Add config for the chance of various attachments
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@ -13,7 +13,7 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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private ["_i","_weap","_unit","_skillLevel","_aiSkills","_launcherRound","_index","_ammoChoices","_optics","_pointers","_muzzles","_underbarrel","_legalOptics"];
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params["_pos","_aiGroup",["_skillLevel","red"],["_uniforms", []],["_headGear",[]],["_vests",[]],["_backpacks",[]],["_Launcher","none"],["_weaponList",[]],["_sideArms",[]],["_scuba",false],["_garrison",false]];
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params["_pos","_aiGroup",["_skillLevel","red"],["_uniforms", []],["_headGear",[]],["_vests",[]],["_backpacks",[]],["_launcher","none"],["_weaponList",[]],["_sideArms",[]],["_scuba",false],["_garrison",false]];
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if (_weaponList isEqualTo []) then {_weaponList = [_skillLevel] call blck_fnc_selectAILoadout};
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if (_sideArms isEqualTo []) then {_sideArms = [_skillLevel] call blck_fnc_selectAISidearms};
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@ -92,17 +92,11 @@ _weap = selectRandom _weaponList;
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_unit addWeaponGlobal _weap;
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_ammoChoices = getArray (configFile >> "CfgWeapons" >> _weap >> "magazines");
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_unit addMagazines[selectRandom _ammochoices,3];
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/*
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_optics = getArray (configfile >> "CfgWeapons" >> _weap >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems");
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_pointers = getArray (configFile >> "CfgWeapons" >> _weap >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems");
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_muzzles = getArray (configFile >> "CfgWeapons" >> _weap >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems");
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_underbarrel = getArray (configFile >> "CfgWeapons" >> _weap >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems");
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*/
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if (random 1 < 0.4) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 101] call BIS_fnc_compatibleItems))}; // muzzles
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if (random 1 < 0.4) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 201] call BIS_fnc_compatibleItems))}; // optics
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if (random 1 < 0.4) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 301] call BIS_fnc_compatibleItems))}; // pointers
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if (random 1 < 0.4) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 302] call BIS_fnc_compatibleItems))}; // underbarrel
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if (random 1 < blck_chanceMuzzle) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 101] call BIS_fnc_compatibleItems))}; // muzzles
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if (random 1 < blck_chanceOptics) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 201] call BIS_fnc_compatibleItems))}; // optics
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if (random 1 < blck_chancePointer) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 301] call BIS_fnc_compatibleItems))}; // pointers
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if (random 1 < blck_chanceUnderbarrel) then {_unit addPrimaryWeaponItem (selectRandom ([_weap, 302] call BIS_fnc_compatibleItems))}; // underbarrel
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if ((count(getArray (configFile >> "cfgWeapons" >> _weap >> "muzzles"))) > 1) then
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{
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_unit addMagazine "1Rnd_HE_Grenade_shell";
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@ -126,23 +120,6 @@ if (round(random 10) <= 5) then
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_unit addItem selectRandom blck_specialItems;
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};
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/*
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if ( !(_Launcher isEqualTo "none") && !(_backpacks isEqualTo [])) then
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{
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_unit addWeaponGlobal _Launcher;
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_unit addBackpack (selectRandom _backpacks);
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for "_i" from 1 to 3 do
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{
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_unit addItemToBackpack (getArray (configFile >> "CfgWeapons" >> _Launcher >> "magazines") select 0); // call BIS_fnc_selectRandom;
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};
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_unit setVariable["Launcher",_launcher,true];
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} else {
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if ( random (1) < blck_chanceBackpack && !(_backpacks isEqualTo [])) then
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{
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_unit addBackpack selectRandom _backpacks;
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};
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};
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*/
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if !(_backpacks isEqualTo []) then
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{
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if (_Launcher isEqualTo "none") then
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@ -152,14 +129,17 @@ if !(_backpacks isEqualTo []) then
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_unit addBackpack selectRandom _backpacks;
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};
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} else {
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_unit addWeaponGlobal _Launcher;
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_unit addWeaponGlobal _launcher;
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_unit addBackpack (selectRandom _backpacks);
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private _roundsAdded = [];
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private _mags = getArray (configFile >> "CfgWeapons" >> _Launcher >> "magazines");
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for "_i" from 1 to 3 do
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{
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_unit addItemToBackpack (_mags select 0); // call BIS_fnc_selectRandom;
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private _lr = selectRandom _mags; // call BIS_fnc_selectRandom;
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_roundsAdded pushBack _lr;
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_unit addItemToBackpack _lr;
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};
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_unit setVariable["Launcher",_launcher,true];
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_unit setVariable["Launcher",[_launcher,_roundsAdded],true];
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};
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};
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@ -439,6 +439,12 @@
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blck_maxMoneyRed = 15;
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blck_maxMoneyBlue = 10;
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// Define the chance of attachments
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blck_chanceOptics = 0.4;
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blck_chanceMuzzle = 0.3;
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blck_chancePointer = 0.25;
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blck_chanceUnderbarrel = 0.25;
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#ifdef GRGserver
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blck_AIAlertDistance = [250,450,650,800]; // Radius within which AI will be notified of enemy activity. Depricated as a group-sed system is used now. The group is informed of the enemy location when a group member is hit or killed.
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//blck_AIAlertDistance = [150,225,400,500];
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@ -24,13 +24,13 @@
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3) A time acceleration module.
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*/
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blck_spawnMapAddons = true; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf
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blck_spawnStaticLootCrates = true; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
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blck_spawnMapAddons = false; // When true map addons will be spawned based on parameters define in custum_server\MapAddons\MapAddons_init.sqf
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blck_spawnStaticLootCrates = false; // When true, static loot crates will be spawned and loaded with loot as specified in custom_server\SLS\SLS_init_Epoch.sqf (or its exile equivalent).
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blck_simulationManager = blck_useBlckeaglsSimulationManagement;
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blck_hideRocksAndPlants = true; // When true, any rocks, trees or bushes under enterable buildings will be 'hidden'
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// Note that you can define map-specific variants in custom_server\configs\blck_custom_config.sqf
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blck_useTimeAcceleration = true; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
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blck_useTimeAcceleration = false; // When true, time acceleration will be periodically updated based on amount of daylight at that time according to the values below.
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blck_timeAccelerationDay = 2; // Daytime time accelearation
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blck_timeAccelerationDusk = 4; // Dawn/dusk time accelearation
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blck_timeAccelerationNight = 8; // Nighttim time acceleration
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@ -78,7 +78,7 @@
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//Minimum distance between missions
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blck_MinDistanceFromMission = 2000;
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blck_minDistanceToBases = 800;
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blck_minDistanceToBases = 500;
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blck_minDistanceToPlayer = 500;
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blck_minDistanceFromTowns = 300;
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blck_minDistanceFromDMS = 500; // minimum distance for a blackeagls mission from any nearby DMS missions. set to -1 to disable this check.
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@ -420,7 +420,11 @@
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blck_maxMoneyGreen = 40;
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blck_maxMoneyRed = 30;
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blck_maxMoneyBlue = 20;
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// Define the chance of attachments
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blck_chanceOptics = 0.4;
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blck_chanceMuzzle = 0.3;
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blck_chancePointer = 0.25;
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blck_chanceUnderbarrel = 0.25;
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if (toLower(blck_modType) isEqualTo "epoch") then
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{
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[format[" Loading Mission System using Parameters for %1 for militarized servers",blck_modType]] call blck_fnc_log;
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