v6.45 Build 17
This commit is contained in:
parent
6d35e6ec85
commit
6438364731
@ -1,443 +0,0 @@
|
||||
/*
|
||||
Generic Mission Spawner
|
||||
for DBD Clan
|
||||
By Ghostrider-DBD-
|
||||
Copyright 2016
|
||||
*/
|
||||
|
||||
|
||||
private ["_crates","_aiGroup","_objects","_vehicles","_groupPatrolRadius","_missionLandscape","_compositions","_missionCfg","_compSel","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_AI_Vehicles"];
|
||||
|
||||
params["_coords","_missionType","_aiDifficultyLevel"];
|
||||
/*
|
||||
_aiDifficultyLevel = _this select 2; // "blue","red","green" and "orange"
|
||||
*/
|
||||
|
||||
// *************************
|
||||
|
||||
// Once the entire mission system can support timeout cleanup of vehicles (specifically the AI vehicle patrols) then each mission layout can define this varialbe. Until then disable timouts.
|
||||
|
||||
//////////////////////////////////
|
||||
// To simplify debugging and also reduce load on server besure only once instance of the mission spawner is initializing at a time.
|
||||
/////////////////////////////////
|
||||
|
||||
waitUntil {blck_missionSpawning isEqualTo false};
|
||||
blck_missionSpawning = true;
|
||||
|
||||
diag_log format["[blckeagls] missionSpawner:: Initializing mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
private["_chanceHeliPatrol","_noPara","_reinforcementLootCounts","_chanceLoot"];
|
||||
if (isNil "_chanceReinforcements") then
|
||||
{
|
||||
_chanceReinforcements = 0;
|
||||
_noPara = 0;
|
||||
_reinforcementLootCounts = [0,0,0,0,0,0];
|
||||
_chanceHeliPatrol = 0;
|
||||
_chanceLoot = 0;
|
||||
};
|
||||
private["_timeOut"]; // _timeOut is the time in seconds after which a mission is deactivated.
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_noPara") then {_noPara = 0};
|
||||
if (isNil "_chanceHeliPatrol") then {_chanceHeliPatrol = 0;};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 0};
|
||||
if (isNil "_reinforcementLootCounts") then
|
||||
{
|
||||
_weap = 2 + floor(random(4));
|
||||
_mags = 5 + floor(random(6));
|
||||
_backpacks = 1 + floor(random(2));
|
||||
_optics = 1 + floor(random(6));
|
||||
_loadout = 1 + floor(random(3));
|
||||
_reinforcementLootCounts = [_weap,_mags,_optics,0,0,_backpacks];
|
||||
//diag_log "missionSpawner:: default values used for _reinforcementLootCounts";
|
||||
}
|
||||
else
|
||||
{
|
||||
//diag_log "missionSpawner:: Mission specific values used for _reinforcementLootCounts";
|
||||
};
|
||||
|
||||
if (blck_debugON) then {
|
||||
diag_log format["[blckEagle] Mission Reinforcement Parameters: changeReinforcements %1 numAI %2 changePatrol %3 chanceLoot %4",_chanceReinforcements,_noPara,_chanceHeliPatrol,_chanceLoot];
|
||||
};
|
||||
|
||||
private["_useMines"];
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines; /*diag_log "[blckEagles] Using default setting for _useMines";*/};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_missionType,_coords,"","",_markerColor,_markerType];
|
||||
_delayTime = 1;
|
||||
_groupPatrolRadius = 50;
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "SM1.sqf: labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "SM1.sqf: 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,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker] execVM "debug\spawnMarker.sqf";
|
||||
|
||||
_fn_timedOut = {
|
||||
params["_startTime"];
|
||||
private["_return"];
|
||||
_return = ( (diag_tickTime - _startTime) > blck_MissionTimout );
|
||||
_return;
|
||||
};
|
||||
_fn_playerWithinRange = {
|
||||
params["_pos"];
|
||||
private["_return"];
|
||||
_return = false;
|
||||
{
|
||||
if (isPlayer _x and _x distance _pos <= blck_TriggerDistance) then {_return = true};
|
||||
|
||||
}forEach playableunits;
|
||||
_return;
|
||||
};
|
||||
|
||||
uiSleep 1;
|
||||
/////////////////////////////
|
||||
// Everything has been set up for the mission and it is now waiting to be triggered by a nearby player or to time out.
|
||||
// Lets let other instances of the mission spawner know it is OK to go ahead
|
||||
////////////////////////////
|
||||
blck_missionSpawning = false;
|
||||
|
||||
//diag_log "missionSpawner:: waiting for player to trigger the mission";
|
||||
private["_wait","_missionStartTime","_playerInRange","_missionTimedOut"];
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
_wait = true;
|
||||
while {_wait} do
|
||||
{
|
||||
if ([_coords] call _fn_playerWithinRange) then
|
||||
{
|
||||
_wait = false;
|
||||
_playerInRange = true;
|
||||
} else
|
||||
{
|
||||
if ((diag_tickTime - _missionStartTime) > blck_MissionTimout) then
|
||||
{
|
||||
_wait = false;
|
||||
_missionTimedOut = true;
|
||||
};
|
||||
};
|
||||
uiSleep 1;
|
||||
};
|
||||
//waitUntil{ { (isPlayer _x && _x distance _coords <= blck_TriggerDistance /*&& vehicle _x == _x*/) || ([_missionStartTime] call _fn_timedOut) } count playableunits > 0 };
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["missionSpawner:: Mission Triggerred contition playerInRange %1 and timout = %2",_playerInRange, _missionTimedOut];
|
||||
};
|
||||
|
||||
if (!_playerInRange && _missionTimedOut) exitWith
|
||||
{
|
||||
//["timeOut",_endMsg,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker select 0] execVM "debug\deleteMarker.sqf";
|
||||
_blck_localMissionMarker set [1,[0,0,0]];
|
||||
_blck_localMissionMarker set [2,""];
|
||||
[_objects, 1] spawn blck_fnc_cleanupObjects;
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Mission Timed Out: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
|
||||
if (_playerInRange) then
|
||||
{
|
||||
if (blck_debugON) then
|
||||
{ diag_log format["[blckeagls] missionSpawner:: -- >> Mission tripped by nearby player: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionCfg select 2/* array of crates*/] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes /*"Box_NATO_Wps_F"*/,[0,0,0],_crateLoot,_lootCounts]]] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
_objects = _objects + _crates;
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Crates Spawned: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
private ["_temp"];
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
_objects = _objects + _temp;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
//waitUntil{!(_mines isEqualTo [];);
|
||||
uiSleep _delayTime;;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_objects = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
} else {
|
||||
_objects = [_coords, round(random(360)),_missionLandscape,true] call blck_fnc_spawnCompositionObjects;
|
||||
};
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Landscape spawned: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
uiSleep _delayTime;;
|
||||
|
||||
if ((count _missionLootVehicles) > 0) then // spawn loot vehicles
|
||||
{
|
||||
{
|
||||
//diag_log format["spawnMissionCVehicles.sqf _x = %1",_x];
|
||||
_offset = _x select 1; // offset relative to _coords at which to spawn the vehicle
|
||||
_pos = [(_coords select 0)+(_offset select 0),(_coords select 1) + (_offset select 1),(_coords select 2)+(_offset select 2)];
|
||||
_veh = [_x select 0 /* vehicle class name*/, _pos] call blck_fnc_spawnVehicle;
|
||||
_vehs pushback _veh;
|
||||
[_veh,_x select 2 /*loot array*/, _x select 3 /*array of values specifying number of items of each loot type to load*/] call blck_fnc_fillBoxes;
|
||||
}forEach _missionLootVehicles;
|
||||
uiSleep _delayTime;
|
||||
};
|
||||
|
||||
if (blck_useStatic && (_noEmplacedWeapons > 0)) then
|
||||
{
|
||||
private["_static","_count"];
|
||||
if ( count (_missionEmplacedWeapons) > 0 ) then
|
||||
{
|
||||
_static = _missionCfg select 4 select 1;
|
||||
_count = _missionCfg select 4 select 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_static = blck_staticWeapons;
|
||||
_count = _noEmplacedWeapons;
|
||||
};
|
||||
private ["_emplacedGroup","_emplacedPositions"];
|
||||
|
||||
_emplacedPositions = [_coords,_count,35,50] call blck_fnc_findPositionsAlongARadius;
|
||||
//diag_log format["missionSpawner:: _emplacedPositions = %1",_emplacedPositions];
|
||||
{
|
||||
_emplacedGroup = [_x,1,1,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
//_emplacedUnits = units _emplacedGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + (units _emplacedGroup);
|
||||
_emplacedWeapon = [_x,_emplacedGroup,blck_staticWeapons,5,15] call blck_fnc_spawnEmplacedWeapon;
|
||||
_missionAIVehicles pushback _emplacedWeapon;
|
||||
uiSleep _delayTime;
|
||||
}forEach _emplacedPositions;
|
||||
//diag_log format["missionSpawner:: emplaced weapons data: _AI_Vehicles %1 _blck_AllMissionAI %1",_AI_Vehicles,_blck_AllMissionAI];
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Static Weapons Spawned: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
|
||||
//diag_log format["_fnc_missionSpawner:: after adding any static weapons, _blck_AllMissionAI is %1",_blck_AllMissionAI];
|
||||
if (blck_useVehiclePatrols && (_noVehiclePatrols > 0)) then
|
||||
{
|
||||
private["_vehGroup","_patrolVehicle","_vehiclePatrolSpawns"];
|
||||
_vehiclePatrolSpawns= [_coords,_noVehiclePatrols,45,60] call blck_fnc_findPositionsAlongARadius;
|
||||
diag_log format["missionSpawner:: _vehiclePatrolSpawns = %1",_vehiclePatrolSpawns];
|
||||
//for "_i" from 1 to _noVehiclePatrols do
|
||||
{
|
||||
_vehGroup = [_x,3,3,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
//diag_log format["missionSpawner:: group for AI Patrol vehicle spawn: group is %1 with units of %2",_vehGroup, units _vehGroup];
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + (units _vehGroup);
|
||||
_randomVehicle = blck_AIPatrolVehicles call BIS_fnc_selectRandom;
|
||||
//diag_log format["missionSpawner:: vehicle selected is %1", _randomVehicle];
|
||||
_patrolVehicle = [_coords,_x,_randomVehicle,(_x distance _coords) -5,(_x distance _coords) + 5,_vehGroup] call blck_fnc_spawnVehiclePatrol;
|
||||
//diag_log format["missionSpawner:: patrol vehicle spawned was %1",_patrolVehicle];
|
||||
_vehGroup setVariable["groupVehicle",_patrolVehicle,true];
|
||||
//uiSleep _delayTime;
|
||||
_AI_Vehicles pushback _patrolVehicle;
|
||||
}forEach _vehiclePatrolSpawns;
|
||||
//diag_log format["missionSpawner:: vehicle patrols data: _AI_Vehicles %1 _blck_AllMissionAI %1",_AI_Vehicles,_blck_AllMissionAI];
|
||||
uiSleep _delayTime;
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Vehicle Patrols Spawned: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
//diag_log format["_fnc_missionSpawner:: after adding any vehicle patrols, _blck_AllMissionAI is %1",_blck_AllMissionAI];
|
||||
//diag_log format["missionSpawner:: _noAIGroups = %1; spawning AI Groups now",_noAIGroups];
|
||||
|
||||
private["_unitsToSpawn","_unitsPerGroup","_ResidualUnits","_newGroup"];
|
||||
_unitsToSpawn = round(_minNoAI + round(random(_maxNoAI - _minNoAI)));
|
||||
_unitsPerGroup = floor(_unitsToSpawn/_noAIGroups);
|
||||
_ResidualUnits = _unitsToSpawn - (_unitsPerGroup * _noAIGroups);
|
||||
//diag_log format["missionSpawner:: _unitsToSpawn %1 ; _unitsPerGroup %2 _ResidualUnits %3",_unitsToSpawn,_unitsPerGroup,_ResidualUnits];
|
||||
switch (_noAIGroups) do
|
||||
{
|
||||
case 1: { // spawn the group near the mission center
|
||||
//params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
|
||||
_newGroup = [_coords,_unitsToSpawn,_unitsToSpawn,_aiDifficultyLevel,_coords,3,18,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=1 _newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
};
|
||||
case 2: {
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=2"]; // spawn groups on either side of the mission area
|
||||
_groupLocations = [_coords,_noAIGroups,15,30] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
private["_adjusttedGroupSize"];
|
||||
if (_ResidualUnits > 0) then
|
||||
{
|
||||
_adjusttedGroupSize = _unitsPerGroup + _ResidualUnits;
|
||||
_ResidualUnits = 0;
|
||||
} else {
|
||||
_adjusttedGroupSize = _unitsPerGroup;
|
||||
};
|
||||
_newGroup = [_x,_adjusttedGroupSize,_adjusttedGroupSize,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning 2 Groups: _newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
}forEach _groupLocations;
|
||||
|
||||
};
|
||||
case 3: { // spawn one group near the center of the mission and the rest on the perimeter
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=3"];
|
||||
_newGroup = [_coords,_unitsPerGroup + _ResidualUnits,_unitsPerGroup + _ResidualUnits,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=3 _newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
_groupLocations = [_coords,2,20,35] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
_newGroup = [_x,_unitsPerGroup,_unitsPerGroup,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning 2 Groups:_newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
}forEach _groupLocations;
|
||||
|
||||
};
|
||||
default { // spawn one group near the center of the mission and the rest on the perimeter
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=default"];
|
||||
_newGroup = [_coords,_unitsPerGroup + _ResidualUnits,_unitsPerGroup + _ResidualUnits,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=%3 _newGroup=%1 _newAI = %2",_newGroup, _newAI,_noAIGroups];
|
||||
_groupLocations = [_coords,(_noAIGroups - 1),20,40] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
_newGroup = [_x,_unitsPerGroup,_unitsPerGroup,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning %3 Groups: _newGroup=%1 _newAI = %2",_newGroup, _newAI,_noAIGroups];
|
||||
}forEach _groupLocations;
|
||||
};
|
||||
};
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: AI Patrols Spawned: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
if ((random(1) < _chanceReinforcements)) then
|
||||
{
|
||||
_weaponList = blck_WeaponList_Red;
|
||||
|
||||
switch (_aiDifficultyLevel) do {
|
||||
case "blue": {_weaponList = blck_WeaponList_Blue;};
|
||||
case "red": {_weaponList = blck_WeaponList_Red;};
|
||||
case "green": {_weaponList = blck_WeaponList_Green;};
|
||||
case "orange": {_weaponList = blck_WeaponList_Orange;};
|
||||
default {_weaponList = blck_WeaponList_Blue;};
|
||||
};
|
||||
|
||||
diag_log format["missionSpawner:: weaponList = %1",_weaponList];
|
||||
private["_grpReinforcements"];
|
||||
_grpReinforcements = grpNull;
|
||||
|
||||
diag_log format["[blckeagls] missionSpawner:: calling in reinforcements: Current mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
[] spawn {
|
||||
//[_coords,_noPara,_aiDifficultyLevel,_chanceLoot,_reinforcementLootCounts,_weaponList,_uniforms,_headgear,_chanceHeliPatrol] call blck_fnc_Reinforcements;
|
||||
//waitUntil {_grpReinforcements != grpNull};
|
||||
//diag_log format["[blckeagls] missionSpawner::reinforcement spawner started: Current mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
if !(_grpReinforcements isEqualTo grpNull) then
|
||||
{
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + (units _grpReinforcements);
|
||||
//diag_log format["missionSpawner:: _grpReinforcements = %1",_grpReinforcements];
|
||||
};
|
||||
};
|
||||
|
||||
// Trigger for mission end
|
||||
//diag_log format["[blckeagls] mission Spawner _endCondition = %1",_endCondition];
|
||||
private["_missionComplete"];
|
||||
_missionComplete = -1;
|
||||
|
||||
_endIfPlayerNear = false;
|
||||
_endIfAIKilled = false;
|
||||
_startTime = diag_tickTime;
|
||||
_missionTimedOut = false;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_endIfPlayerNear = true;};
|
||||
case "allUnitsKilled": {_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
};
|
||||
//diag_log format["missionSpawner :: _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
private["_locations"];
|
||||
_locations = [_coords] + _crates;
|
||||
|
||||
//diag_log format["missionSpawner:: Waiting for player to satisfy mission end criteria of _endIfPlayerNear %1 with _endIfAIKilled %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
while {_missionComplete == -1} do
|
||||
{
|
||||
if (_endIfPlayerNear) then {
|
||||
if ( { (isPlayer _x) && ([_x,_locations,20] call blck_fnc_playerInRange) && (vehicle _x == _x) } count playableunits > 0) then {
|
||||
_missionComplete = 1;
|
||||
};
|
||||
};
|
||||
//diag_log format["missionSpawner:: count alive _blck_AllMissionAI = %1",{alive _x} count _blck_AllMissionAI];
|
||||
if (_endIfAIKilled) then {
|
||||
if (({alive _x} count _blck_AllMissionAI) < 1 ) then {
|
||||
_missionComplete = 1;
|
||||
//diag_log format["missionSpawner:: _blck_AllMissionAI = %1","testing case _endIfAIKilled"];
|
||||
};
|
||||
};
|
||||
uiSleep 2;
|
||||
};
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Mission completion criteria fulfilled: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
if (blck_useSignalEnd) then
|
||||
{
|
||||
//diag_log format["**** Minor\SM1.sqf:: _crate = %1",_crates select 0];
|
||||
[_crates select 0] spawn blck_fnc_signalEnd;
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: SignalEnd called: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
[_mines] spawn blck_fnc_clearMines;
|
||||
[_objects, blck_cleanupCompositionTimer] call blck_fnc_addObjToQue;
|
||||
[_blck_AllMissionAI,blck_AliveAICleanUpTime] call blck_fnc_addLiveAItoQue;
|
||||
["end",_endMsg,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker select 1, _missionType] execVM "debug\missionCompleteMarker.sqf";
|
||||
[_blck_localMissionMarker select 0] execVM "debug\deleteMarker.sqf";
|
||||
//[_blck_localMissionMarker select 0,"Completed"] call blck_fnc_updateMissionQue;
|
||||
diag_log format["[blckeagls] missionSpawner:: end of mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
@ -1,459 +0,0 @@
|
||||
/*
|
||||
Generic Mission Spawner
|
||||
for DBD Clan
|
||||
By Ghostrider-DBD-
|
||||
Copyright 2016
|
||||
*/
|
||||
|
||||
|
||||
private ["_crates","_aiGroup","_objects","_vehicles","_groupPatrolRadius","_missionLandscape","_compositions","_missionCfg","_compSel","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_AI_Vehicles"];
|
||||
|
||||
params["_coords","_missionType","_aiDifficultyLevel"];
|
||||
/*
|
||||
_aiDifficultyLevel = _this select 2; // "blue","red","green" and "orange"
|
||||
*/
|
||||
|
||||
// *************************
|
||||
|
||||
// Once the entire mission system can support timeout cleanup of vehicles (specifically the AI vehicle patrols) then each mission layout can define this varialbe. Until then disable timouts.
|
||||
|
||||
//////////////////////////////////
|
||||
// To simplify debugging and also reduce load on server besure only once instance of the mission spawner is initializing at a time.
|
||||
/////////////////////////////////
|
||||
|
||||
waitUntil {blck_missionSpawning isEqualTo false};
|
||||
blck_missionSpawning = true;
|
||||
|
||||
diag_log format["[blckeagls] missionSpawner:: INITIALIZING USING MISSION PARAMETERS mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
private["_chanceHeliPatrol","_noPara","_reinforcementLootCounts","_chanceLoot"];
|
||||
if (isNil "_chanceReinforcements") then
|
||||
{
|
||||
_chanceReinforcements = 0;
|
||||
_noPara = 0;
|
||||
_reinforcementLootCounts = [0,0,0,0,0,0];
|
||||
_chanceHeliPatrol = 0;
|
||||
_chanceLoot = 0;
|
||||
};
|
||||
private["_timeOut"]; // _timeOut is the time in seconds after which a mission is deactivated.
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_noPara") then {_noPara = 0};
|
||||
if (isNil "_chanceHeliPatrol") then {_chanceHeliPatrol = 0;};
|
||||
if (isNil "_chanceLoot") then {_chanceLoot = 0};
|
||||
if (isNil "_reinforcementLootCounts") then
|
||||
{
|
||||
_weap = 2 + floor(random(4));
|
||||
_mags = 5 + floor(random(6));
|
||||
_backpacks = 1 + floor(random(2));
|
||||
_optics = 1 + floor(random(6));
|
||||
_loadout = 1 + floor(random(3));
|
||||
_reinforcementLootCounts = [_weap,_mags,_optics,0,0,_backpacks];
|
||||
//diag_log "missionSpawner:: default values used for _reinforcementLootCounts";
|
||||
}
|
||||
else
|
||||
{
|
||||
//diag_log "missionSpawner:: Mission specific values used for _reinforcementLootCounts";
|
||||
};
|
||||
|
||||
if (blck_debugON) then {
|
||||
diag_log format["(2) [blckEagle] REINFORCEMENT PARAMETERS: Mission Reinforcement Parameters for missionType %5: changeReinforcements %1 numAI %2 changePatrol %3 chanceLoot %4",_chanceReinforcements,_noPara,_chanceHeliPatrol,_chanceLoot,_missionType];
|
||||
};
|
||||
|
||||
private["_useMines"];
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines; /*diag_log "[blckEagles] Using default setting for _useMines";*/};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_missionType,_coords,"","",_markerColor,_markerType];
|
||||
_delayTime = 1;
|
||||
_groupPatrolRadius = 50;
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "SM1.sqf: labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "SM1.sqf: 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,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker] execVM "debug\spawnMarker.sqf";
|
||||
|
||||
_fn_timedOut = {
|
||||
params["_startTime"];
|
||||
private["_return"];
|
||||
_return = ( (diag_tickTime - _startTime) > blck_MissionTimout );
|
||||
_return;
|
||||
};
|
||||
_fn_playerWithinRange = {
|
||||
params["_pos"];
|
||||
private["_return"];
|
||||
_return = false;
|
||||
{
|
||||
if (isPlayer _x and _x distance _pos <= blck_TriggerDistance) then {_return = true};
|
||||
|
||||
}forEach playableunits;
|
||||
_return;
|
||||
};
|
||||
|
||||
uiSleep 1;
|
||||
/////////////////////////////
|
||||
// Everything has been set up for the mission and it is now waiting to be triggered by a nearby player or to time out.
|
||||
// Lets let other instances of the mission spawner know it is OK to go ahead
|
||||
////////////////////////////
|
||||
blck_missionSpawning = false;
|
||||
|
||||
if (DBD_debugON) then {diag_log format["missionSpawner:: WAITING FOR PLAYER to trigger the mission for missionType %1",_missionType];};
|
||||
|
||||
private["_wait","_missionStartTime","_playerInRange","_missionTimedOut"];
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
_wait = true;
|
||||
|
||||
while {_wait} do
|
||||
{
|
||||
uiSleep 1;
|
||||
if ([_coords] call _fn_playerWithinRange) then
|
||||
{
|
||||
_wait = false;
|
||||
_playerInRange = true;
|
||||
} else
|
||||
{
|
||||
if ( (diag_tickTime - _missionStartTime) > blck_MissionTimout ) then
|
||||
{
|
||||
_wait = false;
|
||||
_missionTimedOut = true;
|
||||
} else {
|
||||
if (blck_debugLevel == 3) then
|
||||
{
|
||||
sleep 120;
|
||||
_wait = false;
|
||||
_playerInRange = true;
|
||||
diag_log format["(3) _fnc_missionSpawner:: -->> ACTIVATION Mission of missionType %1 activated based on blck_debugLevel == 3",_missionType];
|
||||
};
|
||||
};
|
||||
};
|
||||
};
|
||||
//waitUntil{ { (isPlayer _x && _x distance _coords <= blck_TriggerDistance /*&& vehicle _x == _x*/) || ([_missionStartTime] call _fn_timedOut) } count playableunits > 0 };
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["missionSpawner:: MISSION TRIGGER contition _missionType = %4 and playerInRange %1 and timout = %2 and blck_debugLevel = %3",_playerInRange, _missionTimedOut,blck_debugLevel,_missionType];
|
||||
};
|
||||
|
||||
if (_missionTimedOut) exitWith
|
||||
{
|
||||
//["timeOut",_endMsg,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker select 0] execVM "debug\deleteMarker.sqf";
|
||||
_blck_localMissionMarker set [1,[0,0,0]];
|
||||
_blck_localMissionMarker set [2,""];
|
||||
[_objects, 1] spawn blck_fnc_cleanupObjects;
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Mission Timed Out: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
|
||||
if (_playerInRange || blck_debugLevel == 3) then
|
||||
{
|
||||
if (blck_debugON) then
|
||||
{ diag_log format["[blckeagls] missionSpawner:: -- >> Mission tripped by nearby player: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionCfg select 2/* array of crates*/] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_crateTypes /*"Box_NATO_Wps_F"*/,[0,0,0],_crateLoot,_lootCounts]]] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
_objects = _objects + _crates;
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: CRATES SPAWNED: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
private ["_temp"];
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
_objects = _objects + _temp;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
//waitUntil{!(_mines isEqualTo [];);
|
||||
uiSleep _delayTime;;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_objects = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
} else {
|
||||
_objects = [_coords, round(random(360)),_missionLandscape,true] call blck_fnc_spawnCompositionObjects;
|
||||
};
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: LANDSCAPE SPAWNED: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
uiSleep _delayTime;;
|
||||
|
||||
if ((count _missionLootVehicles) > 0) then // spawn loot vehicles
|
||||
{
|
||||
{
|
||||
//diag_log format["spawnMissionCVehicles.sqf _x = %1",_x];
|
||||
_offset = _x select 1; // offset relative to _coords at which to spawn the vehicle
|
||||
_pos = [(_coords select 0)+(_offset select 0),(_coords select 1) + (_offset select 1),(_coords select 2)+(_offset select 2)];
|
||||
_veh = [_x select 0 /* vehicle class name*/, _pos] call blck_fnc_spawnVehicle;
|
||||
_vehs pushback _veh;
|
||||
[_veh,_x select 2 /*loot array*/, _x select 3 /*array of values specifying number of items of each loot type to load*/] call blck_fnc_fillBoxes;
|
||||
}forEach _missionLootVehicles;
|
||||
uiSleep _delayTime;
|
||||
};
|
||||
|
||||
if (blck_useStatic && (_noEmplacedWeapons > 0)) then
|
||||
{
|
||||
private["_static","_count"];
|
||||
if ( count (_missionEmplacedWeapons) > 0 ) then
|
||||
{
|
||||
_static = _missionCfg select 4 select 1;
|
||||
_count = _missionCfg select 4 select 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_static = blck_staticWeapons;
|
||||
_count = _noEmplacedWeapons;
|
||||
};
|
||||
private ["_emplacedGroup","_emplacedPositions"];
|
||||
|
||||
_emplacedPositions = [_coords,_count,35,50] call blck_fnc_findPositionsAlongARadius;
|
||||
//diag_log format["missionSpawner:: _emplacedPositions = %1",_emplacedPositions];
|
||||
{
|
||||
_emplacedGroup = [_x,1,1,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
//_emplacedUnits = units _emplacedGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + (units _emplacedGroup);
|
||||
_emplacedWeapon = [_x,_emplacedGroup,blck_staticWeapons,5,15] call blck_fnc_spawnEmplacedWeapon;
|
||||
_missionAIVehicles pushback _emplacedWeapon;
|
||||
uiSleep _delayTime;
|
||||
}forEach _emplacedPositions;
|
||||
//diag_log format["missionSpawner:: emplaced weapons data: _AI_Vehicles %1 _blck_AllMissionAI %1",_AI_Vehicles,_blck_AllMissionAI];
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: STATIC WEAPONS SPAWNED: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
|
||||
//diag_log format["_fnc_missionSpawner:: after adding any static weapons, _blck_AllMissionAI is %1",_blck_AllMissionAI];
|
||||
if (blck_useVehiclePatrols && (_noVehiclePatrols > 0)) then
|
||||
{
|
||||
private["_vehGroup","_patrolVehicle","_vehiclePatrolSpawns"];
|
||||
_vehiclePatrolSpawns= [_coords,_noVehiclePatrols,45,60] call blck_fnc_findPositionsAlongARadius;
|
||||
diag_log format["missionSpawner:: _vehiclePatrolSpawns = %1",_vehiclePatrolSpawns];
|
||||
//for "_i" from 1 to _noVehiclePatrols do
|
||||
{
|
||||
_vehGroup = [_x,3,3,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
//diag_log format["missionSpawner:: group for AI Patrol vehicle spawn: group is %1 with units of %2",_vehGroup, units _vehGroup];
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + (units _vehGroup);
|
||||
_randomVehicle = blck_AIPatrolVehicles call BIS_fnc_selectRandom;
|
||||
//diag_log format["missionSpawner:: vehicle selected is %1", _randomVehicle];
|
||||
_patrolVehicle = [_coords,_x,_randomVehicle,(_x distance _coords) -5,(_x distance _coords) + 5,_vehGroup] call blck_fnc_spawnVehiclePatrol;
|
||||
//diag_log format["missionSpawner:: patrol vehicle spawned was %1",_patrolVehicle];
|
||||
_vehGroup setVariable["groupVehicle",_patrolVehicle,true];
|
||||
//uiSleep _delayTime;
|
||||
_AI_Vehicles pushback _patrolVehicle;
|
||||
}forEach _vehiclePatrolSpawns;
|
||||
//diag_log format["missionSpawner:: vehicle patrols data: _AI_Vehicles %1 _blck_AllMissionAI %1",_AI_Vehicles,_blck_AllMissionAI];
|
||||
uiSleep _delayTime;
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: VEHICLE PATROLS SPAWNED: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
//diag_log format["_fnc_missionSpawner:: after adding any vehicle patrols, _blck_AllMissionAI is %1",_blck_AllMissionAI];
|
||||
//diag_log format["missionSpawner:: _noAIGroups = %1; spawning AI Groups now",_noAIGroups];
|
||||
|
||||
private["_unitsToSpawn","_unitsPerGroup","_ResidualUnits","_newGroup"];
|
||||
_unitsToSpawn = round(_minNoAI + round(random(_maxNoAI - _minNoAI)));
|
||||
_unitsPerGroup = floor(_unitsToSpawn/_noAIGroups);
|
||||
_ResidualUnits = _unitsToSpawn - (_unitsPerGroup * _noAIGroups);
|
||||
//diag_log format["missionSpawner:: _unitsToSpawn %1 ; _unitsPerGroup %2 _ResidualUnits %3",_unitsToSpawn,_unitsPerGroup,_ResidualUnits];
|
||||
switch (_noAIGroups) do
|
||||
{
|
||||
case 1: { // spawn the group near the mission center
|
||||
//params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
|
||||
_newGroup = [_coords,_unitsToSpawn,_unitsToSpawn,_aiDifficultyLevel,_coords,3,18,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=1 _newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
};
|
||||
case 2: {
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=2"]; // spawn groups on either side of the mission area
|
||||
_groupLocations = [_coords,_noAIGroups,15,30] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
private["_adjusttedGroupSize"];
|
||||
if (_ResidualUnits > 0) then
|
||||
{
|
||||
_adjusttedGroupSize = _unitsPerGroup + _ResidualUnits;
|
||||
_ResidualUnits = 0;
|
||||
} else {
|
||||
_adjusttedGroupSize = _unitsPerGroup;
|
||||
};
|
||||
_newGroup = [_x,_adjusttedGroupSize,_adjusttedGroupSize,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning 2 Groups: _newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
}forEach _groupLocations;
|
||||
|
||||
};
|
||||
case 3: { // spawn one group near the center of the mission and the rest on the perimeter
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=3"];
|
||||
_newGroup = [_coords,_unitsPerGroup + _ResidualUnits,_unitsPerGroup + _ResidualUnits,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=3 _newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
_groupLocations = [_coords,2,20,35] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
_newGroup = [_x,_unitsPerGroup,_unitsPerGroup,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning 2 Groups:_newGroup=%1 _newAI = %2",_newGroup, _newAI];
|
||||
}forEach _groupLocations;
|
||||
|
||||
};
|
||||
default { // spawn one group near the center of the mission and the rest on the perimeter
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=default"];
|
||||
_newGroup = [_coords,_unitsPerGroup + _ResidualUnits,_unitsPerGroup + _ResidualUnits,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning Groups: _noAIGroups=%3 _newGroup=%1 _newAI = %2",_newGroup, _newAI,_noAIGroups];
|
||||
_groupLocations = [_coords,(_noAIGroups - 1),20,40] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
_newGroup = [_x,_unitsPerGroup,_unitsPerGroup,_aiDifficultyLevel,_coords,1,12,_uniforms,_headGear] call blck_fnc_spawnGroup;
|
||||
_newAI = units _newGroup;
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + _newAI;
|
||||
//diag_log format["missionSpawner: Spawning %3 Groups: _newGroup=%1 _newAI = %2",_newGroup, _newAI,_noAIGroups];
|
||||
}forEach _groupLocations;
|
||||
};
|
||||
};
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: AI PATROLS SPAWNED: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
|
||||
if ((random(1) < _chanceReinforcements)) then
|
||||
{
|
||||
_weaponList = blck_WeaponList_Red;
|
||||
|
||||
switch (_aiDifficultyLevel) do {
|
||||
case "blue": {_weaponList = blck_WeaponList_Blue;};
|
||||
case "red": {_weaponList = blck_WeaponList_Red;};
|
||||
case "green": {_weaponList = blck_WeaponList_Green;};
|
||||
case "orange": {_weaponList = blck_WeaponList_Orange;};
|
||||
default {_weaponList = blck_WeaponList_Blue;};
|
||||
};
|
||||
|
||||
diag_log format["missionSpawner:: weaponList = %1",_weaponList];
|
||||
private["_grpReinforcements"];
|
||||
_grpReinforcements = grpNull;
|
||||
|
||||
diag_log format["[blckeagls] missionSpawner:: calling in reinforcements: Current mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
[] spawn {
|
||||
//[_coords,_noPara,_aiDifficultyLevel,_chanceLoot,_reinforcementLootCounts,_weaponList,_uniforms,_headgear,_chanceHeliPatrol] call blck_fnc_Reinforcements;
|
||||
//waitUntil {_grpReinforcements != grpNull};
|
||||
//diag_log format["[blckeagls] missionSpawner::reinforcement spawner started: Current mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
if !(_grpReinforcements isEqualTo grpNull) then
|
||||
{
|
||||
_blck_AllMissionAI = _blck_AllMissionAI + (units _grpReinforcements);
|
||||
//diag_log format["missionSpawner:: _grpReinforcements = %1",_grpReinforcements];
|
||||
};
|
||||
};
|
||||
|
||||
// Trigger for mission end
|
||||
//diag_log format["[blckeagls] mission Spawner _endCondition = %1",_endCondition];
|
||||
private["_missionComplete"];
|
||||
_missionComplete = -1;
|
||||
|
||||
_endIfPlayerNear = false;
|
||||
_endIfAIKilled = false;
|
||||
_startTime = diag_tickTime;
|
||||
_missionTimedOut = false;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_endIfPlayerNear = true;};
|
||||
case "allUnitsKilled": {_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
};
|
||||
//diag_log format["missionSpawner :: _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
private["_locations"];
|
||||
_locations = [_coords] + _crates;
|
||||
|
||||
//diag_log format["missionSpawner:: Waiting for player to satisfy mission end criteria of _endIfPlayerNear %1 with _endIfAIKilled %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
while {_missionComplete == -1} do
|
||||
{
|
||||
if (_endIfPlayerNear) then {
|
||||
if ( { (isPlayer _x) && ([_x,_locations,20] call blck_fnc_playerInRange) && (vehicle _x == _x) } count playableunits > 0) then {
|
||||
_missionComplete = 1;
|
||||
};
|
||||
};
|
||||
//diag_log format["missionSpawner:: count alive _blck_AllMissionAI = %1",{alive _x} count _blck_AllMissionAI];
|
||||
if (_endIfAIKilled) then {
|
||||
if (({alive _x} count _blck_AllMissionAI) < 1 ) then {
|
||||
_missionComplete = 1;
|
||||
//diag_log format["missionSpawner:: _blck_AllMissionAI = %1","testing case _endIfAIKilled"];
|
||||
};
|
||||
};
|
||||
if (blck_debugLevel == 3) then
|
||||
{
|
||||
uiSleep 60;
|
||||
_missionComplete = 1;
|
||||
diag_log format["_fnc_missionSpawner:: -- >> Mission of missionType %1 was Tripped based on blck_debugLevel == 3",_missionType];
|
||||
};
|
||||
uiSleep 2;
|
||||
};
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: Mission COMPLETION CRITERIA FULFILLED: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4 : blck_debugLevel = %5",_coords,_missionType,_aiDifficultyLevel,_markerMissionName,blck_debugLevel];
|
||||
};
|
||||
|
||||
if (blck_useSignalEnd) then
|
||||
{
|
||||
//diag_log format["**** Minor\SM1.sqf:: _crate = %1",_crates select 0];
|
||||
[_crates select 0] spawn blck_fnc_signalEnd;
|
||||
|
||||
if (blck_debugON) then
|
||||
{
|
||||
diag_log format["[blckeagls] missionSpawner:: SignalEnd called: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
};
|
||||
[_mines] spawn blck_fnc_clearMines;
|
||||
[_objects, blck_cleanupCompositionTimer] call blck_fnc_addObjToQue;
|
||||
[_blck_AllMissionAI,blck_AliveAICleanUpTime] call blck_fnc_addLiveAItoQue;
|
||||
["end",_endMsg,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker select 1, _missionType] execVM "debug\missionCompleteMarker.sqf";
|
||||
[_blck_localMissionMarker select 0] execVM "debug\deleteMarker.sqf";
|
||||
//[_blck_localMissionMarker select 0,"Completed"] call blck_fnc_updateMissionQue;
|
||||
diag_log format["[blckeagls] missionSpawner:: end of mission: _cords %1 : _missionType %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_missionType,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
@ -4,8 +4,9 @@ Loosely based on the AI mission system by blckeagls ver 2.0.2
|
||||
Contributions by Narines: bug fixes, testing, 'fired' event handler
|
||||
Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
|
||||
|
||||
11/20/16 Build 6.45 Build 16
|
||||
11/20/16 Build 6.45 Build 17
|
||||
Added Option to display mission information in Toasts (Exile Only).
|
||||
Fixed an issue related to bugs in Arma 1.66
|
||||
|
||||
11/16/16 Version 6.44 Build 15
|
||||
Added parameters
|
||||
|
@ -1,3 +1,3 @@
|
||||
private ["_version","_versionDate"];
|
||||
_blck_version = "6.44 Build 16";
|
||||
_blck_versionDate = "11-30-16 6:00 9M";
|
||||
_blck_version = "6.45 Build 17";
|
||||
_blck_versionDate = "12-1-16 11:00 PM";
|
||||
|
Loading…
Reference in New Issue
Block a user