Update blck_functions.sqf
removed old code.
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@ -2,7 +2,7 @@
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AI Mission for Epoch Mod for Arma 3
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By Ghostrider
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Functions and global variables used by the mission system.
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Last modified 1/7/17
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Last modified 1/12/17
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*/
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blck_functionsCompiled = false;
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@ -16,6 +16,7 @@ blck_fnc_monitorHC = compileFinal preprocessFileLineNumbers "\q\addons\custom_s
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blck_fnc_timeAcceleration = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\TimeAccel\GMS_fnc_Time.sqf";
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blck_fnc_getModType = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_getModType.sqf"; // Test if Epoch or Exile is loaded
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blck_fnc_groupsOnAISide = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_GroupsOnAISide.sqf"; // Returns the number of groups on the side used by AI
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blck_fnc_deleteFromArray = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_deleteFromArray.sqf";
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// Player-related functions
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blck_fnc_rewardKiller = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_rewardKiller.sqf";
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@ -60,15 +61,9 @@ blck_fnc_cleanEmptyGroups = compileFinal preprocessFileLineNumbers "\q\addons\c
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blck_fnc_spawnEmplacedWeapon = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnEmplaced.sqf"; // Self-evident
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blck_fnc_spawnVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnVehicle.sqf"; // Spawn a temporary vehicle of a specified type at a specific position
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blck_fnc_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnVehiclePatrol.sqf"; // Spawn an AI vehicle control and have it patrol the mission perimeter
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// Revisit
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// *************
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//blck_fnc_spawnMissionVehicles = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnMissionVehicles.sqf"; // Spawn non-AI vehicles at missions; these will be filled with loot following the parameters in the composition array for the mission
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// *************
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blck_fnc_protectVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_protectVehicle.sqf";
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blck_fnc_configureMissionVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_configureMissionVehicle.sqf";
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blck_fnc_vehicleMonitor = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_vehicleMonitor.sqf"; // Checks for vehicles for which all AI are dead and handles any changes needed when this is true.
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// functions to support Units
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blck_fnc_removeGear = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_removeGear.sqf"; // Strip an AI unit of all gear.
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@ -82,50 +77,7 @@ blck_fnc_alertNearbyUnits = compileFinal preprocessFileLineNumbers "\q\addons\c
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blck_fnc_processIlleagalAIKills = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf";
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GMS_fnc_cleanupDeadAI = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_cleanupDeadAI.sqf"; // handles deletion of AI bodies and gear when it is time.
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blck_fnc_setSkill = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_setSkill.sqf";
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blck_fnc_cleanupAliveAI = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_cleanupAliveAI.sqf";
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// Event handlers
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"blck_PVS_aiKilled" addPublicVariableEventHandler {
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diag_log format["blck_PVS_aiKilled handler:: unit = %1 and killer = %2 and this = #3",_this select 1 select 0,_this select 1 select 1, _this];
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[_this select 1 select 0,_this select 1 select 1] call blck_fnc_processAIKill;
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};
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"blck_PVS_aiVehicleEmpty" addPublicVariableEventHandler {
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private ["_veh"];
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_veh = _this select 1;
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//diag_log format["blck_PVS_aiVehicleEmpty:: _this = %1 and _veh = %2",_this,0];
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if (typeOf _veh in blck_staticWeapons) then // always destroy mounted weapons
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{
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//diag_log format["vehicleMonitor.sqf: _veh %1 is (in blck_staticWeapons) = true",_veh];
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_veh removealleventhandlers "GetIn";
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_veh removealleventhandlers "GetOut";
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_veh setDamage 1;
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} else {
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//diag_log format["vehicleMonitor.sqf: _veh %1 is (in blck_staticWeapons) = false",_veh];
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if (blck_killEmptyAIVehicles) then
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{
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//diag_log format["vehicleMonitor.sqf: _veh %1 is about to be killed",_veh];
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_veh removealleventhandlers "GetIn";
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_veh removealleventhandlers "GetOut";
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_veh setVehicleLock "UNLOCKED" ;
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uiSleep 1;
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_veh setDamage 1.1;
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uiSleep 15;
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deleteVehicle _veh;
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}
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else
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{
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//diag_log format["vehicleMonitor.sqf: make vehicle available to players; stripping eventHandlers from_veh %1",_veh];
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_veh removealleventhandlers "GetIn";
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_veh removealleventhandlers "GetOut";
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_veh setVehicleLock "UNLOCKED" ;
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};
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};
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};
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diag_log "[blckeagls] Functions Loaded";
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blck_functionsCompiled = true;
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