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https://github.com/IT07/a3_vemf_reloaded.git
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Exile + Epoch compatible
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128
Missionname.MapName/VEMFr_client/gui/RscDisplayVEMFrClient.hpp
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128
Missionname.MapName/VEMFr_client/gui/RscDisplayVEMFrClient.hpp
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class RscDisplayVEMFrClient
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{
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idd = 2991;
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fadeIn = 0.2;
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fadeOut = 1;
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duration = 99999;
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onLoad = "uiNamespace setVariable ['RscDisplayVEMFrClient', _this select 0]; ExecVM 'VEMFr_client\sqf\onLoad.sqf'";
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onUnLoad = "uiNamespace setVariable ['RscDisplayVEMFrClient', displayNull]";
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movingEnable = 0;
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class RscBackground
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{
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access = 0;
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colorBackground[] = {0.48,0.5,0.35,1};
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colorShadow[] = {0,0,0,0.5};
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colorText[] = {0.1,0.1,0.1,1};
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deletable = 0;
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fade = 0;
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fixedWidth = 0;
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font = "PuristaLight";
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h = 1;
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idc = -1;
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linespacing = 1;
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shadow = 0;
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SizeEx = 1;
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style = 512;
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text = "";
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tooltipColorBox[] = {1,1,1,1};
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tooltipColorShade[] = {0,0,0,0.65};
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tooltipColorText[] = {1,1,1,1};
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type = 0;
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w = 1;
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x = 0;
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y = 0;
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};
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class RscPictureKeepAspect
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{
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access = 0;
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colorBackground[] = {0,0,0,1};
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colorText[] = {1,1,1,1};
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deletable = 0;
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fade = 0;
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fixedWidth = 0;
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font = "PuristaMedium";
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h = 0.15;
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idc = -1;
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lineSpacing = 0;
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shadow = 0;
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sizeEx = 0;
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style = "0x30 + 0x800";
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text = "";
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tooltipColorBox[] = {1,1,1,1};
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tooltipColorShade[] = {0,0,0,0.65};
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tooltipColorText[] = {1,1,1,1};
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type = 0;
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w = 0.2;
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x = 0;
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y = 0;
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};
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class RscText
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{
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access = 0;
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colorBackground[] = {0.071,0.078,0.094,1};
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colorShadow[] = {0,0,0,0.5};
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colorText[] = {0.22,0.745,0.882,1};
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deletable = 0;
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fade = 0;
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fixedWidth = 0;
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font = "PuristaMedium";
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h = 0.037;
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idc = -1;
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linespacing = 1;
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shadow = 1;
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sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";
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style = 0;
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text = "";
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tooltipColorBox[] = {1,1,1,1};
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tooltipColorShade[] = {0,0,0,0.65};
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tooltipColorText[] = {1,1,1,1};
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type = 0;
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w = 0.3;
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x = 0;
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y = 0;
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};
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class controls
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{
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class icon:RscPictureKeepAspect
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{
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x = 0.25 * safezoneW + safezoneX;
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y = 0.825 * safezoneH + safezoneY;
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w = 0.025 * safezoneW;
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h = 0.05 * safezoneH;
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fade = 1;
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idc = 10;
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text = "\A3\ui_f\data\map\markers\nato\o_unknown.paa";
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};
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class txtTitle: RscText
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{
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x = 0.285 * safezoneW + safezoneX;
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y = 0.825 * safezoneH + safezoneY;
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w = 0 * safezoneW;
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h = 0.02 * safezoneH;
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colorBackground[] = {1,1,1,0.7};
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colorText[] = {0,0,0,1};
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fade = 1;
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idc = 11;
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shadow = 0;
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sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 0.85)";
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text = "";
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};
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class txtMsg: RscText
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{
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x = 0.285 * safezoneW + safezoneX;
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y = 0.845 * safezoneH + safezoneY;
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w = 0 * safezoneW;
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h = 0.03 * safezoneH;
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colorBackground[] = {1,1,1,0.7};
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colorText[] = {0,0,0,1};
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fade = 1;
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idc = 12;
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shadow = 0;
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sizeEx = "( ( ( ((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1.25)";
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text = "";
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};
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};
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};
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45
Missionname.MapName/VEMFr_client/sqf/initClient.sqf
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45
Missionname.MapName/VEMFr_client/sqf/initClient.sqf
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@ -0,0 +1,45 @@
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if hasInterface then
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{
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uiNamespace setVariable ["VEMFrMsgQueue", []];
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uiNamespace setVariable ["RscDisplayVEMFrClient", displayNull];
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// custom addPublicVariableEventHandler. Those bloody BE filters.....
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if isMultiplayer then
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{
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_handleMessage =
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{
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_data = _this;
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_msg = param [0, "", [[],format[""]]];
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_mode = param [1, "", ["", -1]];
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if (_mode isEqualTo "sys") then
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{
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systemChat _msg;
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} else
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{
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(uiNamespace getVariable ["VEMFrMsgQueue", []]) pushBack _msg;
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if isNull(uiNamespace getVariable ["RscDisplayVEMFrClient", displayNull]) then
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{
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(["RscDisplayVEMFrClient"] call BIS_fnc_rscLayer) cutRsc["RscDisplayVEMFrClient", "PLAIN", 0, true]
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};
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};
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};
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while {true} do
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{
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if not isNil"VEMFrMsgToClient" then
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{
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VEMFrMsgToClient spawn _handleMessage;
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VEMFrMsgToClient = nil;
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} else
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{
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uiSleep 0.05;
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};
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};
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} else
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{
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_arr = uiNamespace getVariable ["VEMFrMsgQueue",[]];
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_arr pushBack [0,"NEW TAKEOVER","Raiders have taken over ..."];
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_arr pushBack [1,"NEW POLICE RAID", format["%1 Police forces are raiding ...", worldName]];
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_arr pushBack [2,"NEW S.W.A.T. RAID", format["%1's S.W.A.T. teams are raiding ...", worldName]];
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waitUntil { if not(isNull(findDisplay 46)) then {true} else {uiSleep 0.5; false} };
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player addAction ["Trigger VEMFr Message",{(["RscDisplayVEMFrClient"] call BIS_fnc_rscLayer) cutRsc["RscDisplayVEMFrClient", "PLAIN", 0, true]},"",-1,false,true,"User2","alive player"];
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};
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};
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110
Missionname.MapName/VEMFr_client/sqf/onLoad.sqf
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Missionname.MapName/VEMFr_client/sqf/onLoad.sqf
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disableSerialization;
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_dsp = uiNamespace getVariable ["RscDisplayVEMFrClient", displayNull];
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if not isNull _dsp then
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{
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if (count (uiNamespace getVariable ["VEMFrMsgQueue", []]) isEqualTo 0) then
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{
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(["RscDisplayVEMFrClient"] call BIS_fnc_rscLayer) cutFadeOut 0;
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systemChat "[VEMFrClient] No messages to display";
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} else
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{
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playSound "HintExpand";
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// do stuff
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_ctrlPic = _dsp displayCtrl 10;
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_ctrlTitle = _dsp displayCtrl 11;
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_ctrlMsg = _dsp displayCtrl 12;
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{
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[_dsp, _x] spawn
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{
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disableSerialization;
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_dsp = _this select 0;
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_data = _this select 1;
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_ctrlPic = _dsp displayCtrl 10;
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if (ctrlFade _ctrlPic < 1) then
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{
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_ctrlPic ctrlSetFade 1;
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_ctrlPic ctrlCommit 0.5;
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uiSleep 0.75;
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};
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_ctrlPic ctrlSetTextColor call
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{
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private ["_return"];
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if (_data select 0 isEqualTo 0) then
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{
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_return = [0.5,0,0,1];
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};
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if (_data select 0 isEqualTo 1) then
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{
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_return = [0,0.3,0.6,1];
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};
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if (_data select 0 isEqualTo 2) then
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{
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_return = [0,0,0,1];
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};
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if isNil"_return" then
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{
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_return = [1,1,1,1];
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};
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_return
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};
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_ctrlPic ctrlSetFade 0;
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_ctrlPic ctrlCommit 0.5;
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};
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if (_ctrlTitle getVariable ["expanded",false] AND _ctrlMsg getVariable ["expanded", false]) then
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{
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_ctrlPos = ctrlPosition _ctrlTitle;
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_ctrlTitle ctrlSetPosition [_ctrlPos select 0, _ctrlPos select 1, 0 * safezoneW, _ctrlPos select 3];
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_ctrlTitle ctrlSetFade 1;
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_ctrlTitle ctrlCommit 0.5;
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_ctrlTitle setVariable ["expanded", false];
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uiSleep 0.75;
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_ctrlTitle ctrlSetText toUpper (_x select 1);
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_ctrlPos = ctrlPosition _ctrlTitle;
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_ctrlTitle ctrlSetPosition [_ctrlPos select 0, _ctrlPos select 1, 0.1 * safezoneW, _ctrlPos select 3];
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_ctrlTitle ctrlSetFade 0;
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_ctrlTitle ctrlCommit 0.5;
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_ctrlTitle setVariable ["expanded", true];
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_ctrlPos = ctrlPosition _ctrlMsg;
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_ctrlMsg ctrlSetPosition [_ctrlPos select 0, _ctrlPos select 1, 0 * safezoneW, _ctrlPos select 3];
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_ctrlMsg ctrlSetFade 1;
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_ctrlMsg ctrlCommit 0.5;
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_ctrlMsg setVariable ["expanded", false];
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uiSleep 0.75;
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_ctrlMsg ctrlSetText (_x select 2);
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_ctrlPos = ctrlPosition _ctrlMsg;
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_ctrlMsg ctrlSetPosition [_ctrlPos select 0, _ctrlPos select 1, 0.45 * safezoneW, _ctrlPos select 3];
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_ctrlMsg ctrlSetFade 0;
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_ctrlMsg ctrlCommit 0.5;
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_ctrlMsg setVariable ["expanded", true];
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uiSleep (count (_x select 2) / 5);
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} else
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{
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_ctrlTitle ctrlSetText toUpper (_x select 1);
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_ctrlPos = ctrlPosition _ctrlTitle;
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_ctrlTitle ctrlSetPosition [_ctrlPos select 0, _ctrlPos select 1, 0.1 * safezoneW, _ctrlPos select 3];
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_ctrlTitle ctrlSetFade 0;
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_ctrlTitle ctrlCommit 0.5;
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_ctrlTitle setVariable ["expanded", true];
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_ctrlMsg ctrlSetText (_x select 2);
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_ctrlPos = ctrlPosition _ctrlMsg;
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_ctrlMsg ctrlSetPosition [_ctrlPos select 0, _ctrlPos select 1, 0.45 * safezoneW, _ctrlPos select 3];
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_ctrlMsg ctrlSetFade 0;
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_ctrlMsg ctrlCommit 0.5;
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_ctrlMsg setVariable ["expanded", true];
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uiSleep (count (_x select 2) / 5);
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};
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} forEach (uiNamespace getVariable ["VEMFrMsgQueue",[]]);
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uiNamespace setVariable ["VEMFrMsgQueue", []];
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(["RscDisplayVEMFrClient"] call BIS_fnc_rscLayer) cutFadeOut 0.5;
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};
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} else
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{
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systemChat "Nope.";
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};
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//(uiNamespace getVariable ["VEMFrMsgQueue", []]) pushBack ["title","message"];
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4
Missionname.MapName/description.ext
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4
Missionname.MapName/description.ext
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class RscTitles
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{
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#include "VEMFr_client\gui\RscDisplayVEMFrClient.hpp"
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};
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5
Missionname.MapName/init.sqf
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5
Missionname.MapName/init.sqf
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// Put this somewhere in your own init.sqf outside of any other brackets and if statements
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if hasInterface then
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{
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[] ExecVM "VEMFr_client\sqf\initClient.sqf"; // Client-side part of VEMFr
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};
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BIN
a3_vemf_reloaded.7z
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BIN
a3_vemf_reloaded.7z
Normal file
Binary file not shown.
400
a3_vemf_reloaded/config.cpp
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400
a3_vemf_reloaded/config.cpp
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/*
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Author: IT07
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Description:
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cpp config file for a3_vemf_reloaded
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What is a3_vemf_reloaded? (short: VEMFr)
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It is a complete rebuild/remake of VEMF (for Epoch) made by TheVampire.
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a3_vemf_reloaded was originally called VEMF but because the original creator (TheVampire) wanted to continue his work on VEMF,
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this remade version of VEMF had its name changed into a3_vemf_reloaded.
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*/
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///////////////
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/// NOTE: settings that are set to 0 means they are DISABLED | settings set to 1 (or higher) are either enabled or have a specific function
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///////////////
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class CfgVemfReloaded
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{
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/////// Debugging/learning/logging ///////
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debugMode = 3; // 0 = no debugging | 1 = ERRORS only | 2 = INFO only | 3 = ERRORS & INFO
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overridesToRPT = 1; // Enable/disable logging of override settings to .RPT
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///////////////////////////////////////
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// Global settings
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addons[] = {}; // Not used for now
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allowTWS = 0; // Enable/disable the usage of TWS scopes by AI
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headLessClientSupport = 0;
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headLessClientNames[] = {"HC1"};
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housesBlackList[] = {"Land_Pier_F"};
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killPercentage = 100; // How much of total AI has to be killed for mission completion (in percentage)
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logCowardKills = 1; // Enable/disable logging of who killed AI whilst it was parachuting down
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maxGlobalMissions = 10; // Enable/disable global mission amount limit
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maxNew = 2; // Enable/disable MAXIMUM time (in minutes) before new mission can run
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minNew = 1; // Enable/disable MINIMUM time (in minutes) before new mission can run
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minPlayers = 1; // Enable/disable minimal required player count for (new) missions to (start) spawn(ing)
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minServerFPS = 20; // Enable/disable minimum server FPS for VEMF to keep spawning missions
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missionDistance = 2000; // Enable/disable minimum distance between missions
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missionList[] = {"DynamicLocationInvasion","BaseAttack"}; // Each entry should represent an .sqf file in the missions folder
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noMissionPos[] = {{{2998.62,18175.4,0.00143886},500},{{14601.3,16799.3,0.00143814},800},{{23334.8,24189.5,0.00132132},600}}; // Format: {{position},radius} | Default: Exile Altis safezones
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nonPopulated = 1; // Enable/disable allowance of missions at locations WITHOUT (enterable) buildings
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punishRoadKills = 1; // Enable/disable respect deduction if player roadkills AI
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removeAllAssignedItems = 0; // Enable/disable removal of Map, Compass, Watch and Radio from all AI
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sayKilled = 1; // Enable/disable AI kill messages
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sayKilledName = 0; // Enable/disable the usage of AI's names instead of just "AI"
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timeOutTime = 25; // Enable/disable mission timeOutTime (in minutes)
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validateLoot = 1; // Enable/disable validation of all defined loot classnames. Checks if classnames exist in server's game configFile
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class Exile // Exile specific settings
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{
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aiMode = 1; // 0 = normal soldier AI | 1 = regular police AI | 2 = S.W.A.T. AI
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respectReward = 20; // 0 = no respect for killing AI | respectReward > 0 = amount of minimum respect reward for player
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respectRoadKillDeduct = 20; // 0 = no deduction for roadkilling AI | respectRoadKillDeduct > 0 = amount of respect to take from player;
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// AI Unit settings
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unitClass = "O_G_Sharpshooter_F"; // Default: "O_G_Sharpshooter_F" | optional: "B_G_Soldier_AR_F"
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// NOTE: VEMFr will automatically adjust to the AI's side that belongs to the unit of given unitClass
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};
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class Epoch // Epoch specific settings
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{
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aiMode = 0; // 0 = normal soldier AI | 1 = regular police AI
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cryptoReward = 5; // Minimal crypto gain. VEMFr dynamically adds more depending on shooting skills
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cryptoRoadKillPunish = 20; // 0 = no punishment for road-killing AI | energyRoadKillPunish > 0 = amount of energy to take from player
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unitClass = "I_G_Soldier_lite_F"; // Default: "I_G_Soldier_lite_F"
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// NOTE: VEMFr will automatically adjust to the AI's side that belongs to the unit of given unitClass
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};
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class locationBlackLists
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{
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// NOTE 1: If the map you use is not listed below, simply add it by yourself or put the locations you want to blacklist into the locations array of the Other class
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// NOTE 2: If not sure about capital letters, just type all names in lowercase
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class Altis
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{
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locations[] = {"almyra","atsalis","cap makrinos","chelonisi","fournos","kavala","makrynisi","monisi","polemista","pyrgos","pyrgi","sagonisi","savri","selakano","sofia","surf club","syrta","zaros"};
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};
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class Stratis
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{
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locations[] = {"jay cove","kamino bay","keiros bay","kyfi bay","limeri bay","marina bay","nisi bay","strogos bay","tsoukala bay"};
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};
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class Namalsk
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{
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locations[] = {"brensk bay","lubjansk bay","nemsk bay","seraja bay","sebjan mine","tara strait"};
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};
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class Other
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{
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locations[] = {};
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};
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class Tanoa
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{
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locations[] = {"banana plantations","forest clearing","ferry","galili","roadhouse"};
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};
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};
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class BaseAttack
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{ // BaseAttack (mission) settings
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aiMode = 1; // 0 = "military" | 1 = Police | 2 = S.W.A.T. (NOT AVAILABLE ON EPOCH)
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aiSetup[] = {2,5}; // format: {amountOfGroups,unitsInEachGroup};
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allowLaunchers = 1; // Allow/disallow AI to have rocket launchers
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hasLauncherChance = 25; // In percentage. How big the chance that each AI gets a launcher
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maxAttacks = 5; // Maximum amount of active attacks at the same time | can not be turned off
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minimumLevel = 2; // Minimum required level of base before it can get attacked
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/*
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NOTES:
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1) every territory flag can only be attacked once every restart
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2) only players within a certain range of the attacked territory can see the mission announcement
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3) as a "punishment" for killing AI, players do NOT get any respect increase/decrease for killing AI
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*/
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};
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class DynamicLocationInvasion
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{ // DynamicLocationInvasion (mission) settings
|
||||
allowCrateLift = 0; // Allow/disallow the loot crate to be lifted with helicopter
|
||||
allowLaunchers = 1; // Allow/disallow AI to have rocket launchers
|
||||
allowRepeat = 0; // Allow/disallow re-invading of a previously invaded city/town/location
|
||||
announce = 1; // Enable/disable mission notificatons
|
||||
cal50s = 3; // Max amount of .50 caliber machineguns at mission | Needs to be lower than total unit count per mission
|
||||
cal50sDelete = 1; // Enable/disable the removal of .50cal | 2 = destroy (not remove)
|
||||
class crateParachute
|
||||
{
|
||||
enabled = 0; // Enable/disable parachute of the loot crate
|
||||
altitude = 250; // loot crate spawn-altitude in meters
|
||||
};
|
||||
crateTypes[] = {"I_CargoNet_01_ammo_F","O_CargoNet_01_ammo_F","B_CargoNet_01_ammo_F","I_supplyCrate_F","Box_East_AmmoVeh_F","Box_NATO_AmmoVeh_F"};
|
||||
flairTypes[] = {"Chemlight_green","Chemlight_red","Chemlight_yellow","Chemlight_blue"};
|
||||
groupCount[] = {2,4}; // In format: {minimum, maximum}; VEMF will pick a random number between min and max. If you want the same amount always, use same numbers for minimum and maximum.
|
||||
groupUnits[] = {4,6}; // How much units in each group. Works the same like groupCount
|
||||
hasLauncherChance = 25; // In percentage. How big the chance that each AI gets a launcher
|
||||
class heliPatrol
|
||||
{
|
||||
enabled = 1;
|
||||
classes[] = {"B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_03_F","B_Heli_Transport_01_F","B_Heli_Transport_01_camo_F"}; // the types of heli(s)
|
||||
locked = 0; // Enable/disable heli lock to prevent/allow players from flying it
|
||||
};
|
||||
useMarker = 1; // Enable/disable mission markers
|
||||
markCrateOnMap = 1; // Enable/disable loot crate marker on map called "Loot"
|
||||
markCrateVisual = 1; // Enable/disable loot crate VISUAL marker (smoke and/or chem)
|
||||
/* maxDistance NOTE: make sure to keep this number very high. 15000 is for Altis */
|
||||
maxDistancePrefered = 7000; // Prefered maximum mission distance from player
|
||||
maxInvasions = 7; // Max amount of active uncompleted invasions allowed at the same time
|
||||
mines = 0; // Enable/disable mines at mission | 1 = anti-Armor mines | 2 = anti-Personell mines | 3 = both anti-Armor and anti-Personell mines
|
||||
minesAmount = 20; // Ignore if mines = 0;
|
||||
minesCleanup = 1; // Enable/disable the removal of mines once mission has been completed | 2 = explode mines
|
||||
nonPopulated = -1; // Allow/disallow this mission type being placed at locations without buildings | using -1 will ignore this setting and use the global settting
|
||||
randomModes = 1; // Enable/disable randomization of AI types (linked to aiMode setting)
|
||||
skipDistance = 800; // No missions at locations which have players within this range (in meters)
|
||||
skipDistanceReversed = 0; // If set higher than 0, missions will only spawn if player is at least given amount (in meters) away from a location whilst at the same time not be further away than twice the given number (in meters)
|
||||
smokeTypes[] = {"SmokeShell","SmokeShellBlue","SmokeShellGreen","SmokeShellOrange","SmokeShellRed","SmokeShellYellow"};
|
||||
spawnCrateFirst = 0; // Enable/disable the spawning of loot crate before mission has been completed
|
||||
streetLights = 0; // Enable/disable street lights at mission location
|
||||
streetLightsRestore = 1; // Enable/disable restoration of street lights after mission completion
|
||||
streetLightsRange = 500; // Affects streetlights within this distance from mission's center
|
||||
};
|
||||
|
||||
class aiStatic
|
||||
{ // Simply spawns units at desired positions
|
||||
amount[] = {10,20,12,11,40,21,19}; // How much AI units on each seperate position. Example: 1st location, 10. 2nd location, 20. 3rd location, 12. And so on....
|
||||
enabled = 0; // Enable/disable static AI spawning
|
||||
positions[] = {}; // Add positions here. Each position must have {} around it and must be seperated with a comma if multiple positions present. Last position in list should NOT have a comma behind it!
|
||||
random = 1; // Enable/disable randomization of AI units amount
|
||||
};
|
||||
|
||||
class aiCleanUp
|
||||
{ // Contains settings for removal of items from each AI that gets eliminated
|
||||
aiDeathRemovalEffect = 0; // Enable/disable the "death effect" from Virtual Arsenal. Flashes AI and deletes it after being eliminated
|
||||
removeHeadGear = 0; // Enable/disable removal of headgear after AI has been eliminated, obviously
|
||||
removeLaunchers = 0; // Enable/disable removal of rocket launchers from AI after they are eliminated
|
||||
};
|
||||
|
||||
|
||||
class aiSkill // Minimum: 0 | Maximum: 1
|
||||
{ // Global AI skill settings. They affect each VEMF unit for any default VEMF mission
|
||||
difficulty = "Veteran"; // Options: "Easy" "Normal" "Veteran" "Hardcore" | Default: Veteran
|
||||
class Easy // AI looks stupid with this setting xD
|
||||
{
|
||||
accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.85; courage = 1; reloadSpeed = 0.3; commanding = 1; general = 0.3;
|
||||
};
|
||||
class Normal
|
||||
{
|
||||
accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.85; courage = 1; reloadSpeed = 0.3; commanding = 1; general = 0.4;
|
||||
};
|
||||
class Veteran
|
||||
{
|
||||
accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.85; courage = 1; reloadSpeed = 0.3; commanding = 1; general = 0.5;
|
||||
};
|
||||
class Hardcore // Also known as Aimbots
|
||||
{
|
||||
accuracy = 0.4; aimingShake = 0.20; aimingSpeed = 0.3; endurance = 0.25; spotDistance = 0.5; spotTime = 0.85; courage = 1; reloadSpeed = 0.3; commanding = 1; general = 0.7;
|
||||
};
|
||||
};
|
||||
|
||||
class policeConfig
|
||||
{
|
||||
backpacks[] = {
|
||||
"B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_cbr",
|
||||
"B_AssaultPack_mcamo","B_TacticalPack_rgr","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_blk",
|
||||
"B_TacticalPack_oli","B_FieldPack_khk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr",
|
||||
"B_FieldPack_blk","B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_khk","B_Carryall_cbr",
|
||||
"B_Parachute","B_FieldPack_oli","B_Carryall_oli","B_Kitbag_Base","B_Kitbag_cbr","B_Kitbag_mcamo",
|
||||
"B_Kitbag_rgr","B_Kitbag_sgg","B_OutdoorPack_Base","B_OutdoorPack_blk","B_OutdoorPack_blu",
|
||||
"B_OutdoorPack_tan"
|
||||
};
|
||||
headGear[] = {
|
||||
"H_Cap_police","H_Beret_blk_POLICE","H_Cap_blk_ION","H_Cap_khaki_specops_UK","H_Cap_tan_specops_US","H_Cap_brn_SPECOPS","H_Cap_blk_CMMG","H_Cap_blk","H_Cap_blu","H_Cap_red",
|
||||
"H_Cap_press","H_Cap_usblack","H_Beret_brn_SF","H_Beret_Colonel"
|
||||
};
|
||||
pistols[] = {"hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F","hgun_Rook40_F"};
|
||||
rifles[] = {
|
||||
"arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_Mk20_F","arifle_Mk20_plain_F","arifle_Mk20C_F","arifle_Mk20C_plain_F","arifle_Mk20_GL_F","arifle_Mk20_GL_plain_F",
|
||||
"arifle_MXC_F","arifle_MX_F","arifle_MX_SW_F","arifle_MXC_Black_F","arifle_MX_Black_F","arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","hgun_PDW2000_F","SMG_01_F","SMG_02_F"
|
||||
};
|
||||
uniforms[] = {"U_C_Journalist","U_Rangemaster","U_Marshal","U_Competitor"};
|
||||
vests[] = {"V_TacVest_blk_POLICE","V_PlateCarrierSpec_blk","V_PlateCarrierGL_blk","V_TacVestCamo_khk","V_TacVest_blk","V_BandollierB_blk","V_Rangemaster_belt"};
|
||||
};
|
||||
|
||||
class crateLoot
|
||||
{ // Loot crate configuration
|
||||
primarySlotsMax = 7; // Maximum primary weapons in each loot crate
|
||||
primarySlotsMin = 2; // Minimum primary weapons in each loot crate
|
||||
primaryWeaponLoot[] =
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"srifle_DMR_01_F",2},{"srifle_EBR_F",3},{"srifle_GM6_F",1},{"LMG_Mk200_F",3},{"LMG_Zafir_F",3},{"arifle_Katiba_F",3},{"arifle_Katiba_GL_F",2},{"arifle_Mk20_F",2},
|
||||
{"arifle_Mk20_plain_F",2},{"arifle_Mk20C_F",2},{"arifle_Mk20C_plain_F",2},{"arifle_Mk20_GL_F",2},{"arifle_Mk20_GL_plain_F",2},{"arifle_MXC_F",2},{"arifle_MX_F",2},
|
||||
{"arifle_MX_GL_F",2},{"arifle_MX_SW_F",2},{"arifle_MXM_F",2},{"arifle_MXC_Black_F",2},{"arifle_MX_Black_F",2},{"arifle_MX_GL_Black_F",2},{"arifle_MX_SW_Black_F",2},
|
||||
{"arifle_MXM_Black_F",2},{"arifle_SDAR_F",2},{"arifle_TRG21_F",2},{"arifle_TRG20_F",2},{"arifle_TRG21_GL_F",2},{"SMG_01_F",2},{"SMG_02_F",2},{"srifle_GM6_camo_F",2},
|
||||
{"srifle_LRR_camo_F",2},{"srifle_DMR_02_F",2},{"srifle_DMR_02_camo_F",2},{"srifle_DMR_02_sniper_F",2},{"srifle_DMR_03_F",2},{"srifle_DMR_03_khaki_F",2},{"srifle_DMR_03_tan_F",2},
|
||||
{"srifle_DMR_03_multicam_F",2},{"srifle_DMR_03_woodland_F",2},{"srifle_DMR_04_F",2},{"srifle_DMR_04_Tan_F",2},{"srifle_DMR_05_blk_F",2},{"srifle_DMR_05_hex_F",2},{"srifle_DMR_05_tan_f",2},{"srifle_DMR_06_camo_F",2},{"srifle_DMR_06_olive_F",2},{"MMG_01_hex_F",2},{"MMG_01_tan_F",2},{"MMG_02_camo_F",2},
|
||||
{"MMG_02_black_F",2},{"MMG_02_sand_F",2}
|
||||
};
|
||||
|
||||
secondarySlotsMax = 3; // Maximum number of secondary weapons to be in each loot crate
|
||||
secondarySlotsMin = 1; // Minimum number of secondary weapons to be in each loot crate
|
||||
secondaryWeaponLoot[] =
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"hgun_ACPC2_F",3},{"hgun_P07_F",3},{"hgun_Pistol_heavy_01_F",3},{"hgun_Pistol_heavy_02_F",3},{"hgun_Rook40_F",3}
|
||||
};
|
||||
|
||||
magSlotsMax = 8; // Maximum number of magazine slots in each loot crate
|
||||
magSlotsMin = 6; // Minimum number of magazine slots in each loot crate
|
||||
magLoot[] =
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"30Rnd_556x45_Stanag",20},{"30Rnd_556x45_Stanag_Tracer_Red",20},{"30Rnd_556x45_Stanag_Tracer_Green",20},
|
||||
{"30Rnd_556x45_Stanag_Tracer_Yellow",20},{"30Rnd_65x39_caseless_mag",20},{"30Rnd_65x39_caseless_green",20},{"30Rnd_65x39_caseless_mag_Tracer",20},
|
||||
{"30Rnd_65x39_caseless_green_mag_Tracer",20},{"20Rnd_762x51_Mag",20},{"7Rnd_408_Mag",20},{"5Rnd_127x108_Mag",20},{"100Rnd_65x39_caseless_mag",20},
|
||||
{"100Rnd_65x39_caseless_mag_Tracer",20},{"200Rnd_65x39_cased_Box",20},{"200Rnd_65x39_cased_Box_Tracer",20},{"30Rnd_9x21_Mag",20},{"16Rnd_9x21_Mag",20},
|
||||
{"30Rnd_45ACP_Mag_SMG_01",20},{"30Rnd_45ACP_Mag_SMG_01_Tracer_Green",20},{"9Rnd_45ACP_Mag",20},{"150Rnd_762x51_Box",20},{"150Rnd_762x51_Box_Tracer",20},
|
||||
{"150Rnd_762x54_Box",20},{"150Rnd_762x54_Box_Tracer",20},{"11Rnd_45ACP_Mag",20},{"6Rnd_45ACP_Cylinder",20},{"10Rnd_762x51_Mag",20},{"10Rnd_762x54_Mag",20},
|
||||
{"5Rnd_127x108_APDS_Mag",20},{"10Rnd_338_Mag",20},{"130Rnd_338_Mag",20},{"10Rnd_127x54_Mag",20},{"150Rnd_93x64_Mag",20},{"10Rnd_93x64_DMR_05_Mag",20}
|
||||
};
|
||||
|
||||
attSlotsMax = 4; // Maximum number of attachment slots in each loot crate
|
||||
attSlotsMin = 2; // Minimum number of attachment slots in each loot crate
|
||||
attLoot[] =
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"ItemGPS",5},{"ItemRadio",4},{"ItemMap",6},{"MineDetector",1},{"Binocular",4},{"Rangefinder",2},{"muzzle_snds_H",2},
|
||||
{"muzzle_snds_L",2},{"muzzle_snds_M",2},{"muzzle_snds_B",2},{"muzzle_snds_H_MG",2},{"muzzle_snds_H_SW",2},
|
||||
{"optic_Arco",3},{"optic_Aco",3},{"optic_ACO_grn",3},{"optic_Aco_smg",3},{"optic_ACO_grn_smg",3},{"optic_Holosight",3},
|
||||
{"optic_Holosight_smg",3},{"optic_SOS",3},{"acc_flashlight",3},{"acc_pointer_IR",3},{"optic_MRCO",3},{"muzzle_snds_acp",3},
|
||||
{"optic_NVS",3},{"optic_DMS",3},{"optic_Yorris",2},{"optic_MRD",2},{"optic_LRPS",3},{"muzzle_snds_338_black",3},{"muzzle_snds_338_green",3},
|
||||
{"muzzle_snds_338_sand",3},{"muzzle_snds_93mmg",3},{"muzzle_snds_93mmg_tan",3},{"optic_AMS",3},{"optic_AMS_khk",3},{"bipod_03_F_oli",3},
|
||||
{"optic_AMS_snd",3},{"optic_KHS_blk",3},{"optic_KHS_hex",3},{"optic_KHS_old",3},{"optic_KHS_tan",3},{"bipod_01_F_snd",3},
|
||||
{"bipod_01_F_blk",3},{"bipod_01_F_mtp",3},{"bipod_02_F_blk",3},{"bipod_02_F_tan",3},{"bipod_02_F_hex",3},{"bipod_03_F_blk",3}
|
||||
};
|
||||
|
||||
itemSlotsMax = 4; // Maximum number of attachment slots in each loot crate
|
||||
itemSlotsMin = 2; // Minimum number of attachment slots in each loot crate
|
||||
itemLoot[] =
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"Exile_Item_Flag",3},{"Exile_Item_FuelCanisterFull",2},{"Exile_Item_FuelCanisterEmpty",1},{"Exile_Item_InstaDoc",4},{"Exile_Item_Matches",3},{"Exile_Item_PlasticBottleFreshWater",5}
|
||||
};
|
||||
|
||||
vestSlotsMax = 3; // Maximum number of vest slots in each loot crate
|
||||
vestSlotsMin = 1; // Minimum number of vest slots in each loot crate
|
||||
vestLoot[] = // NOTE ABOUT VESTS: it is recommended to keep amount for each vest at 1 because vests do not stack unlike weapons, items and magazines
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"V_PlateCarrier1_rgr",1},{"V_PlateCarrier2_rgr",1},{"V_PlateCarrier3_rgr",1},{"V_PlateCarrierGL_rgr",1},{"V_PlateCarrier1_blk",1},
|
||||
{"V_PlateCarrierSpec_rgr",1},{"V_Chestrig_khk",1},{"V_Chestrig_rgr",1},{"V_Chestrig_blk",1},{"V_Chestrig_oli",1},{"V_TacVest_khk",1},
|
||||
{"V_TacVest_brn",1},{"V_TacVest_oli",1},{"V_TacVest_blk",1},{"V_TacVest_camo",1},{"V_TacVest_blk_POLICE",1},{"V_TacVestIR_blk",1},{"V_TacVestCamo_khk",1},
|
||||
{"V_HarnessO_brn",1},{"V_HarnessOGL_brn",1},{"V_HarnessO_gry",1},{"V_HarnessOGL_gry",1},{"V_HarnessOSpec_brn",1},{"V_HarnessOSpec_gry",1},
|
||||
{"V_PlateCarrierIA1_dgtl",1},{"V_PlateCarrierIA2_dgtl",1},{"V_PlateCarrierIAGL_dgtl",1},{"V_RebreatherB",1},{"V_RebreatherIR",1},{"V_RebreatherIA",1},
|
||||
{"V_PlateCarrier_Kerry",1},{"V_PlateCarrierL_CTRG",1},{"V_PlateCarrierH_CTRG",1},{"V_I_G_resistanceLeader_F",1},{"V_Press_F",1}
|
||||
};
|
||||
|
||||
headGearSlotsMax = 3; // Maximum number of headGear slots in each loot crate
|
||||
headGearSlotsMin = 1; // Minimum number of headGear slots in each loot crate
|
||||
headGearLoot[] = // NOTE ABOUT HEADGEAR: it is recommended to keep amount for each headGear item at 1 because headGear items do not stack unlike weapons, items and magazines
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"H_HelmetB",1},{"H_HelmetB_camo",1},{"H_HelmetB_paint",1},{"H_HelmetB_light",1},{"H_Booniehat_khk",1},{"H_Booniehat_oli",1},{"H_Booniehat_indp",1},
|
||||
{"H_Booniehat_mcamo",1},{"H_Booniehat_grn",1},{"H_Booniehat_tan",1},{"H_Booniehat_dirty",1},{"H_Booniehat_dgtl",1},{"H_Booniehat_khk_hs",1},{"H_HelmetB_plain_mcamo",1},
|
||||
{"H_HelmetB_plain_blk",1},{"H_HelmetSpecB",1},{"H_HelmetSpecB_paint1",1},{"H_HelmetSpecB_paint2",1},{"H_HelmetSpecB_blk",1},{"H_HelmetIA",1},{"H_HelmetIA_net",1},
|
||||
{"H_HelmetIA_camo",1},{"H_Helmet_Kerry",1},{"H_HelmetB_grass",1},{"H_HelmetB_snakeskin",1},{"H_HelmetB_desert",1},{"H_HelmetB_black",1},{"H_HelmetB_sand",1},
|
||||
{"H_Cap_red",1},{"H_Cap_blu",1},{"H_Cap_oli",1},{"H_Cap_headphones",1},{"H_Cap_tan",1},{"H_Cap_blk",1},{"H_Cap_blk_CMMG",1},{"H_Cap_brn_SPECOPS",1},{"H_Cap_tan_specops_US",1},
|
||||
{"H_Cap_khaki_specops_UK",1},{"H_Cap_grn",1},{"H_Cap_grn_BI",1},{"H_Cap_blk_Raven",1},{"H_Cap_blk_ION",1},{"H_Cap_oli_hs",1},{"H_Cap_press",1},{"H_Cap_usblack",1},{"H_Cap_police",1},
|
||||
{"H_HelmetCrew_B",1},{"H_HelmetCrew_O",1},{"H_HelmetCrew_I",1},{"H_PilotHelmetFighter_B",1},{"H_PilotHelmetFighter_O",1},{"H_PilotHelmetFighter_I",1},
|
||||
{"H_PilotHelmetHeli_B",1},{"H_PilotHelmetHeli_O",1},{"H_PilotHelmetHeli_I",1},{"H_CrewHelmetHeli_B",1},{"H_CrewHelmetHeli_O",1},{"H_CrewHelmetHeli_I",1},{"H_HelmetO_ocamo",1},
|
||||
{"H_HelmetLeaderO_ocamo",1},{"H_MilCap_ocamo",1},{"H_MilCap_mcamo",1},{"H_MilCap_oucamo",1},{"H_MilCap_rucamo",1},{"H_MilCap_gry",1},{"H_MilCap_dgtl",1},
|
||||
{"H_MilCap_blue",1},{"H_HelmetB_light_grass",1},{"H_HelmetB_light_snakeskin",1},{"H_HelmetB_light_desert",1},{"H_HelmetB_light_black",1},{"H_HelmetB_light_sand",1},{"H_BandMask_blk",1},
|
||||
{"H_BandMask_khk",1},{"H_BandMask_reaper",1},{"H_BandMask_demon",1},{"H_HelmetO_oucamo",1},{"H_HelmetLeaderO_oucamo",1},{"H_HelmetSpecO_ocamo",1},{"H_HelmetSpecO_blk",1},
|
||||
{"H_Bandanna_surfer",1},{"H_Bandanna_khk",1},{"H_Bandanna_khk_hs",1},{"H_Bandanna_cbr",1},{"H_Bandanna_sgg",1},{"H_Bandanna_sand",1},{"H_Bandanna_surfer_blk",1},{"H_Bandanna_surfer_grn",1},
|
||||
{"H_Bandanna_gry",1},{"H_Bandanna_blu",1},{"H_Bandanna_camo",1},{"H_Bandanna_mcamo",1},{"H_Shemag_khk",1},{"H_Shemag_tan",1},{"H_Shemag_olive",1},{"H_Shemag_olive_hs",1},
|
||||
{"H_ShemagOpen_khk",1},{"H_ShemagOpen_tan",1},{"H_Beret_blk",1},{"H_Beret_blk_POLICE",1},{"H_Beret_red",1},{"H_Beret_grn",1},{"H_Beret_grn_SF",1},{"H_Beret_brn_SF",1},
|
||||
{"H_Beret_ocamo",1},{"H_Beret_02",1},{"H_Beret_Colonel",1},{"H_Watchcap_blk",1},{"H_Watchcap_cbr",1},{"H_Watchcap_khk",1},{"H_Watchcap_camo",1},{"H_Watchcap_sgg",1},
|
||||
{"H_TurbanO_blk",1},{"H_Cap_marshal",1}
|
||||
};
|
||||
|
||||
bagSlotsMax = 2;
|
||||
bagSlotsMin = 1;
|
||||
backpackLoot[] = // NOTE ABOUT BACKPACKS: it is recommended to keep amount for each bag at 1 because bags do not stack unlike weapons, items and magazines
|
||||
{ // The number after each classname means how much of that type will be put in crate. WARNING: DO NOT USE NUMBERS WITH DECIMALS.
|
||||
{"B_AssaultPack_khk",1},{"B_AssaultPack_dgtl",1},{"B_AssaultPack_rgr",1},{"B_AssaultPack_sgg",1},{"B_AssaultPack_cbr",1},
|
||||
{"B_AssaultPack_mcamo",1},{"B_TacticalPack_rgr",1},{"B_TacticalPack_mcamo",1},{"B_TacticalPack_ocamo",1},{"B_TacticalPack_blk",1},
|
||||
{"B_TacticalPack_oli",1},{"B_FieldPack_khk",1},{"B_FieldPack_ocamo",1},{"B_FieldPack_oucamo",1},{"B_FieldPack_cbr",1},
|
||||
{"B_FieldPack_blk",1},{"B_Carryall_ocamo",1},{"B_Carryall_oucamo",1},{"B_Carryall_mcamo",1},{"B_Carryall_khk",1},{"B_Carryall_cbr",1},
|
||||
{"B_Parachute",1},{"B_FieldPack_oli",1},{"B_Carryall_oli",1},{"B_Kitbag_Base",1},{"B_Kitbag_cbr",1},{"B_Kitbag_mcamo",1},
|
||||
{"B_Kitbag_rgr",1},{"B_Kitbag_sgg",1},{"B_OutdoorPack_Base",1},{"B_OutdoorPack_blk",1},{"B_OutdoorPack_blu",1},
|
||||
{"B_OutdoorPack_tan",1}
|
||||
};
|
||||
|
||||
blackListLoot[] =
|
||||
{
|
||||
"DemoCharge_Remote_Mag","SatchelCharge_Remote_Mag","ATMine_Range_Mag","ClaymoreDirectionalMine_Remote_Mag",
|
||||
"APERSMine_Range_Mag","APERSBoundingMine_Range_Mag","SLAMDirectionalMine_Wire_Mag","APERSTripMine_Wire_Mag",
|
||||
"ChainSaw","srifle_DMR_03_spotter_F"
|
||||
};
|
||||
// End of loot crate configuration
|
||||
};
|
||||
class aiGear
|
||||
{ // Configuration of what AI have
|
||||
aiHeadGear[] =
|
||||
{
|
||||
"H_HelmetB","H_HelmetB_camo","H_HelmetB_paint","H_HelmetB_light","H_Booniehat_khk","H_Booniehat_oli","H_Booniehat_indp",
|
||||
"H_Booniehat_mcamo","H_Booniehat_grn","H_Booniehat_tan","H_Booniehat_dirty","H_Booniehat_dgtl","H_Booniehat_khk_hs","H_HelmetB_plain_mcamo",
|
||||
"H_HelmetB_plain_blk","H_HelmetSpecB","H_HelmetSpecB_paint1","H_HelmetSpecB_paint2","H_HelmetSpecB_blk","H_HelmetIA","H_HelmetIA_net",
|
||||
"H_HelmetIA_camo","H_Helmet_Kerry","H_HelmetB_grass","H_HelmetB_snakeskin","H_HelmetB_desert","H_HelmetB_black","H_HelmetB_sand",
|
||||
"H_Cap_red","H_Cap_blu","H_Cap_oli","H_Cap_headphones","H_Cap_tan","H_Cap_blk","H_Cap_blk_CMMG","H_Cap_brn_SPECOPS","H_Cap_tan_specops_US",
|
||||
"H_Cap_khaki_specops_UK","H_Cap_grn","H_Cap_grn_BI","H_Cap_blk_Raven","H_Cap_blk_ION","H_Cap_oli_hs","H_Cap_press","H_Cap_usblack","H_Cap_police",
|
||||
"H_HelmetCrew_B","H_HelmetCrew_O","H_HelmetCrew_I","H_PilotHelmetFighter_B","H_PilotHelmetFighter_O","H_PilotHelmetFighter_I",
|
||||
"H_PilotHelmetHeli_B","H_PilotHelmetHeli_O","H_PilotHelmetHeli_I","H_CrewHelmetHeli_B","H_CrewHelmetHeli_O","H_CrewHelmetHeli_I","H_HelmetO_ocamo",
|
||||
"H_HelmetLeaderO_ocamo","H_MilCap_ocamo","H_MilCap_mcamo","H_MilCap_oucamo","H_MilCap_rucamo","H_MilCap_gry","H_MilCap_dgtl",
|
||||
"H_MilCap_blue","H_HelmetB_light_grass","H_HelmetB_light_snakeskin","H_HelmetB_light_desert","H_HelmetB_light_black","H_HelmetB_light_sand","H_BandMask_blk",
|
||||
"H_BandMask_khk","H_BandMask_reaper","H_BandMask_demon","H_HelmetO_oucamo","H_HelmetLeaderO_oucamo","H_HelmetSpecO_ocamo","H_HelmetSpecO_blk",
|
||||
"H_Bandanna_surfer","H_Bandanna_khk","H_Bandanna_khk_hs","H_Bandanna_cbr","H_Bandanna_sgg","H_Bandanna_sand","H_Bandanna_surfer_blk","H_Bandanna_surfer_grn",
|
||||
"H_Bandanna_gry","H_Bandanna_blu","H_Bandanna_camo","H_Bandanna_mcamo","H_Shemag_khk","H_Shemag_tan","H_Shemag_olive","H_Shemag_olive_hs",
|
||||
"H_ShemagOpen_khk","H_ShemagOpen_tan","H_Beret_blk","H_Beret_blk_POLICE","H_Beret_red","H_Beret_grn","H_Beret_grn_SF","H_Beret_brn_SF",
|
||||
"H_Beret_ocamo","H_Beret_02","H_Beret_Colonel","H_Watchcap_blk","H_Watchcap_cbr","H_Watchcap_khk","H_Watchcap_camo","H_Watchcap_sgg",
|
||||
"H_TurbanO_blk","H_Cap_marshal"
|
||||
};
|
||||
aiUniforms[] =
|
||||
{
|
||||
"U_I_CombatUniform","U_I_CombatUniform_tshirt","U_I_CombatUniform_shortsleeve","U_I_pilotCoveralls",
|
||||
"U_I_GhillieSuit","U_I_OfficerUniform","U_IG_Guerilla1_1","U_IG_Guerilla2_1","U_IG_Guerilla2_2","U_IG_Guerilla2_3",
|
||||
"U_IG_Guerilla3_1","U_IG_Guerilla3_2","U_IG_leader","U_BG_Guerilla1_1","U_BG_Guerilla2_1","U_BG_Guerilla2_3",
|
||||
"U_BG_Guerilla3_1","U_BG_Guerilla3_2","U_BG_leader","U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_2",
|
||||
"U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2","U_C_WorkerCoveralls","U_C_HunterBody_grn",
|
||||
"U_C_HunterBody_brn","U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3","U_B_survival_uniform","U_I_G_Story_Protagonist_F",
|
||||
"U_I_G_resistanceLeader_F","U_IG_Guerrilla_6_1","U_BG_Guerrilla_6_1","U_OG_Guerrilla_6_1","U_B_FullGhillie_lsh",
|
||||
"U_B_FullGhillie_sard","U_B_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard",
|
||||
"U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard"
|
||||
};
|
||||
aiVests[] =
|
||||
{
|
||||
"V_PlateCarrier1_rgr","V_PlateCarrier2_rgr","V_PlateCarrier3_rgr","V_PlateCarrierGL_rgr","V_PlateCarrier1_blk",
|
||||
"V_PlateCarrierSpec_rgr","V_Chestrig_khk","V_Chestrig_rgr","V_Chestrig_blk","V_Chestrig_oli","V_TacVest_khk",
|
||||
"V_TacVest_brn","V_TacVest_oli","V_TacVest_blk","V_TacVest_camo","V_TacVest_blk_POLICE","V_TacVestIR_blk","V_TacVestCamo_khk",
|
||||
"V_HarnessO_brn","V_HarnessOGL_brn","V_HarnessO_gry","V_HarnessOGL_gry","V_HarnessOSpec_brn","V_HarnessOSpec_gry",
|
||||
"V_PlateCarrierIA1_dgtl","V_PlateCarrierIA2_dgtl","V_PlateCarrierIAGL_dgtl","V_RebreatherB","V_RebreatherIR","V_RebreatherIA",
|
||||
"V_PlateCarrier_Kerry","V_PlateCarrierL_CTRG","V_PlateCarrierH_CTRG","V_I_G_resistanceLeader_F","V_Press_F"
|
||||
};
|
||||
aiRifles[] =
|
||||
{
|
||||
"srifle_EBR_F","srifle_DMR_01_F","arifle_Katiba_F","arifle_Katiba_C_F","arifle_Katiba_GL_F","arifle_MXC_F",
|
||||
"arifle_MX_F","arifle_MX_GL_F","arifle_MXM_F","arifle_SDAR_F","arifle_TRG21_F","arifle_TRG20_F",
|
||||
"arifle_TRG21_GL_F","arifle_Mk20_F","arifle_Mk20C_F","arifle_Mk20_GL_F","arifle_Mk20_plain_F",
|
||||
"arifle_Mk20C_plain_F","arifle_Mk20_GL_plain_F","SMG_01_F","SMG_02_F","hgun_PDW2000_F","arifle_MXM_Black_F",
|
||||
"arifle_MX_GL_Black_F","arifle_MX_Black_F","arifle_MXC_Black_F","LMG_Mk200_F","arifle_MX_SW_F",
|
||||
"LMG_Zafir_F","arifle_MX_SW_Black_F"
|
||||
};
|
||||
aiBackpacks[] =
|
||||
{
|
||||
"B_AssaultPack_khk","B_AssaultPack_dgtl","B_AssaultPack_rgr","B_AssaultPack_sgg","B_AssaultPack_cbr",
|
||||
"B_AssaultPack_mcamo","B_TacticalPack_rgr","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_blk",
|
||||
"B_TacticalPack_oli","B_FieldPack_khk","B_FieldPack_ocamo","B_FieldPack_oucamo","B_FieldPack_cbr",
|
||||
"B_FieldPack_blk","B_Carryall_ocamo","B_Carryall_oucamo","B_Carryall_mcamo","B_Carryall_khk","B_Carryall_cbr",
|
||||
"B_Parachute","B_FieldPack_oli","B_Carryall_oli","B_Kitbag_Base","B_Kitbag_cbr","B_Kitbag_mcamo",
|
||||
"B_Kitbag_rgr","B_Kitbag_sgg","B_OutdoorPack_Base","B_OutdoorPack_blk","B_OutdoorPack_blu",
|
||||
"B_OutdoorPack_tan"
|
||||
};
|
||||
aiLaunchers[] =
|
||||
{
|
||||
"launch_NLAW_F","launch_RPG32_F","launch_B_Titan_F","launch_B_Titan_short_F"
|
||||
};
|
||||
aiPistols[] =
|
||||
{
|
||||
"hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
#include "cpp\CfgPatches.cpp"
|
||||
#include "cpp\CfgFunctions.cpp"
|
||||
#include "cpp\CfgVemfrScripts.cpp"
|
26
a3_vemf_reloaded/cpp/CfgFunctions.cpp
Normal file
26
a3_vemf_reloaded/cpp/CfgFunctions.cpp
Normal file
@ -0,0 +1,26 @@
|
||||
class CfgFunctions
|
||||
{
|
||||
class a3_vemf_reloaded
|
||||
{
|
||||
tag = "VEMFr";
|
||||
class serverFunctions
|
||||
{
|
||||
file = "a3_vemf_reloaded\fn";
|
||||
class checkSide {};
|
||||
class config {};
|
||||
class findPos {};
|
||||
class giveAmmo {};
|
||||
class giveWeaponItems {};
|
||||
class hc {};
|
||||
class launch { postInit = 1; };
|
||||
class loadInv {};
|
||||
class mines {};
|
||||
class playerNear {};
|
||||
class scriptPath {};
|
||||
class spawnInvasionAI {};
|
||||
class spawnVEMFrAI {};
|
||||
class waitForPlayers {};
|
||||
class whichMod {};
|
||||
};
|
||||
};
|
||||
};
|
12
a3_vemf_reloaded/cpp/CfgPatches.cpp
Normal file
12
a3_vemf_reloaded/cpp/CfgPatches.cpp
Normal file
@ -0,0 +1,12 @@
|
||||
class CfgPatches
|
||||
{
|
||||
class a3_vemf_reloaded
|
||||
{
|
||||
units[] = {};
|
||||
requiredAddons[] = {};
|
||||
fileName = "a3_vemf_reloaded.pbo";
|
||||
requiredVersion = 1.60; // VEMFr does not work on older versions due to use of the latest scripting commands
|
||||
version = "0750.0"; // Do NOT change
|
||||
author = "IT07";
|
||||
};
|
||||
};
|
17
a3_vemf_reloaded/cpp/CfgVemfrScripts.cpp
Normal file
17
a3_vemf_reloaded/cpp/CfgVemfrScripts.cpp
Normal file
@ -0,0 +1,17 @@
|
||||
class CfgVemfrScripts
|
||||
{
|
||||
aiKilled = "a3_vemf_reloaded\sqf\aiKilled.sqf";
|
||||
broadCast = "a3_vemf_reloaded\sqf\broadCast.sqf";
|
||||
checkLoot = "a3_vemf_reloaded\sqf\checkLoot.sqf";
|
||||
killedMonitor = "a3_vemf_reloaded\sqf\killedMonitor";
|
||||
loadLoot = "a3_vemf_reloaded\sqf\loadLoot.sqf";
|
||||
log = "a3_vemf_reloaded\sqf\log.sqf";
|
||||
missionTimer = "a3_vemf_reloaded\sqf\missionTimer.sqf";
|
||||
notificationToClient = "a3_vemf_reloaded\sqf\notificationToClient.sqf";
|
||||
REMOTEguard = "a3_vemf_reloaded\sqf\REMOTEguard.sqf";
|
||||
sayKilledWeapon = "a3_vemf_reloaded\sqf\sayKilledWeapon.sqf";
|
||||
setGroupOwner = "a3_vemf_reloaded\sqf\setGroupOwner.sqf";
|
||||
signAI = "a3_vemf_reloaded\sqf\signAI.sqf";
|
||||
spawnStaticAI = "a3_vemf_reloaded\sqf\spawnStaticAI.sqf";
|
||||
systemChatToClient = "a3_vemf_reloaded\sqf\systemChatToClient.sqf";
|
||||
};
|
49
a3_vemf_reloaded/fn/fn_checkSide.sqf
Normal file
49
a3_vemf_reloaded/fn/fn_checkSide.sqf
Normal file
@ -0,0 +1,49 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description: checks the side of given unit and returns it
|
||||
|
||||
Params:
|
||||
_this: STRING - unit classname
|
||||
|
||||
Returns: SIDE - unit's side
|
||||
*/
|
||||
|
||||
private ["_r","_f"];
|
||||
_f = getText (configFile >> "CfgVehicles" >> _this >> "faction");
|
||||
if not(_f isEqualTo "") then
|
||||
{
|
||||
scopeName "isNull";
|
||||
if (_f isEqualTo "BLU_G_F") then
|
||||
{
|
||||
_r = WEST;
|
||||
breakOut "isNull";
|
||||
};
|
||||
if (_f isEqualTo "CIV_F") then
|
||||
{
|
||||
_r = civilian;
|
||||
breakOut "isNull";
|
||||
};
|
||||
if (_f isEqualTo "IND_F") then
|
||||
{
|
||||
_r = independent;
|
||||
breakOut "isNull";
|
||||
};
|
||||
if (_f isEqualTo "IND_G_F") then
|
||||
{
|
||||
_r = resistance;
|
||||
breakOut "isNull";
|
||||
};
|
||||
if (_f isEqualTo "OPF_G_F") then
|
||||
{
|
||||
_r = EAST;
|
||||
};
|
||||
} else
|
||||
{
|
||||
["fn_checkSide", 0, format["Failed to find faction of %1", _this]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
|
||||
if not(isNil "_r") then
|
||||
{
|
||||
_r
|
||||
};
|
83
a3_vemf_reloaded/fn/fn_config.sqf
Normal file
83
a3_vemf_reloaded/fn/fn_config.sqf
Normal file
@ -0,0 +1,83 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
gets config value of given var from VEMF config OR cfgPath
|
||||
|
||||
Params:
|
||||
method 1:
|
||||
_this: STRING - SINGLE config value to get from root of CfgVemfReloaded
|
||||
method 2:
|
||||
_this select 0: ARRAY of STRINGS - MULTIPLE config values to get from root of VEMFconfig
|
||||
method 3:
|
||||
_this select 0: ARRAY of STRINGS - config path to get value from. Example: "root","subclass"
|
||||
_this select 1: ARRAY of STRINGS - MULTIPLE config values to get from given path
|
||||
|
||||
Returns:
|
||||
ARRAY - Result
|
||||
*/
|
||||
|
||||
private["_r","_chck","_v","_cfg"];
|
||||
_r = [];
|
||||
_chck =
|
||||
{
|
||||
if (isNumber _cfg) then { _v = getNumber _cfg };
|
||||
if (isText _cfg) then { _v = getText _cfg };
|
||||
if (isArray _cfg) then { _v = getArray _cfg };
|
||||
if (isNil "_v") then { _v = "nil" };
|
||||
};
|
||||
|
||||
if (_this isEqualType "") then
|
||||
{
|
||||
if (isNull (configFile >> "CfgVemfReloadedOverrides" >> _this)) then
|
||||
{
|
||||
_cfg = configFile >> "CfgVemfReloaded" >> _this;
|
||||
} else
|
||||
{
|
||||
_cfg = configFile >> "CfgVemfReloadedOverrides" >> _this;
|
||||
};
|
||||
call _chck;
|
||||
_r = _v;
|
||||
};
|
||||
|
||||
if (_this isEqualType []) then
|
||||
{
|
||||
if (_this isEqualTypeArray [[],[]]) then
|
||||
{
|
||||
private ["_p","_b"];
|
||||
_p = _this select 0;
|
||||
_b =
|
||||
{
|
||||
{
|
||||
_cfg = _cfg >> _x;
|
||||
} forEach _p;
|
||||
};
|
||||
{
|
||||
_cfg = configFile >> "CfgVemfReloadedOverrides";
|
||||
call _b;
|
||||
_cfg = _cfg >> _x;
|
||||
if (isNull _cfg) then
|
||||
{
|
||||
_cfg = configFile >> "CfgVemfReloaded";
|
||||
call _b;
|
||||
_cfg = _cfg >> _x;
|
||||
};
|
||||
call _chck;
|
||||
_r pushBack _v;
|
||||
} forEach (_this select 1);
|
||||
};
|
||||
if (_this isEqualTypeArray [[]]) then
|
||||
{
|
||||
{
|
||||
_cfg = configFile >> "CfgVemfReloadedOverrides" >> _x;
|
||||
if (isNull _cfg) then
|
||||
{
|
||||
_cfg = configFile >> "CfgVemfReloaded" >> _x;
|
||||
};
|
||||
call _chck;
|
||||
_r pushBack _v;
|
||||
} forEach (_this select 0);
|
||||
};
|
||||
};
|
||||
|
||||
_r
|
139
a3_vemf_reloaded/fn/fn_findPos.sqf
Normal file
139
a3_vemf_reloaded/fn/fn_findPos.sqf
Normal file
@ -0,0 +1,139 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
can find a location or pos randomly on the map where there are no players
|
||||
|
||||
Params:
|
||||
_this select 0: STRING - Mode to use. Options: "loc" or "pos"
|
||||
_this select 1: BOOLEAN - True if _pos needs to be a road
|
||||
_this select 2: POSITION - Center for nearestLocations check
|
||||
_this select 3: SCALAR - Distance in meters. Locations closer than given position will be excluded/included
|
||||
_this select 4: SCALAR - Max prefered distance in meters from center. If not achievable, further dest will be selected
|
||||
_this select 5: SCALAR - Distance in meters to check from _this2 for players
|
||||
_this select 6: STRING (optional) - Exact config name of mission override settings to load
|
||||
|
||||
Returns:
|
||||
if mode == loc: LOCATION
|
||||
if mode == pos: POSITION
|
||||
*/
|
||||
|
||||
private [
|
||||
"_r","_this0","_this1","_this2","_this3","_this4","_this5","_this6",
|
||||
"_s0","_s1","_s2","_s3",
|
||||
"_ms0","_arr","_bin","_used","_fltr","_badNames","_maps","_bad",
|
||||
"_pos","_xx","_pos","_hi","_low","_dist","_loc"
|
||||
];
|
||||
|
||||
params [
|
||||
["_this0", "", [""]],
|
||||
["_this1", false, [false]],
|
||||
["_this2", [], [[]]],
|
||||
["_this3", -1, [0]],
|
||||
["_this4", -1, [0]],
|
||||
["_this5", -1, [0]],
|
||||
["_this6", "", [""]]
|
||||
];
|
||||
|
||||
([["nonPopulated","noMissionPos","missionDistance","missionList"]] call VEMFr_fnc_config) params ["_s0","_s1","_s2","_s3"];
|
||||
_ms0 = ([[_this6],["skipDistanceReversed"]] call VEMFr_fnc_config) select 0;
|
||||
if (_this6 in _s3) then { _s0 = ([[_this6],["nonPopulated"]] call VEMFr_fnc_config) select 0 };
|
||||
|
||||
if (_this0 isEqualTo "loc") then
|
||||
{
|
||||
// Get a list of locations close to _this2 (position of player)
|
||||
_arr = nearestLocations [_this2, ["CityCenter","Strategic","StrongpointArea","NameVillage","NameCity","NameCityCapital", if (_s0 isEqualTo 1) then {"nameLocal","Area","BorderCrossing","Hill","fakeTown","Name","RockArea","ViewPoint"}], if (_ms0 > 0) then {_ms0*2} else {worldSize}];
|
||||
if ((count _arr) > 0) then
|
||||
{
|
||||
_maps = "isClass _x" configClasses (configFile >> "CfgVemfReloaded" >> "locationBlackLists");
|
||||
{ // Make a list of locationBlackLists's children
|
||||
_maps set [_forEachIndex, toLower (configName _x)];
|
||||
} forEach _maps;
|
||||
|
||||
if ((toLower worldName) in _maps) then
|
||||
{
|
||||
_bad = ([["locationBlackLists", worldName],["locations"]] call VEMFr_fnc_config) select 0
|
||||
} else
|
||||
{
|
||||
_bad = ([["locationBlackLists","Other"],["locations"]] call VEMFr_fnc_config) select 0
|
||||
};
|
||||
|
||||
_bin = [];
|
||||
_used = uiNamespace getVariable ["VEMFrUsedLocs",[]];
|
||||
|
||||
_fltr =
|
||||
{
|
||||
scopeName "filter";
|
||||
_xx = _x;
|
||||
{
|
||||
if (((_x select 0) distance (locationPosition _xx)) <= (_x select 1)) then { _bin pushBack _xx; breakOut "filter" };
|
||||
} forEach _s1;
|
||||
|
||||
if (_x in _used) then { _bin pushBack _x }
|
||||
else
|
||||
{
|
||||
{
|
||||
if (((locationPosition _xx) distance (locationPosition _x)) < _s2) then { _bin pushBack _xx; breakOut "filter" };
|
||||
} forEach _used;
|
||||
};
|
||||
|
||||
if (((text _x) in _bad) OR ((toLower (text _x)) in _bad)) then { _bin pushBack _x };
|
||||
};
|
||||
{
|
||||
_dist = _this2 distance (locationPosition _x);
|
||||
if (_ms0 > 0) then
|
||||
{
|
||||
if ((_dist <= (_ms0*2)) AND (_dist > _ms0)) then { call _fltr }
|
||||
else { _bin pushBack _x };
|
||||
} else
|
||||
{
|
||||
if (_dist > _this3) then { call _fltr }
|
||||
else { _bin pushBack _x };
|
||||
};
|
||||
} forEach _arr;
|
||||
|
||||
{ // Remove all invalid locations from _arr
|
||||
_arr deleteAt (_arr find _x);
|
||||
} forEach _bin;
|
||||
|
||||
// Check what kind of distances we have
|
||||
_low = []; // Closer then _this4
|
||||
_hi = []; // Further than _this4
|
||||
{
|
||||
_dist = _this2 distance (locationPosition _x);
|
||||
if (_dist > _this4) then { _hi pushBack _x };
|
||||
if (_dist <= _this4) then { _low pushBack _x };
|
||||
} forEach _arr;
|
||||
|
||||
// Check if there are any prefered locations. If yes, randomly select one
|
||||
if ((count _low) > 0) then
|
||||
{
|
||||
_loc = selectRandom _low;
|
||||
_r = _loc;
|
||||
_used pushBackUnique _loc;
|
||||
} else
|
||||
{
|
||||
if ((count _hi) > 0) then
|
||||
{
|
||||
_loc = selectRandom _hi;
|
||||
_r = _loc;
|
||||
_used pushBackUnique _loc;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if (_this0 isEqualTo "pos") then
|
||||
{
|
||||
for "_p" from 1 to 10 do
|
||||
{
|
||||
_pos = [_this2, _this3, -1, 2, 0, 50, 0] call BIS_fnc_findSafePos;
|
||||
if _this1 then { _pos = position (nearRoads select 0) };
|
||||
if not([_pos, _this5] call VEMFr_fnc_playerNear) then
|
||||
{
|
||||
_r = _pos;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if not(isNil "_r") then { _r };
|
64
a3_vemf_reloaded/fn/fn_giveAmmo.sqf
Normal file
64
a3_vemf_reloaded/fn/fn_giveAmmo.sqf
Normal file
@ -0,0 +1,64 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
Adds magazines to given unit's vest/backpack if it flairTypes
|
||||
|
||||
Params:
|
||||
_this: ARRAY
|
||||
_this select 0: OBJECT - unit to give ammo to
|
||||
_this select 1: STRING - primaryWeapon classname
|
||||
_this select 2: STRING - secondaryWeapon classname
|
||||
_this select 3: STRING - handGunWeapon classname
|
||||
|
||||
Returns:
|
||||
BOOLEAN - true if successful
|
||||
*/
|
||||
|
||||
private ["_r","_this0","_m"];
|
||||
params [
|
||||
["_this0", objNull, [objNull]],
|
||||
["_this1", "", [""]],
|
||||
["_this2", "", [""]],
|
||||
["_this3", "", [""]]
|
||||
];
|
||||
|
||||
_r = [];
|
||||
if not(_this1 isEqualTo "") then
|
||||
{
|
||||
_m = selectRandom (getArray (configFile >> "CfgWeapons" >> _this1 >> "magazines"));
|
||||
for "_l" from 1 to 5 do
|
||||
{
|
||||
if not(_this0 canAdd _m) exitWith {};
|
||||
_this0 addItem _m;
|
||||
};
|
||||
_r pushBack true;
|
||||
};
|
||||
|
||||
if not(_this2 isEqualTo "") then
|
||||
{
|
||||
if not((backPack _this0) isEqualTo "") then
|
||||
{
|
||||
_m = selectRandom (getArray (configFile >> "CfgWeapons" >> _this2 >> "magazines"));
|
||||
for "_l" from 1 to 3 do
|
||||
{
|
||||
if not(_this0 canAdd _m) exitWith {};
|
||||
_this0 addItem _m;
|
||||
};
|
||||
_r pushBack true;
|
||||
};
|
||||
};
|
||||
|
||||
if not(_this3 isEqualTo "") then
|
||||
{
|
||||
_m = selectRandom (getArray (configFile >> "CfgWeapons" >> _this3 >> "magazines"));
|
||||
for "_l" from 1 to 4 do
|
||||
{
|
||||
if not(_this0 canAdd _m) exitWith {};
|
||||
_this0 addItem _m;
|
||||
};
|
||||
_r pushBack true;
|
||||
};
|
||||
|
||||
if ((count _r) > 0) then { _r = true } else { _r = nil };
|
||||
_r
|
64
a3_vemf_reloaded/fn/fn_giveWeaponItems.sqf
Normal file
64
a3_vemf_reloaded/fn/fn_giveWeaponItems.sqf
Normal file
@ -0,0 +1,64 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
Gives random weapon attachments to given unit
|
||||
|
||||
Params:
|
||||
_this: ARRAY
|
||||
_this select 0: OBJECT - unit
|
||||
|
||||
Returns: BOOLEAN - true if no errors occured
|
||||
*/
|
||||
|
||||
private ["_r","_p","_w","_a","_bin"];
|
||||
_u = param [0,objNull,[objNull]];
|
||||
if not (isNull _u) then
|
||||
{
|
||||
_p = [1,0,1,0,1,1,1,1,0,0,1,1,1];
|
||||
_w = primaryWeapon _u;
|
||||
if ((selectRandom _p) isEqualTo 1) then
|
||||
{ // Select random scope
|
||||
_a = getArray (configFile >> "CfgWeapons" >> _w >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems");
|
||||
if (("allowTWS" call VEMFr_fnc_config) isEqualTo 0) then
|
||||
{
|
||||
_bin = [];
|
||||
{
|
||||
if (((toLower _x) find "tws") > -1) then
|
||||
{
|
||||
_bin pushBack _x;
|
||||
};
|
||||
} forEach _a;
|
||||
{
|
||||
_a deleteAt (_a find _x);
|
||||
} forEach _bin;
|
||||
};
|
||||
_u addPrimaryWeaponItem (selectRandom _a);
|
||||
};
|
||||
if ((selectRandom _p) isEqualTo 1) then
|
||||
{ // Select random muzzle
|
||||
_u addPrimaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _w >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")));
|
||||
};
|
||||
if ((selectRandom _p) isEqualTo 1) then
|
||||
{ // Select random pointer
|
||||
_u addPrimaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _w >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems")));
|
||||
};
|
||||
if ((selectRandom _p) isEqualTo 1) then
|
||||
{ // Select random bipod
|
||||
_u addPrimaryWeaponItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _w >> "WeaponSlotsInfo" >> "UnderbarrelSlot" >> "compatibleItems")));
|
||||
};
|
||||
|
||||
// handgunWeapon items
|
||||
_w = handgunWeapon _u;
|
||||
_p = [1,0,1,0,0,1,0,0,0,0,1,1,1];
|
||||
if ((selectRandom _p) isEqualTo 1) then
|
||||
{ // Select random scope
|
||||
_u addHandgunItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _w >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")));
|
||||
};
|
||||
if ((selectRandom _p) isEqualTo 1) then
|
||||
{ // Select random muzzle
|
||||
_u addHandgunItem (selectRandom (getArray (configFile >> "CfgWeapons" >> _w >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems")));
|
||||
};
|
||||
_r = true;
|
||||
};
|
||||
_r
|
38
a3_vemf_reloaded/fn/fn_hc.sqf
Normal file
38
a3_vemf_reloaded/fn/fn_hc.sqf
Normal file
@ -0,0 +1,38 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
selects a headless client with least (VEMFr) load
|
||||
|
||||
Params:
|
||||
None
|
||||
|
||||
Returns:
|
||||
OBJECT - the headless client
|
||||
*/
|
||||
|
||||
private ["_r","_n","_arr","_gl"];
|
||||
_n = "headLessClientNames" call VEMFr_fnc_config;
|
||||
_arr = [];
|
||||
_gl = uiNamespace getVariable "VEMFrHcLoad";
|
||||
{
|
||||
if (((side _x) isEqualTo sideLogic) AND ((name _x) in _n)) then
|
||||
{
|
||||
_arr pushBackUnique _x;
|
||||
if not(_x in (_gl select 0)) then
|
||||
{
|
||||
_i = (_gl select 0) pushBack _x;
|
||||
(_gl select 1) set [_i, 0];
|
||||
};
|
||||
};
|
||||
} forEach playableUnits;
|
||||
|
||||
_l = 99999;
|
||||
{
|
||||
if (_x <= _l) then { _l = _x };
|
||||
} forEach (_gl select 1);
|
||||
|
||||
_r = (_gl select 0) select ((_gl select 1) find _l);
|
||||
(_gl select 1) set [(_gl select 0) find _r, _l + 1];
|
||||
|
||||
_r
|
64
a3_vemf_reloaded/fn/fn_launch.sqf
Normal file
64
a3_vemf_reloaded/fn/fn_launch.sqf
Normal file
@ -0,0 +1,64 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
launches VEMFr (You don't say?)
|
||||
*/
|
||||
|
||||
if isNil "VEMFrHasStarted" then
|
||||
{
|
||||
VEMFrHasStarted = call compileFinal "true";
|
||||
["Launcher", 2, format["/// STARTING VEMFr v%1 (%2) \\\", getText (configFile >> "CfgPatches" >> "a3_vemf_reloaded" >> "version"), call VEMFr_fnc_whichMod]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
uiNamespace setVariable ["VEMFrUsedLocs", []];
|
||||
uiNamespace setVariable ["VEMFrAttackedFlags", []];
|
||||
uiNamespace setVariable ["VEMFrHcLoad", [[],[]]];
|
||||
|
||||
[] spawn
|
||||
{
|
||||
if (("overridesToRPT" call VEMFr_fnc_config) isEqualTo 1) then
|
||||
{
|
||||
_r = configProperties [configFile >> "CfgVemfReloadedOverrides", "true", false];
|
||||
{
|
||||
if (isClass _x) then
|
||||
{
|
||||
_c1 = configName _x;
|
||||
_l1 = configProperties [configFile >> "CfgVemfReloadedOverrides" >> _c1, "true", false];
|
||||
{
|
||||
if (isClass _x) then
|
||||
{
|
||||
_c2 = configName _x;
|
||||
_l2 = configProperties [configFile >> "CfgVemfReloadedOverrides" >> _c1 >> _c2, "true", false];
|
||||
{
|
||||
if not(isClass _x) then
|
||||
{
|
||||
["overridesToRPT", 1, format["Overriding 'CfgVemfReloaded >> %1 >> %2 >> %3'", _c1, _c2, configName _x]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} forEach _l2;
|
||||
} else
|
||||
{
|
||||
["overridesToRPT", 1, format["Overriding 'CfgVemfReloaded >> %1 >> %2", _c1, configName _x]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} forEach _l1;
|
||||
} else
|
||||
{
|
||||
["overridesToRPT", 1, format["Overriding 'CfgVemfReloaded >> %1'", configName _x]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} forEach _r;
|
||||
};
|
||||
|
||||
_s = ["checkLoot","missionTimer","REMOTEguard","spawnStaticAI"];
|
||||
{
|
||||
ExecVM format["a3_vemf_reloaded\sqf\%1.sqf", _x];
|
||||
} forEach _s;
|
||||
|
||||
|
||||
if ((call VEMFr_fnc_whichMod) isEqualTo "Epoch") then
|
||||
{
|
||||
west setFriend [independent, 0];
|
||||
independent setFriend [west, 0];
|
||||
};
|
||||
};
|
||||
} else
|
||||
{
|
||||
["Launcher", 0, format["a3_vemf_reloaded FAILED to launch! VEMFrHasStarted (%1) is already defined!", VEMFrHasStarted]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
211
a3_vemf_reloaded/fn/fn_loadInv.sqf
Normal file
211
a3_vemf_reloaded/fn/fn_loadInv.sqf
Normal file
@ -0,0 +1,211 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
gives inventory to given units
|
||||
|
||||
Param:
|
||||
_this: ARRAY
|
||||
_this select 0: ARRAY - units to load inventory for
|
||||
_this select 1: STRING - must be in missionList
|
||||
_this select 2: SCALAR - inventory mode
|
||||
|
||||
Returns:
|
||||
BOOLEAN - true if nothing failed
|
||||
*/
|
||||
|
||||
private ["_r","_this0","_this1","_this2"];
|
||||
params [
|
||||
["_this0", [], [[]]],
|
||||
["_this1", "", [""]],
|
||||
["_this2", 0, [0]]
|
||||
];
|
||||
|
||||
if ((_this1 in ("missionList" call VEMFr_fnc_config)) OR (_this1 isEqualTo "Static")) then
|
||||
{
|
||||
scopeName "this";
|
||||
if (_this2 isEqualTo 0) then // "Militia"
|
||||
{
|
||||
private ["_s","_unifs","_headG","_vests","_packs","_lnchers","_rfles","_pstls","_ls","_lc","_a"];
|
||||
// Define settings
|
||||
_s = [["aiGear"],["aiUniforms","aiHeadGear","aiVests","aiBackpacks","aiLaunchers","aiRifles","aiPistols"]] call VEMFr_fnc_config;
|
||||
_s params ["_unifs","_headG","_vests","_packs","_lnchers","_rfles","_pstls"];
|
||||
{
|
||||
private ["_xx","_g","_a","_pw","_hw"];
|
||||
_xx = _x;
|
||||
// Strip it
|
||||
removeAllWeapons _xx;
|
||||
removeAllItems _xx;
|
||||
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
|
||||
{
|
||||
removeAllAssignedItems _xx;
|
||||
};
|
||||
removeVest _xx;
|
||||
removeBackpack _xx;
|
||||
removeGoggles _xx;
|
||||
removeHeadGear _xx;
|
||||
if (count _unifs > 0) then
|
||||
{
|
||||
removeUniform _xx;
|
||||
_g = selectRandom _unifs;
|
||||
_xx forceAddUniform _g; // Give the poor naked guy some clothing :)
|
||||
};
|
||||
if (_this1 isEqualTo "BaseAttack") then
|
||||
{
|
||||
_xx addBackpack "B_Parachute";
|
||||
};
|
||||
_g = selectRandom _headG;
|
||||
_xx addHeadGear _g;
|
||||
_g = selectRandom _vests;
|
||||
_xx addVest _g;
|
||||
_ls = [[_this1],["allowLaunchers","hasLauncherChance"]] call VEMFr_fnc_config;
|
||||
if ((_ls select 0) isEqualTo 1) then
|
||||
{
|
||||
_lc = _ls select 1;
|
||||
if ((_lc isEqualTo 100) OR ((ceil random (100 / _lc) isEqualTo (ceil random (100 / _lc))))) then
|
||||
{
|
||||
if not(_this1 isEqualTo "BaseAttack") then
|
||||
{
|
||||
_g = selectRandom _packs;
|
||||
_xx addBackpack _g;
|
||||
};
|
||||
_g = selectRandom _lnchers;
|
||||
_a = getArray (configFile >> "cfgWeapons" >> _g >> "magazines");
|
||||
if (count _a > 2) then
|
||||
{
|
||||
_a resize 2;
|
||||
};
|
||||
for "_i" from 0 to (2 + (round random 1)) do
|
||||
{
|
||||
_xx addMagazine (selectRandom _a);
|
||||
};
|
||||
_xx addWeapon _g;
|
||||
};
|
||||
};
|
||||
|
||||
// Select a random weapon
|
||||
_pw = selectRandom _rfles;
|
||||
_hw = selectRandom _pstls;
|
||||
// Give this guy some ammo
|
||||
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
|
||||
if (isNil "_g") then
|
||||
{
|
||||
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
_xx addWeapon _pw;
|
||||
_xx selectWeapon _pw;
|
||||
_xx addWeapon _hw;
|
||||
// Give this guy some weaponItems
|
||||
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
|
||||
if not _g then
|
||||
{
|
||||
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} forEach _this0;
|
||||
_r = true;
|
||||
breakOut "this";
|
||||
};
|
||||
|
||||
if (_this2 isEqualTo 1) then // Regular police
|
||||
{
|
||||
private ["_s","_headG","_vests","_unifs","_rfles","_pstls","_packs"];
|
||||
_s = [["policeConfig"],["headGear","vests","uniforms","rifles","pistols","backpacks"]] call VEMFr_fnc_config;
|
||||
_s params ["_headG","_vests","_unifs","_rfles","_pstls","_packs"];
|
||||
{
|
||||
private ["_xx","_g","_pw","_hw"];
|
||||
_xx = _x;
|
||||
// Strip it
|
||||
removeAllWeapons _xx;
|
||||
removeAllItems _xx;
|
||||
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
|
||||
{
|
||||
removeAllAssignedItems _xx;
|
||||
};
|
||||
removeUniform _xx;
|
||||
removeVest _xx;
|
||||
removeBackpack _xx;
|
||||
removeGoggles _xx;
|
||||
removeHeadGear _xx;
|
||||
_g = selectRandom _headG;
|
||||
_xx addHeadGear _g;
|
||||
_g = selectRandom _vests;
|
||||
_xx addVest _g;
|
||||
_g = selectRandom _unifs;
|
||||
_xx forceAddUniform _g;
|
||||
|
||||
_pw = selectRandom _rfles;
|
||||
_hw = selectRandom _pstls;
|
||||
// Give this guy some ammo
|
||||
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
|
||||
if (isNil "_g") then
|
||||
{
|
||||
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
_xx addWeapon _pw;
|
||||
_xx selectWeapon _pw;
|
||||
_xx addWeapon _hw;
|
||||
if not(_this1 isEqualTo "BaseAttack") then
|
||||
{
|
||||
_xx addBackPack (selectRandom _packs);
|
||||
} else
|
||||
{
|
||||
_xx addBackpack "B_Parachute";
|
||||
};
|
||||
// Give this guy some weaponItems
|
||||
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
|
||||
if (isNil "_g") then
|
||||
{
|
||||
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} forEach _this0;
|
||||
_r = true;
|
||||
breakOut "this";
|
||||
};
|
||||
|
||||
if (_this2 isEqualTo 2) then // S.W.A.T.
|
||||
{
|
||||
private ["_s","_rfles","_pstls"];
|
||||
_s = [["policeConfig"],["rifles","pistols"]] call VEMFr_fnc_config;
|
||||
_s params ["_rfles","_pstls"];
|
||||
{
|
||||
private ["_xx","_g","_pw","_hw"];
|
||||
_xx = _x;
|
||||
// Strip it
|
||||
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then { removeAllAssignedItems _xx };
|
||||
removeAllItems _xx;
|
||||
removeAllWeapons _xx;
|
||||
removeBackpack _xx;
|
||||
removeGoggles _xx;
|
||||
removeHeadGear _xx;
|
||||
removeUniform _xx;
|
||||
removeVest _xx;
|
||||
_xx addHeadGear "H_HelmetB_light_black";
|
||||
_xx addGoggles "G_Balaclava_blk";
|
||||
_xx addVest "V_PlateCarrier2_blk";
|
||||
_xx forceAddUniform "Exile_Uniform_ExileCustoms";
|
||||
|
||||
_pw = selectRandom _rfles;
|
||||
_hw = selectRandom _pstls;
|
||||
// Give this guy some ammo
|
||||
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
|
||||
if (isNil "_g") then
|
||||
{
|
||||
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
_xx addWeapon _pw;
|
||||
_xx selectWeapon _pw;
|
||||
_xx addWeapon _hw;
|
||||
|
||||
if (_this1 isEqualTo "BaseAttack") then { _xx addBackpack "B_Parachute" };
|
||||
|
||||
// Give this guy some weaponItems
|
||||
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
|
||||
if (isNil "_g") then
|
||||
{
|
||||
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} forEach _this0;
|
||||
_r = true;
|
||||
};
|
||||
};
|
||||
_r
|
47
a3_vemf_reloaded/fn/fn_mines.sqf
Normal file
47
a3_vemf_reloaded/fn/fn_mines.sqf
Normal file
@ -0,0 +1,47 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
places mines around given position within given radius
|
||||
|
||||
Params:
|
||||
_this select 0: POSITION - center of area to place mines around
|
||||
_this select 1: SCALAR - the minimum distance
|
||||
_this select 2: SCALAR - the maximum distance (must be higher than minimum of course)
|
||||
_this select 3: STRING - exact config name of mission
|
||||
|
||||
Returns:
|
||||
ARRAY - array containing all mine objects
|
||||
*/
|
||||
|
||||
scopeName "mines";
|
||||
private ["_r","_this0","_this1","_this2","_this3","_s","_ms","_a","_mt"];
|
||||
params [
|
||||
["_this0",[],[[]]],
|
||||
["_this1",-1,[0]],
|
||||
["_this2",-1,[0]],
|
||||
["_this3", "", [""]]
|
||||
];
|
||||
|
||||
_s = [[_this3],["mines","minesAmount"]] call VEMFr_fnc_config;
|
||||
_s params ["_ms","_a"];
|
||||
if ((_this3 in ("missionList" call VEMFr_fnc_config)) AND (_ms > 0) AND ((count _this0) isEqualTo 3) AND (_this1 > -1) AND (_this2 > _this1) AND (_a > -1)) then
|
||||
{
|
||||
if (_ms isEqualTo 1) then { _mt = ["ATMine"] };
|
||||
if (_ms isEqualTo 2) then { _mt = ["APERSMine"] };
|
||||
if (_ms isEqualTo 3) then { _mt = ["ATMine","APERSMine"] };
|
||||
if (_ms < 1 OR _ms > 3) then
|
||||
{
|
||||
["fn_mines", 0, "Invalid mines mode!"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "mines"
|
||||
};
|
||||
_r = [];
|
||||
["fn_mines", 1, format["Placing %1 mines at %2", _a, _this0]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
for "_m" from 1 to _a do
|
||||
{
|
||||
_r pushBack (createMine [selectRandom _mt, ([_this0, _this1, _this2, 2, 0, 20, 0] call BIS_fnc_findSafePos), [], 0]);
|
||||
uiSleep 0.1;
|
||||
};
|
||||
};
|
||||
|
||||
_r
|
33
a3_vemf_reloaded/fn/fn_playerNear.sqf
Normal file
33
a3_vemf_reloaded/fn/fn_playerNear.sqf
Normal file
@ -0,0 +1,33 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
checks for players within given distance of given location/position
|
||||
|
||||
Params:
|
||||
_this select 0: POSITION - center of area to check around
|
||||
_this select 1: SCALAR - radius around the position to check for players
|
||||
|
||||
Returns:
|
||||
BOOL - true if player(s) found
|
||||
*/
|
||||
|
||||
private ["_r","_this0","_this1"];
|
||||
// By default, we assume that there are no players close. The distance check below should prove otherwise if there are players close
|
||||
_r = false;
|
||||
params [
|
||||
["_this0", [], [[]]],
|
||||
["_this1", -1, [0]]
|
||||
];
|
||||
if (((count _this0) isEqualTo 3) AND (_this1 > -1)) then
|
||||
{
|
||||
scopeName "find";
|
||||
{
|
||||
if ((isPlayer _x) AND ((speed _x) < 250)) then
|
||||
{
|
||||
if ((position _x distance _this0) < _this1) then { _r = true; breakOut "find" };
|
||||
};
|
||||
} forEach allPlayers;
|
||||
};
|
||||
|
||||
_r
|
13
a3_vemf_reloaded/fn/fn_scriptPath.sqf
Normal file
13
a3_vemf_reloaded/fn/fn_scriptPath.sqf
Normal file
@ -0,0 +1,13 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
returns the script path of given string
|
||||
|
||||
Returns:
|
||||
STRING - path to sqf file
|
||||
*/
|
||||
|
||||
private "_r";
|
||||
_r = getText (configFile >> "CfgVemfrScripts" >> (param [0,"",[""]]));
|
||||
_r
|
183
a3_vemf_reloaded/fn/fn_spawnInvasionAI.sqf
Normal file
183
a3_vemf_reloaded/fn/fn_spawnInvasionAI.sqf
Normal file
@ -0,0 +1,183 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
spawns AI using given _this0 and unit/group count.
|
||||
|
||||
Params:
|
||||
_this select 0: POSITION - where to spawn the units around
|
||||
_this select 1: SCALAR - how many groups to spawn
|
||||
_this select 2: SCALAR - how many units to put in each group
|
||||
_this select 3: SCALAR - AI mode
|
||||
_this select 4: STRING - exact config name of mission
|
||||
_this select 5: SCALAR (optional) - maximum spawn distance from center
|
||||
|
||||
Returns:
|
||||
ARRAY format [[groups],[50cals]]
|
||||
*/
|
||||
|
||||
private ["_r","_this0","_this1","_this2","_this3","_this4","_this5"];
|
||||
params [
|
||||
["_this0", [], [[]]],
|
||||
["_this1", 1, [0]],
|
||||
["_this2", 1, [0]],
|
||||
["_this3", -1, [0]],
|
||||
["_this4", "", [""]],
|
||||
["_this5", 175, [0]]
|
||||
];
|
||||
|
||||
if (_this4 in ("missionList" call VEMFr_fnc_config)) then
|
||||
{
|
||||
private [
|
||||
"_grps","_s","_ccrcy","_mShk","_mSpd","_stmna","_sptDst","_sptTme",
|
||||
"_crge","_rldSpd","_cmmndng","_gnrl","_notTheseHouses","_gdHss","_nHss","_cl50s","_nts"
|
||||
];
|
||||
_r = [[],[]];
|
||||
_grps = [];
|
||||
_s = [["aiSkill", ([["aiSkill"],["difficulty"]] call VEMFr_fnc_config) select 0],["accuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]] call VEMFr_fnc_config;
|
||||
_s params ["_ccrcy","_mShk","_mSpd","_stmna","_sptDst","_sptTme","_crge","_rldSpd","_cmmndng","_gnrl"];
|
||||
_notTheseHouses = "housesBlackList" call VEMFr_fnc_config;
|
||||
_gdHss = [];
|
||||
{ // Filter the houses that are too small for one group
|
||||
if not(typeOf _x in _notTheseHouses) then
|
||||
{
|
||||
if ([_x, _this2] call BIS_fnc_isBuildingEnterable) then
|
||||
{
|
||||
_gdHss pushBack _x;
|
||||
};
|
||||
};
|
||||
} forEach (nearestTerrainObjects [_this0,["House"],_this5]);
|
||||
|
||||
_gdHss = _gdHss call BIS_fnc_arrayShuffle;
|
||||
_nHss = false;
|
||||
if (count _gdHss < _this1) then
|
||||
{
|
||||
_nHss = true;
|
||||
};
|
||||
|
||||
_cl50s = ([["DynamicLocationInvasion"],["cal50s"]] call VEMFr_fnc_config) select 0;
|
||||
|
||||
_nts = []; // Define units array. the for loops below will fill it with units
|
||||
for "_g" from 1 to _this1 do // Spawn Groups near Position
|
||||
{
|
||||
if not _nHss then
|
||||
{
|
||||
if (count _gdHss < 1) then
|
||||
{
|
||||
_nHss = true
|
||||
};
|
||||
};
|
||||
|
||||
private ["_grp","_hs","_hsPstns","_plcd50","_i"];
|
||||
_grp = createGroup ((([[call VEMFr_fnc_whichMod],["unitClass"]] call VEMFr_fnc_config) select 0) call VEMFr_fnc_checkSide);
|
||||
(_r select 0) pushBack _grp;
|
||||
_grp allowFleeing 0;
|
||||
if not _nHss then
|
||||
{
|
||||
_hs = selectRandom _gdHss;
|
||||
_hsID = _gdHss find _hs;
|
||||
_gdHss deleteAt _hsID;
|
||||
_hsPstns = [_hs] call BIS_fnc_buildingPositions;
|
||||
};
|
||||
|
||||
_plcd50 = false;
|
||||
for "_u" from 1 to _this2 do
|
||||
{
|
||||
private ["_spwnPs","_hmg","_nt"];
|
||||
if _nHss then
|
||||
{
|
||||
_spwnPs = [_this0,20,_this5,1,0,200,0] call BIS_fnc_findSafePos; // Find Nearby Position
|
||||
} else
|
||||
{
|
||||
_spwnPs = selectRandom _hsPstns;
|
||||
if not _plcd50 then
|
||||
{
|
||||
_plcd50 = true;
|
||||
if (_cl50s > 0) then
|
||||
{
|
||||
_hmg = createVehicle ["O_HMG_01_high_F", _spwnPs, [], 0, "CAN_COLLIDE"];
|
||||
_hmg setVehicleLock "LOCKEDPLAYER";
|
||||
(_r select 1) pushBack _hmg;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
_nt = _grp createUnit [([[call VEMFr_fnc_whichMod],["unitClass"]] call VEMFr_fnc_config) select 0, _spwnPs, [], 0, "CAN_COLLIDE"]; // Create Unit There
|
||||
if ((not _nHss) AND (_cl50s > 0)) then
|
||||
{
|
||||
if not(isNil "_hmg") then
|
||||
{
|
||||
if not(isNull _hmg) then
|
||||
{
|
||||
_nt moveInGunner _hmg;
|
||||
_hmg = nil;
|
||||
_cl50s = _cl50s - 1;
|
||||
};
|
||||
};
|
||||
_hsPstns deleteAt (_hsPstns find _spwnPs);
|
||||
};
|
||||
|
||||
_nt addMPEventHandler ["mpkilled","if (isDedicated) then { [[(_this select 0),(name(_this select 0))],[(_this select 1),(name(_this select 1))]] ExecVM 'a3_vemf_reloaded\sqf\aiKilled.sqf' }"];
|
||||
|
||||
// Set skills
|
||||
_nt setSkill ["aimingAccuracy", _ccrcy];
|
||||
_nt setSkill ["aimingShake", _mShk];
|
||||
_nt setSkill ["aimingSpeed", _mSpd];
|
||||
_nt setSkill ["endurance", _stmna];
|
||||
_nt setSkill ["spotDistance", _sptDst];
|
||||
_nt setSkill ["spotTime", _sptTme];
|
||||
_nt setSkill ["courage", _crge];
|
||||
_nt setSkill ["reloadSpeed", _rldSpd];
|
||||
_nt setSkill ["commanding", _cmmndng];
|
||||
_nt setSkill ["general", _gnrl];
|
||||
|
||||
_nt enableAI "TARGET";
|
||||
_nt enableAI "AUTOTARGET";
|
||||
_nt enableAI "MOVE";
|
||||
_nt enableAI "ANIM";
|
||||
_nt enableAI "TEAMSWITCH";
|
||||
_nt enableAI "FSM";
|
||||
_nt enableAI "AIMINGERROR";
|
||||
_nt enableAI "SUPPRESSION";
|
||||
_nt enableAI "CHECKVISIBLE";
|
||||
_nt enableAI "COVER";
|
||||
_nt enableAI "AUTOCOMBAT";
|
||||
_nt enableAI "PATH";
|
||||
};
|
||||
|
||||
_i = [units _grp, _this4, _this3] call VEMFr_fnc_loadInv; // Load the AI's inventory
|
||||
if isNil "_i" then
|
||||
{
|
||||
["fn_spawnInvasionAI", 0, "failed to load AI's inventory..."] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
_grps pushBack _grp; // Push it into the _grps array
|
||||
};
|
||||
|
||||
if (((count _grps) isEqualTo _this1) AND _nHss) then
|
||||
{
|
||||
private ["_wypnts","_wp","_cyc"];
|
||||
_wypnts =
|
||||
[
|
||||
[(_this0 select 0), (_this0 select 1)+50, 0],
|
||||
[(_this0 select 0)+50, (_this0 select 1), 0],
|
||||
[(_this0 select 0), (_this0 select 1)-50, 0],
|
||||
[(_this0 select 0)-50, (_this0 select 1), 0]
|
||||
];
|
||||
{ // Make them Patrol
|
||||
for "_z" from 1 to (count _wypnts) do
|
||||
{
|
||||
_wp = _x addWaypoint [(_wypnts select (_z-1)), 10];
|
||||
_wp setWaypointType "SAD";
|
||||
_wp setWaypointCompletionRadius 20;
|
||||
};
|
||||
_cyc = _x addWaypoint [_this0,10];
|
||||
_cyc setWaypointType "CYCLE";
|
||||
_cyc setWaypointCompletionRadius 20;
|
||||
} forEach _grps;
|
||||
};
|
||||
} else
|
||||
{
|
||||
["fn_spawnInvasionAI",0,format["'%1' is not in missionList", _this4]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
|
||||
_r
|
90
a3_vemf_reloaded/fn/fn_spawnVEMFrAI.sqf
Normal file
90
a3_vemf_reloaded/fn/fn_spawnVEMFrAI.sqf
Normal file
@ -0,0 +1,90 @@
|
||||
/*
|
||||
Author: original by Vampire, completely rewritten by IT07
|
||||
|
||||
Description:
|
||||
spawns VEMFr AI using given _this0 and unit/group count. Handles their inventory and transfers them to a client
|
||||
|
||||
Params:
|
||||
_this select 0: POSITION - where to spawn the units around
|
||||
_this select 1: SCALAR - how many groups to spawn
|
||||
_this select 2: SCALAR - how many units to put in each group
|
||||
_this select 3: SCALAR - AI mode
|
||||
_this select 4: STRING - exact config name of mission
|
||||
_this select 5: SCALAR - (optional) altitude to create units at
|
||||
_this select 6: SCALAR - (optional) spawn radius
|
||||
|
||||
Returns:
|
||||
ARRAY with group(s)
|
||||
*/
|
||||
|
||||
private ["_r","_allUnits","_this0","_this1","_this2","_this3","_this4"];
|
||||
_allUnits = [];
|
||||
params [
|
||||
["_this0", [], [[]]],
|
||||
["_this1", 1, [0]],
|
||||
["_this2", 1, [0]],
|
||||
["_this3", -1, [0]],
|
||||
["_this4", "", [""]],
|
||||
["_this5", 0, [0]],
|
||||
["_this6", 20, [0]]
|
||||
];
|
||||
|
||||
if ((_this4 in ("missionList" call VEMFr_fnc_config)) OR (_this4 isEqualTo "Static")) then
|
||||
{
|
||||
scopeName "outer";
|
||||
_r = [];
|
||||
_this0 = [_this0 select 0, _this0 select 1, _this5];
|
||||
private ["_s","_ccrcy","_mshk","_mspd","_stmn","_sptDst","_sptTm","_crg","_rldSpd","_cmmndng","_gnrl","_i","_grp","_unit"];
|
||||
|
||||
_s = [["aiSkill", ([["aiSkill"],["difficulty"]] call VEMFr_fnc_config) select 0],["accuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]] call VEMFr_fnc_config;
|
||||
_s params ["_ccrcy","_mshk","_mspd","_stmn","_sptDst","_sptTm","_crg","_rldSpd","_cmmndng","_gnrl"];
|
||||
for "_g" from 1 to _this1 do
|
||||
{
|
||||
_grp = createGroup ((([[call VEMFr_fnc_whichMod],["unitClass"]] call VEMFr_fnc_config) select 0) call VEMFr_fnc_checkSide);
|
||||
_grp allowFleeing 0;
|
||||
for "_u" from 1 to _this2 do
|
||||
{
|
||||
_unit = _grp createUnit [(([[call VEMFr_fnc_whichMod],["unitClass"]] call VEMFr_fnc_config) select 0), _this0, [], _this6, "FORM"]; // Create Unit There
|
||||
_allUnits pushBack _unit;
|
||||
_unit addMPEventHandler ["mpkilled","if (isDedicated) then { [[(_this select 0),(name(_this select 0))],[(_this select 1),(name(_this select 1))]] ExecVM 'a3_vemf_reloaded\sqf\aiKilled.sqf' }"];
|
||||
// Set skills
|
||||
_unit setSkill ["aimingAccuracy", _ccrcy];
|
||||
_unit setSkill ["aimingShake", _mshk];
|
||||
_unit setSkill ["aimingSpeed", _mspd];
|
||||
_unit setSkill ["endurance", _stmn];
|
||||
_unit setSkill ["spotDistance", _sptDst];
|
||||
_unit setSkill ["spotTime", _sptTm];
|
||||
_unit setSkill ["courage", _crg];
|
||||
_unit setSkill ["reloadSpeed", _rldSpd];
|
||||
_unit setSkill ["commanding", _cmmndng];
|
||||
_unit setSkill ["general", _gnrl];
|
||||
|
||||
_unit enableAI "TARGET";
|
||||
_unit enableAI "AUTOTARGET";
|
||||
_unit enableAI "MOVE";
|
||||
_unit enableAI "ANIM";
|
||||
_unit enableAI "TEAMSWITCH";
|
||||
_unit enableAI "FSM";
|
||||
_unit enableAI "AIMINGERROR";
|
||||
_unit enableAI "SUPPRESSION";
|
||||
_unit enableAI "CHECKVISIBLE";
|
||||
_unit enableAI "COVER";
|
||||
_unit enableAI "AUTOCOMBAT";
|
||||
_unit enableAI "PATH";
|
||||
};
|
||||
_r pushBack _grp;
|
||||
};
|
||||
|
||||
_i = [_allUnits, _this4, _this3] call VEMFr_fnc_loadInv; // Load the AI's inventory
|
||||
if (isNil "_i") then
|
||||
{
|
||||
_r = nil;
|
||||
["fn_spawnVEMFrAI", 0, "failed to load AI's inventory..."] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
} else
|
||||
{
|
||||
["fn_spawnVEMFrAI", 0, format["'%1' is not in missionList or is not equal to 'Static'", _this4]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
|
||||
_r
|
36
a3_vemf_reloaded/fn/fn_waitForPlayers.sqf
Normal file
36
a3_vemf_reloaded/fn/fn_waitForPlayers.sqf
Normal file
@ -0,0 +1,36 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
fn_waitForPlayers - waits for player to be nearby given pos
|
||||
|
||||
Params:
|
||||
_this select 0: POSITION - center of area to check for players
|
||||
_this select 1: SCALAR - radius to check around POSITION
|
||||
|
||||
Returns:
|
||||
BOOL - true if there is a player present
|
||||
*/
|
||||
|
||||
private ["_r","_this0","_this1"];
|
||||
params [
|
||||
["_this0", [], [[]]],
|
||||
["_this1", -1, [0]]
|
||||
];
|
||||
|
||||
_r = false;
|
||||
if ([_this0, _this1] call VEMFr_fnc_playerNear) then
|
||||
{
|
||||
_r = true;
|
||||
} else
|
||||
{
|
||||
private ["_t","_tot"];
|
||||
_t = round time;
|
||||
_tot = ("timeOutTime" call VEMFr_fnc_config)*60;
|
||||
waitUntil { if (([_this0, _this1] call VEMFr_fnc_playerNear) OR (round time - _t > _tot)) then {true} else {uiSleep 4; false} };
|
||||
if ([_this0, _this1] call VEMFr_fnc_playerNear) then
|
||||
{
|
||||
_r = true;
|
||||
};
|
||||
};
|
||||
_r
|
16
a3_vemf_reloaded/fn/fn_whichMod.sqf
Normal file
16
a3_vemf_reloaded/fn/fn_whichMod.sqf
Normal file
@ -0,0 +1,16 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
returns the current server mod (Exile or Epoch)
|
||||
|
||||
Returns:
|
||||
STRING - the name of the current server mod
|
||||
*/
|
||||
|
||||
private "_r";
|
||||
|
||||
if not(isNull(configFile >> "CfgPatches" >> "exile_server")) then { _r = "Exile" };
|
||||
if not(isNull(configFile >> "CfgPatches" >> "a3_epoch_server")) then { _r = "Epoch" };
|
||||
|
||||
_r
|
131
a3_vemf_reloaded/missions/BaseAttack.sqf
Normal file
131
a3_vemf_reloaded/missions/BaseAttack.sqf
Normal file
@ -0,0 +1,131 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
A simple mission for VEMFr that sends a chopper to a player's territory and paradrops all units inside
|
||||
*/
|
||||
|
||||
VEMFrMissionCount = VEMFrMissionCount + 1;
|
||||
_mn = param [0, "", [""]];
|
||||
if (isNil "VEMFrAttackCount") then { VEMFrAttackCount = 0 };
|
||||
VEMFrAttackCount = VEMFrAttackCount + 1;
|
||||
_s = [[_mn],["maxAttacks","aiSetup","minimumLevel"]] call VEMFr_fnc_config;
|
||||
_s params ["_s0","_s1","_s2"];
|
||||
if (VEMFrAttackCount <= _s0) then
|
||||
{
|
||||
scopeName "outer";
|
||||
if (_mn in ("missionList" call VEMFr_fnc_config)) then
|
||||
{
|
||||
if (((_s1 select 0) > 0) AND ((_s1 select 1) > 0)) then
|
||||
{
|
||||
_hst = uiNamespace getVariable ["VEMFrAttackedFlags",[]];
|
||||
_objs = [];
|
||||
{
|
||||
if (((speed _x) < 25) AND ((vehicle _x) isEqualTo _x)) then
|
||||
{
|
||||
{
|
||||
if (not(_x in _hst) AND ((_x getVariable ["ExileTerritoryLevel",0]) > _s2)) then { _objs pushBack _x };
|
||||
} forEach (nearestObjects [position _x, ["Exile_Construction_Flag_Static"], 150]);
|
||||
};
|
||||
} forEach allPlayers;
|
||||
|
||||
if (count _objs > 0) then
|
||||
{
|
||||
_flg = selectRandom _objs;
|
||||
_hst pushBack _flg;
|
||||
_pos = position _flg;
|
||||
_nrPlyr = selectRandom (nearestObjects [_pos, ["Exile_Unit_Player"], 150]);
|
||||
if not(isNil "_nrPlyr") then
|
||||
{
|
||||
_flgNm = _flg getVariable ["exileterritoryname", "ERROR: UNKNOWN NAME"];
|
||||
_prGrps = [_pos, _s1 select 0, _s1 select 1, ([[_mn],["aiMode"]] call VEMFr_fnc_config select 0), _mn, 1000 + (random 1000), 150] call VEMFr_fnc_spawnVEMFrAI;
|
||||
if not(isNil "_prGrps") then
|
||||
{
|
||||
_ntCnt = 0;
|
||||
{
|
||||
if (count (units _x) isEqualTo (_s1 select 1)) then
|
||||
{
|
||||
_ntCnt = _ntCnt + (count(units _x));
|
||||
};
|
||||
} forEach _prGrps;
|
||||
if (_ntCnt isEqualTo ((_s1 select 0) * (_s1 select 1))) then
|
||||
{
|
||||
_wyPnts = [];
|
||||
_nts = [];
|
||||
{
|
||||
_wp = _x addWaypoint [_pos, 50, 1];
|
||||
_wp setWaypointBehaviour "COMBAT";
|
||||
_wp setWaypointCombatMode "RED";
|
||||
_wp setWaypointCompletionRadius 10;
|
||||
_wp setWaypointFormation "DIAMOND";
|
||||
_wp setWaypointSpeed "FULL";
|
||||
_wp setWaypointType "SAD";
|
||||
_x setCurrentWaypoint _wp;
|
||||
_wyPnts pushback _wp;
|
||||
{
|
||||
_nts pushback _x;
|
||||
} forEach (units _x);
|
||||
[_x] ExecVM "a3_vemf_reloaded\sqf\signAI.sqf";
|
||||
} forEach _prGrps;
|
||||
_plyrs = nearestObjects [_pos, ["Exile_Unit_Player"], 275];
|
||||
[-1, "NEW BASE ATTACK", format["A para team is on the way to %1 @ %2's location!", _flgNm, name _nrPlyr], _plyrs] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf";
|
||||
["BaseAttack", 1, format["A para team is on the way to %1 @ %2's location!", _flgNm, name _nrPlyr]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
|
||||
while {true} do
|
||||
{
|
||||
scopeName "loop";
|
||||
_ddCnt = 0;
|
||||
{
|
||||
if (damage _x isEqualTo 1 OR isNull _x) then
|
||||
{
|
||||
_ddCnt = _ddCnt + 1;
|
||||
};
|
||||
} forEach _nts;
|
||||
if (_ddCnt isEqualTo _ntCnt) then
|
||||
{
|
||||
breakOut "loop";
|
||||
} else
|
||||
{
|
||||
uiSleep 4;
|
||||
};
|
||||
};
|
||||
_plyrs = nearestObjects [_pos, ["Exile_Unit_Player"], 275];
|
||||
[-1, "DEFEATED", format["Base attack on %1 has been defeated!", _flgNm], _plyrs] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf";
|
||||
breakOut "outer";
|
||||
} else
|
||||
{
|
||||
{
|
||||
{
|
||||
deleteVehicle _x;
|
||||
} forEach (units _x);
|
||||
} forEach _prGrps;
|
||||
["BaseAttack", 0, format["Incorrect amount of total units (%1). Should be %2", _ntCnt, (_s1 select 0) * (_s1 select 1)]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
} else
|
||||
{
|
||||
["BaseAttack", 0, format["Incorrect spawned group count (%1). Should be %2", count _prGrps, _s1 select 0]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
} else
|
||||
{
|
||||
_hst deleteAt (_hst find _flg);
|
||||
["BaseAttack", 0, "Can not find player near flag!"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
} else
|
||||
{
|
||||
breakOut "outer";
|
||||
};
|
||||
} else
|
||||
{
|
||||
["BaseAttack", 0, format["invalid aiSetup setting! (%1)", _s1]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
} else
|
||||
{
|
||||
["BaseAttack", 0, format["Failed to start mission. Given _mn (%1) is not in active missionList", _mn]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
};
|
||||
VEMFrAttackCount = VEMFrAttackCount - 1;
|
||||
VEMFrMissionCount = VEMFrMissionCount - 1;
|
362
a3_vemf_reloaded/missions/DynamicLocationInvasion.sqf
Normal file
362
a3_vemf_reloaded/missions/DynamicLocationInvasion.sqf
Normal file
@ -0,0 +1,362 @@
|
||||
/*
|
||||
DynamicLocationInvasion by IT07
|
||||
*/
|
||||
|
||||
VEMFrMissionCount = VEMFrMissionCount + 1;
|
||||
if isNil "VEMFrInvasionCount" then { VEMFrInvasionCount = 0; };
|
||||
VEMFrInvasionCount = VEMFrInvasionCount + 1;
|
||||
_this0 = param [0, "", [""]];
|
||||
if (VEMFrInvasionCount <= (([[_this0],["maxInvasions"]] call VEMFr_fnc_config) select 0)) then
|
||||
{
|
||||
scopeName "outer";
|
||||
_mod = call VEMFr_fnc_whichMod;
|
||||
|
||||
// Define the settings
|
||||
_ms = [
|
||||
[_this0],
|
||||
["groupCount","groupUnits","maxDistancePrefered","skipDistance","useMarker","markCrateVisual","markCrateOnMap","announce","streetLights","streetLightsRestore","streetLightsRange","allowCrateLift","allowRepeat","randomModes","spawnCrateFirst","mines","flairTypes","smokeTypes","minesCleanup","skipDistanceReversed"]
|
||||
] call VEMFr_fnc_config;
|
||||
_ms params [
|
||||
"_ms0","_ms1","_ms2","_ms3","_ms4","_ms5","_ms6","_ms7","_ms8","_ms9","_ms10","_ms11","_ms12","_ms13","_ms14","_ms15","_ms16","_ms17","_ms18","_ms19"
|
||||
];
|
||||
|
||||
([[_this0,"crateParachute"],["enabled","altitude"]] call VEMFr_fnc_config) params ["_cp0","_cp1"];
|
||||
|
||||
_l = ["loc", false, position (selectRandom allPlayers), if (_ms19 > 0) then {_ms19} else {_ms3}, _ms2, if (_ms19 > 0) then {_ms19} else {_ms3}, _this0] call VEMFr_fnc_findPos;
|
||||
if not(isNil "_l") then
|
||||
{
|
||||
_ln = text _l;
|
||||
_lp = position _l;
|
||||
if (_ln isEqualTo "") then { _ln = "Area"; };
|
||||
[_this0, 1, format["Invading %1...", _ln]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
|
||||
_m = ([[_mod],["aiMode"]] call VEMFr_fnc_config) select 0;
|
||||
if (_ms13 isEqualTo 1) then { _m = selectRandom [0,1]; if ((call VEMFr_fnc_whichMod) isEqualTo "Exile") then { _m pushBack 2 } };
|
||||
if (_ms7 isEqualTo 1) then
|
||||
{
|
||||
if (_m isEqualTo 0) then { [_m, "NEW INVASION", format["Raiders have invaded %1 @ %2", _ln, mapGridPosition _lp]] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf" };
|
||||
if (_m isEqualTo 1) then { [_m, "NEW POLICE RAID", format["%1 Police forces are now controlling %2 @ %3", worldName, _ln, mapGridPosition _lp]] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf" };
|
||||
if (_m isEqualTo 2) then { [_m, "NEW S.W.A.T. RAID", format["%1 S.W.A.T. teams are now raiding %2 @ %3", worldName, _ln, mapGridPosition _lp]] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf" };
|
||||
};
|
||||
|
||||
private "_mrkr";
|
||||
if (_ms4 isEqualTo 1) then
|
||||
{ // Create/place the marker if enabled
|
||||
_mrkr = createMarker [format["VEMFr_DynaLocInva_ID%1", random 9000], _lp];
|
||||
_mrkr setMarkerShape "ICON";
|
||||
_mrkr setMarkerType "o_unknown";
|
||||
_mrkr setMarkerSize [0.85,0.85];
|
||||
|
||||
if (_m < 0 OR _m > 2) then
|
||||
{
|
||||
["DynamicLocationInvasion", 0, format["Invalid aiMode (%1) detected, failed to setMarkerColor!", _m]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
if (_m isEqualTo 0) then { _mrkr setMarkerColor "ColorEAST" };
|
||||
if (_m isEqualTo 1) then { _mrkr setMarkerColor "ColorWEST" };
|
||||
if (_m isEqualTo 2) then { _mrkr setMarkerColor "ColorBlack" };
|
||||
};
|
||||
|
||||
// If enabled, kill all the lights
|
||||
if (_ms8 isEqualTo 0) then
|
||||
{
|
||||
{
|
||||
if (damage _x < 0.95) then
|
||||
{
|
||||
_x setDamage 0.95;
|
||||
uiSleep 0.1;
|
||||
};
|
||||
} forEach (nearestObjects [_lp, ["Lamps_Base_F","PowerLines_base_F","Land_PowerPoleWooden_L_F"], _ms10]);
|
||||
};
|
||||
|
||||
private "_crate";
|
||||
_dSpwnCrt = {
|
||||
// Choose a box
|
||||
_bx = selectRandom (([[_this0],["crateTypes"]] call VEMFr_fnc_config) select 0);
|
||||
_ps = [_lp, 0, 200, 0, 0, 300, 0] call bis_fnc_findSafePos;
|
||||
if (_cp0 > 0) then
|
||||
{
|
||||
_cht = createVehicle ["I_Parachute_02_F", _ps, [], 0, "FLY"];
|
||||
if (_mod isEqualTo "Epoch") then { _cht call EPOCH_server_setVToken };
|
||||
_cht setPos [getPos _cht select 0, getPos _cht select 1, _cp1];
|
||||
_cht enableSimulationGlobal true;
|
||||
|
||||
if not(isNull _cht) then
|
||||
{
|
||||
_crate = createVehicle [_bx, getPos _cht, [], 0, "NONE"];
|
||||
_crate allowDamage false;
|
||||
_crate enableSimulationGlobal true;
|
||||
_crate attachTo [_cht, [0,0,0]];
|
||||
[_this0, 1, format ["Crate parachuted at: %1 / Grid: %2", (getPosATL _crate), mapGridPosition (getPosATL _crate)]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
[_crate, _ln, _lp] ExecVM "a3_vemf_reloaded\sqf\loadLoot.sqf";
|
||||
waitUntil { if (((getPos _crate) select 2) < 7) then {true} else {uiSleep 1; false} };
|
||||
detach _crate;
|
||||
} else
|
||||
{
|
||||
[_this0, 0, "Where is the chute??"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} else
|
||||
{
|
||||
_crate = createVehicle [_bx, _ps, [], 0, "NONE"];
|
||||
_crate allowDamage false;
|
||||
[_crate, _ln, _lp] ExecVM "a3_vemf_reloaded\sqf\loadLoot.sqf";
|
||||
};
|
||||
|
||||
if (_ms11 > 0) then { _crate enableRopeAttach false } else { _crate enableRopeAttach true };
|
||||
};
|
||||
|
||||
if ([_lp, 800] call VEMFr_fnc_waitForPlayers) then
|
||||
{
|
||||
_spwnd = [_lp, ((_ms0 select 0) + round random ((_ms0 select 1) - (_ms0 select 0))), ((_ms1 select 0) + round random ((_ms1 select 1) - (_ms1 select 0))), _m, _this0, 200] call VEMFr_fnc_spawnInvasionAI;
|
||||
_nts = [];
|
||||
{
|
||||
[_x] ExecVM "a3_vemf_reloaded\sqf\signAI.sqf";
|
||||
{
|
||||
_nts pushBack _x;
|
||||
} forEach (units _x);
|
||||
} forEach (_spwnd select 0);
|
||||
|
||||
_cl50s = _spwnd select 1;
|
||||
|
||||
([[_this0,"heliPatrol"],["enabled","classes","locked"]] call VEMFr_fnc_config) params ["_hp0","_hp1","_hp2"];
|
||||
if (_hp0 > 0) then
|
||||
{
|
||||
[_this0, 1, format["Adding a heli patrol to the invasion of %1 at %2", _ln, mapGridPosition _lp]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
_heli = createVehicle [(selectRandom _hp1), _lp, [], 5, "FLY"];
|
||||
if (_mod isEqualTo "Epoch") then { _heli call EPOCH_server_setVToken };
|
||||
_heli setPosATL [(getPos _heli) select 0, (getPos _heli) select 1, 750];
|
||||
_heli flyInHeight 80;
|
||||
if (_hp2 isEqualTo 1) then
|
||||
{
|
||||
_heli lock true;
|
||||
};
|
||||
|
||||
_trrts = allTurrets [_heli, false];
|
||||
|
||||
_hlGrp = ([_lp, 1, ((count _trrts) + (_heli emptyPositions "commander") + 1), _m, _this0] call VEMFr_fnc_spawnVEMFrAI) select 0;
|
||||
{
|
||||
if (((_heli emptyPositions "driver") isEqualTo 1) AND (_x isEqualTo (leader(group _x)))) then
|
||||
{
|
||||
_x moveInDriver _heli;
|
||||
} else
|
||||
{
|
||||
private "_path";
|
||||
{
|
||||
if (isNull (_heli turretUnit _x)) then
|
||||
{
|
||||
_path = _x;
|
||||
};
|
||||
} forEach _trrts;
|
||||
|
||||
if not(isNil "_path") then
|
||||
{
|
||||
_x moveInTurret [_heli, _path];
|
||||
} else
|
||||
{
|
||||
if ((_heli emptyPositions "commander") > 0) then
|
||||
{
|
||||
_x moveInCommander _heli;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if not(backPack _x isEqualTo "") then
|
||||
{
|
||||
removeBackpack _x;
|
||||
};
|
||||
_x addBackpack "B_Parachute";
|
||||
_nts pushBack _x;
|
||||
} forEach (units _hlGrp);
|
||||
|
||||
_wp = _hlGrp addWaypoint [[_lp select 0, _lp select 1, 50], 0, 2];
|
||||
_wp setWaypointType "SAD";
|
||||
_wp setWaypointSpeed "NORMAL";
|
||||
_wp setWaypointBehaviour "AWARE";
|
||||
_wp setWaypointCombatMode "RED";
|
||||
//_wp setWaypointLoiterType "CIRCLE";
|
||||
//_wp setWaypointLoiterRadius 200;
|
||||
_hlGrp setCurrentWaypoint _wp;
|
||||
|
||||
[_hlGrp] ExecVM "a3_vemf_reloaded\sqf\signAI.sqf";
|
||||
};
|
||||
|
||||
// Place the crate if enabled
|
||||
if (_ms14 isEqualTo 1) then
|
||||
{
|
||||
call _dSpwnCrt;
|
||||
};
|
||||
|
||||
// Place mines if enabled
|
||||
private ["_mnsPlcd","_mines"];
|
||||
if (_ms15 > 0) then
|
||||
{
|
||||
_mnsPlcd = [_lp, 5, 100, _this0] call VEMFr_fnc_mines;
|
||||
if ((count _mnsPlcd) > 0) then
|
||||
{
|
||||
[_this0, 1, format["%1 mines placed at %2", count _mnsPlcd, _ln]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
} else
|
||||
{
|
||||
[_this0, 0, format["Failed to place %1 mines at %2", count _mnsPlcd, _ln]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
};
|
||||
|
||||
// Wait for Mission Completion
|
||||
_h = [_nts] ExecVM "a3_vemf_reloaded\sqf\killedMonitor.sqf";
|
||||
waitUntil { if (scriptDone _h) then {true} else {uiSleep 1; false} };
|
||||
|
||||
["DynamicLocationInvasion", 1, format["mission in %1 has been completed!", _ln]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
|
||||
if (_ms12 isEqualTo 1) then
|
||||
{
|
||||
_u = uiNamespace getVariable "VEMFrUsedLocs";
|
||||
_u deleteAt (_u find _l);
|
||||
};
|
||||
|
||||
// Broadcast
|
||||
if (_ms7 isEqualTo 1) then
|
||||
{
|
||||
if (_m isEqualTo 0) then
|
||||
{
|
||||
[_m ,"RAIDERS KILLED", format["%1 @ %2 is now clear of %3 raiders", _ln, mapGridPosition (_lp), worldName]] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf";
|
||||
};
|
||||
if (_m isEqualTo 1) then
|
||||
{
|
||||
[_m, "RAID ENDED", format["%1 @ %2 is now clear of %3 Police", _ln, mapGridPosition (_lp), worldName]] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf";
|
||||
};
|
||||
if (_m isEqualTo 2) then
|
||||
{
|
||||
[_m, "S.W.A.T. RAID ENDED", format["%1 @ %2 is now clear of %3 S.W.A.T. teams", _ln, mapGridPosition (_lp)]] ExecVM "a3_vemf_reloaded\sqf\notificationToClient.sqf";
|
||||
};
|
||||
};
|
||||
|
||||
// Deal with the 50s
|
||||
if not(isNil "_cl50s") then
|
||||
{
|
||||
_d = ([[_this0],["cal50sDelete"]] call VEMFr_fnc_config) select 0;
|
||||
if (_d > 0) then
|
||||
{
|
||||
{
|
||||
if (_d isEqualTo 1) then { deleteVehicle _x };
|
||||
if (_d isEqualTo 2) then { _x setDamage 1 };
|
||||
} forEach _cl50s;
|
||||
};
|
||||
};
|
||||
|
||||
if not(isNil "_mrkr") then
|
||||
{
|
||||
deleteMarker _mrkr
|
||||
};
|
||||
|
||||
if ((([["DynamicLocationInvasion"],["spawnCrateFirst"]] call VEMFr_fnc_config) select 0) isEqualTo 0) then
|
||||
{
|
||||
call _dSpwnCrt;
|
||||
};
|
||||
|
||||
// Put a marker on the crate if enabled
|
||||
if not(isNil "_crate") then
|
||||
{
|
||||
if not(isNull _crate) then
|
||||
{
|
||||
if not ([getPos _crate, 3] call VEMFr_fnc_playerNear) then
|
||||
{
|
||||
if (_ms5 isEqualTo 1) then
|
||||
{
|
||||
// If night, attach a chemlight
|
||||
if (sunOrMoon <= 0.35) then
|
||||
{
|
||||
[_this0, 1, "attaching a chemlight to the _crate"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
_lightType = selectRandom _ms16;
|
||||
(_lightType createVehicle (position _crate)) attachTo [_crate,[0,0,0]];
|
||||
} else
|
||||
{
|
||||
[_this0, 1, "attaching smoke to the _crate"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
// Attach smoke
|
||||
_rndmColor = selectRandom _ms17;
|
||||
(createVehicle [_rndmColor, getPos _crate, [], 0, "CAN_COLLIDE"]) attachTo [_crate,[0,0,0]];
|
||||
};
|
||||
};
|
||||
|
||||
if (_ms6 isEqualTo 1) then
|
||||
{
|
||||
private "_mrkr";
|
||||
_mrkr = createMarker [format["VEMF_lootCrate_ID%1", random 9000], position _crate];
|
||||
_mrkr setMarkerShape "ICON";
|
||||
_mrkr setMarkerType "mil_box";
|
||||
_mrkr setMarkerColor "colorBlack";
|
||||
_mrkr setMarkerText " Loot";
|
||||
[_crate, _mrkr] spawn
|
||||
{
|
||||
_crate = _this select 0;
|
||||
_mrkr = _this select 1;
|
||||
waitUntil { if ([getPos _crate, 3] call VEMFr_fnc_playerNear) then {true} else {uiSleep 4; false} };
|
||||
deleteMarker _mrkr;
|
||||
};
|
||||
};
|
||||
};
|
||||
} else
|
||||
{
|
||||
[_this0, 0, "isNull _crate!"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
} else
|
||||
{
|
||||
[_this0, 0, "isNil _crate!"] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
|
||||
|
||||
// Explode or remove the mines
|
||||
if not(isNil "_mnsPlcd") then
|
||||
{
|
||||
if (_ms18 isEqualTo 2) then
|
||||
{
|
||||
[_this0, _ln, _mnsPlcd] spawn
|
||||
{
|
||||
uiSleep (5 + (random 2));
|
||||
[(_this select 0), 1, format["Starting to explode all %1 mines at %2", count (_this select 2), (_this select 1)]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
{
|
||||
if not(isNull _x) then
|
||||
{
|
||||
_x setDamage 1;
|
||||
uiSleep (1.25 + (random 3.5));
|
||||
};
|
||||
} forEach (_this select 2);
|
||||
[(_this select 0), 1, format["Successfully exploded all %1 mines at %2", count (_this select 2), (_this select 1)]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
|
||||
_mnsPlcd = nil;
|
||||
};
|
||||
if (_ms18 isEqualTo 1) then
|
||||
{
|
||||
[_mnsPlcd] spawn
|
||||
{
|
||||
{
|
||||
if not(isNull _x) then { deleteVehicle _x };
|
||||
} forEach (_this select 0);
|
||||
};
|
||||
|
||||
[_this0, 1, format["Successfully deleted all %1 mines at %2", count _mnsPlcd, _ln]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
};
|
||||
|
||||
// If enabled, fix all the lights
|
||||
if (_ms9 isEqualTo 1) then
|
||||
{
|
||||
{
|
||||
if (damage _x > 0.94) then
|
||||
{
|
||||
_x setDamage 0;
|
||||
uiSleep (1 + (random 2));
|
||||
};
|
||||
} forEach (nearestObjects [_lp, ["Lamps_Base_F","PowerLines_base_F","Land_PowerPoleWooden_L_F"], _ms10]);
|
||||
};
|
||||
} else
|
||||
{ // If done waiting, and no players were detected
|
||||
[_this0, 1, format["Invasion of %1 @ %2 timed out.", _ln, mapGridPosition _lp]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
if not(isNil "_mrkr") then { deleteMarker _mrkr };
|
||||
_arr = uiNamespace getVariable "VEMFrUsedLocs";
|
||||
_arr deleteAt (_arr find _l);
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
VEMFrInvasionCount = VEMFrInvasionCount - 1;
|
||||
VEMFrMissionCount = VEMFrMissionCount - 1;
|
37
a3_vemf_reloaded/sqf/REMOTEguard.sqf
Normal file
37
a3_vemf_reloaded/sqf/REMOTEguard.sqf
Normal file
@ -0,0 +1,37 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
this function makes sure that AI spawned by VEMF does NOT become local to the server.
|
||||
On detection of a local group, it will reassign it to a client or Headless Client if enabled.
|
||||
|
||||
Params:
|
||||
none, this is a Standalone function
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
while {true} do
|
||||
{
|
||||
if ((count playableUnits) > 0) then
|
||||
{
|
||||
waitUntil {if ((count allGroups) > 0) then {uiSleep 0.25; true} else {uiSleep 0.5; false} };
|
||||
{
|
||||
if ((local _x) AND (_x getVariable ["isVEMFrGroup",false])) then
|
||||
{
|
||||
if ((count (units _x)) > 0) then
|
||||
{
|
||||
//["REMOTEguard",1,format["Attempting to transfer group: %1", _x]] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
// Group still has units, check if there is anyone that can be the owner
|
||||
_h = [_x] ExecVM "a3_vemf_reloaded\sqf\setGroupOwner.sqf";
|
||||
waitUntil { if (scriptDone _h) then {true} else {uiSleep 0.1; false} };
|
||||
//["REMOTEguard",1,format["Transfer attempted. Group (%1) is %2", _x, if (local _x) then {"still local!"} else {"now REMOTE"}]] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
} else
|
||||
{
|
||||
deleteGroup _x;
|
||||
};
|
||||
};
|
||||
} forEach allGroups;
|
||||
} else { uiSleep 5 };
|
||||
};
|
263
a3_vemf_reloaded/sqf/aiKilled.sqf
Normal file
263
a3_vemf_reloaded/sqf/aiKilled.sqf
Normal file
@ -0,0 +1,263 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
executed upon AI unit death
|
||||
|
||||
Params:
|
||||
_this: ARRAY
|
||||
_this select 0: OBJECT - the killed AI
|
||||
_this select 1: OBJECT - killer
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
(_this select 0) params [
|
||||
["_t", objNull, [objNull]],
|
||||
["_nt", "", [""]]
|
||||
];
|
||||
(_this select 1) params [
|
||||
["_k", objNull, [objNull]],
|
||||
["_nk", "", [""]]
|
||||
];
|
||||
|
||||
if (isPlayer _k) then
|
||||
{
|
||||
scopeName "isPlayer";
|
||||
_mod = call VEMFr_fnc_whichMod;
|
||||
private ["_rspct","_crpt"];
|
||||
if (_mod isEqualTo "Exile") then
|
||||
{
|
||||
_rspct =
|
||||
{
|
||||
_ffct =
|
||||
{
|
||||
[_k, "showFragRequest", _arr] call ExileServer_system_network_send_to;
|
||||
_rspct = (_k getVariable ["ExileScore", 0]) + (((_arr select 0) select 1) select 1) + _rw;
|
||||
_k setVariable ["ExileScore", _rspct];
|
||||
ExileClientPlayerScore = _rspct;
|
||||
(owner _k) publicVariableClient "ExileClientPlayerScore";
|
||||
ExileClientPlayerScore = nil;
|
||||
|
||||
_kllCnt = (_k getVariable ["ExileKills",0]) + 1;
|
||||
_k setVariable ["ExileKills", _kllCnt];
|
||||
ExileClientPlayerKills = _kllCnt;
|
||||
(owner _k) publicVariableClient "ExileClientPlayerKills";
|
||||
ExileClientPlayerKills = nil;
|
||||
|
||||
format["addAccountKill:%1", getPlayerUID _k] call ExileServer_system_database_query_fireAndForget;
|
||||
format['setAccountScore:%1:%2', _rspct, getPlayerUID _k] call ExileServer_system_database_query_fireAndForget;
|
||||
};
|
||||
|
||||
_arr = [[]];
|
||||
(_arr select 0) pushBack [(selectRandom ["AI WACKED","AI CLIPPED","AI WIPED","AI ERASED","AI LYNCHED","AI WRECKED","AI SNUFFED","AI WASTED","AI ZAPPED"]), _rw];
|
||||
_dist = _t distance _k;
|
||||
if (_dist < 2500) then
|
||||
{
|
||||
scopeName "dist";
|
||||
if (_dist <= 5) then
|
||||
{
|
||||
(_arr select 0) pushBack ["CQB Master", 25];
|
||||
call _ffct;
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 10) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Close one", 15];
|
||||
call _ffct;
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 50) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Danger close", 15];
|
||||
call _ffct;
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 100) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Lethal aim", 20];
|
||||
call _ffct;
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 200) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Deadly.", 25];
|
||||
call _ffct;
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 500) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Niiiiice.", 30];
|
||||
call _ffct;
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 1000) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Dat distance...", 45];
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist <= 2000) then
|
||||
{
|
||||
(_arr select 0) pushBack ["Danger far.", 50];
|
||||
breakOut "dist";
|
||||
};
|
||||
if (_dist > 2000) then
|
||||
{
|
||||
(_arr select 0) pushBack [format["hax? %1m!!!", round _dist], 65];
|
||||
breakOut "dist";
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
if (_mod isEqualTo "Epoch") then
|
||||
{
|
||||
_crpt =
|
||||
{
|
||||
_ffct =
|
||||
{
|
||||
_vrs = _k getVariable ["VARS", nil];
|
||||
_crptId = EPOCH_customVars find "Crypto";
|
||||
_nwCrpt = (_vrs select _crptId) + _rwrd + (([[_mod],["cryptoReward"]] call VEMFr_fnc_config) select 0);
|
||||
_vrs set [_crptId, _nwCrpt];
|
||||
_k setVariable ["VARS", _vrs];
|
||||
_nwCrpt remoteExec ['EPOCH_effectCrypto', owner _k];
|
||||
};
|
||||
|
||||
_rwrd = 0;
|
||||
_dist = _t distance _k;
|
||||
if (_dist < 2500) then
|
||||
{
|
||||
scopeName "dist";
|
||||
if (_dist <= 5) then { _rwrd = 25; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 10) then { _rwrd = 15; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 50) then { _rwrd = 15; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 100) then { _rwrd = 20; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 200) then { _rwrd = 25; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 500) then { _rwrd = 30; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 1000) then { _rwrd = 45; call _ffct; breakOut "dist" };
|
||||
if (_dist <= 2000) then { _rwrd = 50; call _ffct; breakOut "dist" };
|
||||
if (_dist > 2000) then { _rwrd = 65; call _ffct; breakOut "dist" };
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
_rw = ([["Exile"],["respectReward"]] call VEMFr_fnc_config) select 0;
|
||||
_cw = ([["Epoch"],["cryptoReward"]] call VEMFr_fnc_config) select 0;
|
||||
_sk = "sayKilled" call VEMFr_fnc_config;
|
||||
|
||||
if (_k isKindOf "Man") then // Roadkill or regular kill
|
||||
{
|
||||
if (vehicle _k isEqualTo _k) then // If on foot
|
||||
{
|
||||
if (vehicle _t isEqualTo _t) then
|
||||
{
|
||||
if ((_mod isEqualTo "Exile") AND (_rw > 0)) then { call _rspct };
|
||||
if ((_mod isEqualTo "Epoch") AND (_cw > 0)) then { call _crpt };
|
||||
if (_sk isEqualTo 1) then { [[_t, _nt],[_k, _nk]] ExecVM "a3_vemf_reloaded\sqf\sayKilledWeapon.sqf" };
|
||||
} else
|
||||
{
|
||||
if (typeOf (vehicle _t) isEqualTo "Steerable_Parachute_F") then
|
||||
{
|
||||
if ("logCowardKills" call VEMFr_fnc_config isEqualTo 1) then
|
||||
{
|
||||
["fn_aiKilled", 1, format["A coward (%1 @ %2) killed a parachuting AI", _nk, mapGridPosition _k]] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
};
|
||||
} else
|
||||
{
|
||||
if ((_mod isEqualTo "Exile") AND (_rw > 0)) then { call _rspct };
|
||||
if ((_mod isEqualTo "Epoch") AND (_cw > 0)) then { call _crpt };
|
||||
if (_sk isEqualTo 1) then { [[_t, _nt],[_k, _nk]] ExecVM "a3_vemf_reloaded\sqf\sayKilledWeapon.sqf" };
|
||||
};
|
||||
};
|
||||
} else // If in vehicle (a.k.a. roadkill)
|
||||
{
|
||||
if (("punishRoadKills" call VEMFr_fnc_config) isEqualTo 1) then
|
||||
{
|
||||
if (_mod isEqualTo "Exile") then
|
||||
{
|
||||
_pnsh = ([["Exile"],["respectRoadKillDeduct"]] call VEMFr_fnc_config) select 0;
|
||||
//diag_log text format["_crRspct of _k (%1) is %2", _k, _crRspct];
|
||||
_nwRspct = (_k getVariable ["ExileScore", 0]) - _pnsh;
|
||||
_k setVariable ["ExileScore", _nwRspct];
|
||||
ExileClientPlayerScore = _nwRspct;
|
||||
(owner _k) publicVariableClient "ExileClientPlayerScore";
|
||||
ExileClientPlayerScore = nil;
|
||||
[_k, "showFragRequest", [[["ROADKILL..."],["Penalty:", -_pnsh]]]] call ExileServer_system_network_send_to;
|
||||
format['setAccountScore:%1:%2', _nwRspct, getPlayerUID _k] call ExileServer_system_database_query_fireAndForget;
|
||||
|
||||
if (("sayKilled" call VEMFr_fnc_config) isEqualTo 1) then { [format["(VEMFr) %1 [Roadkill] %2", _nk, if (("sayKilledName" call VEMFr_fnc_config) > 0) then {_nt} else {"AI"}]] ExecVM "a3_vemf_reloaded\sqf\systemChatToClient.sqf" };
|
||||
};
|
||||
|
||||
if (_mod isEqualTo "Epoch") then
|
||||
{
|
||||
_vrs = _k getVariable ["VARS", nil];
|
||||
_crptId = EPOCH_customVars find "Crypto";
|
||||
_nwCrpt = (_vrs select _crptId) - (([["Epoch"],["cryptoRoadKillPunish"]] call VEMFr_fnc_config) select 0);
|
||||
_vrs set [_crptId, _nwCrpt];
|
||||
_k setVariable ["VARS", _vrs];
|
||||
_nwCrpt remoteExec ['EPOCH_effectCrypto', owner _k];
|
||||
};
|
||||
};
|
||||
};
|
||||
} else // If kill from vehicle (NOT a roadkill)
|
||||
{
|
||||
if ((typeOf (vehicle _t)) isEqualTo "Steerable_Parachute_F") then
|
||||
{
|
||||
if ("logCowardKills" call VEMFr_fnc_config isEqualTo 1) then
|
||||
{
|
||||
["fn_aiKilled", 1, format["A coward (%1 @ %2) killed a parachuting AI", _nk, mapGridPosition _k]] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
};
|
||||
} else
|
||||
{
|
||||
_k = effectiveCommander _k;
|
||||
if ((_mod isEqualTo "Exile") AND (_rw > 0)) then { call _rspct };
|
||||
if ((_mod isEqualTo "Epoch") AND (_cw > 0)) then { call _crpt };
|
||||
if (_sk isEqualTo 1) then { [[_t, _nt],[_k, _nk]] ExecVM "a3_vemf_reloaded\sqf\sayKilledWeapon.sqf" };
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
([["aiCleanup"],["removeLaunchers","aiDeathRemovalEffect","removeHeadGear"]] call VEMFr_fnc_config) params ["_ms0","_ms1","_ms2"];
|
||||
if (_ms0 isEqualTo 1) then
|
||||
{
|
||||
_sw = secondaryWeapon _t;
|
||||
if not(_sw isEqualTo "") then
|
||||
{
|
||||
_t removeWeaponGlobal _sw;
|
||||
_mssls = getArray (configFile >> "cfgWeapons" >> _sw >> "magazines");
|
||||
{
|
||||
if (_x in _mssls) then
|
||||
{
|
||||
_t removeMagazineGlobal _x;
|
||||
};
|
||||
} forEach (magazines _t);
|
||||
};
|
||||
};
|
||||
if (_ms2 isEqualTo 1) then // If removeHeadGear setting is enabled
|
||||
{
|
||||
removeHeadGear _t;
|
||||
};
|
||||
|
||||
if (_ms1 isEqualTo 1) then // If killEffect enabled
|
||||
{
|
||||
playSound3D ["A3\Missions_F_Bootcamp\data\sounds\vr_shutdown.wss", _t, false, getPosASL _t, 2, 1, 60];
|
||||
for "_u" from 1 to 12 do
|
||||
{
|
||||
if not(isObjectHidden _t) then
|
||||
{
|
||||
_t hideObjectGlobal true;
|
||||
} else
|
||||
{
|
||||
_t hideObjectGlobal false;
|
||||
};
|
||||
uiSleep 0.12;
|
||||
};
|
||||
_t hideObjectGlobal true;
|
||||
removeAllWeapons _t;
|
||||
// Automatic cleanup yaaay
|
||||
deleteVehicle _t;
|
||||
};
|
||||
|
||||
_t removeAllEventHandlers "MPKilled";
|
60
a3_vemf_reloaded/sqf/broadCast.sqf
Normal file
60
a3_vemf_reloaded/sqf/broadCast.sqf
Normal file
@ -0,0 +1,60 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
will alert players
|
||||
|
||||
Params:
|
||||
for global(!) systemChat message:
|
||||
_this select 0: FORMATTED STRING - thing to send
|
||||
_this select 1: ARRAY - objects to send message to. If empty, broadcast will go to all players
|
||||
_this select 2: STRING - must be "sys"
|
||||
for mission announcement:
|
||||
_this: ARRAY
|
||||
_this select 0: ARRAY
|
||||
_this select 0 select 0: SCALAR - broadcast type (determines the color of the message icon)
|
||||
_this select 0 select 1: STRING - announcement title
|
||||
_this select 0 select 2: FORMATTED STRING - Message line
|
||||
_this select 1: ARRAY - objects to send message to. If empty, broadcast will go to all players
|
||||
_this select 2: STRING - (optional) must be empty or nil | for systemChat broadcast, use "sys"
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
_send =
|
||||
{
|
||||
private "_arr";
|
||||
if (count _this isEqualTo 0) then
|
||||
{
|
||||
_arr = allPlayers;
|
||||
} else
|
||||
{
|
||||
_arr = _this;
|
||||
};
|
||||
{
|
||||
if (isPlayer _x AND alive _x) then
|
||||
{
|
||||
VEMFrMsgToClient = [_msg, _mode];
|
||||
(owner _x) publicVariableClient "VEMFrMsgToClient";
|
||||
};
|
||||
} forEach _arr;
|
||||
};
|
||||
|
||||
_to = param [1, [], [[]]];
|
||||
|
||||
if (_this select 0 isEqualType []) then // mission notification
|
||||
{
|
||||
_mode = (_this select 0) param [0, -1, [0]];
|
||||
_title = (_this select 0) param [1, "DEFAULT TITLE", [""]];
|
||||
_line = (_this select 0) param [2, "Default message", [""]];
|
||||
_msg = [_mode, _title, _line];
|
||||
_to call _send;
|
||||
};
|
||||
|
||||
if (_this select 0 isEqualType "") then // systemchat broadcast
|
||||
{
|
||||
_mode = param [2, "", [""]];
|
||||
_msg = param [0, "", [""]];
|
||||
_to call _send;
|
||||
};
|
65
a3_vemf_reloaded/sqf/checkLoot.sqf
Normal file
65
a3_vemf_reloaded/sqf/checkLoot.sqf
Normal file
@ -0,0 +1,65 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
checks the VEMF loot table for invalid classnames. Reports to RPT if invalid classes found.
|
||||
|
||||
Params:
|
||||
none
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
if ("validateLoot" call VEMFr_fnc_config isEqualTo 1) then
|
||||
{ // _validateLoot is enabled, go ahead...
|
||||
if ("debugMode" call VEMFr_fnc_config < 1) then
|
||||
{
|
||||
["CheckLoot", 0, "Failed to validate loot: no output allowed in RPT"] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
} else
|
||||
{
|
||||
["CheckLoot", 1, "Validating loot tables..."] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
_bin = [];
|
||||
|
||||
_mags = [];
|
||||
_cfgMags = "_mags pushBack (configName _x); true" configClasses (configFile >> "cfgMagazines");
|
||||
|
||||
_weapons = [];
|
||||
_cfgWeapons = "_weapons pushBack (configName _x); true" configClasses (configFile >> "cfgWeapons");
|
||||
|
||||
_bags = [];
|
||||
_cfgBags = "getText (_x >> 'vehicleClass') isEqualTo 'Backpacks'" configClasses (configFile >> "cfgVehicles");
|
||||
{
|
||||
_bags pushBack (configName _x);
|
||||
} forEach _cfgBags;
|
||||
|
||||
_aiGear = [["aiGear"],["aiUniforms","aiVests","aiRifles","aiBackpacks","aiLaunchers","aiPistols"]] call VEMFr_fnc_config;
|
||||
{
|
||||
{
|
||||
if not((_x in _mags) OR (_x in _weapons) OR (_x in _bags)) then
|
||||
{
|
||||
_bin pushBack _x;
|
||||
};
|
||||
} forEach _x;
|
||||
} forEach _aiGear;
|
||||
|
||||
_loot = [["crateLoot"],["primaryWeaponLoot","secondaryWeaponLoot","magazinesLoot","attachmentsLoot","itemsLoot","vestsLoot","headGearLoot","backpacksLoot"]] call VEMFr_fnc_config;
|
||||
{
|
||||
{
|
||||
_class = _x select 0;
|
||||
if not((_class in _mags) OR (_class in _weapons) OR (_class in _bags)) then
|
||||
{
|
||||
_bin pushBack _x;
|
||||
};
|
||||
} forEach _x;
|
||||
} forEach _loot;
|
||||
|
||||
if (count _bin isEqualTo 0) then
|
||||
{
|
||||
["CheckLoot", 1, "Loot tables are all valid :)"] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
} else
|
||||
{
|
||||
["CheckLoot", 0, format["Invalid classes found in loot! | %1", _bin]] ExecVM "a3_vemf_reloaded\sqf\log.sqf";
|
||||
};
|
||||
};
|
||||
};
|
35
a3_vemf_reloaded/sqf/killedMonitor.sqf
Normal file
35
a3_vemf_reloaded/sqf/killedMonitor.sqf
Normal file
@ -0,0 +1,35 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
will loop until all given objects are dead
|
||||
|
||||
Params:
|
||||
_this select 0: ARRAY - array of objects to monitor
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
_a = param [0,[],[[]]];
|
||||
if ((count _a) > 0) then
|
||||
{
|
||||
_k = 0;
|
||||
_cnt = count _a;
|
||||
_kp = round(("killPercentage" call VEMFr_fnc_config)/100*_cnt);
|
||||
while {true} do
|
||||
{
|
||||
scopeName "while";
|
||||
_k = 0;
|
||||
{
|
||||
if (((damage _x) isEqualTo 1) OR (isNull _x)) then { _k = _k + 1 };
|
||||
} forEach _a;
|
||||
if (_k < _kp) then
|
||||
{
|
||||
uiSleep 3;
|
||||
} else
|
||||
{
|
||||
breakOut "while";
|
||||
};
|
||||
};
|
||||
};
|
122
a3_vemf_reloaded/sqf/loadLoot.sqf
Normal file
122
a3_vemf_reloaded/sqf/loadLoot.sqf
Normal file
@ -0,0 +1,122 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
loads loot crate inventory
|
||||
|
||||
Params:
|
||||
_this: ARRAY
|
||||
_this select 0: OBJECT - the crate
|
||||
_this select 1: STRING - (optional) name of the location where crate is
|
||||
_this select 2: ARRAY - (optional) position of location where crate is
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
params [
|
||||
["_crate", objNull, [objNull]],
|
||||
["_locName", "", [""]],
|
||||
["_locPos", [], [[]]]
|
||||
];
|
||||
|
||||
_crate setVariable ["isVEMFrCrate", 1, true];
|
||||
clearBackpackCargoGlobal _crate;
|
||||
clearItemCargoGlobal _crate;
|
||||
clearMagazineCargoGlobal _crate;
|
||||
clearWeaponCargoGlobal _crate;
|
||||
|
||||
_ms = [
|
||||
["crateLoot"],
|
||||
[
|
||||
"primarySlotsMax","primarySlotsMin","secondarySlotsMax","secondarySlotsMin","magSlotsMax","magSlotsMin","attSlotsMax","attSlotsMin","itemSlotsMax","itemSlotsMin",
|
||||
"vestSlotsMax","vestSlotsMin","headGearSlotsMax","headGearSlotsMin","bagSlotsMax","bagSlotsMin","primaryWeaponLoot","secondaryWeaponLoot","magLoot","attLoot",
|
||||
"itemLoot","vestLoot","backpackLoot","headGearLoot","blackListLoot"
|
||||
]
|
||||
] call VEMFr_fnc_config;
|
||||
_ms params [
|
||||
"_maxPrim","_minPrim","_maxSec","_minSec","_maxMagSlots","_minMagSlots","_maxAttSlots","_minAttSlots","_maxItemSlots","_minItemSlots","_maxVestSlots","_minVestSlots",
|
||||
"_maxHeadGearSlots","_minHeadGearSlots","_maxBagSlots","_minBagSlots","_primaries","_secondaries","_magazines","_attachments","_items","_vests","_backpacks","_headGear","_blackList"
|
||||
];
|
||||
|
||||
// Add primary weapons
|
||||
for "_j" from 0 to (_maxPrim - _minPrim + floor random _minPrim) do
|
||||
{
|
||||
_g = _primaries call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addWeaponCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Secondary weapons
|
||||
for "_j" from 0 to (_maxSec - _minSec + floor random _minSec) do
|
||||
{
|
||||
_g = _secondaries call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addWeaponCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Magazines
|
||||
for "_j" from 0 to (_maxMagSlots - _minMagSlots + floor random _minMagSlots) do
|
||||
{
|
||||
_g = _magazines call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addMagazineCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Weapon attachments
|
||||
for "_j" from 0 to (_maxAttSlots - _minAttSlots + floor random _minAttSlots) do
|
||||
{
|
||||
_g = _attachments call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addItemCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Items
|
||||
for "_j" from 0 to (_maxItemSlots - _minItemSlots + floor random _minItemSlots) do
|
||||
{
|
||||
_g = _items call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blacklist) then
|
||||
{
|
||||
_crate addItemCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Vests
|
||||
for "_j" from 0 to (_maxVestSlots - _minVestSlots + floor random _minVestSlots) do
|
||||
{
|
||||
_g = _vests call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addItemCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Helmets / caps / berets / bandanas
|
||||
for "_j" from 0 to (_maxHeadGearSlots - _minHeadGearSlots + floor random _minHeadGearSlots) do
|
||||
{
|
||||
_g = _headGear call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addItemCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
// Backpacks
|
||||
for "_j" from 0 to (_maxBagSlots - _minBagSlots + floor random _minBagSlots) do
|
||||
{
|
||||
_g = _backpacks call BIS_fnc_selectRandom;
|
||||
if not((_g select 0) in _blackList) then
|
||||
{
|
||||
_crate addBackpackCargoGlobal [_g select 0, _g select 1];
|
||||
};
|
||||
};
|
||||
|
||||
["loadLoot", 1, format["Loot loaded into crate located in '%1' at %2", _locName, mapGridPosition _crate]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
49
a3_vemf_reloaded/sqf/log.sqf
Normal file
49
a3_vemf_reloaded/sqf/log.sqf
Normal file
@ -0,0 +1,49 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
will log given data if debug is enabled
|
||||
|
||||
Params:
|
||||
_this: ARRAY - contains data required for logging
|
||||
_this select 0: STRING - prefix. Use "" if none
|
||||
_this select 1: SCALAR - 0 = error, 1 = info, 2 = special
|
||||
_this select 2: STRING - the thing to log
|
||||
|
||||
Returns:
|
||||
nothing (use spawn, not call)
|
||||
*/
|
||||
|
||||
if (("debugMode" call VEMFr_fnc_config) > 0) then
|
||||
{
|
||||
scopeName "_top";
|
||||
params [
|
||||
["_p", "", [""]],
|
||||
["_t", 3, [0]],
|
||||
["_l", "", [""]]
|
||||
];
|
||||
|
||||
_do = { diag_log text format["IT07: [VEMFr] %1 -- %2: %3", _p, _this, _l] };
|
||||
_m = "debugMode" call VEMFr_fnc_config;
|
||||
if (_t isEqualTo 0) then
|
||||
{
|
||||
if (_m isEqualTo 1 OR _m isEqualTo 3) then
|
||||
{
|
||||
"ERROR" call _do;
|
||||
breakOut "_top";
|
||||
};
|
||||
};
|
||||
if (_t isEqualTo 1) then
|
||||
{
|
||||
if (_m isEqualTo 2 OR _m isEqualTo 3) then
|
||||
{
|
||||
"INFO" call _do;
|
||||
breakOut "_top";
|
||||
};
|
||||
};
|
||||
if (_t isEqualTo 2) then // This bypasses _m setting. Always logs given params even if debugMode is set to 0
|
||||
{
|
||||
"SYSTEM" call _do;
|
||||
breakOut "_top";
|
||||
};
|
||||
};
|
69
a3_vemf_reloaded/sqf/missionTimer.sqf
Normal file
69
a3_vemf_reloaded/sqf/missionTimer.sqf
Normal file
@ -0,0 +1,69 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
Handles the start and timeout of missions
|
||||
|
||||
Params:
|
||||
none
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
scopeName "outer";
|
||||
_mgm = "maxGlobalMissions" call VEMFr_fnc_config;
|
||||
["missionTimer", 1, format["Global mission-limit is set at: %1", _mgm]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
_minNew = "minNew" call VEMFr_fnc_config;
|
||||
if (_minNew > -1) then
|
||||
{
|
||||
_maxNew = "maxNew" call VEMFr_fnc_config;
|
||||
if (_maxNew > 0) then
|
||||
{
|
||||
_ml = "missionList" call VEMFr_fnc_config;
|
||||
if (count _ml > 0) then
|
||||
{
|
||||
_minFps = "minServerFPS" call VEMFr_fnc_config;
|
||||
_mnPlyrs = "minPlayers" call VEMFr_fnc_config;
|
||||
if isNil "VEMFrForceStart" then { VEMFrForceStart = false };
|
||||
waitUntil { if ((((count allPlayers) >= _mnPlyrs) AND (diag_fps > _minFps)) OR VEMFrForceStart) then { true } else { uiSleep 5; false } };
|
||||
if VEMFrForceStart then
|
||||
{
|
||||
["missionTimer", 1, format["VEMFr has been forced to start. Server FPS: %1", diag_fps]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
} else
|
||||
{
|
||||
["missionTimer", 1, format["Enough players online (%1) and server FPS (%2) is above %3. Starting missionTimer...", count allPlayers, diag_fps, _minFps]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
};
|
||||
|
||||
VEMFrMissionCount = 0;
|
||||
_im = false;
|
||||
if (_mgm isEqualTo 0) then { _im = true };
|
||||
_zz = { uiSleep ((_minNew*60)+ floor random ((_maxNew*60)-(_minNew*60))) };
|
||||
call _zz;
|
||||
|
||||
while {true} do
|
||||
{
|
||||
// Pick A Mission if enough players online
|
||||
if ((count allPlayers) >= _mnPlyrs) then
|
||||
{
|
||||
scopeName "pick";
|
||||
if ((VEMFrMissionCount < _mgm) AND (VEMFrMissionCount >= 0) OR _im) then
|
||||
{
|
||||
_mssnNm = selectRandom _ml;
|
||||
_h = [_mssnNm] execVM format["a3_vemf_reloaded\missions\%1.sqf", _mssnNm];
|
||||
uiSleep 5;
|
||||
if (scriptDone _h) then { breakOut "pick" } else { call _zz };
|
||||
} else
|
||||
{
|
||||
if (VEMFrMissionCount < 0) then
|
||||
{
|
||||
["missionTimer", 0, format["VEMFrMissionCount (%1) is BELOW 0! Stopping missionTimer...", VEMFrMissionCount]] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
breakOut "outer";
|
||||
};
|
||||
call _zz;
|
||||
};
|
||||
} else { uiSleep 60 };
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
28
a3_vemf_reloaded/sqf/notificationToClient.sqf
Normal file
28
a3_vemf_reloaded/sqf/notificationToClient.sqf
Normal file
@ -0,0 +1,28 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
will put mission notification on either all screens or just on given
|
||||
|
||||
Params:
|
||||
_this select 0: SCALAR - mission type (AI mode)
|
||||
_this select 1: STRING - notification title
|
||||
_this select 2: STRING - notification message
|
||||
_this select 3: ARRAY (optional) - specific clients to (ONLY) send notification to
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
params [
|
||||
["_mt", -1, [-1]],
|
||||
["_title", "", [""]],
|
||||
["_line", "", [""]],
|
||||
["_to", [], [[]]]
|
||||
];
|
||||
|
||||
if ((count _to) isEqualTo 0) then { _to = allPlayers };
|
||||
{
|
||||
VEMFrMsgToClient = [[_mt, _title, _line], ""];
|
||||
(owner _x) publicVariableClient "VEMFrMsgToClient";
|
||||
} forEach _to;
|
23
a3_vemf_reloaded/sqf/sayKilledWeapon.sqf
Normal file
23
a3_vemf_reloaded/sqf/sayKilledWeapon.sqf
Normal file
@ -0,0 +1,23 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
handles the broadcast of a systemChat kill message
|
||||
*/
|
||||
|
||||
(_this select 0) params [
|
||||
["_t", objNull, [objNull]],
|
||||
["_nt", "", [""]]
|
||||
];
|
||||
(_this select 1) params [
|
||||
["_k", objNull, [objNull]],
|
||||
["_nk", "", [""]]
|
||||
];
|
||||
|
||||
|
||||
private ["_crWpn","_cfg"];
|
||||
if (vehicle _k isEqualTo _k) then { _crWpn = currentWeapon _k; _cfg = "CfgWeapons" }
|
||||
else { _crWpn = typeOf (vehicle _k); _cfg = "CfgVehicles" };
|
||||
_dist = _t distance _k;
|
||||
|
||||
[format["(VEMFr) %1 [%2] %3 | %4m", _nk, getText(configFile >> _cfg >> _crWpn >> "displayName"), if (("sayKilledName" call VEMFr_fnc_config) > 0) then {_nt} else {"AI"}, round _dist]] ExecVM "a3_vemf_reloaded\sqf\systemChatToClient.sqf";
|
53
a3_vemf_reloaded/sqf/setGroupOwner.sqf
Normal file
53
a3_vemf_reloaded/sqf/setGroupOwner.sqf
Normal file
@ -0,0 +1,53 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
handles the transfer of ownership to another given unit/client/object.
|
||||
Will transfer complete group to the same (new) owner.
|
||||
|
||||
Params:
|
||||
_this select 0: GROUP - the group of which the ownership should be transfered
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
_grp = param [0, grpNull, [grpNull]];
|
||||
if not(isNull _grp) then
|
||||
{
|
||||
// Check if HC is enabled
|
||||
_hcNbld = "headLessClientSupport" call VEMFr_fnc_config;
|
||||
_force = uiNamespace getVariable ["VEMFr_forceAItoClients", nil];
|
||||
if not(isNil "_force") then { if (_force isEqualType true) then { if _force then { _hcNbld = -1 } } };
|
||||
|
||||
private "_to";
|
||||
if (_hcNbld isEqualTo 1) then
|
||||
{
|
||||
_arr = [];
|
||||
{
|
||||
if (typeOf _x isEqualTo "HeadlessClient_F") then { _arr pushBack [_x, owner _x] };
|
||||
} forEach allPlayers;
|
||||
|
||||
if (count _arr > 0) then { _to = call VEMFr_fnc_hc } else { uiNamespace setVariable ["VEMFr_forceAItoClients", true] };
|
||||
} else // If Headlessclient setting is not enabled
|
||||
{
|
||||
if ((count allPlayers) > 0) then
|
||||
{
|
||||
_distToX = worldSize;
|
||||
{
|
||||
_dist = _x distance (leader _grp);
|
||||
if (_dist <= _distToX) then
|
||||
{
|
||||
_distToX = _dist;
|
||||
_to = _x;
|
||||
};
|
||||
} forEach allPlayers;
|
||||
};
|
||||
};
|
||||
|
||||
if not(isNil "_to") then
|
||||
{
|
||||
_grp setGroupOwner (owner _to);
|
||||
waitUntil { if not(local _grp) then {true} else {uiSleep 0.1; false} };
|
||||
};
|
||||
};
|
15
a3_vemf_reloaded/sqf/signAI.sqf
Normal file
15
a3_vemf_reloaded/sqf/signAI.sqf
Normal file
@ -0,0 +1,15 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
marks given group(!) as VEMF AI which will then be used by REMOTEguard for monitor of groupOwner
|
||||
|
||||
Params:
|
||||
_this: ARRAY
|
||||
_this select 0: GROUP - group to sign as VEMF AI
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
(param [0, grpNull, [grpNull]]) setVariable ["isVEMFrGroup",true,true];
|
22
a3_vemf_reloaded/sqf/spawnStaticAI.sqf
Normal file
22
a3_vemf_reloaded/sqf/spawnStaticAI.sqf
Normal file
@ -0,0 +1,22 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Description:
|
||||
spawns AI at all given locations in config file
|
||||
|
||||
Params:
|
||||
none
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
if ((([["aiStatic"],["enabled"]] call VEMFr_fnc_config) select 0) isEqualTo 1) then
|
||||
{
|
||||
["spawnStaticAI", 2, "launching..."] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
([["aiStatic"],["positions","amount"]] call VEMFr_fnc_config) params ["_s0","_s1"];
|
||||
["spawnStaticAI", 2, "spawning AI on positions..."] ExecVM ("log" call VEMFr_fnc_scriptPath);
|
||||
{
|
||||
[_x, 2, _s1 select _foreachindex, ([[call VEMFr_fnc_whichMod],["aiMode"]] call VEMFr_fnc_config) select 0, "Static"] spawn VEMFr_fnc_spawnVEMFrAI;
|
||||
} forEach _s0;
|
||||
};
|
21
a3_vemf_reloaded/sqf/systemChatToClient.sqf
Normal file
21
a3_vemf_reloaded/sqf/systemChatToClient.sqf
Normal file
@ -0,0 +1,21 @@
|
||||
/*
|
||||
Author: IT07
|
||||
|
||||
Params:
|
||||
_this select 0: FORMATTED STRING - line to broadcast
|
||||
_this select 1: ARRAY - specific clients to (ONLY) send line to
|
||||
|
||||
Returns:
|
||||
nothing
|
||||
*/
|
||||
|
||||
params [
|
||||
["_line", "", [""]],
|
||||
["_to", [], [[]]]
|
||||
];
|
||||
|
||||
if (_to isEqualTo []) then { _to = allPlayers };
|
||||
{
|
||||
VEMFrMsgToClient = [_line, "sys"];
|
||||
(owner _x) publicVariableClient "VEMFrMsgToClient";
|
||||
} forEach _to;
|
10
a3_vemf_reloaded_config/CfgPatches.hpp
Normal file
10
a3_vemf_reloaded_config/CfgPatches.hpp
Normal file
@ -0,0 +1,10 @@
|
||||
class CfgPatches
|
||||
{
|
||||
class a3_vemf_reloaded_config
|
||||
{
|
||||
units[] = {};
|
||||
requiredAddons[] = {};
|
||||
fileName = "a3_vemf_reloaded_config.pbo";
|
||||
author = "IT07";
|
||||
};
|
||||
};
|
36
a3_vemf_reloaded_config/config.cpp
Normal file
36
a3_vemf_reloaded_config/config.cpp
Normal file
@ -0,0 +1,36 @@
|
||||
#include "CfgPatches.hpp"
|
||||
|
||||
class CfgVemfReloadedOverrides
|
||||
{
|
||||
/*
|
||||
File: config.cpp
|
||||
Description: put all of the settings you always change in here and simply keep this pbo. Then you don't have to redo all your changes to the config.cpp everytime
|
||||
Description 2: the only thing you will have to do now is simply check the CHANGELOG.md on GitHub everytime there is an update to check if there are any deprecated settings
|
||||
Description 3: instead of changing the config.cpp settings everytime, just add your changes here. Saves a lot of time. Yes you are welcome you lucky bastard
|
||||
Note: it is extremely difficult for a coder to explain with text how to do this so I have put a few examples in this file instead
|
||||
Note 2: the already present lines below line 10 are just examples so feel free to delete them
|
||||
*/
|
||||
|
||||
// Put all the settings you want to override below this line
|
||||
/*
|
||||
debugMode = 2; // Overrides CfgVemfReloaded >> debugMode
|
||||
maxGlobalMissions = 5; // Overrides CfgVemfReloaded >> maxGlobalMissions
|
||||
minServerFPS = 5; // Overrides CfgVemfReloaded >> minServerFPS
|
||||
class crateLoot
|
||||
{
|
||||
primarySlotsMax = 3; // Overrides CfgVemfReloaded >> crateLoot >> primarySlotsMax
|
||||
primarySlotsMin = 1; // Overrides CfgVemfReloaded >> crateLoot >> primarySlotsMin
|
||||
};
|
||||
class locationBlackLists
|
||||
{ // NOTE: If the map you use is not listed below, simply add it by yourself or put the locations you want to blacklist into the locations array of the Other class
|
||||
class Altis
|
||||
{
|
||||
locations[] = {}; // Overrides CfgVemfReloaded >> locationBlackLists >> Altis >> locations
|
||||
};
|
||||
};
|
||||
class aiGear
|
||||
{
|
||||
aiPistols[] = {"hgun_ACPC2_F","hgun_Rook40_F"}; // Overrides CfgVemfReloaded >> aiGear >> aiPistols
|
||||
};
|
||||
*/
|
||||
}; // Do not touch this line
|
Loading…
Reference in New Issue
Block a user