Build 180 Ver 6.92
See the changelog for info
This commit is contained in:
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128b7edfd0
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b69aad6bbf
@ -1,5 +1,5 @@
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// Sets the WP type for WP for the specified group and updates other atributes accordingly.
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// TODO: Not used?
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// TODO: Not used? How to use this?
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// Keep in for now.
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/*
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for ghostridergaming
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@ -14,11 +14,11 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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private["_group","_wp","_index","_pattern","_mode","_arc","_dis","_wpPos"];
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// TODO: Make sure waypoint positions are far enough away that vehicles/armor moves every minute or so and patrols a wide area
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_group = group _this;
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_group setVariable["timeStamp",diag_tickTime];
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_group setcombatmode "YELLOW";
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_group setBehaviour "COMBAT"
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_group setcombatmode "RED";
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_group setBehaviour "COMBAT";
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_wp = [_group, 0];
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_pattern = _group getVariable["wpPattern",[]];
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_index = _group getVariable["wpIndex",0];
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@ -24,7 +24,7 @@ if !(_soldierType isEqualTo "emplaced") then
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_group setVariable["minDis",_minDis];
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_group setVariable["maxDis",_maxDis];
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_group setVariable["timeStamp",diag_tickTime];
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_group setVariable["wpRadius",30];
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_group setVariable["wpRadius",0];
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_group setVariable["wpMode",_mode];
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_group setVariable["wpPatrolMode",_wpPatrolMode];
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_group setVariable["wpDir",0];
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@ -36,7 +36,7 @@ if !(_soldierType isEqualTo "emplaced") then
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_dis = (_minDis) + random( (_maxDis) - (_minDis) );
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_newPos = _pos getPos[_dis,_dir];
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_wp setWPPos [_newPos select 0, _newPos select 1];
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_wp setWaypointCompletionRadius (_group getVariable["wpRadius",30]);
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_wp setWaypointCompletionRadius 0; //(_group getVariable["wpRadius",30]);
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_wp setWaypointType "MOVE";
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_wp setWaypointName "move";
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_wp setWaypointBehaviour "COMBAT";
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@ -13,6 +13,7 @@
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private["_playerType","_players"];
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_playerType = ["LandVehicle","SHIP","AIR","TANK"];
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//diag_log format["_fnc_simulationMonitor Called at %1",diag_tickTime];
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// TODO: establish if vehicles are sometimes frozen because they are not properly activated.
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switch (toLower(blck_modType)) do
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{
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case "exile": {_playerType = _playerType + ["Exile_Unit_Player"]};
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@ -8,6 +8,6 @@
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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//diag_log format["_EH_AIHit: _this = %1",_this];
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if (isServer) then {_this remoteExec["blck_fnc_processAIHit",2]};
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if (isServer) then {_this call blck_fnc_processAIHit};
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@ -45,7 +45,7 @@ _wp setWaypointCombatMode "RED";
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//diag_log format["_fnc_processAIHit: determining if prior heal has occured"];
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if (_unit getVariable ["hasHealed",false]) exitWith {
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diag_log format["_fnc_processAIHit: _unit %1 has already healed one",_unit];
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//diag_log format["_fnc_processAIHit: _unit %1 has already healed one",_unit];
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};
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//diag_log format["_fnc_processAIHit: no prior heal so evaluate whether one is needed"];
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if ((damage _unit) > 0.2 ) then
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@ -59,6 +59,8 @@ if ((damage _unit) > 0.2 ) then
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_unit addItem "FAK";
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_unit action ["HealSoldierSelf", _unit];
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_unit setDamage 0;
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_unit removeItem "FAK";
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uiSleep 1;
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if ("FAK" in (items _unit)) then {_unit removeItem "FAK"};
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//_unit removeItem "FAK";
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};
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@ -9,7 +9,7 @@
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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// TODO: check that emplaced weapons that should be deleted are added to the scheduler.
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// assumptions: this is always run on the server rgardless if th event is triggered on an HC or other client.
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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if !(isServer) exitWith {};
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@ -11,7 +11,7 @@ this addEventHandler ["GetOutMan", {
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turret: Array - turret path
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*/
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diag_log format["EH_vehicleManGetOut: _this = %1",_this];
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//diag_log format["EH_vehicleManGetOut: _this = %1",_this];
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params["_unit","_role","_veh"];
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[_veh,_unit] remoteExec["blck_fnc_handleAIgetOut",2];
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@ -15,6 +15,7 @@ params["_veh"];
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if ({alive _x} count (crew _veh) == 0 || crew(_veh) isEqualTo []) then
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{
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//diag_log format["_fnc_handleEmptyVehicle: no units alive in vehicle %1",_veh, typeOf _veh,gettext (configFile >> 'cfgWeapons' >> typeOf _veh >> 'displayName')];
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// TODO: Make sure this variable is properly set on all vehicles.
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if (_veh getVariable["GRG_vehType","none"] isEqualTo "emplaced") then
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{
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//diag_log format["_fnc_handleEmptyVehicle: emplaced weapon %1 being handled",_veh];
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@ -26,7 +27,7 @@ if ({alive _x} count (crew _veh) == 0 || crew(_veh) isEqualTo []) then
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}else {
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//diag_log format["_fnc_handleEmptyVehicle: releasing static %1 to players and setting a default delete timer",_veh];
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[_veh] call blck_fnc_releaseVehicleToPlayers; //Call this from _processAIKill
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_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true];
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_veh setVariable["blck_deleteAtTime",diag_tickTime + blck_vehicleDeleteTimer,true];
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};
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} else {
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if (blck_killEmptyAIVehicles) then
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@ -12,6 +12,7 @@
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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//diag_log format["_fnc_vehicleMonitor:: function called at %1 with _vehList %2 ",diag_tickTime,blck_monitoredVehicles];
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// TODO: Test that vehicles that are either scheduled for deletion are for deletion pending change in owner are proparly handled (kept in the list, deleted when the time arrives).
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private _serverIDs = ([2] + (entities "HeadlessClient_F"));
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for "_i" from 1 to (count blck_monitoredVehicles) do
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{
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@ -125,11 +125,12 @@ private _functions = [
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// Group-related functions
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["blck_fnc_spawnGroup","\q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf"], // Spawn a single group and populate it with AI units]
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["blck_fnc_setupWaypoints","\q\addons\custom_server\Compiles\Groups\GMS_fnc_setupWaypoints.sqf"], // Set default waypoints for a group
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// 7/29/19 script mission; presume another function handles this now.
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//["blck_fnc_missionGroupMonitor","\q\addons\custom_server\Compiles\Groups\GMS_fnc_missionGroupMonitor.sqf"], // Monitors active groups for those that are stuck in an SAD waypoint but not in combat
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["blck_fnc_changeToSADWaypoint","\q\addons\custom_server\Compiles\Groups\GMS_fnc_changeToSADWaypoint.sqf"],
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["blck_fnc_changeToMoveWaypoint","\q\addons\custom_server\Compiles\Groups\GMS_fnc_changeToMoveWaypoint.sqf"],
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["blck_fnc_changeToSentryWaypoint","\q\addons\custom_server\Compiles\Groups\GMS_fnc_changeToSentryWaypoint.sqf"],
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// ["blck_fnc_setNextWaypoint","\q\addons\custom_server\Compiles\Groups\GMS_fnc_setNextWaypoint.sqf"],
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["blck_fnc_setNextWaypoint","\q\addons\custom_server\Compiles\Groups\GMS_fnc_setNextWaypoint.sqf"],
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["blck_fnc_cleanEmptyGroups","\q\addons\custom_server\Compiles\Groups\GMS_fnc_cleanEmptyGroups.sqf"], // GMS_fnc_cleanEmptyGroups
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["blck_fnc_findNearestInfantryGroup","\q\addons\custom_server\Compiles\Groups\GMS_fnc_findNearestInfantryGroup.sqf"],
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["blck_fnc_createGroup","\q\addons\custom_server\Compiles\Groups\GMS_fnc_create_AI_Group.sqf"], // create a group for which other functions spawn AI.
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@ -208,6 +209,12 @@ private _functions = [
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missionnamespace setvariable [_name,compileFinal preprocessFileLineNumbers _path];
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} foreach _functions;
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if (blck_ai_offload_to_client) then
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{
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publicVariable "blck_fnc_setNextWaypoint";
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publicVariable "blck_fnc_changeToMoveWaypoint";
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publicVariable "blck_fnc_changeToSADWaypoint";
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};
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#ifdef GRGserver
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blck_fnc_broadcastServerFPS = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_broadcastServerFPS.sqf";
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diag_log "blck_functions loaded using GRGserver settings ---- >>>> ";
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changing any of these variables may break the mission systemChat
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*/
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blck_locationBlackList = []; // Do not touch ...
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blck_debugON = true; // Do not touch ...
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blck_debugON = false; // Do not touch ...
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blck_debugLevel = 0; // Do not touch ...
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#ifdef blck_milServer
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if (true) exitWith
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@ -73,9 +73,13 @@
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***********************************************************/
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////////
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// Client Offloading and Headless Client Configurations
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blck_useHC = true; // Experimental (death messages and rewards not yet working).
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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blck_useHC = true; // Experimental (should be working).
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = false; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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// *******************************************************
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// Experimental; may cause issues with waypoints
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// *******************************************************
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blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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@ -350,7 +354,7 @@
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];
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/////////////////////////////////////////////
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blck_groupBehavior = "SAD"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_groupBehavior = "SAFE"; // https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
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blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
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***********************************************************/
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////////
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// Headless Client Configurations
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blck_useHC = true; //
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = true; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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// Client Offloading and Headless Client Configurations
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blck_useHC = true; // Experimental (should be working).
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// Credit to Defent and eraser for their excellent work on scripts to transfer AI to clients for which these settings are required.
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blck_ai_offload_to_client = false; // forces AI to be transfered to player's PCs. Disable if you have players running slow PCs.
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// *******************************************************
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// Experimental; may cause issues with waypoints
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// *******************************************************
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blck_ai_offload_notifyClient = false; // Set true if you want notifications when AI are offloaded to a client PC. Only for testing/debugging purposes.
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blck_limit_ai_offload_to_blckeagls = true; // when true, only groups spawned by blckeagls are evaluated.
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@ -256,7 +260,7 @@
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blck_SpawnVeh_Blue = 1; // Number of vehicles at Blue Missions
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blck_SpawnVeh_Red = 2; // Number of vehicles at Red Missions
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blck_vehCrew_blue = 3;
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blck_vehCrew_blue = 3; // can be formated as a single value or a range such as [3,5];
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blck_vehCrew_red = 3;
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blck_vehCrew_green = 3;
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blck_vehCrew_orange = 3;
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@ -335,7 +339,7 @@
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];
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/////////////////////////////////////////////
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blck_groupBehavior = "SAD"; // Suggested choices are "SAD", "SENTRY", "AWARE" https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_groupBehavior = "SAFE"; // https://community.bistudio.com/wiki/ArmA:_AI_Combat_Modes
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blck_combatMode = "RED"; // Change this to "YELLOW" if the AI wander too far from missions for your tastes.
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blck_groupFormation = "WEDGE"; // Possibilities include "WEDGE","VEE","FILE","DIAMOND"
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/*
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This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
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See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
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Note that I exported the mission using the exportAll function of M3EDEN editor.
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*/
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#include "privateVars.sqf";
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_mission = "static mission template"; // Included for additional documentation. Not intended to be spawned as a mission per se.
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_difficulty = "red"; // Skill level of AI (blue, red, green etc)
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diag_log format["[blckeagls static missions] STARTED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
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_crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray
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/*
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_customLootArray =
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// Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
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// Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.
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[
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[// Weapons
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["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]
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],
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[//Magazines
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["10Rnd_93x64_DMR_05_Mag" ,1,5]
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],
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[ // Optics
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["optic_KHS_tan",1,3]
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],
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[// Materials and supplies
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["Exile_Item_MetalScrews",3,10]
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//
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],
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[//Items
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["Exile_Item_MountainDupe",1,3]
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],
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[ // Backpacks
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["B_OutdoorPack_tan",1,2]
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]
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];
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*/
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_lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
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// values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
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// blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange
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/****************************************************
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PLACE MARKER DEFINITIONS PULLED FROM YOUR MISSION BELOW
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*****************************************************/
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_markerType = ["mil_flag",[0,0]];
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_markerColor = "ColorEAST";
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_markermissionname = "Destroyer";
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_markerLabel = "";
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_missionCenter = [1391.91,4534.11,0];
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/****************************************************
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PLACE THE DATA DEFININING THE BUILDINGS, VEHICLES ETC. PULLED FROM YOUR MISSION BELOW
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*****************************************************/
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_garrisonedBuildings_BuildingPosnSystem = [
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];
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_garrisonedBuilding_ASLsystem = [
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["Land_Destroyer_01_hull_01_F",[1391.91,4534.11,-0.649969],[[0.800984,-0.598686,0],[0,0,1]],true,true,[["B_Ship_Gun_01_F",[4.72949,-3.60547,12.7434],307.439],["B_HMG_01_high_F",[4.54016,-11.2021,12.6131],218.472],["B_HMG_01_high_F",[12.3756,-1.15869,12.6055],35.61],["B_HMG_01_high_F",[-18.7921,14.3188,13.5111],302.093]],[[[18.4319,-5.26758,11.2153],125.682],[[10.4352,-15.731,11.2192],126.977]],600],
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["Land_Destroyer_01_hull_02_F",[1423.95,4510.16,-0.649969],[[0.800984,-0.598686,0],[0,0,1]],true,true,[["B_AAA_System_01_F",[-2.25073,1.73682,15.7379],306.598],["B_Ship_MRLS_01_F",[-13.9872,10.4492,11.174],306.737]],[],600],
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["Land_Destroyer_01_interior_03_F",[1460,4483.22,-0.649969],[[0.800984,-0.598686,0],[0,0,1]],true,true,[["B_HMG_01_high_F",[-10.1742,8.03906,7.91909],126.706],["B_HMG_01_high_F",[2.72375,-16.1348,7.91922],42.9322],["B_HMG_01_high_F",[16.5839,2.18066,7.9192],214.502],["B_HMG_01_high_F",[5.68848,-18.1914,7.91922],31.9215],["B_HMG_01_high_F",[19.4551,-0.00439453,7.9192],225.512],["B_HMG_01_high_F",[-20.0377,9.01123,11.011],42.4187]],[[[17.2562,-13.7939,7.92044],123.338],[[18.3827,-12.2373,7.92066],123.337],[[14.7008,-13.4897,7.92044],35.3291],[[20.3577,-4.94238,7.92065],269.259],[[10.6315,-17.2856,7.92065],331.786],[[14.04,-8.40332,7.92068],129.234],[[17.1906,-3.07178,7.92065],256.3],[[10.2245,-10.4814,7.92044],83.8439],[[6.5321,-14.2183,7.92067],355.258],[[8.61267,-8.57373,7.92067],95.4863],[[10.6578,-5.18457,7.92067],132.177],[[7.36707,-5.53564,7.92071],120.027],[[12.703,1.01563,7.92065],192.721],[[2.7157,-11.6484,7.92065],52.269],[[9.87585,2.76758,7.92065],169.98],[[-0.106323,-9.88867,7.92065],68.2595],[[3.9646,-2.23047,7.9207],108.07],[[2.1499,-3.51074,7.92083],349.174],[[1.4425,0.710938,7.92056],123.923],[[-1.80359,-0.573242,7.92044],100.847],[[-0.227417,1.98584,7.92044],125.283],[[-3.26526,0.62793,7.92076],100.411],[[-2.53613,3.5835,7.92054],122.522],[[-6.16113,3.58398,7.92065],108.109],[[-11.7808,10.2075,7.92058],209.775],[[-19.2814,8.31104,11.0124],26.8193]],600],
|
||||
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["Land_Destroyer_01_interior_04_F",[30384.4,414.491,-0.622],[[0.683923,0.729554,0],[0,0,1]],true,true,[["B_HMG_01_high_F",[-19.4805,-8.45926,9.45069],75.7862]],[[[2.52539,-0.314575,9.45211],311.665],[[-0.03125,3.81635,9.45212],135.445],[[-3.93359,4.58731,9.45212],309.311],[[5.44727,-3.22516,9.45211],125.486],[[-6.76367,1.60672,9.45211],308.645],[[7.69336,-0.778015,9.45212],125.486],[[-7.8125,3.58273,11.7909],134.052],[[2.46875,13.5851,9.45212],210.281],[[13.752,3.14368,9.45212],130.88],[[-4.15625,14.6113,9.43772],38.44],[[-13.4492,-2.18231,11.7909],308.645],[[-5.98242,-14.5853,9.45212],29.5009],[[-10.9141,-12.2226,9.45211],127.596],[[-1.88672,17.8273,9.43772],125.486],[[-12.082,-13.3101,9.45213],131.544]],600],
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];
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_missionLandscape = [
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["Land_Destroyer_01_base_F",[1460,4483.22,3.05176e-005],[[0.800983,-0.598686,0],[0,0,1]],[true,true]],
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["Land_Destroyer_01_hull_03_F",[1460,4483.22,-0.649969],[[0.800984,-0.598686,0],[0,0,1]],[true,true]],
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["Land_HelipadEmpty_F",[1523.6,4435.68,8.7616],[[0.800984,-0.598686,0],[0,0,1]],[true,true]],
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["ShipFlag_US_F",[1533.5,4428.28,8.76269],[[0.800984,-0.598686,0],[0,0,1]],[true,true]],
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["Land_Destroyer_01_base_F",[30353.6,381.661,0.0279999],[[0.683923,0.729554,0],[0,0,1]],[true,true]],
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["Land_Destroyer_01_hull_03_F",[30353.6,381.661,-0.622],[[0.683923,0.729554,0],[0,0,1]],[true,true]],
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["ShipFlag_US_F",[30416.3,448.607,8.79066],[[0.683923,0.729554,0],[0,0,1]],[true,true]],
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["Land_HelipadEmpty_F",[30407.9,439.59,8.78957],[[0.683923,0.729554,0],[0,0,1]],[true,true]]
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];
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|
||||
[[30349.4,375.981,7.29865],"Red",[1,1],45,600],
|
||||
[[30342.2,371.13,7.29858],"Red",[1,1],45,600],
|
||||
[[30337.7,365.986,10.3904],"Red",[1,1],45,600],
|
||||
[[30343.2,363.466,10.3904],"Red",[1,1],45,600],
|
||||
[[30341.4,361.458,10.3904],"Red",[1,1],45,600],
|
||||
[[30338.6,361.629,10.387],"Red",[1,1],45,600],
|
||||
[[30335.8,364.096,10.3844],"Red",[1,1],45,600],
|
||||
[[30332.3,360.701,10.3844],"Red",[1,1],45,600],
|
||||
[[30360,391.721,7.29867],"Red",[1,1],45,600],
|
||||
[[30354,394.442,7.29865],"Red",[1,1],45,600],
|
||||
[[30358.6,398.449,7.29865],"Red",[1,1],45,600],
|
||||
[[30352,391.828,7.29865],"Red",[1,1],45,600],
|
||||
[[30363.1,389.312,7.29867],"Red",[1,1],45,600],
|
||||
[[30365.5,383.111,7.29865],"Red",[1,1],45,600],
|
||||
[[30368.5,386.619,7.29867],"Red",[1,1],45,600],
|
||||
[[30363.4,380.501,7.29865],"Red",[1,1],45,600],
|
||||
[[30372,390.352,7.29865],"Red",[1,1],45,600],
|
||||
[[30360.8,401.388,7.29865],"Red",[1,1],45,600],
|
||||
[[30384.3,418.307,8.83012],"Red",[1,1],45,600],
|
||||
[[30386.9,414.176,8.83011],"Red",[1,1],45,600],
|
||||
[[30389.8,411.266,8.83011],"Red",[1,1],45,600],
|
||||
[[30378.4,399.906,8.83012],"Red",[1,1],45,600],
|
||||
[[30376.5,418.074,11.1689],"Red",[1,1],45,600],
|
||||
[[30380.4,419.078,8.83012],"Red",[1,1],45,600],
|
||||
[[30373.4,402.268,8.83011],"Red",[1,1],45,600],
|
||||
[[30377.6,416.098,8.83011],"Red",[1,1],45,600],
|
||||
[[30370.9,412.309,11.1689],"Red",[1,1],45,600],
|
||||
[[30372.3,401.181,8.83013],"Red",[1,1],45,600],
|
||||
[[30368.7,394.818,7.29844],"Red",[1,1],45,600],
|
||||
[[30365.2,390.703,7.29844],"Red",[1,1],45,600],
|
||||
[[30369.3,397.323,7.29844],"Red",[1,1],45,600],
|
||||
[[30363.5,394.726,7.29868],"Red",[1,1],45,600],
|
||||
[[30367.8,398.616,7.29866],"Red",[1,1],45,600],
|
||||
[[30386.8,428.076,8.83012],"Red",[1,1],45,600],
|
||||
[[30380.2,429.102,8.81572],"Red",[1,1],45,600],
|
||||
[[30382.5,432.318,8.81572],"Red",[1,1],45,600],
|
||||
[[30392,413.713,8.83012],"Red",[1,1],45,600],
|
||||
[[30398.1,417.635,8.83012],"Red",[1,1],45,600],
|
||||
[[30415.4,429.671,8.79047],"Red",[1,1],45,600],
|
||||
[[30405.6,433.02,8.78939],"Red",[1,1],45,600],
|
||||
[[30401.5,436.708,8.78935],"Red",[1,1],45,600],
|
||||
[[30399.5,434.412,8.78858],"Red",[1,1],45,600],
|
||||
[[30403.4,430.802,8.78844],"Red",[1,1],45,600]
|
||||
];
|
||||
|
||||
_aiScubaGroupParameters = [
|
||||
|
||||
];
|
||||
|
||||
_vehiclePatrolParameters = [
|
||||
];
|
||||
|
||||
_airPatrols = [
|
||||
["B_Heli_Transport_01_F",[1497.91,4454.91,8.81003],"Red",1700,600],
|
||||
["B_Heli_Transport_01_F",[1520.08,4438.22,8.76003],"Red",1700,600],
|
||||
["B_Heli_Transport_01_F",[30385.9,416.202,8.838],"Red",1700,600],
|
||||
["B_Heli_Transport_01_F",[30405,436.382,8.788],"Red",1700,600]
|
||||
];
|
||||
|
||||
_missionEmplacedWeapons = [
|
||||
];
|
||||
|
||||
_submarinePatrolParameters = [
|
||||
];
|
||||
|
||||
_missionLootBoxes = [
|
||||
["CargoNet_01_barrels_F",[1499.12,4463.46,8.80071],[[0.80658,-0.591125,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[1498.92,4465.68,8.80103],[[0.796447,-0.604708,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[1497.93,4464.4,8.80103],[[0.796447,-0.604708,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[1501.3,4463.92,8.80071],[[-0.805457,0.592654,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[1500.07,4464.73,8.8007],[[0.80658,-0.591125,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[1500.36,4462.63,8.80038],[[-0.805457,0.592654,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[1501.52,4461.7,8.80071],[[0.80658,-0.591125,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[1503.69,4462.17,8.80103],[[-0.805457,0.592654,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[1502.46,4462.97,8.8007],[[0.80658,-0.591125,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[1502.75,4460.87,8.80071],[[-0.805457,0.592654,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[30376.4,419.433,8.82867],[[0.67703,0.735955,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[30377.6,418.35,8.82868],[[0.67703,0.735955,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[30376.5,417.272,8.82899],[[0.689405,0.724376,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[30378.5,419.487,8.82835],[[-0.678416,-0.734678,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[30375.3,418.397,8.82899],[[0.689405,0.724376,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[30377.3,420.563,8.82868],[[-0.678416,-0.734678,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[30379.6,420.535,8.82868],[[0.67703,0.735955,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[30379.4,422.748,8.82899],[[-0.678416,-0.734678,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["CargoNet_01_barrels_F",[30378.4,421.618,8.82867],[[0.67703,0.735955,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["B_CargoNet_01_ammo_F",[30380.5,421.671,8.82868],[[-0.678416,-0.734678,0],[0,0,1]],[true,false],_crateLoot,_lootCounts]
|
||||
];
|
||||
|
||||
|
||||
|
||||
|
||||
/****************************************************
|
||||
|
||||
ENABLE ANY SETTINGS YOU LIKE FROM THE LIST BELOW.
|
||||
iF THESE ARE NOT ENABLED THEN THE DEFAULTS DEFINED IN BLCK_CONFIG.SQF
|
||||
AND THE MOD-SPECIFIC CONFIGURATIONS WILL BE USED.
|
||||
|
||||
*****************************************************/
|
||||
|
||||
/*
|
||||
_missionLandscapeMode = "precise"; // acceptable values are "random","precise"
|
||||
// In precise mode objects will be spawned at the relative positions specified.
|
||||
// In the random mode, objects will be randomly spawned within the mission area.
|
||||
|
||||
_aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array.
|
||||
_noAirPatrols = blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4];
|
||||
// Note: this value is ignored if you specify air patrols in the array below.
|
||||
// Change _useMines to true/false below to enable mission-specific settings.
|
||||
_useMines = blck_useMines; // Set to false if you have vehicles patrolling nearby.
|
||||
_uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like.
|
||||
_headgear = blck_headgear; // You can replace this list with a custom list of headgear.
|
||||
_vests = blck_vests; // You can replace this list with a custom list of vests.
|
||||
_backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
|
||||
_weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate.
|
||||
_sideArms = blck_pistols; // You can replace this list with a custom list of sidearms.
|
||||
*/
|
||||
|
||||
|
||||
//********************************************************
|
||||
// Do not modify anything below this line.
|
||||
//********************************************************
|
||||
#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf";
|
||||
|
||||
diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
|
@ -1,126 +0,0 @@
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
|
||||
See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
|
||||
Note that I exported the mission using the exportAll function of M3EDEN editor.
|
||||
*/
|
||||
|
||||
#include "privateVars.sqf";
|
||||
|
||||
_mission = "static mission garrison example"; // Included for additional documentation. Not intended to be spawned as a mission per se.
|
||||
|
||||
_difficulty = "red"; // Skill level of AI (blue, red, green etc)
|
||||
|
||||
_crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray
|
||||
/*
|
||||
_customLootArray =
|
||||
// Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
|
||||
// Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.
|
||||
|
||||
[
|
||||
[// Weapons
|
||||
|
||||
["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]
|
||||
],
|
||||
[//Magazines
|
||||
["10Rnd_93x64_DMR_05_Mag" ,1,5]
|
||||
],
|
||||
[ // Optics
|
||||
["optic_KHS_tan",1,3]
|
||||
],
|
||||
[// Materials and supplies
|
||||
["Exile_Item_MetalScrews",3,10]
|
||||
//
|
||||
],
|
||||
[//Items
|
||||
["Exile_Item_MountainDupe",1,3]
|
||||
],
|
||||
[ // Backpacks
|
||||
["B_OutdoorPack_tan",1,2]
|
||||
]
|
||||
];
|
||||
*/
|
||||
|
||||
_lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
|
||||
// values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
|
||||
// blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange
|
||||
|
||||
_markerMissionName = "Bad People Live Here";
|
||||
_missionLandscapeMode = "precise";
|
||||
_markerLabel = "";
|
||||
//_markerType = ["ellipse",[200,200],"GRID"];
|
||||
// An alternative would be:
|
||||
_markerType = ["mil_triangle",[0,0]];
|
||||
_markerColor = "Default";
|
||||
|
||||
_missionCenter = [23714.1,18313.4,0];
|
||||
|
||||
|
||||
_garrisonedBuildings_BuildingPosnSystem = [
|
||||
["Land_u_Shop_01_V1_F",[23733.9,18341.2,3.19],[[0,1,0],[0,0,1]],[true,true],"Red",0.67,3,[],10,600]
|
||||
];
|
||||
|
||||
_garrisonedBuilding_ASLsystem = [
|
||||
["Land_i_House_Big_02_V2_F",[23650.3,18331.9,3.19],[[0,1,0],[0,0,1]],[true,true],"Red",[["B_HMG_01_high_F",[1.43359,3.21875,0.259256],0],["B_GMG_01_high_F",[-2.79102,-5.32813,3.66659],0]],[[[-0.601563,-2.48633,0.260694],0]],600]
|
||||
];
|
||||
|
||||
_missionLandscape = [
|
||||
// ["Land_i_House_Small_02_V3_F",[23641.6,18274,3.19],[[0,1,0],[0,0,1]],[true,true]],
|
||||
// ["Sign_Arrow_Yellow_F",[23681.8,18302.1,3.19],[[0,1,0],[0,0,1]],[true,true]],
|
||||
// ["Land_Slum_House03_F",[23736.2,18265.6,3.19],[[0,1,0],[0,0,1]],[true,true]],
|
||||
// ["Sign_Sphere100cm_F",[23734.7,18341,3.49308],[[0,1,0],[0,0,1]],[true,true]]
|
||||
];
|
||||
|
||||
_aiGroupParameters = [
|
||||
// [[23667,18267.7,3.19144],"Red",[3,6],45,600],
|
||||
// [[23736.5,18302.4,3.19144],"Red",[3,6],45,600]
|
||||
];
|
||||
|
||||
_aiScubaGroupParameters = [
|
||||
];
|
||||
|
||||
_vehiclePatrolParameters = [
|
||||
// ["B_CTRG_LSV_01_light_F",[23634.3,18302.3,3.19],"Red",75,600],
|
||||
// ["B_G_Van_02_transport_F",[23659.5,18299.2,3.19],"Red",75,600],
|
||||
// ["O_G_Van_01_transport_F",[23681.9,18303,3.18987],"Red",75,600],
|
||||
["B_LSV_01_armed_F",[23798.9,18344.5,3.19],"Red",75,600]
|
||||
];
|
||||
|
||||
_airPatrols = [
|
||||
// ["B_Heli_Light_01_dynamicLoadout_F",[23699.9,18290.7,3.19],"Red",1700,600]
|
||||
];
|
||||
|
||||
_missionEmplacedWeapons = [
|
||||
// ["B_HMG_01_F",[23686.1,18338.7,3.19],"Red",0,600]
|
||||
];
|
||||
|
||||
_submarinePatrolParameters = [
|
||||
];
|
||||
|
||||
_missionLootBoxes = [
|
||||
// [selectRandom blck_crateTypes,[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts],
|
||||
//["Box_FIA_Ammo_F",[23653.6,18333.1,3.44926],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["Box_FIA_Ammo_F",[23729.4,18298.2,3.19],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts]
|
||||
];
|
||||
|
||||
_minNoAI = blck_MinAI_Red; // Modify as needed
|
||||
_maxNoAI = blck_MaxAI_Red; // Modify as needed.
|
||||
_noAIGroups = blck_AIGrps_Red; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
|
||||
_noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4];
|
||||
_aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array.
|
||||
_noAirPatrols = blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4];
|
||||
// Change _useMines to true/false below to enable mission-specific settings.
|
||||
_useMines = blck_useMines; // Set to false if you have vehicles patrolling nearby.
|
||||
_uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like.
|
||||
_headgear = blck_headgear; // You can replace this list with a custom list of headgear.
|
||||
_vests = blck_vests; // You can replace this list with a custom list of vests.
|
||||
_backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
|
||||
_weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate.
|
||||
_sideArms = blck_pistols; // You can replace this list with a custom list of sidearms.
|
||||
|
||||
#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf";
|
||||
|
||||
diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
|
@ -1,129 +0,0 @@
|
||||
|
||||
|
||||
/*
|
||||
This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
|
||||
See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
|
||||
Note that I exported the mission using the exportAll function of M3EDEN editor.
|
||||
*/
|
||||
#include "privateVars.sqf";
|
||||
|
||||
_mission = "static mission example #2"; // Included for additional documentation. Not intended to be spawned as a mission per se.
|
||||
|
||||
_difficulty = "red"; // Skill level of AI (blue, red, green etc)
|
||||
diag_log format["[blckeagls static missions] STARTED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
|
||||
_crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray
|
||||
/*
|
||||
_customLootArray =
|
||||
// Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
|
||||
// Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.
|
||||
|
||||
[
|
||||
[// Weapons
|
||||
|
||||
["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]
|
||||
],
|
||||
[//Magazines
|
||||
["10Rnd_93x64_DMR_05_Mag" ,1,5]
|
||||
],
|
||||
[ // Optics
|
||||
["optic_KHS_tan",1,3]
|
||||
],
|
||||
[// Materials and supplies
|
||||
["Exile_Item_MetalScrews",3,10]
|
||||
//
|
||||
],
|
||||
[//Items
|
||||
["Exile_Item_MountainDupe",1,3]
|
||||
],
|
||||
[ // Backpacks
|
||||
["B_OutdoorPack_tan",1,2]
|
||||
]
|
||||
];
|
||||
*/
|
||||
|
||||
_lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
|
||||
// values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
|
||||
// blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange
|
||||
|
||||
|
||||
// An alternative would be:
|
||||
_missionLandscapeMode = "precise"; // acceptable values are "random","precise"
|
||||
// In precise mode objects will be spawned at the relative positions specified.
|
||||
// In the random mode, objects will be randomly spawned within the mission area.
|
||||
|
||||
_aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array.
|
||||
_noAirPatrols = blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4];
|
||||
// Note: this value is ignored if you specify air patrols in the array below.
|
||||
// Change _useMines to true/false below to enable mission-specific settings.
|
||||
_useMines = blck_useMines; // Set to false if you have vehicles patrolling nearby.
|
||||
_uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like.
|
||||
_headgear = blck_headgear; // You can replace this list with a custom list of headgear.
|
||||
_vests = blck_vests; // You can replace this list with a custom list of vests.
|
||||
_backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
|
||||
_weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate.
|
||||
_sideArms = blck_pistols; // You can replace this list with a custom list of sidearms.
|
||||
|
||||
/*
|
||||
Paste output from pulling marker information HERE
|
||||
*/
|
||||
_markerType = ["mil_triangle",[0,0]];
|
||||
_markerColor = "Default";
|
||||
_markerLabel = "Bad People Live Here";
|
||||
|
||||
/*
|
||||
Paste the output from puling static mission information here.
|
||||
*/
|
||||
_garrisonedBuildings_BuildingPosnSystem = [
|
||||
["Land_u_Shop_01_V1_F",[23733.9,18341.2,0],[[0,1,0],[0,0,1]],[true,true],0.67,3,[],10,0]
|
||||
];
|
||||
|
||||
_garrisonedBuilding_ATLsystem = [
|
||||
["Land_i_House_Big_02_V2_F",[23650.3,18331.9,3.19],[[0,1,0],[0,0,1]],true,true,[["B_HMG_01_high_F",[1.43359,3.21875,0.259256],0],["B_GMG_01_high_F",[-2.79102,-5.32813,3.66659],0]],[[[-0.601563,-2.48633,0.260694],0]],0]
|
||||
];
|
||||
|
||||
_missionLandscape = [
|
||||
["Land_i_House_Small_02_V3_F",[23641.6,18274,0],[[0,1,0],[0,0,1]],[true,true]],
|
||||
["Sign_Arrow_Yellow_F",[23681.8,18302.1,0],[[0,1,0],[0,0,1]],[true,true]],
|
||||
["Land_Slum_House03_F",[23736.2,18265.6,0],[[0,1,0],[0,0,1]],[true,true]],
|
||||
["Sign_Sphere100cm_F",[23734.7,18341,0.30308],[[0,1,0],[0,0,1]],[true,true]]
|
||||
];
|
||||
|
||||
_aiGroupParameters = [
|
||||
[[23667,18267.7,3.19144],"Red",[3,6],45,0],
|
||||
[[23736.5,18302.4,3.19144],"Red",[3,6],45,0]
|
||||
];
|
||||
|
||||
_aiScubaGroupParameters = [
|
||||
];
|
||||
|
||||
_vehiclePatrolParameters = [
|
||||
["B_CTRG_LSV_01_light_F",[23634.3,18302.3,-4.76837e-007],"Red",75,0],
|
||||
["B_G_Van_02_transport_F",[23659.5,18299.2,0],"Red",75,600],
|
||||
["O_G_Van_01_transport_F",[23681.9,18303,-0.00013113],"Red",75,0],
|
||||
["B_LSV_01_armed_F",[23798.9,18344.5,-4.76837e-007],"Red",75,0]
|
||||
];
|
||||
|
||||
_airPatrols = [
|
||||
["B_Heli_Light_01_dynamicLoadout_F",[23699.9,18290.7,0],"Red",1700,0]
|
||||
];
|
||||
|
||||
_missionEmplacedWeapons = [
|
||||
["B_HMG_01_F",[23686.1,18338.7,0],"Red",0,0]
|
||||
];
|
||||
|
||||
_submarinePatrolParameters = [
|
||||
];
|
||||
|
||||
_missionLootBoxes = [
|
||||
["Box_FIA_Ammo_F",[23653.6,18333.1,0.259255],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
|
||||
["Box_FIA_Ammo_F",[23729.4,18298.2,0],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts]
|
||||
];
|
||||
|
||||
|
||||
|
||||
|
||||
//////////
|
||||
// Do not modify anything below this line.
|
||||
#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf";
|
||||
|
||||
diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];
|
@ -8,6 +8,7 @@
|
||||
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
if ( !(isServer) || hasInterface) exitWith{};
|
||||
if !(isNil "blck_Initialized") exitWith{};
|
||||
|
@ -1,4 +1,4 @@
|
||||
|
||||
#define blck_buildNumber 179
|
||||
#define blck_buildNumber 180
|
||||
#define blck_versionNumber 6.92
|
||||
#define blck_buildDate "7-8-19"
|
||||
#define blck_buildDate "9-1-19"
|
||||
|
@ -26,12 +26,3 @@ if (isServer) then
|
||||
execVM "\q\addons\custom_server\init\blck_init_server.sqf";
|
||||
};
|
||||
|
||||
if(!(isServer) && !(hasInterface)) then
|
||||
{
|
||||
execVM "\q\addons\custom_server\init\blck_init_HC.sqf";
|
||||
};
|
||||
|
||||
if ((!isServer) && (hasInterface)) then
|
||||
{
|
||||
diag_log "[blckeagls] <ERROR CONDITION: this mission system must be run on either a dedicated server or headless client";
|
||||
};
|
||||
|
46
On Headless Clients.txt
Normal file
46
On Headless Clients.txt
Normal file
@ -0,0 +1,46 @@
|
||||
|
||||
7-29-19
|
||||
NOTE: you do not need to run @GMS on your HC. Any code needed is broadcast to the HC from the server.
|
||||
With implementation of the ability to offload AI to clients, the need for HC is probably diminished. Still, should you wish to use them, HC are supported.
|
||||
The major issues in implementing HC are to assure your HC can connect to the server, which requires adding a few lines to your server.cfg and adding at least once slot for the HC.
|
||||
See the link to the right for information on updating your server.cfg. https://community.bistudio.com/wiki/Arma_3_Headless_Client
|
||||
The simplest way to create a slot for the HC is to modify your mission.sqm to convert one currently used for players.
|
||||
|
||||
Epoch add or merge the info below (thanks He-Man for this code)
|
||||
class Item105
|
||||
{
|
||||
dataType="Logic";
|
||||
class PositionInfo
|
||||
{
|
||||
position[]={1444.047,-0.17100525,29465.613};
|
||||
};
|
||||
name="HC1";
|
||||
id=5;
|
||||
type="HeadlessClient_F";
|
||||
atlOffset=185.799;
|
||||
};
|
||||
|
||||
Exile: Edit the class for the last player slot as follows:
|
||||
class Item37_HC // Make sure this is something unique
|
||||
{
|
||||
dataType="Logic";
|
||||
class PositionInfo
|
||||
{
|
||||
position[]={1940.665,12.955395,3410.7729};
|
||||
angles[]={6.2805324,0,0};
|
||||
};
|
||||
name="HC";
|
||||
isPlayable=1;
|
||||
id=151;
|
||||
type="HeadlessClient_F";
|
||||
atlOffset=198.9254;
|
||||
};
|
||||
|
||||
Start your headless client through a bat file or scheduler. Be sure to restart it periodically in some way. The command line for startup from a batch file would look something like this.
|
||||
|
||||
@echo off
|
||||
start "arma3" "arma3server_x64.exe" -client -port=2302 -connect 127.0.0.1 -profiles="HC1_Logs" "-mod=@Exile;@Extended_Base_Mod;"
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user