15, 1, 3000];
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uisleep 10;
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_endCondition = [_pos,_units,_start,_timeout,_missionID,[_box1]]call SEM_fnc_endCondition;
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if (_endCondition > 0) exitwith {};
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};
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if (_endCondition < 1) then {
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_playersNear = _pos nearEntities[["Epoch_Male_F", "Epoch_Female_F"], _damageRadius];
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{
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[_pos] remoteExec ['EPOCH_client_earthQuake',_x];
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} forEach _playersNear;
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for '_i' from 0 to 10 do {
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_dist = [6,15] call BIS_fnc_randomInt;
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_direction = [0,359] call BIS_fnc_randomInt;
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_randomPos = [_pos,_dist,_direction] call BIS_fnc_relPos;
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_bomb = createVehicle ["SatchelCharge_Remote_Ammo_Scripted",_randomPos,[],0,"CAN_COLLIDE"];
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_bomb setPosATL [_randomPos select 0, _randomPos select 1, 0.1];
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uisleep 0.25;
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_bomb setdamage 1;
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uisleep 0.25;
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};
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if (_damagenearhouses) then {
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_nearhouses = nearestobjects [_pos,['house'],_damageRadius];
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{
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_x setdamage ((random [0,((_damageRadius-(_pos distance _x))/_damageRadius),2])min 1);
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} foreach _nearhouses;
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};
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};
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};
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};
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SEM_globalMissionMarker = [false,_endCondition,_missionID,_missionType];
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SEM_globalMissionMarker = [false,_endCondition,_missionID,_missionType];
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@ -895,7 +895,7 @@ _out = switch (_loadout) do {
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else {
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else {
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for "_i" from 1 to (_min + _add) do {
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for "_i" from 1 to (_min + _add) do {
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_item = selectrandom _objArr;
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_item = selectrandom _objArr;
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_objArr = _objArr - [_item];
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// _objArr = _objArr - [_item];
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if (_item isequaltype []) then {
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if (_item isequaltype []) then {
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_crate addWeaponCargoGlobal [(_item select 0), 1];
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_crate addWeaponCargoGlobal [(_item select 0), 1];
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_crate addMagazineCargoGlobal [(_item select 1), 2];
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_crate addMagazineCargoGlobal [(_item select 1), 2];
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