Streamline coding Build 235
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@ -12,13 +12,5 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_chancePara"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_chancePara = blck_chanceParaBlue};
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case "red": {_chancePara = blck_chanceParaRed};
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case "green": {_chancePara = blck_chanceParaGreen};
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case "orange": {_chancePara = blck_chanceParaOrange};
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default {_chancePara = blck_chanceParaRed};
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};
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_chancePara
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private _chancePara = missionNamespace getVariable[format["blck_chancePara%1",_aiDifficultyLevel],0];
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_chancePara
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@ -12,13 +12,5 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_backpacks"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_backpacks = blck_backpacks_blue};
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case "red": {_backpacks = blck_backpacks_red};
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case "green": {_backpacks = blck_backpacks_green};
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case "orange": {_backpacks = blck_backpacks_orange};
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default {_backpacks = blck_backpacks};
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};
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_backpacks
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private _backpacks = missionNamespace getVariable[format["blck_backpacks_%1",_aiDifficultyLevel],[]];
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_backpacks
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@ -12,13 +12,5 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_headgear"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_headGear = blck_headgear_blue};
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case "red": {_headGear = blck_headgear_red};
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case "green": {_headGear = blck_headgear_green};
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case "orange": {_headGear = blck_headgear_orange};
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default {_headGear = blck_headgear};
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};
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_headgear
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private _headgear = missionNamespace getVariable [format["blck_headgear_%1",_aiDifficultyLevel],[]];
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_headgear
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@ -16,14 +16,6 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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private["_weaponList","_missionColor"];
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_missionColor = _this select 0;
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switch (_missionColor) do {
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case "blue": {_weaponList = blck_WeaponList_Blue;};
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case "red": {_weaponList = blck_WeaponList_Red;};
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case "green": {_weaponList = blck_WeaponList_Green;};
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case "orange": {_weaponList = blck_WeaponList_Orange;};
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default {_weaponList = blck_WeaponList_Blue;};
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};
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params["_missionColor"];
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private _weaponList = missionNamespace getVariable [format["blck_WeaponList_%1",_missionColor],[]];
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_weaponList
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@ -13,13 +13,5 @@
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params["_aiDifficultyLevel"]; //[["_aiDifficultyLevel",selectRandom["Red","Green"]]];
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private["_sideArms"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_sideArms = blck_Pistols_blue};
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case "red": {_sideArms = blck_Pistols_red};
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case "green": {_sideArms = blck_Pistols_green};
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case "orange": {_sideArms = blck_Pistols_orange};
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default {_sideArms = blck_Pistols};
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};
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_sideArms
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private _sideArms = missionNamespace getVariable[format["blck_Pistols_%1",_aiDifficultyLevel],[]];
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_sideArms
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_uniforms"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_uniforms = blck_SkinList_blue};
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case "red": {_uniforms = blck_SkinList_red};
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case "green": {_uniforms = blck_SkinList_green};
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case "orange": {_uniforms = blck_SkinList_orange};
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default {_uniforms = blck_SkinList};
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};
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_uniforms
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private _uniforms = missionNamespace getVariable [format["blck_SkinList_%1",_aiDifficultyLevel],[]];
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_uniforms
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_vests"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_vests = blck_vests_blue};
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case "red": {_vests = blck_vests_red};
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case "green": {_vests = blck_vests_green};
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case "orange": {_vests = blck_vests_orange};
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default {_vests = blck_vests};
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};
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_vests
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private _vests = missionNamespace getVariable [format["blck_vests_%1",_aiDifficultyLevel],[]];
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_vests
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@ -12,13 +12,5 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_chanceHeliPatrol"];
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switch (toLower(_aiDifficultyLevel)) do
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{
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case "blue": {_chanceHeliPatrol = blck_chanceHeliPatrolBlue};
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case "red": {_chanceHeliPatrol = blck_chanceHeliPatrolRed};
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case "green": {_chanceHeliPatrol = blck_chanceHeliPatrolGreen};
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case "orange": {_chanceHeliPatrol = blck_chanceHeliPatrolOrange};
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default {_chanceHeliPatrol = 0};
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};
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_chanceHeliPatrol
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private _chanceHeliPatrol = missionNamespace getVariable[format["blck_chanceHeliPatrol%1",_aiDifficultyLevel],[]];
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_chanceHeliPatrol
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_missionHelis"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_missionHelis = blck_patrolHelisBlue};
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case "red": {_missionHelis = blck_patrolHelisRed};
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case "green": {_missionHelis = blck_patrolHelisGreen};
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case "orange": {_missionHelis = blck_patrolHelisOrange};
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default {_missionHelis = blck_patrolHelisBlue};
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};
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_missionHelis
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private _missionHelis = missionNamespace getVariable[format["blck_patrolHelis%1",_aiDifficultyLevel],[]];
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_missionHelis
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_noChoppers"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_noChoppers = blck_noPatrolHelisBlue};
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case "red": {_noChoppers = blck_noPatrolHelisRed};
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case "green": {_noChoppers = blck_noPatrolHelisGreen};
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case "orange": {_noChoppers = blck_noPatrolHelisOrange};
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default {_noChoppers = 0};
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};
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_noChoppers
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private _noChoppers = missionNamespace getVariable [format["blck_noPatrolHelis%1",_aiDifficultyLevel],0];
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_noChoppers
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_aiDifficultyLevel"];
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private["_noPara"];
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switch (toLower (_aiDifficultyLevel)) do
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{
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case "blue": {_noPara = blck_noParaBlue};
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case "red": {_noPara = blck_noParaRed};
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case "green": {_noPara = blck_noParaGreen};
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case "orange": {_noPara = blck_noParaOrange};
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default {_noPara = 0};
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};
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_noPara
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private _noPara = missionNamespace getVariable [format["blck_noPara%1",_aiDifficultyLevel],0];
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_noPara
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_diff"];
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private ["_count"];
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switch (toLower(_diff)) do
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{
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case "blue": {_count = blck_vehCrew_blue};
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case "red": {_count = blck_vehCrew_red};
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case "green": {_count = blck_vehCrew_green};
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case "orange": {_count = blck_vehCrew_orange};
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};
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private _count = missionNamespace getVariable [format["blck_vehCrew_%1",_diff],0];
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_count
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@ -70,31 +70,23 @@ _unit allowDammage true;
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_unit setBehaviour "COMBAT";
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_unit setunitpos "AUTO";
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_unit forceAddUniform (selectRandom _uniforms);
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if !(_headGear isEqualTo []) then
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{
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_unit addHeadgear (selectRandom _headGear);
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if !(_uniforms isEqualTo []) then {_unit forceAddUniform (selectRandom _uniforms)};
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if !(_headGear isEqualTo []) then {_unit addHeadgear (selectRandom _headGear)};
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if !(_vests isEqualTo []) then {_unit addVest (selectRandom _vests)};
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if (_weaponList isEqualTo []) then {
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_weap = selectRandom _weaponList;
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_unit addWeaponGlobal _weap;
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_ammoChoices = getArray (configFile >> "CfgWeapons" >> _weap >> "magazines");
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_unit addMagazines[selectRandom _ammochoices,3];
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if (random 1 < blck_chanceMuzzle) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 101] call BIS_fnc_compatibleItems))}; // muzzles
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if (random 1 < blck_chanceOptics) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 201] call BIS_fnc_compatibleItems))}; // optics
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if (random 1 < blck_chancePointer) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 301] call BIS_fnc_compatibleItems))}; // pointers
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if (random 1 < blck_chanceUnderbarrel) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 302] call BIS_fnc_compatibleItems))}; // underbarrel
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if ((count(getArray (configFile >> "cfgWeapons" >> _weap >> "muzzles"))) > 1) then
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{
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_unit addMagazine "1Rnd_HE_Grenade_shell";
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};
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};
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if !(_vests isEqualTo []) then
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{
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_unit addVest (selectRandom _vests);
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};
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if (_weaponList isEqualTo []) then {_weaponList = call blck_fnc_selectAILoadout};
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_weap = selectRandom _weaponList;
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_unit addWeaponGlobal _weap;
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_ammoChoices = getArray (configFile >> "CfgWeapons" >> _weap >> "magazines");
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_unit addMagazines[selectRandom _ammochoices,3];
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if (random 1 < blck_chanceMuzzle) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 101] call BIS_fnc_compatibleItems))}; // muzzles
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if (random 1 < blck_chanceOptics) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 201] call BIS_fnc_compatibleItems))}; // optics
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if (random 1 < blck_chancePointer) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 301] call BIS_fnc_compatibleItems))}; // pointers
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if (random 1 < blck_chanceUnderbarrel) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 302] call BIS_fnc_compatibleItems))}; // underbarrel
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if ((count(getArray (configFile >> "cfgWeapons" >> _weap >> "muzzles"))) > 1) then
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{
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_unit addMagazine "1Rnd_HE_Grenade_shell";
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};
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if !(_sideArms isEqualTo []) then
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{
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_weap = selectRandom _sideArms;
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@ -102,17 +94,21 @@ if !(_sideArms isEqualTo []) then
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_ammoChoices = getArray (configFile >> "CfgWeapons" >> _weap >> "magazines");
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_unit addMagazines [selectRandom _ammoChoices, 2];
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};
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for "_i" from 1 to (1+floor(random(4))) do
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if !(blck_ConsumableItems isEqualTo []) then
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{
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_unit addItem (selectRandom blck_ConsumableItems);
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for "_i" from 1 to (1+floor(random(4))) do
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{
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_unit addItem (selectRandom blck_ConsumableItems);
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};
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};
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// Add First Aid or Grenade 50% of the time
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if (round(random 10) <= 5) then
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if !(blck_specialItems isEqualTo []) then
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{
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_unit addItem selectRandom blck_specialItems;
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// Add First Aid or Grenade 50% of the time
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if (round(random 10) <= 5) then
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{
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_unit addItem selectRandom blck_specialItems;
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};
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};
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if !(_backpacks isEqualTo []) then
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{
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if (_Launcher isEqualTo "none") then
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@ -132,18 +128,18 @@ if !(_backpacks isEqualTo []) then
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_roundsAdded pushBack _lr;
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_unit addItemToBackpack _lr;
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};
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_unit setVariable["Launcher",[_launcher,_roundsAdded],true];
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_unit setVariable["Launcher",[_launcher,_roundsAdded]];
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};
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};
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if(sunOrMoon < 0.2 && blck_useNVG)then
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{
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_unit addWeapon selectRandom blck_NVG;
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_unit setVariable ["hasNVG", true,true];
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_unit setVariable ["hasNVG", true];
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}
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else
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{
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_unit setVariable ["hasNVG", false,true];
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_unit setVariable ["hasNVG", false];
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};
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_unit addWeapon selectRandomWeighted["",4,"Binocular",3,"Rangefinder",1];
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@ -153,20 +149,12 @@ _unit addEventHandler ["Reloaded", {_this call blck_EH_unitWeaponReloaded;}];
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_unit addMPEventHandler ["MPKilled", {[(_this select 0), (_this select 1)] call blck_EH_AIKilled;}];
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_unit addMPEventHandler ["MPHit",{[_this] call blck_EH_AIHit;}];
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switch (_skillLevel) do
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{
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case "blue": {_index = 0;_aiSkills = blck_SkillsBlue;};
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case "red": {_index = 1;_aiSkills = blck_SkillsRed;};
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case "green": {_index = 2;_aiSkills = blck_SkillsGreen;};
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case "orange": {_index = 3;_aiSkills = blck_SkillsOrange;};
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default {_index = 0;_aiSkills = blck_SkillsBlue;};
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};
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[_unit,_aiSkills] call blck_fnc_setSkill;
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_unit setVariable ["alertDist",blck_AIAlertDistance select _index,true];
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_unit setVariable ["intelligence",blck_AIIntelligence select _index,true];
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_unit setVariable ["GMS_AI",true,true];
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[_unit, missionNamespace getVariable[format["blck_Skills%1",_skillLevel],blck_SkillsRed]] call blck_fnc_setSkill;
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_index = missionNamespace getVariable[format["blck_skillsIndex_%1",_skillLevel],1];
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_unit setVariable ["alertDist",blck_AIAlertDistance select _index];
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_unit setVariable ["intelligence",blck_AIIntelligence select _index];
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_unit setVariable ["GMS_AI",true];
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//diag_log format["_spawnUnit: _index = %1 | _aiSkills = %2",_index,_aiSkills];
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_unit
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blck_validEndStates = ["allUnitsKilled", "playerNear", "allKilledOrPlayerNear","assetSecured"];
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blck_validLootSpawnTimings = ["atMissionSpawnGround","atMissionSpawnAir","atMissionEndGround","atMissionEndAir"];
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blck_validLootLoadTimings = ["atMissionCompletion", "atMissionSpawn"];
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blck_skillsIndex_Blue = 0;
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blck_skillsIndex_Red = 1;
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blck_skillsIndex_Green = 2;
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blck_skillsIndex_Orange = 3;
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if (blck_debugOn) then {diag_log "[blckeagls] Variables Loaded"};
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