Build 127 Final
This commit is contained in:
parent
2a6798a6a4
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5b311a01ff
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/*
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By Ghostrider [GRG]
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Copyright 2016
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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/*
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Tasks
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1. avoid water (weight 100%, min distance 50 meters).
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2. avoid sites of active heli, UMS or land dynamic missions. (weight sliding down to 50%, min distance 1000 meters).
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3. avoid players and player bases (weight 100%, 1000 meters min distance).
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4. avoid cites and towns (weight 20%, min distance according to settings).
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*/
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private["_findNew","_tries","_coords","_dist","_xpos","_ypos","_newPos","_townPos","_pole","_oldPos","_ignore"];
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_fnc_getNewPosition = {
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//[_centerForSearch,_minDistFromCenter,_maxDistanceFromCenter,_minDistanceFromNearestObj,_waterMode,_maxTerainGradient,_shoreMode] call BIS_fnc_findSafePos
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// https://community.bistudio.com/wiki/BIS_fnc_findSafePos
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_coords = [blck_mapCenter,0,blck_mapRange,30,0,5,0] call BIS_fnc_findSafePos;
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//diag_log format["<<--->> _coords = %1",_coords];
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_coords
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};
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_fnc_excludeBlacklistedLocations = {
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private _coords = _this select 0;
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private _findNew = false;
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{
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if ( ((_x select 0) distance2D _coords) < (_x select 1)) exitWith
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{
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_findNew = true;
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};
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} forEach blck_locationBlackList;
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_findNew
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};
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_fnc_excludeNearbyMissions = {
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private _coords = _this select 0;
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private _findNew = false;
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{
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if ((_x distance2D _coords) < blck_MinDistanceFromMission) then {
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_findNew = true;
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};
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}forEach DBD_HeliCrashSites;
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//diag_log format["#- findSafePosn -# blck_ActiveMissionCoords isEqualTo %1", blck_ActiveMissionCoords];
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{
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//diag_log format["#- findSafePosn -# blck_ActiveMissionCoords active mission item is %1", _x];
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if ( (_x distance2D _coords) < blck_MinDistanceFromMission) exitWith
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{
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_FindNew = true;
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};
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} forEach blck_ActiveMissionCoords;
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_findNew
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};
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_fnc_excludeRecentMissionCoords = {
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private _coords = _this select 0;
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private _findNew = false;
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{
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_ignore = false;
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//diag_log format["-# findSafePosn.sqf -# Old Mission element is %1", _x];
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if (diag_tickTime > ((_x select 1) + 1200)) then // if the prior mission was completed more than 20 min ago then delete it from the list and ignore the check for this location.
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{
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_ignore = true;
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blck_recentMissionCoords= blck_recentMissionCoords - _x;
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//diag_log format["-# findSafePosn.sqf -# Removing Old Mission element: %1", _x];
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};
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if !(_ignore) then
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{
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//diag_log format["-# findSafePosn.sqf -# testing _coords against Old Mission coords is %1", _x select 0];
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if ( ((_x select 0) distance2D _coords) < blck_MinDistanceFromMission) then
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{
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_findNew = true;
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//diag_log format["-# findSafePosn.sqf -# Too Close to Old Mission element: %1", _x];
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};
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};
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} forEach blck_recentMissionCoords;
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_findNew
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};
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_fnc_excludeSitesAtShore = {
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private _coords = _this select 0;
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private _findNew = false;
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// test for water nearby
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_dist = 50;
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for [{_i=0}, {_i<360}, {_i=_i+20}] do
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{
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_xpos = (_coords select 0) + sin (_i) * _dist;
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_ypos = (_coords select 1) + cos (_i) * _dist;
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_newPos = [_xpos,_ypos,0];
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if (surfaceIsWater _newPos) then
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{
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_findNew = true;
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_i = 361;
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};
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};
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_findNew
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};
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_fnc_excludeCitiesAndTowns = {
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private _coords = _this select 0;
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private _findNew = false;
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// check that missions spawn at least 1 kkm from towns
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{
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_townPos = [((locationPosition _x) select 0), ((locationPosition _x) select 1), 0];
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if (_townPos distance2D _coords < blck_minDistanceFromTowns) exitWith {
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_findNew = true;
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};
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} forEach blck_townLocations;
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_findNew
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};
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_fnc_excludeSpawnsNearPlayers = {
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private _coords = _this select 0;
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private _findNew = false;
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// check to be sure we do not spawn a mission on top of a player.
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{
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if (isPlayer _x && (_x distance2D _coords) < blck_minDistanceToPlayer) then
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{
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_findNew = true;
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};
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}forEach playableUnits;
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_findNew
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};
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_fnc_mapSpecificExclusions = {
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private _coords = _this select 0;
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private _findNew = false;
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if (toLower(worldName) in ["taviana","napf"]) then
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{
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_tavTest = createVehicle ["SmokeShell",_coords,[], 0, "CAN_COLLIDE"];
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_tavHeight = (getPosASL _tavTest) select 2;
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deleteVehicle _tavTest;
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if (_tavHeight > 100) then {_FindNew = true;};
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};
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_findNew
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};
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_fnc_excludeSitesNearBases = {
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private _coords = _this select 0;
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private _findNew = false;
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// check for nearby plot pole/freq jammer within 800 meters
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_mod = call blck_fnc_getModType;
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_pole = "";
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if (_mod isEqualTo "Epoch") then {_pole = "PlotPole_EPOCH"};
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if (_mod isEqualTo "Exile") then {_pole = "Exile_Construction_Flag_Static"};
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//diag_log format["_fnc_findSafePosn:: -- >> _mod = %1 and _pole = %2",_mod,_pole];
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{
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if ((_x distance2D _coords) < blck_minDistanceToBases) then
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{
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_findNew = true;
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};
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}forEach nearestObjects[blck_mapCenter, [_pole], blck_minDistanceToBases];
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_findNew
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};
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private _findNew = true;
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private _tries = 0;
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while {_findNew} do {
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_findNew = false;
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_coords = call _fnc_getNewPosition;
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_findNew = [_coords] call _fnc_mapSpecificExclusions;
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if !(_findNew) then
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{
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_findNew [_coords] call _fnc_excludeSitesAtShore;
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};
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if !(_findNew) then
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{
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_findNew = [_coords] call _fnc_excludeBlacklistedLocations;
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};
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if !(_findNew) then
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{
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_findNew = [_coords] call _fnc_excludeNearbyMissions;
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};
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if !(_findNew) then
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{
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_findNew = [_coords] call _fnc_excludeSpawnsNearPlayers;
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};
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if !(_findNew) then
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{
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_findNew = [_coords] call _fnc_excludeSitesNearBases;
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};
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if !(_findNew) then
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{
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};
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if !(_findNew) then
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{
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};
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_tries = _tries + 1;
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};
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if ((count _coords) > 2) then
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{
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private["_temp"];
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_temp = [_coords select 0, _coords select 1];
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_coords = _temp;
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};
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_coords;
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_groupSpawned setFormation blck_groupFormation;
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_groupSpawned setVariable ["blck_group",true,true];
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#ifdef blck_debugMode
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diag_log format["_fnc_create_AI_Group: _groupSpawned = %1",_groupSpawned];
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#endif
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_groupSpawned
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if !(isNull _groupSpawned) then
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{
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diag_log format["spawnGroup:: group is %1",_groupSpawned];
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//diag_log format["spawnGroup:: group is %1",_groupSpawned];
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_useLauncher = blck_useLaunchers;
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if (_weaponList isEqualTo []) then
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{
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/*
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schedules deletion of all remaining alive AI and mission objects.
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Updates the mission que.
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Updates mission markers.
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By Ghostrider GRG
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp"
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private["_cleanupAliveAITimer","_cleanupCompositionTimer","_isScubaMission"];
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_fn_missionCleanup = {
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params["_mines","_objects","_blck_AllMissionAI","_mission","_cleanupAliveAITimer","_cleanupCompositionTimer",["_isScubaMission",false]];
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[_mines] spawn blck_fnc_clearMines;
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//diag_log format["_fnc_endMission: (103) _objects = %1",_objects];
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[_objects, _cleanupCompositionTimer] spawn blck_fnc_addObjToQue;
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//diag_log format["_fnc_endMission:: (106) _blck_AllMissionAI = %1",_blck_AllMissionAI];
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[_blck_AllMissionAI, (_cleanupAliveAITimer)] spawn blck_fnc_addLiveAItoQue;
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blck_missionsRunning = blck_missionsRunning - 1;
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blck_ActiveMissionCoords = blck_ActiveMissionCoords - [ _coords];
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if !(_isScubaMission) then
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{
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blck_recentMissionCoords pushback [_coords,diag_tickTime];
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[_mission,"inactive",[0,0,0]] call blck_fnc_updateMissionQue;
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//diag_log format["_fnc_endMission:: (109) _mission = %1",_mission];
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};
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if (_isScubaMission) then
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{
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blck_priorDynamicUMS_Missions pushback [_coords,diag_tickTime];
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blck_UMS_ActiveDynamicMissions = blck_UMS_ActiveDynamicMissions - [_coords];
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blck_dynamicUMS_MissionsRuning = blck_dynamicUMS_MissionsRuning - 1;
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};
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};
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///////////////////////////////////////////////////////////////////////
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// MAIN FUNCTION STARTS HERE
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//////////////////////////////////////////////////////////////////////
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#ifdef blck_debugMode
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diag_log format["_fnc_endMission: _this = %1",_this];
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#endif
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params["_mines","_objects","_crates","_blck_AllMissionAI","_endMsg","_blck_localMissionMarker","_coords","_mission",["_aborted",false],["_vehicles",[]],["_isScubaMission",false]];
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#ifdef blck_debugMode
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if (blck_debugLevel > 0) then
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{
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diag_log format["_fnc_endMission: _blck_localMissionMarker %1 | _coords %2 | _mission %3 | _aborted %4",_blck_localMissionMarker,_coords,_mission,_aborted];
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diag_log format["_fnc_endMission: _aborted = %1",_aborted];
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diag_log format["_fnc_endMission: _isScubaMission = %1",_isScubaMission];
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diag_log format["_fnc_endMission: prior to running mission end functions -> blck_missionsRunning = %1 | blck_dynamicUMS_MissionsRuning = %2",blck_missionsRunning,blck_dynamicUMS_MissionsRuning];
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};
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#endif
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if (_aborted > 0) exitWith
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{
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#ifdef blck_debugMode
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if (blck_debugLevel > 0) then {
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diag_log format["_fnc_endMission: Mission Aborted, setting all timers to 0"];
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};
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#endif
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if (_aborted == 2) then
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{
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[["abort",_endMsg,_blck_localMissionMarker select 2]] call blck_fnc_messageplayers;
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};
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[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
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_cleanupCompositionTimer = 0;
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_cleanupAliveAITimer = 0;
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// params["_mines","_objects","_blck_AllMissionAI","_mission","_cleanupAliveAITimer","_cleanupCompositionTimer",["_isScubaMission",false]];
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[_mines,_objects,_blck_AllMissionAI,_mission,_cleanupAliveAITimer,_cleanupCompositionTimer,_isScubaMission] call _fn_missionCleanup;
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{
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deleteVehicle _x;
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}forEach _crates;
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{
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deleteVehicle _x;
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}forEach _vehicles;
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};
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if (_aborted == 0) then
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{
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private["_cleanupAliveAITimer","_cleanupCompositionTimer"];
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if (blck_useSignalEnd) then
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{
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[_crates select 0] spawn blck_fnc_signalEnd;
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{
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_x enableRopeAttach true;
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}forEach _crates;
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#ifdef blck_debugMode
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if (blck_debugLevel > 0) then
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{
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diag_log format["[blckeagls] _fnc_endMission:: (18) SignalEnd called: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
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};
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#endif
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};
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#ifdef blck_debugMode
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if (blck_debugLevel > 0) then {
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diag_log format["_fnc_endMission: Mission Completed without errors, setting all timers to default values"];
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};
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#endif
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_cleanupCompositionTimer = blck_cleanupCompositionTimer;
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_cleanupAliveAITimer = blck_AliveAICleanUpTimer;
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[["end",_endMsg,_blck_localMissionMarker select 2]] call blck_fnc_messageplayers;
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[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
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[_blck_localMissionMarker select 1, _markerClass] spawn blck_fnc_missionCompleteMarker;
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// Using a variable attached to the crate rather than the global setting to be sure we do not fill a crate twice.
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// the "lootLoaded" loaded should be set to true by the crate filler script so we can use that for our check.
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{
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//diag_log format["_fnc_endMission (82): for crate %1 lootLoaded = %2",_x,_x getVariable["lootLoaded",false]];
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if !(_x getVariable["lootLoaded",false]) then
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{
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// _crateLoot,_lootCounts are defined above and carry the loot table to be used and the number of items of each category to load
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[_x,_crateLoot,_lootCounts] call blck_fnc_fillBoxes;
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};
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}forEach _crates;
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{
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private ["_v","_posnVeh"];
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_posnVeh = blck_monitoredVehicles find _x; // returns -1 if the vehicle is not in the array else returns 0-(count blck_monitoredVehicles -1)
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if (_posnVeh >= 0) then
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{
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#ifdef blck_debugMode
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diag_log format["_fnc_endMission: setting missionCompleted for vehicle %1 to %2",_x,diag_tickTime];
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#endif
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(blck_monitoredVehicles select _posnVeh) setVariable ["missionCompleted", diag_tickTime];
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} else {
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_x setVariable ["missionCompleted", diag_tickTime];
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blck_monitoredVehicles pushback _x;
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};
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} forEach _vehicles;
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[_mines,_objects,_blck_AllMissionAI,_mission,_cleanupAliveAITimer,_cleanupCompositionTimer,_isScubaMission] call _fn_missionCleanup;
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};
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#ifdef blck_debugMode
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diag_log format["_fnc_endMission: after to running mission end functions -> blck_missionsRunning = %1 | blck_dynamicUMS_MissionsRuning = %2",blck_missionsRunning,blck_dynamicUMS_MissionsRuning];
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#endif
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_aborted
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@ -23,12 +23,14 @@
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#endif
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_itemCnts params["_wepCnt","_magCnt","_opticsCnt","_materialsCnt","_itemCnt","_bkcPckCnt"];
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_tries = [_wepCnt] call blck_fnc_getNumberFromRange;
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//diag_log format["_fnc_fillBoxes (26): loading %1 weapons",_wepCnt];
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if (_tries > 0) then
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{
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_a1 = _boxLoot select 0; // choose the subarray of weapons and corresponding magazines
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// Add some randomly selected weapons and corresponding magazines
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for "_i" from 1 to _tries do {
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_item = selectRandom _a1;
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//diag_log format["_fnc_fillBoxes: _item = %1",_item];
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if (typeName _item isEqualTo "ARRAY") then // Check whether weapon name is part of an array that might also specify an ammo to use
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{
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_crate addWeaponCargoGlobal [_item select 0,1]; // if yes then assume the first element in the array is the weapon name
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@ -47,57 +49,102 @@
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};
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};
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_tries = [_magCnt] call blck_fnc_getNumberFromRange;
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//diag_log format["_fnc_fillBoxes (26): loading %1 magazines",_magCnt];
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if (_tries > 0) then
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{
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// Add Magazines, grenades, and 40mm GL shells
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_a1 = _boxLoot select 1;
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for "_i" from 1 to _tries do {
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_item = selectRandom _a1;
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_diff = (_item select 2) - (_item select 1); // Take difference between max and min number of items to load and randomize based on this value
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_crate addMagazineCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
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//diag_log format["_fnc_fillBoxes: _item = %1",_item];
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if (typeName _item isEqualTo "ARRAY") then
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{
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_diff = (_item select 2) - (_item select 1); // Take difference between max and min number of items to load and randomize based on this value
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_crate addMagazineCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
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};
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if (typeName _item isEqualTo "STRING") then
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{
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_crate addMagazineCargoGlobal [_item, 1];
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};
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};
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};
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_tries = [_opticsCnt] call blck_fnc_getNumberFromRange;
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//diag_log format["_fnc_fillBoxes (72): loading %1 weapons",_wepCnt];
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if (_tries > 0) then
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{
|
||||
// Add Optics
|
||||
_a1 = _boxLoot select 2;
|
||||
for "_i" from 1 to _tries do {
|
||||
_item = selectRandom _a1;
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate additemCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
//diag_log format["_fnc_fillBoxes: _item = %1",_item];
|
||||
if (typeName _item isEqualTo "ARRAY") then
|
||||
{
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate additemCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
};
|
||||
if (typeName _item isEqualTo "STRING") then
|
||||
{
|
||||
_crate addItemCargoGlobal [_item,1];
|
||||
};
|
||||
};
|
||||
};
|
||||
_tries = [_materialsCnt] call blck_fnc_getNumberFromRange;
|
||||
//diag_log format["_fnc_fillBoxes (92): loading %1 materials",_materialsCnt];
|
||||
if (_tries > 0) then
|
||||
{
|
||||
// Add materials (cindar, mortar, electrical parts etc)
|
||||
_a1 = _boxLoot select 3;
|
||||
for "_i" from 1 to _tries do {
|
||||
_item = selectRandom _a1;
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate additemCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
//diag_log format["_fnc_fillBoxes: _item = %1",_item];
|
||||
if (typeName _item isEqualTo "ARRAY") then
|
||||
{
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate additemCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
};
|
||||
if (typeName _item isEqualTo "STRING") then
|
||||
{
|
||||
_crate addItemCargoGlobal [_item, 1];
|
||||
};
|
||||
};
|
||||
};
|
||||
_tries = [_itemCnt] call blck_fnc_getNumberFromRange;
|
||||
//diag_log format["_fnc_fillBoxes (112): loading %1 items",_itemCnt];
|
||||
if (_tries > 0) then
|
||||
{
|
||||
// Add Items (first aid kits, multitool bits, vehicle repair kits, food and drinks)
|
||||
_a1 = _boxLoot select 4;
|
||||
for "_i" from 1 to _tries do {
|
||||
_item = selectRandom _a1;
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate additemCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
//diag_log format["_fnc_fillBoxes: _item = %1",_item];
|
||||
if (typeName _item isEqualTo "ARRAY") then
|
||||
{
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate additemCargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
};
|
||||
if (typeName _item isEqualTo "STRING") then
|
||||
{
|
||||
_crate addItemCargoGlobal [_item, 1];
|
||||
};
|
||||
};
|
||||
};
|
||||
_tries = [_bkcPckCnt] call blck_fnc_getNumberFromRange;
|
||||
//diag_log format["_fnc_fillBoxes (132): loading %1 backpacs",_bkcPckCnt];
|
||||
if (_tries > 0) then
|
||||
{
|
||||
_a1 = _boxLoot select 5;
|
||||
for "_i" from 1 to _tries do {
|
||||
_item = selectRandom _a1;
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate addbackpackcargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
diag_log format["_fnc_fillBoxes: _item = %1",_item];
|
||||
if (typeName _item isEqualTo "ARRAY") then
|
||||
{
|
||||
_diff = (_item select 2) - (_item select 1);
|
||||
_crate addbackpackcargoGlobal [_item select 0, (_item select 1) + round(random(_diff))];
|
||||
};
|
||||
if (typeName _item isEqualTo "STRING") then
|
||||
{
|
||||
_crate addbackpackcargoGlobal [_item, 1];
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -2,9 +2,9 @@
|
||||
private _crate = _this select 0;
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["_fnc_loadMisionLootcrate: _this = %1",_this];
|
||||
diag_log format["_fnc_loadMisionLootcrate: difficulty = %1", _crate getVariable "lootArray"];
|
||||
diag_log format["_fnc_loadMisionLootcrate: difficulty = %1", _crate getVariable "difficulty"];
|
||||
diag_log format["_fnc_loadMisionLootcrate: lootCounts = %1", _crate getVariable "lootCounts"];
|
||||
diag_log format["_fnc_loadMisionLootcrate: lootArray = %1",_crate getVariable "difficulty"];
|
||||
diag_log format["_fnc_loadMisionLootcrate: lootArray = %1",_crate getVariable "lootArray"];
|
||||
#endif
|
||||
[_crate,(_crate getVariable "lootArray"),(_crate getVariable "lootCounts")] call blck_fnc_fillBoxes;
|
||||
[_crate, _crate getVariable "difficulty"] call blck_fnc_addMoneyToObject;
|
||||
|
@ -0,0 +1,586 @@
|
||||
/*
|
||||
Dynamic Mission Spawner (over-ground missions)
|
||||
By Ghostrider GRG
|
||||
Copyright 2016
|
||||
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
|
||||
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
#define delayTime 1
|
||||
private ["_abort","_crates","_aiGroup","_objects","_groupPatrolRadius","_missionLandscape","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_assetKilledMsg","_enemyLeaderConfig",
|
||||
"_AI_Vehicles","_timeOut","_aiDifficultyLevel","_missionPatrolVehicles","_missionGroups","_loadCratesTiming","_spawnCratesTiming","_assetSpawned","_hostageConfig",
|
||||
"_chanceHeliPatrol","_noPara","_reinforcementLootCounts","_chanceLoot","_heliCrew","_loadCratesTiming","_useMines","_blck_AllMissionAI","_delayTime","_groupPatrolRadius",
|
||||
"_wait","_missionStartTime","_playerInRange","_missionTimedOut","_temp","_patrolVehicles","_vehToSpawn","_noChoppers","_chancePara","_marker"];
|
||||
|
||||
params["_coords","_markerClass","_aiDifficultyLevel"];
|
||||
|
||||
////////
|
||||
// set all variables needed for the missions
|
||||
// data is pulled either from the mission description or from the _mission variable passsed as a parameter
|
||||
// Deal with situations where some of these variables might not be defined as well.
|
||||
////////
|
||||
|
||||
// _mission params["OrangeMarker","orange",blck_TMin_Orange,blck_TMax_Orange];
|
||||
//_markerClass = _mission select 0;
|
||||
// _aiDifficultyLevel = _mission select 1;
|
||||
|
||||
[_markerClass, "active",_coords] call blck_fnc_updateMissionQue;
|
||||
blck_ActiveMissionCoords pushback _coords;
|
||||
diag_log format["[blckeagls] missionSpawner (17):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
if (isNil "_assetKilledMsg") then {_assetKilledMsg = ""};
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
//if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_spawnCratesTiming") then {_spawnCratesTiming = blck_spawnCratesTiming}; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir".
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_missionPatrolVehicles") then {_missionPatrolVehicles = []};
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
if (isNil "_hostageConfig") then {_hostageConfig = []};
|
||||
if (isNil "_enemyLeaderConfig") then {_enemyLeaderConfig = []};
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_markerClass,_coords,"","",_markerColor,_markerType];
|
||||
_delayTime = 1;
|
||||
_groupPatrolRadius = 50;
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "Map marker will be OFFSET from the mission position";
|
||||
_blck_localMissionMarker set [1,[_coords,75] call blck_fnc_randomPosition];
|
||||
};
|
||||
_blck_localMissionMarker set [3,blck_labelMapMarkers select 1]; // Use an arrow labeled with the mission name?
|
||||
[["start",_startMsg,_markerMissionName]] call blck_fnc_messageplayers;
|
||||
_marker = [_blck_localMissionMarker] call blck_fnc_spawnMarker;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) message players and spawn a mission marker";};
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (77) _marker = %1",_marker];};
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) waiting for player to trigger the mission";};
|
||||
#endif
|
||||
////////
|
||||
// All parameters are defined, lets wait until a player is nearby or the mission has timed out
|
||||
////////
|
||||
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
_wait = true;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (90) starting mission trigger loop"};
|
||||
#endif
|
||||
|
||||
while {_wait} do
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
//diag_log "missionSpawner:: top of mission trigger loop";
|
||||
if (blck_debugLevel > 2) exitWith {_playerInRange = true;};
|
||||
#endif
|
||||
|
||||
if ([_coords, blck_TriggerDistance, false] call blck_fnc_playerInRange) exitWith {_playerInRange = true;};
|
||||
if ([_missionStartTime] call blck_fnc_timedOut) exitWith {_missionTimedOut = true;};
|
||||
uiSleep 5;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format["missionSpawner:: Trigger Loop - blck_debugLevel = %1 and _coords = %2",blck_debugLevel, _coords];
|
||||
diag_log format["missionSpawner:: Trigger Loop - players in range = %1",{isPlayer _x && _x distance2D _coords < blck_TriggerDistance} count allPlayers];
|
||||
diag_log format["missionSpawner:: Trigger Loop - timeout = %1", [_missionStartTime] call blck_fnc_timedOut];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_missionTimedOut) exitWith
|
||||
{
|
||||
// Deal with the case in which the mission timed out.
|
||||
blck_recentMissionCoords pushback [_coords,diag_tickTime];
|
||||
blck_ActiveMissionCoords = blck_ActiveMissionCoords - [ _coords];
|
||||
[_markerClass, "inactive",[0,0,0]] call blck_fnc_updateMissionQue;
|
||||
blck_missionsRunning = blck_missionsRunning - 1;
|
||||
[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
|
||||
[_objects, 0.1] spawn blck_fnc_cleanupObjects;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (133) Mission Timed Out: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
////////
|
||||
// Spawn the mission objects, loot chest, and AI
|
||||
////////
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (142) -- >> Mission tripped: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
_temp = [];
|
||||
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
} else {
|
||||
params["_center","_objects"];
|
||||
_temp = [_coords, _missionLandscape] call blck_fnc_spawnCompositionObjects;
|
||||
};
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (190) Landscape spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;;
|
||||
|
||||
_temp = [_coords,_missionLootVehicles] call blck_fnc_spawnMissionLootVehicles;
|
||||
//uisleep 1;
|
||||
_crates append _temp;
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
_abort = false;
|
||||
_temp = [[],[],false];
|
||||
_temp = [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,_uniforms,_headGear,_missionGroups] call blck_fnc_spawnMissionAI;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (209) blck_fnc_spawnMissionAI returned a value of _temp = %1",_temp]; uiSleep 1;
|
||||
};
|
||||
|
||||
_abort = _temp select 1;
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (214) blck_fnc_spawnMissionAI returned a value of _abort = %1",_abort]; uiSleep 1;
|
||||
};
|
||||
#endif
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log "missionSpawner:: (220) grpNull returned, mission termination criteria met, calling blck_fnc_endMission"
|
||||
};
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_blck_AllMissionAI append (_temp select 0);
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (235) AI Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_assetSpawned = objNull;
|
||||
if !(_hostageConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_hostageConfig] call blck_fnc_spawnHostage;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
if !(_enemyLeaderConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_enemyLeaderConfig] call blck_fnc_spawnLeader;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
_vehToSpawn = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
|
||||
if (blck_useVehiclePatrols && ((_vehToSpawn > 0) || count _missionPatrolVehicles > 0)) then
|
||||
{
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_missionPatrolVehicles] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log format["missionSpawner :: (251) blck_fnc_spawnMissionVehiclePatrols returned _temp = %1",_temp];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_patrolVehicles = _temp select 0;
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (267) Vehicle Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {
|
||||
diag_log "missionSpawner:: (279) grpNull returned, mission termination criteria met, calling blck_endMission";
|
||||
};
|
||||
#endif
|
||||
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
// Deal with helicopter patrols
|
||||
_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
|
||||
_temp = [];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (298) calling in reinforcements: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
switch (toLower _aiDifficultyLevel) do
|
||||
{
|
||||
case "blue":{
|
||||
_noChoppers = [blck_noPatrolHelisBlue] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaBlue] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "red":{
|
||||
_noChoppers = [blck_noPatrolHelisRed] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaRed] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "green":{
|
||||
_noChoppers = [blck_noPatrolHelisGreen] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaGreen] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "orange":{
|
||||
_noChoppers = [blck_noPatrolHelisOrange] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaOrange] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
default {
|
||||
_chancePara = 0.5;
|
||||
_noChoppers = 0;
|
||||
};
|
||||
};
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["_missionSpawner(322):: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara];
|
||||
#endif
|
||||
for "_i" from 1 to (_noChoppers) do
|
||||
{
|
||||
_temp = [_coords,_aiDifficultyLevel,_weaponList,_uniforms,_headGear,_chancePara] call blck_fnc_spawnMissionReinforcements;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 2) then
|
||||
{
|
||||
diag_log format["missionSpawner(334):: blck_fnc_spawnMissionReinforcements call for chopper # %1 out of a total of %2 choppers",_i, _noChoppers];
|
||||
diag_log format["missionSpawner(335):: _temp = %1",_temp];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
blck_monitoredVehicles pushBack (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
if (_abort) then
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log "missionSpawner:: (349) grpNul or ERROR in blck_fnc_spawnMissionReinforcements, mission termination criteria met, calling blck_endMission"};
|
||||
#endif
|
||||
_objects pushback (_temp select 0);
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
};
|
||||
|
||||
//////////////////////////
|
||||
// Spawn Crates and Emplaced Weapons Last to try to force them to correct positions relative to spawned buildinga or other objects.
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (361) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
|
||||
#endif
|
||||
uiSleep 15;
|
||||
private["_noEmplacedToSpawn"];
|
||||
_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
|
||||
if (blck_useStatic && (_noEmplacedToSpawn > 0)) then
|
||||
{
|
||||
_temp = [_missionEmplacedWeapons,_noEmplacedToSpawn,_aiDifficultyLevel,_coords,_uniforms,_headGear] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format ["missionSpawner:: (375) blck_fnc_spawnEmplacedWeaponArray returned _temp = %1",_temp]};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format ["missionSpawner:: (387) _abort = %1",_abort]};
|
||||
#endif
|
||||
|
||||
if !(_abort) then
|
||||
{
|
||||
_objects append (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["[blckeagls] missionSpawner:: (400) Static Weapons Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName]};
|
||||
#endif
|
||||
};
|
||||
};
|
||||
if (_abort) exitWith
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log "missionSpawner:: (410) grpNull ERROR in blck_fnc_spawnEmplacedWeaponArray, mission termination criteria met, calling blck_endMission"};
|
||||
#endif
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format["_fnc_missionSpawner: _spawnCratesTiming = %1", _spawnCratesTiming]};
|
||||
#endif
|
||||
uiSleep _delayTime;
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround") then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (428) Crates Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
// Trigger for mission end
|
||||
|
||||
private["_missionComplete","_endIfPlayerNear","_endIfAIKilled","_secureAsset","_crateStolen","_locations"];
|
||||
_missionComplete = -1;
|
||||
_startTime = diag_tickTime;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = false;};
|
||||
case "allUnitsKilled": {_secureAsset = false; _endIfPlayerNear = false;_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
case "assetSecured": {_secureAsset = true; _endIfPlayerNear = false; _endIfAIKilled = false;};
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >2) then {diag_log format["_missionSpawner (464): _endCondition = %1",_endCondition]};
|
||||
diag_log format["missionSpawner :: (449) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
#endif
|
||||
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
if !(_marker isEqualTo "") then
|
||||
{
|
||||
[_marker,_markerMissionName,_blck_AllMissionAI] call blck_fnc_updateMarkerAliveCount;
|
||||
blck_missionMarkers pushBack [_marker,_markerMissionName,_blck_AllMissionAI];
|
||||
};
|
||||
};
|
||||
|
||||
_crateStolen = false;
|
||||
_locations = [_coords];
|
||||
|
||||
{
|
||||
_locations pushback (getPos _x);
|
||||
_x setVariable["crateSpawnPos", (getPos _x)];
|
||||
} forEach _crates;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["missionSpawner (458):: _coords = %1 | _crates = %2 | _locations = %3",_coords,_crates,_locations];
|
||||
diag_log format["missionSpawner(462):: Waiting for player to satisfy mission end criteria of _endIfPlayerNear %1 with _endIfAIKilled %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
diag_log format["_fnc_missionSpawner(495) starting mission completion loop with _assetSpawned = %1",_assetSpawned];
|
||||
#endif
|
||||
|
||||
while {_missionComplete isEqualTo -1} do
|
||||
{
|
||||
//if (blck_debugLevel isEqualTo 3) exitWith {uiSleep 180};
|
||||
if (_endIfPlayerNear) then
|
||||
{
|
||||
if ([_locations,10,true] call blck_fnc_playerInRangeArray) then {_missionComplete = 1};
|
||||
};
|
||||
if (_endIfAIKilled) then
|
||||
{
|
||||
if (({alive _x} count _blck_AllMissionAI) < 1) then {_missionComplete = 1};
|
||||
};
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
|
||||
{
|
||||
{
|
||||
if ({[_x] call blck_fnc_crateMoved} count _crates > 0) exitWith
|
||||
{
|
||||
_missionComplete = 1;
|
||||
_crateStolen = true;
|
||||
};
|
||||
}forEach _crates;
|
||||
};
|
||||
if (_secureAsset) then
|
||||
{
|
||||
if !(alive _assetSpawned) then
|
||||
{
|
||||
_missionComplete = 1
|
||||
} else {
|
||||
if (_assetSpawned getVariable["blck_AIState",0] > 0 && (({alive _x} count _blck_AllMissionAI) isEqualTo 1)) then {_missionComplete = 1};
|
||||
};
|
||||
};
|
||||
uiSleep 2;
|
||||
};
|
||||
|
||||
if (_crateStolen) exitWith
|
||||
{
|
||||
diag_log format["missionSpawner:: (491) Crate Stolen Callening _fnc_endMission - > players near = %1 and ai alive = %2 and crates stolen = %3",[_locations,10,true] call blck_fnc_playerInRangeArray, {alive _x} count _blck_AllMissionAI, _crateStolen];
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,"Crate Removed from Mission Site Before Mission Completion: Mission Aborted",_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if ((_secureAsset) && !(alive _assetSpawned)) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_assetKilledMsg,_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming in ["atMissionEndGround","atMissionEndAir"]) then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["_fnc_missionSpawner (531): _crates = %1", _crates]};
|
||||
#endif
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["[blckeagls] missionSpawner:: (428) Crates Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName]};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround" && _loadCratesTiming isEqualTo "atMissionCompletion") then
|
||||
{
|
||||
{
|
||||
[_x] call blck_fnc_loadMissionCrate;
|
||||
} forEach _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (496) Mission completion criteria fulfilled: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
diag_log format["missionSpawner :: (497) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
diag_log format["[blckeagls] missionSpawner:: (498) calling endMission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
private["_result"];
|
||||
// Force passing the mission name for informational purposes.
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
_marker setMarkerText format["%1: All AI Dead",_markerMissionName];
|
||||
{
|
||||
if ((_x select 1) isEqualTo _markerMissionName) exitWith{blck_missionMarkers deleteAt _forEachIndex};
|
||||
}forEach blck_missionMarkers;
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (557) Build 123: _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 1) then
|
||||
{
|
||||
diag_log "Processing Mission End for Hostage Rescue";
|
||||
_assetSpawned setCaptive false;
|
||||
_assetSpawned setVariable["GMSAnimations",{""],true];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];;
|
||||
uiSleep 0.1;
|
||||
_assetSpawned enableAI "ALL";
|
||||
private _newPos = (getPos _assetSpawned) getPos [1000, random(360)];
|
||||
diag_log format["processing domove for hostage with current pos = %1 and new pos = %2",getPos _assetSpawned, _newPos];
|
||||
(group _assetSpawned) setCurrentWaypoint [group _assetSpawned, 0];
|
||||
[group _assetSpawned,0] setWaypointPosition [_newPos,0];
|
||||
[group _assetSpawned,0] setWaypointType "MOVE";
|
||||
};
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 2) then
|
||||
{
|
||||
diag_log format["Processing Mission End for Arrest of Leader %1 with endAnimation %2",_assetSpawned,_assetSpawned getVariable["endAnimation",""]];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];
|
||||
_assetSpawned setVariable["GMSAnimations",_assetSpawned getVariable["endAnimation","AidlPercMstpSnonWnonDnon_AI"],true];
|
||||
[_assetSpawned,selectRandom(_assetSpawned getVariable["endAnimation","AidlPercMstpSnonWnonDnon_AI"])] remoteExec["switchMove",-2];
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (579) Build 123: <calling blck_fnc_endMission> _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
_result = [_mines,_objects,_crates,_blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 0] call blck_fnc_endMission;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format["[blckeagls] missionSpawner:: (507)end of mission: blck_fnc_endMission has returned control to _fnc_missionSpawner"]};
|
||||
#endif
|
@ -0,0 +1,633 @@
|
||||
/*
|
||||
Dynamic Mission Spawner (over-ground missions)
|
||||
By Ghostrider GRG
|
||||
Copyright 2016
|
||||
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
|
||||
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
#define delayTime 1
|
||||
private ["_abort","_crates","_aiGroup","_objects","_groupPatrolRadius","_missionLandscape","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_assetKilledMsg","_enemyLeaderConfig",
|
||||
"_AI_Vehicles","_timeOut","_aiDifficultyLevel","_missionPatrolVehicles","_missionGroups","_loadCratesTiming","_spawnCratesTiming","_assetSpawned","_hostageConfig",
|
||||
"_chanceHeliPatrol","_noPara","_chanceLoot","_heliCrew","_loadCratesTiming","_useMines","_blck_AllMissionAI","_delayTime","_groupPatrolRadius",
|
||||
"_wait","_missionStartTime","_playerInRange","_missionTimedOut","_temp","_patrolVehicles","_vehToSpawn","_noChoppers","_chancePara","_marker"];
|
||||
|
||||
params["_coords","_markerClass","_aiDifficultyLevel"];
|
||||
|
||||
////////
|
||||
// set all variables needed for the missions
|
||||
// data is pulled either from the mission description or from the _mission variable passsed as a parameter
|
||||
// Deal with situations where some of these variables might not be defined as well.
|
||||
////////
|
||||
|
||||
// _mission params["OrangeMarker","orange",blck_TMin_Orange,blck_TMax_Orange];
|
||||
//_markerClass = _mission select 0;
|
||||
// _aiDifficultyLevel = _mission select 1;
|
||||
|
||||
[_markerClass, "active",_coords] call blck_fnc_updateMissionQue;
|
||||
blck_ActiveMissionCoords pushback _coords;
|
||||
diag_log format["[blckeagls] missionSpawner (17):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
if (isNil "_assetKilledMsg") then {_assetKilledMsg = ""};
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
//if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_spawnCratesTiming") then {_spawnCratesTiming = blck_spawnCratesTiming}; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir".
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_missionPatrolVehicles") then {_missionPatrolVehicles = []};
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
if (isNil "_hostageConfig") then {_hostageConfig = []};
|
||||
if (isNil "_enemyLeaderConfig") then {_enemyLeaderConfig = []};
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
if (isNil "_weaponList") then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
|
||||
if (isNil "_sideArms") then {_sideArms = blck_Pistols};
|
||||
if (isNil "_vests") then {_vests = blck_vests};
|
||||
if (isNil "_backpacks") then {_backpacks = blck_backpacks};
|
||||
diag_log format["_fnc_missionSpawner: -> blck_backpacks = %1", blck_backpacks];
|
||||
diag_log format["_fnc_missionSpawner: -> _backpacks = %1",_backpacks];
|
||||
if (isNil "_uniforms") then {_uniforms = blck_SkinList};
|
||||
if (isNil "_headGear") then {_headgear = blck_headgear};
|
||||
|
||||
if (isNil "_chanceHeliPatrol") then
|
||||
{
|
||||
switch (toLower(_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_chanceHeliPatrol = blck_chanceHeliPatrolBlue};
|
||||
case "red": {_chanceHeliPatrol = blck_noPatblck_chanceHeliPatrolRed};
|
||||
case "green": {_chanceHeliPatrol = blck_noPatblck_chanceHeliPatrolGreen};
|
||||
case "orange": {_chanceHeliPatrol = blck_chanceHeliPatrolOrange};
|
||||
default {_chanceHeliPatrol = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_noChoppers") then
|
||||
{
|
||||
switch (toLower(_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_noChoppers = blck_noPatrolHelisBlue};
|
||||
case "red": {_noChoppers = blck_noPatrolHelisRed};
|
||||
case "green": {_noChoppers = blck_noPatrolHelisGreen};
|
||||
case "orange": {_noChoppers = blck_noPatrolHelisOrange};
|
||||
default {_noChoppers = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chancePara") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_chancePara = blck_chanceParaBlue};
|
||||
case "red": {_chancePara = blck_chanceParaRed}};
|
||||
case "green": {_chancePara = blck_chanceParaGreen};
|
||||
case "orange": {_chancePara = blck_chanceParaOrange;
|
||||
default {_chancePara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_missionHelis") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_missionHelis = blck_patrolHelisBlue};
|
||||
case "red": {_missionHelis = blck_patrolHelisRed};
|
||||
case "green": {_missionHelis = blck_patrolHelisGreen};
|
||||
case "orange": {_missionHelis = blck_patrolHelisOrange};
|
||||
default {_missionHelis = blck_patrolHelisBlue};
|
||||
};
|
||||
};
|
||||
if (isNil "_noPara") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_noPara = blck_noParaBlue};
|
||||
case "red": {_noPara = blck_noParaRed};
|
||||
case "green": {_noPara = blck_noParaGreen};
|
||||
case "orange": {_noPara = blck_noParaOrange};
|
||||
default {_noPara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 0};
|
||||
if (isNil "_paraTriggerDistance") then {_paraTriggerDistance = 400;};
|
||||
if (isNil "_paraLoot") then {_paraLoot = blck_BoxLoot_Blue};
|
||||
if (isNil "_paraLootCounts") then {_paraLootCounts = blck_lootCountsRed};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_markerClass,_coords,"","",_markerColor,_markerType];
|
||||
_delayTime = 1;
|
||||
_groupPatrolRadius = 50;
|
||||
|
||||
diag_log "_missionSpawner: All variables initialized";
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "Map marker will be OFFSET from the mission position";
|
||||
_blck_localMissionMarker set [1,[_coords,75] call blck_fnc_randomPosition];
|
||||
};
|
||||
_blck_localMissionMarker set [3,blck_labelMapMarkers select 1]; // Use an arrow labeled with the mission name?
|
||||
[["start",_startMsg,_markerMissionName]] call blck_fnc_messageplayers;
|
||||
_marker = [_blck_localMissionMarker] call blck_fnc_spawnMarker;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) message players and spawn a mission marker";};
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (77) _marker = %1",_marker];};
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) waiting for player to trigger the mission";};
|
||||
#endif
|
||||
////////
|
||||
// All parameters are defined, lets wait until a player is nearby or the mission has timed out
|
||||
////////
|
||||
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
_wait = true;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (90) starting mission trigger loop"};
|
||||
#endif
|
||||
|
||||
while {_wait} do
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
//diag_log "missionSpawner:: top of mission trigger loop";
|
||||
if (blck_debugLevel > 2) exitWith {_playerInRange = true;};
|
||||
#endif
|
||||
|
||||
if ([_coords, blck_TriggerDistance, false] call blck_fnc_playerInRange) exitWith {_playerInRange = true;};
|
||||
if ([_missionStartTime] call blck_fnc_timedOut) exitWith {_missionTimedOut = true;};
|
||||
uiSleep 5;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format["missionSpawner:: Trigger Loop - blck_debugLevel = %1 and _coords = %2",blck_debugLevel, _coords];
|
||||
diag_log format["missionSpawner:: Trigger Loop - players in range = %1",{isPlayer _x && _x distance2D _coords < blck_TriggerDistance} count allPlayers];
|
||||
diag_log format["missionSpawner:: Trigger Loop - timeout = %1", [_missionStartTime] call blck_fnc_timedOut];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_missionTimedOut) exitWith
|
||||
{
|
||||
// Deal with the case in which the mission timed out.
|
||||
blck_recentMissionCoords pushback [_coords,diag_tickTime];
|
||||
blck_ActiveMissionCoords = blck_ActiveMissionCoords - [ _coords];
|
||||
[_markerClass, "inactive",[0,0,0]] call blck_fnc_updateMissionQue;
|
||||
blck_missionsRunning = blck_missionsRunning - 1;
|
||||
[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
|
||||
[_objects, 0.1] spawn blck_fnc_cleanupObjects;
|
||||
};
|
||||
|
||||
////////
|
||||
// Spawn the mission objects, loot chest, and AI
|
||||
////////
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (142) -- >> Mission tripped: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
_temp = [];
|
||||
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
} else {
|
||||
params["_center","_objects"];
|
||||
_temp = [_coords, _missionLandscape] call blck_fnc_spawnCompositionObjects;
|
||||
};
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (190) Landscape spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;;
|
||||
|
||||
_temp = [_coords,_missionLootVehicles] call blck_fnc_spawnMissionLootVehicles;
|
||||
//uisleep 1;
|
||||
_crates append _temp;
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
_abort = false;
|
||||
_temp = [[],[],false];
|
||||
|
||||
// params["_coords",_minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests",_backpacks,_weapons,sideArms,_isScubaGroup];
|
||||
#ifdef blck_debugMode
|
||||
private _params = [_coords,_minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms];
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner: _param %1 label %2 = %3",_forEachIndex, _x, _params select _forEachIndex];
|
||||
}forEach ["_coords","_minNoAI","_maxNoAI","_missionGroups","_aiDifficultyLevel","_uniforms","_headgear","_vests","_backpacks","_weaponList","_sideArms"];
|
||||
#endif
|
||||
|
||||
_temp = [_coords, _minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionAI;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (209) blck_fnc_spawnMissionAI returned a value of _temp = %1",_temp]; uiSleep 1;
|
||||
};
|
||||
|
||||
_abort = _temp select 1;
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (214) blck_fnc_spawnMissionAI returned a value of _abort = %1",_abort]; uiSleep 1;
|
||||
};
|
||||
#endif
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log "missionSpawner:: (220) grpNull returned, mission termination criteria met, calling blck_fnc_endMission"
|
||||
};
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_blck_AllMissionAI append (_temp select 0);
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (235) AI Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_assetSpawned = objNull;
|
||||
if !(_hostageConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_hostageConfig] call blck_fnc_spawnHostage;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
if !(_enemyLeaderConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_enemyLeaderConfig] call blck_fnc_spawnLeader;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 1) then {
|
||||
diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
_vehToSpawn = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
|
||||
if (blck_useVehiclePatrols && ((_vehToSpawn > 0) || count _missionPatrolVehicles > 0)) then
|
||||
{
|
||||
#define useRelativePos true
|
||||
//params[_coords,_noVehiclePatrols,_aiDifficultyLevel,_missionPatrolVehicles,_useRelativePos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms, _isScubaGroup];
|
||||
//_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_missionPatrolVehicles] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_missionPatrolVehicles,useRelativePos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_patrolVehicles = _temp select 0;
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
};
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
// Deal with helicopter patrols
|
||||
_temp = [];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (298) calling in heli patrol: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_noChoppers = [_noChoppers] call blck_fnc_getNumberFromRange;
|
||||
//_noPara = [_noPara] call blck_fnc_getNumberFromRange;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {diag_log format["_missionSpawner(322):: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara]};
|
||||
#endif
|
||||
if (_noChoppers > 0) then
|
||||
{
|
||||
for "_i" from 1 to (_noChoppers) do
|
||||
{
|
||||
if (random(1) < _chanceHeliPatrol) then
|
||||
{
|
||||
//_temp = [_coords,_missionHelis,spawnHeli,_aiDifficultyLevel,_chancePara,_noPara,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionReinforcements;
|
||||
_temp = [_coords,_aiDifficultyLevel,_missionHelis,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList, _sideArms] call blck_fnc_spawnMissionHeli;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
blck_monitoredVehicles pushBack (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
if (_abort) then
|
||||
{
|
||||
_objects pushback (_temp select 0);
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////
|
||||
// Spawn Crates and Emplaced Weapons Last to try to force them to correct positions relative to spawned buildinga or other objects.
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (361) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
|
||||
#endif
|
||||
uiSleep 15;
|
||||
private["_noEmplacedToSpawn"];
|
||||
_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
|
||||
diag_log format["_fnc_missionSpawner: -> _noEmplacedToSpawn = %1 | blck_useStatic = %2",_noEmplacedToSpawn,blck_useStatic];
|
||||
if (blck_useStatic && (_noEmplacedToSpawn > 0)) then
|
||||
{
|
||||
// _params = ["_coords","_missionEmplacedWeapons","_useRelativePos","_noEmplacedWeapons","_aiDifficultyLevel","_uniforms","_headGear","_vests","_backpacks","_weaponList","_sideArms"];
|
||||
// _temp = [_missionEmplacedWeapons,_noEmplacedToSpawn,_aiDifficultyLevel,_coords,_uniforms,_headGear] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
_temp = [_coords,_missionEmplacedWeapons,useRelativePos,_noEmplacedToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
|
||||
if !(_abort) then
|
||||
{
|
||||
_objects append (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
};
|
||||
if (_abort) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround") then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
};
|
||||
if (_noPara > 0 && (random(1) < _chancePara) && _paraTriggerDistance == 0) then
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner (435): spawning %1 paraunits at mission spawn",_noPara];
|
||||
private _paratroops = [_coords,_noPara,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnParaUnits;
|
||||
if !(isNull _paratroops) then
|
||||
{
|
||||
_blck_AllMissionAI append (units _paratroops);
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _extraCrates;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Define Triggers for mission end
|
||||
private["_missionComplete","_endIfPlayerNear","_endIfAIKilled","_secureAsset","_crateStolen","_locations"];
|
||||
_missionComplete = -1;
|
||||
_startTime = diag_tickTime;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = false;};
|
||||
case "allUnitsKilled": {_secureAsset = false; _endIfPlayerNear = false;_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
case "assetSecured": {_secureAsset = true; _endIfPlayerNear = false; _endIfAIKilled = false;};
|
||||
};
|
||||
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
if !(_marker isEqualTo "") then
|
||||
{
|
||||
[_marker,_markerMissionName,_blck_AllMissionAI] call blck_fnc_updateMarkerAliveCount;
|
||||
blck_missionMarkers pushBack [_marker,_markerMissionName,_blck_AllMissionAI];
|
||||
};
|
||||
};
|
||||
|
||||
_crateStolen = false;
|
||||
_locations = [_coords];
|
||||
private _spawnPara = if (random(1) < _chancePara) then {true} else {false};
|
||||
diag_log format["_fnc_missionSpawner (476): _spawnPara = %1 | _chancePara = %2",_spawnPara,_chancePara];
|
||||
{
|
||||
_locations pushback (getPos _x);
|
||||
_x setVariable["crateSpawnPos", (getPos _x)];
|
||||
} forEach _crates;
|
||||
|
||||
while {_missionComplete isEqualTo -1} do
|
||||
{
|
||||
if (blck_debugLevel isEqualTo 3) exitWith {uiSleep 180};
|
||||
if (_endIfPlayerNear) then
|
||||
{
|
||||
if ([_locations,10,true] call blck_fnc_playerInRangeArray) then {_missionComplete = 1};
|
||||
};
|
||||
if (_endIfAIKilled) then
|
||||
{
|
||||
if (({alive _x} count _blck_AllMissionAI) < 1) then {_missionComplete = 1};
|
||||
};
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
|
||||
{
|
||||
{
|
||||
if ({[_x] call blck_fnc_crateMoved} count _crates > 0) exitWith
|
||||
{
|
||||
_missionComplete = 1;
|
||||
_crateStolen = true;
|
||||
};
|
||||
}forEach _crates;
|
||||
};
|
||||
if (_secureAsset) then
|
||||
{
|
||||
if !(alive _assetSpawned) then
|
||||
{
|
||||
_missionComplete = 1
|
||||
} else {
|
||||
if (_assetSpawned getVariable["blck_AIState",0] > 0 && (({alive _x} count _blck_AllMissionAI) isEqualTo 1)) then {_missionComplete = 1};
|
||||
};
|
||||
};
|
||||
if (_spawnPara) then
|
||||
{
|
||||
|
||||
if ([_coords,_paraTriggerDistance,true] call blck_fnc_playerInRange) then
|
||||
{
|
||||
_spawnPara = false; // The player gets one try to spawn these.
|
||||
if (random(1) < _chancePara) then //
|
||||
{
|
||||
private _paratroops = [_coords,_noPara,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnParaUnits;
|
||||
if !(isNull _paratroops) then
|
||||
{
|
||||
_blck_AllMissionAI append (units _paratroops);
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _extraCrates;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
uiSleep 2;
|
||||
};
|
||||
|
||||
if (_crateStolen) exitWith
|
||||
{
|
||||
diag_log format["missionSpawner:: (491) Crate Stolen Callening _fnc_endMission - > players near = %1 and ai alive = %2 and crates stolen = %3",[_locations,10,true] call blck_fnc_playerInRangeArray, {alive _x} count _blck_AllMissionAI, _crateStolen];
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,"Crate Removed from Mission Site Before Mission Completion: Mission Aborted",_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if ((_secureAsset) && !(alive _assetSpawned)) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_assetKilledMsg,_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming in ["atMissionEndGround","atMissionEndAir"]) then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["_fnc_missionSpawner (531): _crates = %1", _crates]};
|
||||
#endif
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["[blckeagls] missionSpawner:: (428) Crates Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName]};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround" && _loadCratesTiming isEqualTo "atMissionCompletion") then
|
||||
{
|
||||
{
|
||||
[_x] call blck_fnc_loadMissionCrate;
|
||||
} forEach _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (496) Mission completion criteria fulfilled: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
diag_log format["missionSpawner :: (497) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
diag_log format["[blckeagls] missionSpawner:: (498) calling endMission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
private["_result"];
|
||||
// Force passing the mission name for informational purposes.
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
_marker setMarkerText format["%1: All AI Dead",_markerMissionName];
|
||||
{
|
||||
if ((_x select 1) isEqualTo _markerMissionName) exitWith{blck_missionMarkers deleteAt _forEachIndex};
|
||||
}forEach blck_missionMarkers;
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (557) Build 123: _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 1) then
|
||||
{
|
||||
diag_log "Processing Mission End for Hostage Rescue";
|
||||
_assetSpawned setCaptive false;
|
||||
_assetSpawned setVariable["GMSAnimations",[""],true];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];;
|
||||
uiSleep 0.1;
|
||||
_assetSpawned enableAI "ALL";
|
||||
private _newPos = (getPos _assetSpawned) getPos [1000, random(360)];
|
||||
diag_log format["processing domove for hostage with current pos = %1 and new pos = %2",getPos _assetSpawned, _newPos];
|
||||
(group _assetSpawned) setCurrentWaypoint [group _assetSpawned, 0];
|
||||
[group _assetSpawned,0] setWaypointPosition [_newPos,0];
|
||||
[group _assetSpawned,0] setWaypointType "MOVE";
|
||||
};
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 2) then
|
||||
{
|
||||
diag_log format["Processing Mission End for Arrest of Leader %1 with endAnimation %2",_assetSpawned,_assetSpawned getVariable["endAnimation",""]];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];
|
||||
_assetSpawned setVariable["GMSAnimations",_assetSpawned getVariable["endAnimation",["AidlPercMstpSnonWnonDnon_AI"]],true];
|
||||
[_assetSpawned,selectRandom(_assetSpawned getVariable["endAnimation",["AidlPercMstpSnonWnonDnon_AI"]])] remoteExec["switchMove",-2];
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (579) Build 123: <calling blck_fnc_endMission> _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
_result = [_mines,_objects,_crates,_blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 0] call blck_fnc_endMission;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format["[blckeagls] missionSpawner:: (507)end of mission: blck_fnc_endMission has returned control to _fnc_missionSpawner"]};
|
||||
#endif
|
@ -0,0 +1,637 @@
|
||||
/*
|
||||
Dynamic Mission Spawner (over-ground missions)
|
||||
By Ghostrider GRG
|
||||
Copyright 2016
|
||||
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
|
||||
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
#define delayTime 1
|
||||
private ["_abort","_crates","_aiGroup","_objects","_groupPatrolRadius","_missionLandscape","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_assetKilledMsg","_enemyLeaderConfig",
|
||||
"_AI_Vehicles","_timeOut","_aiDifficultyLevel","_missionPatrolVehicles","_missionGroups","_loadCratesTiming","_spawnCratesTiming","_assetSpawned","_hostageConfig",
|
||||
"_chanceHeliPatrol","_noPara","_chanceLoot","_heliCrew","_loadCratesTiming","_useMines","_blck_AllMissionAI","_delayTime","_groupPatrolRadius",
|
||||
"_wait","_missionStartTime","_playerInRange","_missionTimedOut","_temp","_patrolVehicles","_vehToSpawn","_noChoppers","_chancePara","_marker"];
|
||||
|
||||
params["_coords","_markerClass","_aiDifficultyLevel"];
|
||||
|
||||
////////
|
||||
// set all variables needed for the missions
|
||||
// data is pulled either from the mission description or from the _mission variable passsed as a parameter
|
||||
// Deal with situations where some of these variables might not be defined as well.
|
||||
////////
|
||||
|
||||
// _mission params["OrangeMarker","orange",blck_TMin_Orange,blck_TMax_Orange];
|
||||
//_markerClass = _mission select 0;
|
||||
// _aiDifficultyLevel = _mission select 1;
|
||||
|
||||
[_markerClass, "active",_coords] call blck_fnc_updateMissionQue;
|
||||
blck_ActiveMissionCoords pushback _coords;
|
||||
diag_log format["[blckeagls] missionSpawner (17):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
if (isNil "_assetKilledMsg") then {_assetKilledMsg = ""};
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
//if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_endCondition") then {_endCondition = blck_missionEndCondition}; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"};
|
||||
if (isNil "_spawnCratesTiming") then {_spawnCratesTiming = blck_spawnCratesTiming}; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir".
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_missionPatrolVehicles") then {_missionPatrolVehicles = []};
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
if (isNil "_hostageConfig") then {_hostageConfig = []};
|
||||
if (isNil "_enemyLeaderConfig") then {_enemyLeaderConfig = []};
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
if (isNil "_weaponList") then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
|
||||
if (isNil "_sideArms") then {_sideArms = blck_Pistols};
|
||||
if (isNil "_vests") then {_vests = blck_vests};
|
||||
if (isNil "_backpacks") then {_backpacks = blck_backpacks};
|
||||
//diag_log format["_fnc_missionSpawner: -> blck_backpacks = %1", blck_backpacks];
|
||||
//diag_log format["_fnc_missionSpawner: -> _backpacks = %1",_backpacks];
|
||||
if (isNil "_uniforms") then {_uniforms = blck_SkinList};
|
||||
if (isNil "_headGear") then {_headgear = blck_headgear};
|
||||
|
||||
if (isNil "_chanceHeliPatrol") then
|
||||
{
|
||||
switch (toLower(_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_chanceHeliPatrol = blck_chanceHeliPatrolBlue};
|
||||
case "red": {_chanceHeliPatrol = blck_chanceHeliPatrolRed};
|
||||
case "green": {_chanceHeliPatrol = blck_chanceHeliPatrolGreen};
|
||||
case "orange": {_chanceHeliPatrol = blck_chanceHeliPatrolOrange};
|
||||
default {_chanceHeliPatrol = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_noChoppers") then
|
||||
{
|
||||
switch (toLower(_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_noChoppers = blck_noPatrolHelisBlue};
|
||||
case "red": {_noChoppers = blck_noPatrolHelisRed};
|
||||
case "green": {_noChoppers = blck_noPatrolHelisGreen};
|
||||
case "orange": {_noChoppers = blck_noPatrolHelisOrange};
|
||||
default {_noChoppers = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chancePara") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_chancePara = blck_chanceParaBlue};
|
||||
case "red": {_chancePara = blck_chanceParaRed};
|
||||
case "green": {_chancePara = blck_chanceParaGreen};
|
||||
case "orange": {_chancePara = blck_chanceParaOrange};
|
||||
default {_chancePara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_missionHelis") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_missionHelis = blck_patrolHelisBlue};
|
||||
case "red": {_missionHelis = blck_patrolHelisRed};
|
||||
case "green": {_missionHelis = blck_patrolHelisGreen};
|
||||
case "orange": {_missionHelis = blck_patrolHelisOrange};
|
||||
default {_missionHelis = blck_patrolHelisBlue};
|
||||
};
|
||||
};
|
||||
if (isNil "_noPara") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_noPara = blck_noParaBlue};
|
||||
case "red": {_noPara = blck_noParaRed};
|
||||
case "green": {_noPara = blck_noParaGreen};
|
||||
case "orange": {_noPara = blck_noParaOrange};
|
||||
default {_noPara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 0.5};
|
||||
if (isNil "_paraTriggerDistance") then {_paraTriggerDistance = 400;};
|
||||
if (isNil "_paraLoot") then {_paraLoot = blck_BoxLoot_Red};
|
||||
if (isNil "_paraLootCounts") then {_paraLootCounts = blck_lootCountsRed};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_markerClass,_coords,"","",_markerColor,_markerType];
|
||||
#define delayTime 1
|
||||
//_groupPatrolRadius = 50;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
diag_log "_missionSpawner: All variables initialized";
|
||||
#endif
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "Map marker will be OFFSET from the mission position";
|
||||
_blck_localMissionMarker set [1,[_coords,75] call blck_fnc_randomPosition];
|
||||
};
|
||||
_blck_localMissionMarker set [3,blck_labelMapMarkers select 1]; // Use an arrow labeled with the mission name?
|
||||
[["start",_startMsg,_markerMissionName]] call blck_fnc_messageplayers;
|
||||
_marker = [_blck_localMissionMarker] call blck_fnc_spawnMarker;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (145) message players and spawn a mission marker";};
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (146) _marker = %1",_marker];};
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (147) waiting for player to trigger the mission";};
|
||||
#endif
|
||||
////////
|
||||
// All parameters are defined, lets wait until a player is nearby or the mission has timed out
|
||||
////////
|
||||
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
_wait = true;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (90) starting mission trigger loop"};
|
||||
#endif
|
||||
|
||||
while {_wait} do
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
//diag_log "missionSpawner:: top of mission trigger loop";
|
||||
if (blck_debugLevel > 2) exitWith {_playerInRange = true;};
|
||||
#endif
|
||||
|
||||
if ([_coords, blck_TriggerDistance, false] call blck_fnc_playerInRange) exitWith {_playerInRange = true;};
|
||||
if ([_missionStartTime] call blck_fnc_timedOut) exitWith {_missionTimedOut = true;};
|
||||
uiSleep 5;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format["missionSpawner:: Trigger Loop - blck_debugLevel = %1 and _coords = %2",blck_debugLevel, _coords];
|
||||
diag_log format["missionSpawner:: Trigger Loop - players in range = %1",{isPlayer _x && _x distance2D _coords < blck_TriggerDistance} count allPlayers];
|
||||
diag_log format["missionSpawner:: Trigger Loop - timeout = %1", [_missionStartTime] call blck_fnc_timedOut];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_missionTimedOut) exitWith
|
||||
{
|
||||
// Deal with the case in which the mission timed out.
|
||||
blck_recentMissionCoords pushback [_coords,diag_tickTime];
|
||||
blck_ActiveMissionCoords = blck_ActiveMissionCoords - [ _coords];
|
||||
[_markerClass, "inactive",[0,0,0]] call blck_fnc_updateMissionQue;
|
||||
blck_missionsRunning = blck_missionsRunning - 1;
|
||||
[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
|
||||
[_objects, 0.1] spawn blck_fnc_cleanupObjects;
|
||||
};
|
||||
|
||||
////////
|
||||
// Spawn the mission objects, loot chest, and AI
|
||||
////////
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (200) -- >> Mission tripped: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
|
||||
};
|
||||
uiSleep delayTime;
|
||||
_temp = [];
|
||||
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
} else {
|
||||
params["_center","_objects"];
|
||||
_temp = [_coords, _missionLandscape] call blck_fnc_spawnCompositionObjects;
|
||||
};
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (237) Landscape spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep delayTime;;
|
||||
|
||||
_temp = [_coords,_missionLootVehicles] call blck_fnc_spawnMissionLootVehicles;
|
||||
//uisleep 1;
|
||||
_crates append _temp;
|
||||
|
||||
uiSleep delayTime;
|
||||
|
||||
_abort = false;
|
||||
_temp = [[],[],false];
|
||||
|
||||
// params["_coords",_minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests",_backpacks,_weapons,sideArms,_isScubaGroup];
|
||||
#ifdef blck_debugMode
|
||||
private _params = [_coords,_minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms];
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner: _param %1 label %2 = %3",_forEachIndex, _x, _params select _forEachIndex];
|
||||
}forEach ["_coords","_minNoAI","_maxNoAI","_missionGroups","_aiDifficultyLevel","_uniforms","_headgear","_vests","_backpacks","_weaponList","_sideArms"];
|
||||
#endif
|
||||
|
||||
_temp = [_coords, _minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionAI;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (264) blck_fnc_spawnMissionAI returned a value of _temp = %1",_temp]; uiSleep 1;
|
||||
};
|
||||
|
||||
_abort = _temp select 1;
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (269) blck_fnc_spawnMissionAI returned a value of _abort = %1",_abort]; uiSleep 1;
|
||||
};
|
||||
#endif
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log "missionSpawner:: (277) grpNull returned, mission termination criteria met, calling blck_fnc_endMission"
|
||||
};
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_blck_AllMissionAI append (_temp select 0);
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (288) AI Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_assetSpawned = objNull;
|
||||
if !(_hostageConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_hostageConfig] call blck_fnc_spawnHostage;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
if !(_enemyLeaderConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_enemyLeaderConfig] call blck_fnc_spawnLeader;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 1) then {
|
||||
diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
_vehToSpawn = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
|
||||
if (blck_useVehiclePatrols && ((_vehToSpawn > 0) || count _missionPatrolVehicles > 0)) then
|
||||
{
|
||||
#define useRelativePos true
|
||||
//params[_coords,_noVehiclePatrols,_aiDifficultyLevel,_missionPatrolVehicles,_useRelativePos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms, _isScubaGroup];
|
||||
//_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_missionPatrolVehicles] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_missionPatrolVehicles,useRelativePos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_patrolVehicles = _temp select 0;
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
};
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
// Deal with helicopter patrols
|
||||
_temp = [];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (351) calling in heli patrol: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_noChoppers = [_noChoppers] call blck_fnc_getNumberFromRange;
|
||||
//_noPara = [_noPara] call blck_fnc_getNumberFromRange;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {diag_log format["_missionSpawner(322):: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara]};
|
||||
#endif
|
||||
if (_noChoppers > 0) then
|
||||
{
|
||||
for "_i" from 1 to (_noChoppers) do
|
||||
{
|
||||
if (random(1) < _chanceHeliPatrol) then
|
||||
{
|
||||
//_temp = [_coords,_missionHelis,spawnHeli,_aiDifficultyLevel,_chancePara,_noPara,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionReinforcements;
|
||||
_temp = [_coords,_aiDifficultyLevel,_missionHelis,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList, _sideArms] call blck_fnc_spawnMissionHeli;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
blck_monitoredVehicles pushBack (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
if (_abort) then
|
||||
{
|
||||
_objects pushback (_temp select 0);
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////
|
||||
// Spawn Crates and Emplaced Weapons Last to try to force them to correct positions relative to spawned buildinga or other objects.
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (389) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
|
||||
#endif
|
||||
uiSleep 15;
|
||||
private["_noEmplacedToSpawn"];
|
||||
_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
|
||||
diag_log format["_fnc_missionSpawner: -> _noEmplacedToSpawn = %1 | blck_useStatic = %2",_noEmplacedToSpawn,blck_useStatic];
|
||||
if (blck_useStatic && (_noEmplacedToSpawn > 0)) then
|
||||
{
|
||||
// _params = ["_coords","_missionEmplacedWeapons","_useRelativePos","_noEmplacedWeapons","_aiDifficultyLevel","_uniforms","_headGear","_vests","_backpacks","_weaponList","_sideArms"];
|
||||
// _temp = [_missionEmplacedWeapons,_noEmplacedToSpawn,_aiDifficultyLevel,_coords,_uniforms,_headGear] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
_temp = [_coords,_missionEmplacedWeapons,useRelativePos,_noEmplacedToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
|
||||
if !(_abort) then
|
||||
{
|
||||
_objects append (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
};
|
||||
if (_abort) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
uiSleep delayTime;
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround") then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
};
|
||||
if (_noPara > 0 && (random(1) < _chancePara) && _paraTriggerDistance == 0) then
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner (436): spawning %1 paraunits at mission spawn",_noPara];
|
||||
private _paratroops = [_coords,_noPara,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnParaUnits;
|
||||
if !(isNull _paratroops) then
|
||||
{
|
||||
_blck_AllMissionAI append (units _paratroops);
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _extraCrates;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Define Triggers for mission end
|
||||
private["_missionComplete","_endIfPlayerNear","_endIfAIKilled","_secureAsset","_crateStolen","_locations"];
|
||||
_missionComplete = -1;
|
||||
_startTime = diag_tickTime;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = false;};
|
||||
case "allUnitsKilled": {_secureAsset = false; _endIfPlayerNear = false;_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
case "assetSecured": {_secureAsset = true; _endIfPlayerNear = false; _endIfAIKilled = false;};
|
||||
};
|
||||
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
if !(_marker isEqualTo "") then
|
||||
{
|
||||
[_marker,_markerMissionName,_blck_AllMissionAI] call blck_fnc_updateMarkerAliveCount;
|
||||
blck_missionMarkers pushBack [_marker,_markerMissionName,_blck_AllMissionAI];
|
||||
};
|
||||
};
|
||||
|
||||
_crateStolen = false;
|
||||
_locations = [_coords];
|
||||
private _spawnPara = if (random(1) < _chancePara) then {true} else {false};
|
||||
diag_log format["_fnc_missionSpawner (477): _spawnPara = %1 | _chancePara = %2",_spawnPara,_chancePara];
|
||||
{
|
||||
_locations pushback (getPos _x);
|
||||
_x setVariable["crateSpawnPos", (getPos _x)];
|
||||
} forEach _crates;
|
||||
|
||||
while {_missionComplete isEqualTo -1} do
|
||||
{
|
||||
if (blck_debugLevel isEqualTo 3) exitWith {uiSleep 180};
|
||||
if (_endIfPlayerNear) then
|
||||
{
|
||||
if ([_locations,10,true] call blck_fnc_playerInRangeArray) then {_missionComplete = 1};
|
||||
};
|
||||
if (_endIfAIKilled) then
|
||||
{
|
||||
if (({alive _x} count _blck_AllMissionAI) < 1) then {_missionComplete = 1};
|
||||
};
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
|
||||
{
|
||||
{
|
||||
if ({[_x] call blck_fnc_crateMoved} count _crates > 0) exitWith
|
||||
{
|
||||
_missionComplete = 1;
|
||||
_crateStolen = true;
|
||||
};
|
||||
}forEach _crates;
|
||||
};
|
||||
if (_secureAsset) then
|
||||
{
|
||||
if !(alive _assetSpawned) then
|
||||
{
|
||||
_missionComplete = 1
|
||||
} else {
|
||||
if (_assetSpawned getVariable["blck_AIState",0] > 0 && (({alive _x} count _blck_AllMissionAI) isEqualTo 1)) then {_missionComplete = 1};
|
||||
};
|
||||
};
|
||||
if (_spawnPara) then
|
||||
{
|
||||
|
||||
if ([_coords,_paraTriggerDistance,true] call blck_fnc_playerInRange) then
|
||||
{
|
||||
_spawnPara = false; // The player gets one try to spawn these.
|
||||
if (random(1) < _chancePara) then //
|
||||
{
|
||||
private _paratroops = [_coords,_noPara,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnParaUnits;
|
||||
if !(isNull _paratroops) then
|
||||
{
|
||||
_blck_AllMissionAI append (units _paratroops);
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _extraCrates;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
uiSleep 2;
|
||||
};
|
||||
|
||||
if (_crateStolen) exitWith
|
||||
{
|
||||
diag_log format["missionSpawner:: (542) Crate Stolen Callening _fnc_endMission - > players near = %1 and ai alive = %2 and crates stolen = %3",[_locations,10,true] call blck_fnc_playerInRangeArray, {alive _x} count _blck_AllMissionAI, _crateStolen];
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,"Crate Removed from Mission Site Before Mission Completion: Mission Aborted",_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if ((_secureAsset) && !(alive _assetSpawned)) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_assetKilledMsg,_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming in ["atMissionEndGround","atMissionEndAir"]) then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["_fnc_missionSpawner (531): _crates = %1", _crates]};
|
||||
#endif
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["[blckeagls] missionSpawner:: (428) Crates Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName]};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround" && _loadCratesTiming isEqualTo "atMissionCompletion") then
|
||||
{
|
||||
{
|
||||
[_x] call blck_fnc_loadMissionCrate;
|
||||
} forEach _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (586) Mission completion criteria fulfilled: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
diag_log format["missionSpawner :: (587) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
diag_log format["[blckeagls] missionSpawner:: (588) calling endMission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
private["_result"];
|
||||
// Force passing the mission name for informational purposes.
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
_marker setMarkerText format["%1: All AI Dead",_markerMissionName];
|
||||
{
|
||||
if ((_x select 1) isEqualTo _markerMissionName) exitWith{blck_missionMarkers deleteAt _forEachIndex};
|
||||
}forEach blck_missionMarkers;
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (557) Build 123: _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 1) then
|
||||
{
|
||||
diag_log "Processing Mission End for Hostage Rescue";
|
||||
_assetSpawned setCaptive false;
|
||||
_assetSpawned setVariable["GMSAnimations",[""],true];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];;
|
||||
uiSleep 0.1;
|
||||
_assetSpawned enableAI "ALL";
|
||||
private _newPos = (getPos _assetSpawned) getPos [1000, random(360)];
|
||||
diag_log format["processing domove for hostage with current pos = %1 and new pos = %2",getPos _assetSpawned, _newPos];
|
||||
(group _assetSpawned) setCurrentWaypoint [group _assetSpawned, 0];
|
||||
[group _assetSpawned,0] setWaypointPosition [_newPos,0];
|
||||
[group _assetSpawned,0] setWaypointType "MOVE";
|
||||
};
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 2) then
|
||||
{
|
||||
diag_log format["Processing Mission End for Arrest of Leader %1 with endAnimation %2",_assetSpawned,_assetSpawned getVariable["endAnimation",""]];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];
|
||||
_assetSpawned setVariable["GMSAnimations",_assetSpawned getVariable["endAnimation",["AidlPercMstpSnonWnonDnon_AI"]],true];
|
||||
[_assetSpawned,selectRandom(_assetSpawned getVariable["endAnimation",["AidlPercMstpSnonWnonDnon_AI"]])] remoteExec["switchMove",-2];
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (579) Build 123: <calling blck_fnc_endMission> _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
_result = [_mines,_objects,_crates,_blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 0] call blck_fnc_endMission;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format["[blckeagls] missionSpawner:: (507)end of mission: blck_fnc_endMission has returned control to _fnc_missionSpawner"]};
|
||||
#endif
|
||||
diag_log format["_fnc_missionSpawner (637) Mission Completed | _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
@ -0,0 +1,633 @@
|
||||
/*
|
||||
Dynamic Mission Spawner (over-ground missions)
|
||||
By Ghostrider GRG
|
||||
Copyright 2016
|
||||
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
|
||||
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
#define delayTime 1
|
||||
private ["_abort","_crates","_aiGroup","_objects","_groupPatrolRadius","_missionLandscape","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_assetKilledMsg","_enemyLeaderConfig",
|
||||
"_AI_Vehicles","_timeOut","_aiDifficultyLevel","_missionPatrolVehicles","_missionGroups","_loadCratesTiming","_spawnCratesTiming","_assetSpawned","_hostageConfig",
|
||||
"_chanceHeliPatrol","_noPara","_chanceLoot","_heliCrew","_loadCratesTiming","_useMines","_blck_AllMissionAI","_delayTime","_groupPatrolRadius",
|
||||
"_wait","_missionStartTime","_playerInRange","_missionTimedOut","_temp","_patrolVehicles","_vehToSpawn","_noChoppers","_chancePara","_marker"];
|
||||
|
||||
params["_coords","_markerClass","_aiDifficultyLevel"];
|
||||
|
||||
////////
|
||||
// set all variables needed for the missions
|
||||
// data is pulled either from the mission description or from the _mission variable passsed as a parameter
|
||||
// Deal with situations where some of these variables might not be defined as well.
|
||||
////////
|
||||
|
||||
// _mission params["OrangeMarker","orange",blck_TMin_Orange,blck_TMax_Orange];
|
||||
//_markerClass = _mission select 0;
|
||||
// _aiDifficultyLevel = _mission select 1;
|
||||
|
||||
[_markerClass, "active",_coords] call blck_fnc_updateMissionQue;
|
||||
blck_ActiveMissionCoords pushback _coords;
|
||||
diag_log format["[blckeagls] missionSpawner (17):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
if (isNil "_assetKilledMsg") then {_assetKilledMsg = ""};
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
//if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_spawnCratesTiming") then {_spawnCratesTiming = blck_spawnCratesTiming}; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir".
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_missionPatrolVehicles") then {_missionPatrolVehicles = []};
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
if (isNil "_hostageConfig") then {_hostageConfig = []};
|
||||
if (isNil "_enemyLeaderConfig") then {_enemyLeaderConfig = []};
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
if (isNil "_weaponList") then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
|
||||
if (isNil "_sideArms") then {_sideArms = blck_Pistols};
|
||||
if (isNil "_vests") then {_vests = blck_vests};
|
||||
if (isNil "_backpacks") then {_backpacks = blck_backpacks};
|
||||
//diag_log format["_fnc_missionSpawner: -> blck_backpacks = %1", blck_backpacks];
|
||||
//diag_log format["_fnc_missionSpawner: -> _backpacks = %1",_backpacks];
|
||||
if (isNil "_uniforms") then {_uniforms = blck_SkinList};
|
||||
if (isNil "_headGear") then {_headgear = blck_headgear};
|
||||
|
||||
if (isNil "_chanceHeliPatrol") then
|
||||
{
|
||||
switch (toLower(_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_chanceHeliPatrol = blck_chanceHeliPatrolBlue};
|
||||
case "red": {_chanceHeliPatrol = blck_noPatblck_chanceHeliPatrolRed};
|
||||
case "green": {_chanceHeliPatrol = blck_noPatblck_chanceHeliPatrolGreen};
|
||||
case "orange": {_chanceHeliPatrol = blck_chanceHeliPatrolOrange};
|
||||
default {_chanceHeliPatrol = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_noChoppers") then
|
||||
{
|
||||
switch (toLower(_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_noChoppers = blck_noPatrolHelisBlue};
|
||||
case "red": {_noChoppers = blck_noPatrolHelisRed};
|
||||
case "green": {_noChoppers = blck_noPatrolHelisGreen};
|
||||
case "orange": {_noChoppers = blck_noPatrolHelisOrange};
|
||||
default {_noChoppers = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chancePara") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_chancePara = blck_chanceParaBlue};
|
||||
case "red": {_chancePara = blck_chanceParaRed}};
|
||||
case "green": {_chancePara = blck_chanceParaGreen};
|
||||
case "orange": {_chancePara = blck_chanceParaOrange;
|
||||
default {_chancePara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_missionHelis") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_missionHelis = blck_patrolHelisBlue};
|
||||
case "red": {_missionHelis = blck_patrolHelisRed};
|
||||
case "green": {_missionHelis = blck_patrolHelisGreen};
|
||||
case "orange": {_missionHelis = blck_patrolHelisOrange};
|
||||
default {_missionHelis = blck_patrolHelisBlue};
|
||||
};
|
||||
};
|
||||
if (isNil "_noPara") then
|
||||
{
|
||||
switch (toLower (_aiDifficultyLevel)) do
|
||||
{
|
||||
case "blue": {_noPara = blck_noParaBlue};
|
||||
case "red": {_noPara = blck_noParaRed};
|
||||
case "green": {_noPara = blck_noParaGreen};
|
||||
case "orange": {_noPara = blck_noParaOrange};
|
||||
default {_noPara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 0};
|
||||
if (isNil "_paraTriggerDistance") then {_paraTriggerDistance = 400;};
|
||||
if (isNil "_paraLoot") then {_paraLoot = blck_BoxLoot_Blue};
|
||||
if (isNil "_paraLootCounts") then {_paraLootCounts = blck_lootCountsRed};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_markerClass,_coords,"","",_markerColor,_markerType];
|
||||
_delayTime = 1;
|
||||
_groupPatrolRadius = 50;
|
||||
|
||||
diag_log "_missionSpawner: All variables initialized";
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "Map marker will be OFFSET from the mission position";
|
||||
_blck_localMissionMarker set [1,[_coords,75] call blck_fnc_randomPosition];
|
||||
};
|
||||
_blck_localMissionMarker set [3,blck_labelMapMarkers select 1]; // Use an arrow labeled with the mission name?
|
||||
[["start",_startMsg,_markerMissionName]] call blck_fnc_messageplayers;
|
||||
_marker = [_blck_localMissionMarker] call blck_fnc_spawnMarker;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) message players and spawn a mission marker";};
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (77) _marker = %1",_marker];};
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) waiting for player to trigger the mission";};
|
||||
#endif
|
||||
////////
|
||||
// All parameters are defined, lets wait until a player is nearby or the mission has timed out
|
||||
////////
|
||||
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
_wait = true;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (90) starting mission trigger loop"};
|
||||
#endif
|
||||
|
||||
while {_wait} do
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
//diag_log "missionSpawner:: top of mission trigger loop";
|
||||
if (blck_debugLevel > 2) exitWith {_playerInRange = true;};
|
||||
#endif
|
||||
|
||||
if ([_coords, blck_TriggerDistance, false] call blck_fnc_playerInRange) exitWith {_playerInRange = true;};
|
||||
if ([_missionStartTime] call blck_fnc_timedOut) exitWith {_missionTimedOut = true;};
|
||||
uiSleep 5;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format["missionSpawner:: Trigger Loop - blck_debugLevel = %1 and _coords = %2",blck_debugLevel, _coords];
|
||||
diag_log format["missionSpawner:: Trigger Loop - players in range = %1",{isPlayer _x && _x distance2D _coords < blck_TriggerDistance} count allPlayers];
|
||||
diag_log format["missionSpawner:: Trigger Loop - timeout = %1", [_missionStartTime] call blck_fnc_timedOut];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_missionTimedOut) exitWith
|
||||
{
|
||||
// Deal with the case in which the mission timed out.
|
||||
blck_recentMissionCoords pushback [_coords,diag_tickTime];
|
||||
blck_ActiveMissionCoords = blck_ActiveMissionCoords - [ _coords];
|
||||
[_markerClass, "inactive",[0,0,0]] call blck_fnc_updateMissionQue;
|
||||
blck_missionsRunning = blck_missionsRunning - 1;
|
||||
[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
|
||||
[_objects, 0.1] spawn blck_fnc_cleanupObjects;
|
||||
};
|
||||
|
||||
////////
|
||||
// Spawn the mission objects, loot chest, and AI
|
||||
////////
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (142) -- >> Mission tripped: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
_temp = [];
|
||||
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
} else {
|
||||
params["_center","_objects"];
|
||||
_temp = [_coords, _missionLandscape] call blck_fnc_spawnCompositionObjects;
|
||||
};
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (190) Landscape spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;;
|
||||
|
||||
_temp = [_coords,_missionLootVehicles] call blck_fnc_spawnMissionLootVehicles;
|
||||
//uisleep 1;
|
||||
_crates append _temp;
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
_abort = false;
|
||||
_temp = [[],[],false];
|
||||
|
||||
// params["_coords",_minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests",_backpacks,_weapons,sideArms,_isScubaGroup];
|
||||
#ifdef blck_debugMode
|
||||
private _params = [_coords,_minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms];
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner: _param %1 label %2 = %3",_forEachIndex, _x, _params select _forEachIndex];
|
||||
}forEach ["_coords","_minNoAI","_maxNoAI","_missionGroups","_aiDifficultyLevel","_uniforms","_headgear","_vests","_backpacks","_weaponList","_sideArms"];
|
||||
#endif
|
||||
|
||||
_temp = [_coords, _minNoAI,_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionAI;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (209) blck_fnc_spawnMissionAI returned a value of _temp = %1",_temp]; uiSleep 1;
|
||||
};
|
||||
|
||||
_abort = _temp select 1;
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["missionSpawner :: (214) blck_fnc_spawnMissionAI returned a value of _abort = %1",_abort]; uiSleep 1;
|
||||
};
|
||||
#endif
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log "missionSpawner:: (220) grpNull returned, mission termination criteria met, calling blck_fnc_endMission"
|
||||
};
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_blck_AllMissionAI append (_temp select 0);
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (235) AI Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_assetSpawned = objNull;
|
||||
if !(_hostageConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_hostageConfig] call blck_fnc_spawnHostage;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
if !(_enemyLeaderConfig isEqualTo []) then
|
||||
{
|
||||
_assetSpawned = [_coords,_enemyLeaderConfig] call blck_fnc_spawnLeader;
|
||||
//diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
_blck_AllMissionAI pushBack _assetSpawned;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 1) then {
|
||||
diag_log format["_fnc_missionSpawner: _assetSpawned = %1",_assetSpawned];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
_vehToSpawn = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
|
||||
if (blck_useVehiclePatrols && ((_vehToSpawn > 0) || count _missionPatrolVehicles > 0)) then
|
||||
{
|
||||
#define useRelativePos true
|
||||
//params[_coords,_noVehiclePatrols,_aiDifficultyLevel,_missionPatrolVehicles,_useRelativePos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms, _isScubaGroup];
|
||||
//_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_missionPatrolVehicles] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_missionPatrolVehicles,useRelativePos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_patrolVehicles = _temp select 0;
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
};
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
// Deal with helicopter patrols
|
||||
_temp = [];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (298) calling in heli patrol: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
_noChoppers = [_noChoppers] call blck_fnc_getNumberFromRange;
|
||||
_noPara = [_noPara] call blck_fnc_getNumberFromRange;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {diag_log format["_missionSpawner(322):: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara]};
|
||||
#endif
|
||||
if (_noChoppers > 0) then
|
||||
{
|
||||
for "_i" from 1 to (_noChoppers) do
|
||||
{
|
||||
if (random(1) < _chanceHeliPatrol) then
|
||||
{
|
||||
//_temp = [_coords,_missionHelis,spawnHeli,_aiDifficultyLevel,_chancePara,_noPara,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnMissionReinforcements;
|
||||
_temp = [_coords,_aiDifficultyLevel,_missionHelis,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList, _sideArms] call blck_fnc_spawnMissionHeli;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
blck_monitoredVehicles pushBack (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
if (_abort) then
|
||||
{
|
||||
_objects pushback (_temp select 0);
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
//////////////////////////
|
||||
// Spawn Crates and Emplaced Weapons Last to try to force them to correct positions relative to spawned buildinga or other objects.
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (361) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
|
||||
#endif
|
||||
uiSleep 15;
|
||||
private["_noEmplacedToSpawn"];
|
||||
_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
|
||||
diag_log format["_fnc_missionSpawner: -> _noEmplacedToSpawn = %1 | blck_useStatic = %2",_noEmplacedToSpawn,blck_useStatic];
|
||||
if (blck_useStatic && (_noEmplacedToSpawn > 0)) then
|
||||
{
|
||||
// _params = ["_coords","_missionEmplacedWeapons","_useRelativePos","_noEmplacedWeapons","_aiDifficultyLevel","_uniforms","_headGear","_vests","_backpacks","_weaponList","_sideArms"];
|
||||
// _temp = [_missionEmplacedWeapons,_noEmplacedToSpawn,_aiDifficultyLevel,_coords,_uniforms,_headGear] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
_temp = [_coords,_missionEmplacedWeapons,useRelativePos,_noEmplacedToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
|
||||
if !(_abort) then
|
||||
{
|
||||
_objects append (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
};
|
||||
if (_abort) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 1] call blck_fnc_endMission;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround") then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming, _spawnCratesTiming, "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
};
|
||||
if (_noPara > 0 && (random(1) < _chancePara) && _paraTriggerDistance == 0) then
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner (435): spawning %1 paraunits at mission spawn",_noPara];
|
||||
private _paratroops = [_coords,_noPara,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnParaUnits;
|
||||
if !(isNull _paratroops) then
|
||||
{
|
||||
_blck_AllMissionAI append (units _paratroops);
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _extraCrates;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
// Define Triggers for mission end
|
||||
private["_missionComplete","_endIfPlayerNear","_endIfAIKilled","_secureAsset","_crateStolen","_locations"];
|
||||
_missionComplete = -1;
|
||||
_startTime = diag_tickTime;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = false;};
|
||||
case "allUnitsKilled": {_secureAsset = false; _endIfPlayerNear = false;_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_secureAsset = false; _endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
case "assetSecured": {_secureAsset = true; _endIfPlayerNear = false; _endIfAIKilled = false;};
|
||||
};
|
||||
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
if !(_marker isEqualTo "") then
|
||||
{
|
||||
[_marker,_markerMissionName,_blck_AllMissionAI] call blck_fnc_updateMarkerAliveCount;
|
||||
blck_missionMarkers pushBack [_marker,_markerMissionName,_blck_AllMissionAI];
|
||||
};
|
||||
};
|
||||
|
||||
_crateStolen = false;
|
||||
_locations = [_coords];
|
||||
private _spawnPara = if (random(1) < _chancePara) then {true} else {false};
|
||||
diag_log format["_fnc_missionSpawner (476): _spawnPara = %1 | _chancePara = %2",_spawnPara,_chancePara];
|
||||
{
|
||||
_locations pushback (getPos _x);
|
||||
_x setVariable["crateSpawnPos", (getPos _x)];
|
||||
} forEach _crates;
|
||||
|
||||
while {_missionComplete isEqualTo -1} do
|
||||
{
|
||||
if (blck_debugLevel isEqualTo 3) exitWith {uiSleep 180};
|
||||
if (_endIfPlayerNear) then
|
||||
{
|
||||
if ([_locations,10,true] call blck_fnc_playerInRangeArray) then {_missionComplete = 1};
|
||||
};
|
||||
if (_endIfAIKilled) then
|
||||
{
|
||||
if (({alive _x} count _blck_AllMissionAI) < 1) then {_missionComplete = 1};
|
||||
};
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawn") then
|
||||
{
|
||||
{
|
||||
if ({[_x] call blck_fnc_crateMoved} count _crates > 0) exitWith
|
||||
{
|
||||
_missionComplete = 1;
|
||||
_crateStolen = true;
|
||||
};
|
||||
}forEach _crates;
|
||||
};
|
||||
if (_secureAsset) then
|
||||
{
|
||||
if !(alive _assetSpawned) then
|
||||
{
|
||||
_missionComplete = 1
|
||||
} else {
|
||||
if (_assetSpawned getVariable["blck_AIState",0] > 0 && (({alive _x} count _blck_AllMissionAI) isEqualTo 1)) then {_missionComplete = 1};
|
||||
};
|
||||
};
|
||||
if (_spawnPara) then
|
||||
{
|
||||
|
||||
if ([_coords,_paraTriggerDistance,true] call blck_fnc_playerInRange) then
|
||||
{
|
||||
_spawnPara = false; // The player gets one try to spawn these.
|
||||
if (random(1) < _chancePara) then //
|
||||
{
|
||||
private _paratroops = [_coords,_noPara,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_spawnParaUnits;
|
||||
if !(isNull _paratroops) then
|
||||
{
|
||||
_blck_AllMissionAI append (units _paratroops);
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _extraCrates;
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
uiSleep 2;
|
||||
};
|
||||
|
||||
if (_crateStolen) exitWith
|
||||
{
|
||||
diag_log format["missionSpawner:: (491) Crate Stolen Callening _fnc_endMission - > players near = %1 and ai alive = %2 and crates stolen = %3",[_locations,10,true] call blck_fnc_playerInRangeArray, {alive _x} count _blck_AllMissionAI, _crateStolen];
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,"Crate Removed from Mission Site Before Mission Completion: Mission Aborted",_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if ((_secureAsset) && !(alive _assetSpawned)) exitWith
|
||||
{
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_assetKilledMsg,_blck_localMissionMarker,_coords,_markerClass, 2] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming in ["atMissionEndGround","atMissionEndAir"]) then
|
||||
{
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming,_spawnCratesTiming, "end", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["_fnc_missionSpawner (531): _crates = %1", _crates]};
|
||||
#endif
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["[blckeagls] missionSpawner:: (428) Crates Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName]};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_spawnCratesTiming isEqualTo "atMissionSpawnGround" && _loadCratesTiming isEqualTo "atMissionCompletion") then
|
||||
{
|
||||
{
|
||||
[_x] call blck_fnc_loadMissionCrate;
|
||||
} forEach _crates;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: (496) Mission completion criteria fulfilled: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
diag_log format["missionSpawner :: (497) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
diag_log format["[blckeagls] missionSpawner:: (498) calling endMission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
private["_result"];
|
||||
// Force passing the mission name for informational purposes.
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
//_marker setMarkerText format["%1: All AI Dead",_markerMissionName];
|
||||
{
|
||||
if ((_x select 1) isEqualTo _markerMissionName) exitWith{blck_missionMarkers deleteAt _forEachIndex};
|
||||
}forEach blck_missionMarkers;
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (557) Build 123: _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 1) then
|
||||
{
|
||||
diag_log "Processing Mission End for Hostage Rescue";
|
||||
_assetSpawned setCaptive false;
|
||||
_assetSpawned setVariable["GMSAnimations",[""],true];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];;
|
||||
uiSleep 0.1;
|
||||
_assetSpawned enableAI "ALL";
|
||||
private _newPos = (getPos _assetSpawned) getPos [1000, random(360)];
|
||||
diag_log format["processing domove for hostage with current pos = %1 and new pos = %2",getPos _assetSpawned, _newPos];
|
||||
(group _assetSpawned) setCurrentWaypoint [group _assetSpawned, 0];
|
||||
[group _assetSpawned,0] setWaypointPosition [_newPos,0];
|
||||
[group _assetSpawned,0] setWaypointType "MOVE";
|
||||
};
|
||||
|
||||
if (_assetSpawned getVariable["assetType",0] isEqualTo 2) then
|
||||
{
|
||||
diag_log format["Processing Mission End for Arrest of Leader %1 with endAnimation %2",_assetSpawned,_assetSpawned getVariable["endAnimation",""]];
|
||||
[_assetSpawned,""] remoteExec["switchMove",-2];
|
||||
_assetSpawned setVariable["GMSAnimations",_assetSpawned getVariable["endAnimation",["AidlPercMstpSnonWnonDnon_AI"]],true];
|
||||
[_assetSpawned,selectRandom(_assetSpawned getVariable["endAnimation",["AidlPercMstpSnonWnonDnon_AI"]])] remoteExec["switchMove",-2];
|
||||
};
|
||||
|
||||
diag_log format["_fnc_missionSpawner (579) Build 123: <calling blck_fnc_endMission> _secureAsset = %1 | {alive _assetSpawned} = %2 | assetType = %3",_secureAsset,alive _assetSpawned, _assetSpawned getVariable["assetType",-1]];
|
||||
|
||||
_result = [_mines,_objects,_crates,_blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_markerClass, 0] call blck_fnc_endMission;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 2) then {diag_log format["[blckeagls] missionSpawner:: (507)end of mission: blck_fnc_endMission has returned control to _fnc_missionSpawner"]};
|
||||
#endif
|
@ -109,7 +109,7 @@ if (isNil "_noPara") then
|
||||
default {_noPara = 0};
|
||||
};
|
||||
};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 0.5};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 1.0}; //0.5};
|
||||
if (isNil "_paraTriggerDistance") then {_paraTriggerDistance = 400;};
|
||||
if (isNil "_paraLoot") then {_paraLoot = blck_BoxLoot_Red};
|
||||
if (isNil "_paraLootCounts") then {_paraLootCounts = blck_lootCountsRed};
|
||||
@ -125,7 +125,9 @@ _blck_localMissionMarker = [_markerClass,_coords,"","",_markerColor,_markerType]
|
||||
#define delayTime 1
|
||||
//_groupPatrolRadius = 50;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
diag_log "_missionSpawner: All variables initialized";
|
||||
#endif
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
@ -441,6 +443,7 @@ if (_noPara > 0 && (random(1) < _chancePara) && _paraTriggerDistance == 0) then
|
||||
};
|
||||
if (random(1) < _chanceLoot) then
|
||||
{
|
||||
diag_log format["_fnc_missionSpawner (446): spawning supplemental loot with _chanceLoot = %1",_chanceLoot];
|
||||
private _extraCrates = [_coords,[[selectRandom blck_crateTypes,[0,0,0],_paraLoot,_paraLootCounts]], "atMissionSpawn","atMissionStartAir", "start", _aiDifficultyLevel] call blck_fnc_spawnMissionCrates;
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
@ -632,3 +635,4 @@ _result = [_mines,_objects,_crates,_blck_AllMissionAI,_endMsg,_blck_localMission
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {diag_log format["[blckeagls] missionSpawner:: (507)end of mission: blck_fnc_endMission has returned control to _fnc_missionSpawner"]};
|
||||
#endif
|
||||
diag_log format["_fnc_missionSpawner (637) Mission Completed | _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
@ -0,0 +1,47 @@
|
||||
/*
|
||||
spawn a crate at a specific location
|
||||
returns the object (crate) that was created.
|
||||
for ghostridergaming
|
||||
By Ghostrider [GRG]
|
||||
Copyright 2016
|
||||
Last updated 12-5-17
|
||||
|
||||
--------------------------
|
||||
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";
|
||||
|
||||
private ["_crate"];
|
||||
params["_coords",["_crateType","Box_NATO_Wps_F"]];
|
||||
|
||||
_crate = createVehicle [_crateType,_coords,[], 0, "CAN_COLLIDE"];
|
||||
_crate setVariable ["LAST_CHECK", 100000];
|
||||
_crate allowDamage false;
|
||||
_crate enableRopeAttach false;
|
||||
[_crate] call blck_fnc_emptyObject;
|
||||
_crate setPosATL _coords;
|
||||
_crate setVectorUp [0,0,0];
|
||||
if ((_coords select 2) < 0 || surfaceIsWater (_coords)) then
|
||||
{
|
||||
|
||||
private["_lantern","_bbr","_p1","_p2","_maxHeight"];
|
||||
//_lantern = createVehicle ["PortableHelipadLight_01_red_F", [0,0,0],[],0,"CAN_COLLIDE"];// Land_Camping_Light_F
|
||||
//_lantern enableSimulationGlobal true;
|
||||
//_lantern switchLight "on";
|
||||
_light = "#lightpoint" createVehicle (getPos _crate);
|
||||
_light setLightDayLight true;
|
||||
_light setLightBrightness 1.0;
|
||||
_light setLightAmbient [0.0, 1.0, 0.0];
|
||||
_light setLightColor [0.0, 1.0, 0.0];
|
||||
_bbr = boundingBoxReal _crate;
|
||||
_p1 = _bbr select 0;
|
||||
_p2 = _bbr select 1;
|
||||
_maxHeight = abs ((_p2 select 2) - (_p1 select 2));
|
||||
//diag_log format["_fnc_spawnCrate: _bbr = %1 | _maxHeight = %2",_bbr,_maxHeight];
|
||||
_light attachTo [_crate, [0,0,(_maxHeight + 0.5)]];
|
||||
};
|
||||
_crate;
|
@ -17,8 +17,9 @@ params[ ["_coords", [0,0,0]], ["_cratesToSpawn",[]], ["_loadCrateTiming","atMiss
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 2) then
|
||||
{
|
||||
private _params = ["_coords","_cratesToSpawn","_loadCrateTiming","_spawnCrateTiming","_missionState","_difficulty"];
|
||||
{
|
||||
diag_log format["_fnc_spawnMissionCrates: _this select %1 = %2",_foreachindex, _this select _foreachindex];
|
||||
diag_log format["_fnc_spawnMissionCrates: %1 = %2 with _foreachindex = %3",_params select _foreachindex, _this select _foreachindex, _foreachindex];
|
||||
}forEach _this;
|
||||
};
|
||||
#endif
|
||||
@ -33,7 +34,11 @@ _cratesSpawned = [];
|
||||
{
|
||||
_x params["_crateType","_crateOffset","_lootArray","_lootCounts"];
|
||||
//_pos = [(_coords select 0)+(_crateOffset select 0),(_coords select 1) + (_crateOffset select 1),(_coords select 2)+(_crateOffset select 2)]; // calculate the world coordinates
|
||||
|
||||
private _xParams = ["_crateType","_crateOffset","_lootArray","_lootCounts"];
|
||||
{
|
||||
private _item = _x;
|
||||
//diag_log format["_fnc_spawnMissionCrates: _cratesToSpawn Loop| %1 = %2",_foreachindex, _item select _foreachindex];
|
||||
}forEach _x;
|
||||
_pos = _coords vectorAdd _crateOffset;
|
||||
_crate = [_pos,_crateType] call blck_fnc_spawnCrate;
|
||||
_crate setVariable["lootArray",_lootArray];
|
||||
|
@ -55,7 +55,10 @@ if (count _readyToSpawnQue > 0) then
|
||||
|
||||
#ifdef blck_debugMode
|
||||
{
|
||||
if (_foreachindex > 0) then {diag_log format["_fnc_spawnPendingMissions: _missionToSpawn %1 = %2",_foreachindex, _missionToSpawn select _foreachindex]};
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
if (_foreachindex > 0) then {diag_log format["_fnc_spawnPendingMissions: _missionToSpawn %1 = %2",_foreachindex, _missionToSpawn select _foreachindex]};
|
||||
};
|
||||
}forEach _missionToSpawn;
|
||||
#endif
|
||||
|
||||
|
@ -12,11 +12,15 @@
|
||||
params["_coords","_charConfigs"];
|
||||
private["_char","_charGroup"];
|
||||
_charConfigs params["_classname","_posn","_dir","_simDamg","_animations","_headgear","_uniforms"];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
{
|
||||
diag_log format["_fnc_spawnchar: _forEachIndex = %1 | _x = %2",_forEachIndex,_x];
|
||||
}forEach _charConfigs;
|
||||
diag_log format["_fnc_spawnchar: _this = %1",_this];
|
||||
diag_log format["_fnc_spawnchar _classname = %1 | _posn = %2 | _dir = %3 | _animations = %4",_classname,_posn,_dir,_animations];
|
||||
#endif
|
||||
|
||||
_charGroup = createGroup [blck_AI_Side, true];
|
||||
_char = _charGroup createUnit [_classname,[0,0,0], [], 0, "NONE"];
|
||||
_char setCaptive true;
|
||||
@ -30,7 +34,11 @@ if (count _uniforms > 0) then
|
||||
};
|
||||
_posn = (_coords vectorAdd _posn);
|
||||
_char setPos [_posn select 0, _posn select 1, 0];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["_fnc_spawnchar _char = %1 at Position = %2 | _coords = %3",_char, getPos _char,_coords];
|
||||
#endif
|
||||
|
||||
if (blck_modType isEqualTo "Epoch") then {_char setVariable ["LAST_CHECK",28800,true]};
|
||||
_char setPos (_posn);
|
||||
_char setDir (_dir);
|
||||
|
@ -25,7 +25,7 @@ private _params = ["_pos","_numAI","_skillAI"];
|
||||
diag_log format["_fnc_spawnParaUnits: %1 = %2",_x, _this select _forEachIndex];
|
||||
}forEach _params;
|
||||
_paraGroup = call blck_fnc_create_AI_Group;
|
||||
diag_log format["_fnc_spawnParaUnits: _paraGroup = %1",_paraGroup];
|
||||
//diag_log format["_fnc_spawnParaUnits: _paraGroup = %1",_paraGroup];
|
||||
// [_pos,_minDist,_maxDist,_groupSpawned,"random","SAD"] spawn blck_fnc_setupWaypoints;
|
||||
[_pos,20,30,_paraGroup,"random","SAD","paraUnits"] call blck_fnc_setupWaypoints;
|
||||
|
||||
@ -41,7 +41,11 @@ for "_i" from 1 to _numAI do
|
||||
[_chute] call blck_fnc_protectVehicle;
|
||||
// ["_pos","_aiGroup",["_skillLevel","red"],["_uniforms", blck_SkinList],["_headGear",blck_headgear],["_vests",blck_vests],["_backpacks",blck_backpacks],["_Launcher","none"],["_weaponList",[]],["_sideArms",[]],["_scuba",false]];
|
||||
_unit = [getPos _chute,_paraGroup,_skillAI,_uniforms,_headGear,_vests,_backpacks,launcherType,_weapons] call blck_fnc_spawnUnit;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["_fnc_spawnParaUnits: unit %1 = %2 dropping in chute %3",_i,_unit,_chute];
|
||||
#endif
|
||||
|
||||
//_chute setPos [_spawnPos select 0, _spawnPos select 1, 125]; //(_offset select 2) - 10];
|
||||
_unit assignAsDriver _chute;
|
||||
_unit moveInDriver _chute;
|
||||
|
@ -37,7 +37,12 @@ _noVehiclePatrols = blck_SpawnVeh_Green;
|
||||
_noEmplacedWeapons = blck_SpawnEmplaced_Green;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chanceLoot = 0.6;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
//_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
//_timeOut = -1;
|
||||
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
|
||||
|
@ -56,7 +56,12 @@ _noVehiclePatrols = blck_SpawnVeh_Green;
|
||||
_noEmplacedWeapons = blck_SpawnEmplaced_Green;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chanceLoot = 1; //0.6;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
//_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
//_timeOut = -1;
|
||||
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
|
||||
|
@ -80,7 +80,12 @@ _noVehiclePatrols = blck_SpawnVeh_Green;
|
||||
_noEmplacedWeapons = blck_SpawnEmplaced_Green;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chanceLoot = 1; //0.6;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
//_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
//_timeOut = -1;
|
||||
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
|
||||
|
@ -46,7 +46,12 @@ _noVehiclePatrols = blck_SpawnVeh_Green;
|
||||
_noEmplacedWeapons = blck_SpawnEmplaced_Green;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chanceLoot = 1; //0.6;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
//_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
//_timeOut = -1;
|
||||
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
|
||||
|
@ -41,7 +41,7 @@ _headgear = blck_headgear;
|
||||
_chancePara = 0.5; // Setting this in the mission file overrides the defaults
|
||||
_noPara = 5; // Setting this in the mission file overrides the defaults
|
||||
_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
|
||||
_paraSkill = "orangered"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
_paraSkill = "orange"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
|
||||
_chanceLoot = 0.5;
|
||||
_paraLoot = blck_BoxLoot_Orange;
|
||||
|
@ -57,14 +57,17 @@ _useMines = blck_useMines;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chancePara = 0.5; // Setting this in the mission file overrides the defaults
|
||||
_chancePara = 0.75; // Setting this in the mission file overrides the defaults
|
||||
_noPara = 5; // Setting this in the mission file overrides the defaults
|
||||
_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
|
||||
_paraSkill = "orangered"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
_paraSkill = "orange"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
|
||||
_chanceLoot = 0.5;
|
||||
_paraLoot = blck_BoxLoot_Orange;
|
||||
_paraLootCounts = blck_lootCountsOrange; // Throw in something more exotic than found at a normal blue mission.
|
||||
_chanceLoot = 0.7;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,10,10,0],[0,0,0,10,10,0],[10,10,0,0,0,0],[0,0,0,0,15,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
|
||||
//_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
////_timeOut = -1;
|
||||
|
@ -81,14 +81,17 @@ _noEmplacedWeapons = blck_SpawnEmplaced_Orange;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chancePara = 0.5; // Setting this in the mission file overrides the defaults
|
||||
_chancePara = 0.75; // Setting this in the mission file overrides the defaults
|
||||
_noPara = 5; // Setting this in the mission file overrides the defaults
|
||||
_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
|
||||
_paraSkill = "orangered"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
_paraSkill = "orange"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
|
||||
_chanceLoot = 0.5;
|
||||
_paraLoot = blck_BoxLoot_Orange;
|
||||
_paraLootCounts = blck_lootCountsOrange; // Throw in something more exotic than found at a normal blue mission.
|
||||
_chanceLoot = 1; //0.7;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,10,10,0],[0,0,0,10,10,0],[10,10,0,0,0,0],[0,0,0,0,15,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
|
||||
//_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
////_timeOut = -1;
|
||||
|
@ -48,14 +48,17 @@ _noEmplacedWeapons = blck_SpawnEmplaced_Orange;
|
||||
_uniforms = blck_SkinList;
|
||||
_headgear = blck_headgear;
|
||||
|
||||
_chancePara = 0.5; // Setting this in the mission file overrides the defaults
|
||||
_chancePara = 0.75; // Setting this in the mission file overrides the defaults
|
||||
_noPara = 5; // Setting this in the mission file overrides the defaults
|
||||
_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
|
||||
_paraSkill = "orangered"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
_paraSkill = "orange"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
|
||||
|
||||
_chanceLoot = 0.5;
|
||||
_paraLoot = blck_BoxLoot_Orange;
|
||||
_paraLootCounts = blck_lootCountsOrange; // Throw in something more exotic than found at a normal blue mission.
|
||||
_chanceLoot = 0.7;
|
||||
private _lootIndex = selectRandom[1,2,3,4];
|
||||
private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot];
|
||||
private _paralootCountsChoices = [[0,0,0,10,10,0],[0,0,0,10,10,0],[10,10,0,0,0,0],[0,0,0,0,15,0]];
|
||||
_paraLoot = _paralootChoices select _lootIndex;
|
||||
_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
|
||||
|
||||
_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
|
||||
//_timeOut = -1;
|
||||
|
@ -26,6 +26,7 @@ _markerColor = "ColorRed";
|
||||
_markerMissionName = "Bandit Camp";
|
||||
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
|
||||
_missionLandscape = [
|
||||
["Flag_AAF_F",[-1,-1,0],0,[false,false]],
|
||||
["Land_CampingChair_V1_F",[1.32227,2.07813,8.2016e-005],108.293,[false,false]],
|
||||
["Land_CampingChair_V1_F",[-2.01465,2.91992,3.05176e-005],236.049,[false,false]],
|
||||
["FirePlace_burning_F",[0.0302734,4.26563,2.47955e-005],359.997,[false,false]],
|
||||
|
@ -8,7 +8,7 @@ Ideas or code from that by Vampire and KiloSwiss have been used for certain func
|
||||
|
||||
Significant Changes:
|
||||
=====================
|
||||
Version 1.81 Build 127 (EXPERIMENTAL).
|
||||
Version 1.81 Build 126 (EXPERIMENTAL).
|
||||
Added: Support for hostage rescue missions.
|
||||
The hostage can be spawned at any location relative to the mission center.
|
||||
The mission aborts if the hostage is killed; all loot is deleted.
|
||||
@ -77,6 +77,9 @@ Changed: Code for Heli Patrols redone.
|
||||
Changed: Methods for detecting NULL Groups (rarely a problem with arma these days) simplified.
|
||||
GMS_fnc_missionSpawner redone using a single test for the _abort flag to save repeated calls for debugging and endMission.
|
||||
This could be done with try/catch as well.
|
||||
|
||||
Changed: Methods for defining mission crate loot were relaxed.
|
||||
You can define each item either with the old method ["Item Name", minimun number, maximum number] or just "Item name".
|
||||
|
||||
Fixed: disabled some logging that is not required except when debugging.
|
||||
Fixed: AI Counts were not being shown at dynamic UMS.
|
||||
|
Loading…
Reference in New Issue
Block a user