Added Simulation Manager.

By default this uses the new dynamic sumulation manager.
Comment out #define useDynamicSimulation to use a scripted simulaton
manager.
This commit is contained in:
Ghostrider-DbD- 2017-06-07 22:08:57 -04:00
parent dab7e79e41
commit 033b6cfe4a
19 changed files with 375 additions and 88 deletions

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@ -0,0 +1,63 @@
/*
[_item,_crate] call blck_addItemToCrate;
where
_crate is a container such as ammo box or vehicle
_item is a string or array.
If _item is a string then add 1 of that item to the container.
If _item is an array with 2 elements ["itemName",3] then assume that the first element is a string and is the name of the item, and the second is the number to add.
if _item is an array with 3 elements ["itemName",2,6] assume that the first element is the item name (string), the second the min # to add and the third the max # to add.
by Ghostrider-DbD-
11/14/16
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
params["_itemInfo","_crate",["_addAmmo",0]];
private["_isRifle","_isMagazine","_isBackpack"];
_isWeapon = false;
_isMagazine = false;
_isBackpack = false;
_quant = 0;
#ifdef blck_debugMode
diag_log format["blck_addItemToCrate:: -- >> itemInfo = %1 | _crate %2 | _addAmmo %3",_itemInfo, _crate, _addAmmo];
#endif
if (typeName _itemInfo isEqualTo "STRING") then {_item = _itemInfo; _quant = 1}; // case where only the item descriptor was provided
if (typeName _itemInfo isEqualTo "ARRAY") then {
if (count _itemInfo isEqualTo 2) then {_item = _itemInfo select 0; _quant = _itemInfo select 1;}; // case where item descriptor and quantity were provided
if (count _itemInfo isEqualto 3) then {
_item = _itemInfo select 0;
_quant = (_itemInfo select 1) + round(random((_itemInfo select 2) - (_itemInfo select 1)));
}; // case where item descriptor, min number and max number were provided.
};
if (((typeName _item) isEqualTo "STRING") && (_item != "")) then
{
if (isClass(configFile >> "CfgWeapons" >> _item)) then {
_crate addWeaponCargoGlobal [_item,_quant];
_isWeapon = true;
_count = 0;
if (typeName _addAmmo isEqualTo "SCALAR") then
{
_count = _addAmmo;
};
if (typeName _addAmmo isEqualto "ARRAY") then
{
_count = (_addAmmo select 0) + (round(random((_addAmmo select 1) - (_addAmmo select 0))));
};
_ammo = getArray (configFile >> "CfgWeapons" >> _item >> "magazines");
for "_i" from 1 to _count do
{
_crate addMagazineCargoGlobal [selectRandom _ammo,1];
};
};
if (_item isKindOf ["Bag_Base", configFile >> "CfgVehicles"]) then {_crate addBackpackCargoGlobal [_item,_quant]; _isBackpack = true;};
if (isClass(configFile >> "CfgMagazines" >> _item)) then {_crate addMagazineCargoGlobal [_item,_quant]; _isMagazine = true;};
if (!_isWeapon && !_isMagazine && _isBackpack && isClass(configFile >> "CfgVehicles" >> _item)) then {_crate addItemCargoGlobal [_item,_quant]};
};

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@ -0,0 +1,57 @@
/*
Depends on blck_fnc_addItemToCrate
call as:
[_item,_crate] call blck_fnc_loadLootFromItemsArray;
where
_crate is a container such as ammo box or vehicle
_loadout is an array containing either 2 or 3 elements. The first array is always an array of items to add. Items can be formated as ["item1","item1"], as [["item1",3],["item2",2]] or as [["item1",2,4],["item2",3,5]].
See GMS_fnc_addItemToCrate for information about the acceptable formates for the items "item1" ... "itemN".
The second and optional third element in the array specify the number of times the script will randomly select an item from the array of items and load it into the crate.
For example:
case 1: [["item1",...,"itemN"],6]; The script will randomly select from the array of item names 6 times and call the loot loader each time.
case 2: [["item1",...,"itemN"],6, 9]; As above except that an item will be selected a minimum of 6 and maximum of 9 times.
by Ghostrider-DbD-
6/7/17
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
params["_loadout","_crate",["_addAmmo",0]];
#ifdef blck_debugMode
diag_log format["blck_fnc_loadLootFromItemsArray:: _this %1",_this];
diag_log format["blck_fnc_loadLootFromItemsArray:: _crate %1 | _addAmmo %2 | _loadout %3",_crate,_addAmmo,_loadout];
#endif
if ((_loadout select 0) isEqualTo []) exitWith {};
{
private["_tries","_q","_item"];
_tries = 0;
#ifdef blck_debugMode
diag_log format["blck_fnc_loadLootFromItemsArray:: -- >> now loading for %1",_x];
#endif
_q = _x select 1; // this can be a number or array.
if ( (typeName _q) isEqualTo "ARRAY") then // Assume the array contains a min/max number to add
{
if ((count _q) isEqualTo 2) then {_tries = (_q select 0) + round(random(((_q select 1) - (_q select 0))));} else {_tries = 0;};
};
if ((typeName _q) isEqualTo "SCALAR") then
{
_tries = _q;
};
for "_i" from 1 to _tries do
{
_item = selectRandom (_x select 0);
[_item,_crate,_addAmmo] call blck_fnc_addItemToCrate;
};
}forEach _loadout;

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@ -33,15 +33,18 @@ while {true} do
#ifdef DBDserver
[] call blck_fnc_broadcastServerFPS;
#endif
_timer1sec - diag_tickTime;
_timer1sec = diag_tickTime;
};
if (diag_tickTime - _timer5sec > 5) then
{
_timer5sec = diag_tickTime;
[] call blck_fnc_missionGroupMonitor;
};
if (diag_tickTime - _timer20sec > 20) then
{
[] call blck_fnc_cleanupAliveAI;
[] call blck_fnc_cleanupObjects;
[] call blck_fnc_cleanupDeadAI;
[] call blck_fnc_missionGroupMonitor;
_timer20sec = diag_tickTime;
//diag_log format["_mainThread::-->> diag_tickTime = %1",diag_tickTime];
};

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@ -155,6 +155,39 @@ _fn_monitorGroupWaypoints = {
} forEach blck_monitoredMissionAIGroups;
};
_fn_simulationMonitor = {
_modType = call blck_fnc_getModType;
if (_modType isEqualTo "Exile") then
{
_playerType = ["Exile_Unit_Player"];
}else{
_playerType = ["Epoch_Male_F","Epoch_Female_F"];
};
{
// player nearEntities [["Car", "Motorcycle", "Tank"], 50];
_players = (leader _x) nearEntities [_playerType, 1800];
if (count _players > 0) then
{
// Be sure simulation is on for all units in the group
if !(_x getVariable["blck_simulationStatus",false]) then
{
_x setVariable["blck_simulationStatus",true];
{
_x enableSimulationGlobal true;
}forEach (units _x);
};
}else{
// Be sure simulation is off for all units in the group.
if !(_x getVariable["blck_simulationStatus",true]) then
{
_x setVariable["blck_simulationStatus",false];
{
_x enableSimulationGlobal false;
}forEach (units _x);
};
};
} forEach blck_monitoredMissionAIGroups;
};
////////
// Start of main function
////////
@ -164,3 +197,7 @@ if (blck_debugLevel > 2) then {diag_log format["_fnc_missionGroupMonitor: execut
[] call _fn_removeEmptyOrNullGroups;
uiSleep 0.1;
[] call _fn_monitorGroupWaypoints;
#ifndef useDynamicSimulation
[] call _fn_simulationMonitor;
#endif

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@ -3,7 +3,7 @@
for DBD Clan
By Ghostrider-DBD-
Copyright 2016
Last modified 4/29/17
Last modified 6/1/17
--------------------------
License
@ -43,6 +43,7 @@ if (_soldierType isEqualTo "emplaced") then
};
if !(_soldierType isEqualTo "emplaced") then
{
_arc = 360/5;
_group setcombatmode "YELLOW";
_group setBehaviour "COMBAT";
_group setVariable["patrolCenter",_pos];
@ -56,7 +57,7 @@ if !(_soldierType isEqualTo "emplaced") then
_group setVariable["wpArc",_arc];
_group setVariable["soldierType",_soldierType];
_dir = 0;
_arc = 360/5;
_wpradius = 30;
_dis = (_minDis) + random( (_maxDis) - (_minDis) );
_newPos = _pos getPos[_dis,_dir];

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@ -37,7 +37,7 @@ if (blck_debugLevel > 1) then
#endif
_groupSpawned = createGroup blck_AI_Side;
_groupSpawned setVariable["groupVehicle",objNull];
#ifdef blck_debugMode
if (blck_debugLevel > 1) then
{
@ -49,6 +49,12 @@ if !(isNull _groupSpawned) then
#ifdef blck_debugMode
if (blck_debugLevel > 1) then {diag_log format["_fnc_spawnGroup:: -- >> Group created = %1",_groupSpawned]};
#endif
_groupSpawned setVariable["groupVehicle",objNull];
#ifdef useDynamicSimulation
_groupSpawned enableDynamicSimulation true;
#endif
_groupSpawned setcombatmode "RED";
_groupSpawned setBehaviour "COMBAT";
_groupSpawned allowfleeing 0;

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@ -19,15 +19,6 @@
params["_crate","_boxLoot","_itemCnts"];
_itemCnts params["_wepCnt","_magCnt","_opticsCnt","_materialsCnt","_itemCnt","_bkcPckCnt"];
/*
_wepCnt // number of types of weapons to load
_magCnt // Number of types of additional, optional magazines to add (this includes building supplies)
_opticsCnt // number of types of optics to be added
_materialsCnt // Number of cinder, motar etc to be added
_itemCnt // number of items (first aid packs, multigun bits) to load
_bkcPckCnt // Number of backpacks to add
*/
if (_wepCnt > 0) then
{

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@ -19,7 +19,7 @@ _unit = _this select 0 select 0;
_instigator = _this select 0 select 3;
#ifdef blck_debugMode
if (blck_debugLevel ? 1) then
if (blck_debugLevel > 1) then
{
diag_log format["EH_AIHit:: _units = %1 and _instigator = %2 units damage is %3",_unit,_instigator, damage _unit];
};

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@ -1,6 +1,6 @@
/*
Handle AI Deaths
Last Modified 3/23/17
Last Modified 5/31/17
By Ghostrider-DBD-
Copyright 2016
--------------------------
@ -17,29 +17,28 @@ params["_unit","_killer","_isLegal"];
_unit setVariable ["blck_cleanupAt", (diag_tickTime) + blck_bodyCleanUpTimer, true];
/*
if (vehicle _unit != _unit) then {
if (count crew (vehicle _unit) isEqualTo 0) then
{
[vehicle _unit] call blck_fnc_releaseVehicleToPlayers;
};
};*/
blck_deadAI pushback _unit;
_group = group _unit;
[_unit] joinSilent grpNull;
if (count(units _group) < 1) then {deleteGroup _group;};
if (count(units _group) < 1) then {
#ifdef useDynamicSimulation
_group enableDynamicSimulation false;
#endif
deleteGroup _group;
};
if (blck_launcherCleanup) then {[_unit] spawn blck_fnc_removeLaunchers;};
if (blck_removeNVG) then {[_unit] spawn blck_fnc_removeNVG;};
if !(isPlayer _killer) exitWith {};
//[_unit,_killer] call blck_fnc_alertNearbyUnits;
[_unit,_killer] call blck_fnc_alertNearbyLeader;
_group = group _unit;
//_group setBehavior "COMBAT";
_wp = [_group, currentWaypoint _group];
_wp setWaypointBehaviour "COMBAT";
_group setCombatMode "RED";
_wp setWaypointCombatMode "RED";
{
_unit removeAllEventHandlers _x;
}forEach ["Killed","Fired","HandleDamage","HandleHeal","FiredNear","Hit"];
_isLegal = [_unit,_killer] call blck_fnc_processIlleagalAIKills;
@ -70,8 +69,6 @@ if (blck_useKillMessages) then
//diag_log format["[blck] unit killed message is %1",_message,""];
[["aikilled",_message,"victory"],playableUnits] call blck_fnc_messageplayers;
};
[_unit,_killer,_kills] call blck_fnc_rewardKiller;
{
_unit removeAllEventHandlers _x;
}forEach ["Killed","Fired","HandleDamage","HandleHeal","FiredNear","Hit"]
[_unit,_killer] call blck_fnc_rewardKiller;

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@ -1,6 +1,6 @@
/*
by Ghostrider
4-12-17
6-1-17
--------------------------
License
--------------------------
@ -12,13 +12,13 @@
private["_missionType","_wasRunover","_launcher","_legal"];
params["_unit","_killer"];
//diag_log format["##-processIlleagalAIKills.sqf-## processing illeagal kills for unit %1",_unit];
diag_log format["##-processIlleagalAIKills.sqf-## processing illeagal kills for unit %1",_unit];
_launcher = _unit getVariable ["Launcher",""];
_legal = true;
_fn_targetVehicle = { // force AI to fire on the vehicle with launchers if equiped
params["_unit","_vk"];
private
private["_unit"];
{
if ( ( (getPos _vk) distance2d (getPos _x) ) < 500 ) then
{

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@ -3,7 +3,7 @@
calculate a reward player for AI Kills in crypto.
Code fragment adapted from VEMF
call as [_unit,_killer] call blck_fnc_rewardKiller;
Last modified 1/22/17
Last modified 6/3/17
--------------------------
License
--------------------------
@ -13,14 +13,15 @@
*/
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
params["_unit","_killer","_kills"];
params["_unit","_killer"];
//diag_log format["rewardKiller:: _unit = %1 and _killer %2",_unit,_killer];
private["_modType","_reward","_maxReward","_dist","_killstreakReward","_distanceBonus","_newKillerScore","_newKillerFrags","_money"];
_modType = call blck_fnc_getModType;
//diag_log format["[blckeagles] rewardKiller:: - _modType = %1",_modType];
diag_log format["[blckeagles] rewardKiller:: - _modType = %1",_modType];
if (_modType isEqualTo "Epoch") exitWith {}; // Have players pull crypto from AI bodies now that this feature is available.
/*
if (_modType isEqualTo "Epoch") then
{
//diag_log "calculating reward for Epoch";
@ -53,33 +54,67 @@ if (_modType isEqualTo "Epoch") then
};
};
};
*/
/*
_player setVariable ["ExileHunger", _data select 4];
_player setVariable ["ExileThirst", _data select 5];
_player setVariable ["ExileAlcohol", _data select 6];
_player setVariable ["ExileTemperature", _data select 44];
_player setVariable ["ExileWetness", _data select 45];
*/
if (_modType isEqualTo "Exile") then
{
private["_distanceBonus","_overallRespectChange","_newKillerScore","_newKillerFrags","_maxReward","_money","_message"];
_distanceBonus = floor((_unit distance _killer)/100);
_overallRespectChange = 50 + _distanceBonus;
_newKillerScore = _killer getVariable ["ExileScore", 0];
_newKillerScore = _newKillerScore + (_overallRespectChange/2);
_killer setVariable ["ExileScore", _newKillerScore];
format["setAccountScore:%1:%2", _newKillerScore,getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
_newKillerFrags = _killer getVariable ["ExileKills", 0];
_newKillerFrags = _newKillerFrags + 1;
_killer setVariable ["ExileKills", _newKillerFrags];
format["addAccountKill:%1", getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
if (blck_addAIMoney) then
/*
// Temporary fix for the Loss of Respect Bug.
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer name = %2 | ExileScore = %1 | Kills %3",_killer getVariable [ "ExileScore", 0 ], name _killer, _killer getVariable["ExileKills",0]];
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer = %1 | vehicle _killer = %2 | objectParent _killer %3",_killer, vehicle _killer, objectParent _killer];
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer is gunner = %1 | killer is driver = %2",_killer isEqualTo gunner objectParent _killer,_killer isEqualTo driver objectParent _killer];
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer ExileOwnerUID = %1 ",_killer getVariable["ExileOwnerUID",0]]; // ExileOwnerUID
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer ExileHunger = %1 ",_killer getVariable["ExileHunger",0]]; // ExileOwnerUID
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer ExileThirst = %1 ",_killer getVariable["ExileThirst",0]]; // ExileOwnerUID
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer ExileAlcohol = %1 ",_killer getVariable["ExileAlcohol",0]]; // ExileOwnerUID
diag_log format["GMS_fnc_rewardKiller.sqf:: _killer ExileWetness = %1 ",_killer getVariable["ExileWetness",0]]; // ExileOwnerUID
*/
if ( (isPlayer _killer) && (_killer getVariable["ExileHunger",0] > 0) && (_killer getVariable["ExileThirst",0] > 0) ) then
{
_money = _killer getVariable ["ExileMoney", 0];
_money = _money + (_overallRespectChange/2) + (_kills * 2);
_killer setVariable ["ExileMoney", _money];
format["setAccountMoney:%1:%2", _money, (getPlayerUID _killer)] call ExileServer_system_database_query_fireAndForget;
};
//_message = ["showFragRequest",_overallRespectChange];
_killer call ExileServer_object_player_sendStatsUpdate;
if (blck_useKillScoreMessage) then
{
[["showScore",[50,_distanceBonus,_kills]], [_killer]] call blck_fnc_messageplayers;
_distanceBonus = floor((_unit distance _killer)/100);
_killstreakBonus = 3 * (_killer getVariable["blck_kills",0]);
_respectGained = 25 + _distanceBonus + _killstreakBonus;
_score = _killer getVariable ["ExileScore", 0];
diag_log format["GMS_fnc_rewardKiller.sqf:: ExileScore = %1",_killer getVariable ["ExileScore", 0]];
_score = _score + (_respectGained);
diag_log format["GMS_fnc_rewardKiller.sqf:: _new = %1",_score];
_killer setVariable ["ExileScore", _score];
format["setAccountScore:%1:%2", _score,getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
_newKillerFrags = _killer getVariable ["ExileKills", 0];
_newKillerFrags = _newKillerFrags + 1;
_killer setVariable ["ExileKills", _newKillerFrags];
format["addAccountKill:%1", getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
//_message = ["showFragRequest",_respectGained];
_killer call ExileServer_object_player_sendStatsUpdate;
if (blck_useKillScoreMessage) then
{
[["showScore",[_respectGained,_distanceBonus,_kills]], [_killer]] call blck_fnc_messageplayers;
};
};
};
/*
if (_overallRespectChange > 0) then {
_score = _killer getVariable ["ExileScore", 0];
_score = _score + _overallRespectChange;
_killer setVariable ["ExileScore", _score];
format["setAccountScore:%1:%2", _score,_killerPlayerUID] call ExileServer_system_database_query_fireAndForget;
[_killer, "showFragRequest", [_killerRespectPoints]] call A3XAI_sendExileMessage;
};
//["systemChatRequest", [_killMessage]] call ExileServer_system_network_send_broadcast; //To-do: Non-global version
_newKillerFrags = _killer getVariable ["ExileKills", 0];
_killer setVariable ["ExileKills", _newKillerFrags + 1];
format["addAccountKill:%1", _killerPlayerUID] call ExileServer_system_database_query_fireAndForget;
_killer call ExileServer_object_player_sendStatsUpdate;
};

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@ -46,10 +46,10 @@ if (_modType isEqualTo "Exile") then
"i_g_soldier_unarmed_f" createUnit [_pos, _aiGroup, "_ai1 = this", blck_baseSkill, "COLONEL"];
switch(_skillLevel) do
{
case "blue":{_ai1 setVariable["ExileMoney",floor(random(blck_maxMoneyBlue)),true];};
case "red":{_ai1 setVariable["ExileMoney",floor(random(blck_maxMoneyRed)),true];};
case "green":{_ai1 setVariable["ExileMoney",floor(random(blck_maxMoneyGreen)),true];};
case "orange":{_ai1 setVariable["ExileMoney",floor(random(blck_maxMoneyOrange)),true];};
case "blue":{_ai1 setVariable["ExileMoney",2 + floor(random(blck_maxMoneyBlue)),true];};
case "red":{_ai1 setVariable["ExileMoney",4 + floor(random(blck_maxMoneyRed)),true];};
case "green":{_ai1 setVariable["ExileMoney",6 + floor(random(blck_maxMoneyGreen)),true];};
case "orange":{_ai1 setVariable["ExileMoney",8 + floor(random(blck_maxMoneyOrange)),true];};
};
};
[_ai1] call blck_fnc_removeGear;

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@ -30,6 +30,8 @@ blck_fnc_playerInRange = compileFinal preprocessFileLineNumbers "\q\addons\cust
blck_fnc_playerInRangeArray = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_playerInRangeArray.sqf"; // GMS_fnc_playerInRangeArray
blck_fnc_mainThread = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_mainThread.sqf";
blck_fnc_allPlayers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_allPlayers.sqf";
blck_fnc_addItemToCrate = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_addItemToCrate.sqf";
blck_fnc_loadLootItemsFromArray = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_loadLootItemsFromArray.sqf";
#ifdef DBDserver
blck_fnc_broadcastServerFPS = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_broadcastServerFPS.sqf";
@ -57,8 +59,6 @@ blck_fnc_spawnMissionVehiclePatrols = compileFinal preprocessFileLineNumbers "\q
blck_fnc_spawnEmplacedWeaponArray = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnEmplacedWeaponArray.sqf";
blck_fnc_spawnMissionAI = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnMissionAI.sqf";
blck_fnc_spawnMissionLootVehicles = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnMissionLootVehicles.sqf";
blck_fnc_addItemToCrate = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_addItemToCrate.sqf";
blck_fnc_loadLootItemsFromArray = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc__loadLootItemsFromArray.sqf";
blck_fnc_fillBoxes = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_fillBoxes.sqf"; // Adds items to an object according to passed parameters. See the script for details.
blck_fnc_smokeAtCrates = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_smokeAtCrates.sqf"; // Spawns a wreck and adds smoke to it
blck_fnc_spawnMines = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnMines.sqf"; // Deploys mines at random locations around the mission center

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@ -31,8 +31,10 @@ blck_pendingMissions = [];
blck_missionsRunning = 0;
blck_activeMissions = [];
blck_deadAI = [];
#ifdef useDynamicSimulation
"Group" setDynamicSimulationDistance 1800;
enableDynamicSimulationSystem true;
#endif
// Arrays for use during cleanup of alive AI at some time after the end of a mission
DBD_HeliCrashSites = [];

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@ -2,7 +2,7 @@
for DBD Clan
By Ghostrider-DBD-
Copyright 2016
Last Modified 3-21-17
Last Modified 6/7/17
--------------------------
License
@ -12,9 +12,11 @@
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#define modUsed true
//#define DBDserver 1
#define modUsed
#define DBDserver
#define wpModeMove
#define useAPEX 1
#define useAPEX
#define useDynamicSimulation
//#define blck_debugMode
//#define blck_debugMode3
//#define blck_debugMode3
//#define blck_milServer

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@ -0,0 +1,94 @@
// Sets up waypoints for a specified group.
/*
for DBD Clan
By Ghostrider-DBD-
Copyright 2016
Last modified 6/1/17
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
#ifdef blck_debugMode
diag_log "_fnc_setupWaypoints: blck_debugMode enabled";
#endif
private["_dir","_arc","_noWp","_newpos","_wpradius","_wp"];
params["_pos","_minDis","_maxDis","_group",["_mode","random"],["_wpPatrolMode","SAD"],["_soldierType","null"] ];
_wp = [_group, 0];
#ifdef blck_debugMode
diag_log format["_fnc_setupWaypoints (4/29/17): configuring waypoints for group %1: _mode = %2 | _wpPatrolMode = %3 _soldierType = %4",_group, _mode, _wpPatrolMode,_soldierType];
#endif
if (_soldierType isEqualTo "emplaced") then
{
_wp setWaypointType "SENTRY";
_wp setWPPos (getPos leader _group);
_wp setWaypointCompletionRadius 100;
_wp setWaypointBehaviour "COMBAT";
_wp setWaypointCombatMode "RED";
_wp setWaypointTimeout [1,1.1,1.2];
//_wp setWaypointTimeout [0.1,0.1100,0.1200];
_group setCurrentWaypoint _wp;
_group setVariable["soldierType",_soldierType];
#ifdef blck_debugMode
_wp setWaypointStatements ["true","this call blck_fnc_emplacedWeaponWaypoint; diag_log format['====Updating timestamp for group %1 and changing its WP to an emplaced weapon Waypoint',group this];"];
#else
_wp setWaypointStatements ["true","this call blck_fnc_emplacedWeaponWaypoint;"];
#endif
if (blck_debugLevel > 1) then {diag_log format["_fnc_setupWaypoints: configuring weapoints for group %2 for emplaced weapon with _soldierType = %1",_soldierType,_group];};
};
if !(_soldierType isEqualTo "emplaced") then
{
_arc = 360/5;
_group setcombatmode "YELLOW";
_group setBehaviour "COMBAT";
_group setVariable["patrolCenter",_pos];
_group setVariable["minDis",_minDis];
_group setVariable["maxDis",_maxDis];
_group setVariable["timeStamp",diag_tickTime];
_group setVariable["wpRadius",30];
_group setVariable["wpMode",_mode];
_group setVariable["wpPatrolMode",_wpPatrolMode];
_group setVariable["wpDir",0];
_group setVariable["wpArc",_arc];
_group setVariable["soldierType",_soldierType];
_dir = 0;
_wpradius = 30;
_dis = (_minDis) + random( (_maxDis) - (_minDis) );
_newPos = _pos getPos[_dis,_dir];
_wp setWPPos [_newPos select 0, _newPos select 1];
_wp setWaypointCompletionRadius (_group getVariable["wpRadius",30]);
_wp setWaypointType "MOVE";
_wp setWaypointName "move";
_wp setWaypointBehaviour "COMBAT";
_wp setWaypointCombatMode "RED";
_wp setWaypointTimeout [1,1.1,1.2];
_group setCurrentWaypoint _wp;
#ifdef blck_debugMode
_wp setWaypointStatements ["true","this call blck_fnc_changeToMoveWaypoint; diag_log format['====Updating timestamp for group %1 and changing its WP to a Move Waypoint',group this];"];
#else
_wp setWaypointStatements ["true","this call blck_fnc_changeToMoveWaypoint;"];
#endif
#ifdef blck_debugMode
if (blck_debugLevel > 1) then
{
_marker = createMarker [format["GroupMarker%1",_group],_newPos];
_group setVariable["wpMarker",_marker];
_marker setMarkerColor "ColorBlue";
_marker setMarkerText format["%1 %2",(_group getVariable["soldierType","null"]),_group];
_marker setMarkerType "mil_triangle";
//diag_log format["_fnc_setupWaypoints: configuring weapoints for group %2 mobile patrol with _soldierType = %1",_solderType,_group];
diag_log format["_fnc_setupWaypoints: soldier type for mobile _group %1 set to %2",_group, (_group getVariable["soldierType","null"])];
diag_log format["_fnc_setupWaypoints: all variables for the group have been set for group %1",_group];
diag_log format["_fnc_setupWaypoints:: -- >> wpMode %1 _dir %2 _dis 3",_group getVariable["wpMode","random"], _dir, _dis];
diag_log format["_fnc_setupWaypoints:: -- >> group to update is %1 and new position is %2",_group, _newPos];
diag_log format["_fnc_setupWaypoints:: -- >> Waypoint statements for group %1 have been configured as %2",_group, waypointStatements _wp];
diag_log format["_fnc_setupWaypoints:: -- >> Waypoint marker for group %1 have been configured as %2 with text set to %3",_group, _group getVariable "wpMarker", markerText (_group getVariable "wpMarker")];
};
#endif
};

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@ -4,6 +4,11 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
Contributions by Narines: bug fixes, testing, infinite ammo fix.
Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
6/1/17 Version 6.59 Build 59
[changed] Players are no longer given crypto for each AI kill. Crypto added to AI Bodies was increased.
[fixed] error in GMS_fnc_setupWaypoints wherein _arc was not defined early enough in the script.
[fixed] Exile Respect Loss bug (temporary fix only).
5/21/17 Version 6.58 build 58
[Fixed] typos for blck_epochValuables.
[Fixed] All loot was removed from AI vehicles at the time a mission was completed.

View File

@ -1,3 +1,3 @@
private ["_version","_versionDate"];
_blck_version = "6.58 Build 58";
_blck_versionDate = "4-30-17 8:00 PM";
_blck_version = "6.59 Build 62";
_blck_versionDate = "6-7-17 9:00 PM";

View File

@ -4,30 +4,24 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
Contributions by Narines: bug fixes, testing, infinite ammo fix.
Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
6/1/17 Version 6.59 Build 59
[changed] Players are no longer given crypto for each AI kill. Crypto added to AI Bodies was increased.
[fixed] error in GMS_fnc_setupWaypoints wherein _arc was not defined early enough in the script.
[fixed] Exile Respect Loss bug (temporary fix only).
5/21/17 Version 6.58 build 58
[Fixed] typos for blck_epochValuables.
[Fixed] All loot was removed from AI vehicles at the time a mission was completed.
[Fixed] When mission completion criteria included killing all AI, missions could be completed with alive AI in vehicles.
4/29/17 Version 6.58 Build 57
4/6/17 Version 6.58 Build 54
[Added] A FAQ presenting an overview of the mission system and addons.
[Added] Optional helicopter patrols that drop paratroops. These can be configured using variables in blck_configs.sqf:
For example, settings for the blue difficulty for missions are shown below.
blck_chanceParaBlue = 0.1; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
blck_noParaBlue = 3; // [1-N]
[Changed] A new method for dynamically setting waypoints was added and waypoints are now scanned to detect and correct the case that AI get 'stuck', meaning the waypoint is never completed.
[Changes] AI behaviors should be more agressive.
[Changed] License information added to all files.
[Added] Preprocessor definitions included in all files.
[Changed] Helicopter crew waypoint system reverted to that from Build 46.
[Fixed] Mission timouts would prevent new missions from spawning after a while.
[Fixed] blck_timeAcceleration now determines if time acceleration is activated.
[Fixed] Missions did not complete correctly under certain circumstances.
[Fixed] Mission vehicles were not properly deleted, unlocked or otherwise handled at misison end or when AI crew were killed.
[Fixed] Throws errors when evaluating errors related to certain disallowed types of kills.
[Fixed] Static loot crate spawner spawned empty crates under some circumstances.
Known errors: throws errors with certain loot crate setups (Exile)
3/23/17 Verision 6.58 build 48