Merge branch 'Experimental'
This commit is contained in:
commit
c29d518f3c
@ -15,10 +15,10 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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private["_findNew","_coords","_dist","_xpos","_ypos","_newPos","_townPos","_pole"];
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private["_findNew","_tries","_coords","_dist","_xpos","_ypos","_newPos","_townPos","_pole"];
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_findNew = true;
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_tries = 0;
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while {_findNew} do {
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_findNew = false;
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//[_centerForSearch,_minDistFromCenter,_maxDistanceFromCenter,_minDistanceFromNearestObj,_waterMode,_maxTerainGradient,_shoreMode] call BIS_fnc_findSafePos
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@ -87,7 +87,7 @@ while {_findNew} do {
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// check that missions spawn at least 1 kkm from towns
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{
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_townPos = [((locationPosition _x) select 0), ((locationPosition _x) select 1), 0];
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if (_townPos distance2D _coords < 200) exitWith {
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if (_townPos distance2D _coords < blck_minDistanceFromTowns) exitWith {
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_findNew = true;
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};
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} forEach blck_townLocations;
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@ -99,15 +99,15 @@ while {_findNew} do {
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if (_mod isEqualTo "Exile") then {_pole = "Exile_Construction_Flag_Static"};
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//diag_log format["_fnc_findSafePosn:: -- >> _mod = %1 and _pole = %2",_mod,_pole];
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{
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if ((_x distance2D _coords) < 600) then
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if ((_x distance2D _coords) < blck_minDistanceToBases) then
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{
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_findNew = true;
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};
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}forEach nearestObjects[player, [_pole], 800];
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}forEach nearestObjects[blck_mapCenter, [_pole], blck_minDistanceToBases];
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// check to be sure we do not spawn a mission on top of a player.
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{
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if (isPlayer _x && (_x distance2D _coords) < 600) then
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if (isPlayer _x && (_x distance2D _coords) < blck_minDistanceToPlayer) then
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{
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_findNew = true;
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};
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@ -120,6 +120,7 @@ while {_findNew} do {
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deleteVehicle _tavTest;
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if (_tavHeight > 100) then {_FindNew = true;};
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};
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_tries = _tries + 1;
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};
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if ((count _coords) > 2) then
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|
@ -73,6 +73,9 @@
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//Minimum distance between missions
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blck_MinDistanceFromMission = 1500;
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blck_minDistanceToBases = 900;
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blck_minDistanceToPlayer = 900;
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blck_minDistanceFromTowns = 300;
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///////////////////////////////
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// Mission Smoke and Signals
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@ -68,6 +68,9 @@
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//Minimum distance between missions
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blck_MinDistanceFromMission = 1500;
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blck_minDistanceToBases = 900;
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blck_minDistanceToPlayer = 900;
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blck_minDistanceFromTowns = 300;
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///////////////////////////////
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// Mission Smoke and Signals
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|
@ -1,106 +0,0 @@
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/*
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Mission Template by Ghostrider-DbD-
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Mission Compositions by Bill prepared for DBD Clan
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Copyright 2016
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Last modified 3/20/17
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
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"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
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"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"];
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//diag_log "[blckeagls] Spawning Green Mission with template = default";
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_crateLoot = blck_BoxLoot_Green;
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_lootCounts = blck_lootCountsOrange;
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_startMsg = "An munitions research center was sighted in a nearby sector! Check the Green marker on your map for the location!";
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_endMsg = "The Sector at the Green Marker is under survivor control!";
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_markerLabel = "";
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_markerType = ["ELIPSE",[225,225],"GRID"];
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_markerColor = "ColorGreen";
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_markerMissionName = "Munitions";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,false]],
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["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]],
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["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]],
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["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]],
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["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]],
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["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]],
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["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]],
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["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[true,false]],
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["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]],
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["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]],
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["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]],
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["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]],
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["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]],
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["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]],
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["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]],
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["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]],
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["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]],
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["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]],
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["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]],
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["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]],
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["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[true,false]]
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]; // list of objects to spawn as landscape
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_missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_missionEmplacedWeapons =
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[
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/*["B_HMG_01_high_F",[31.7266,-34.6699,-4.76837e-007],0,[true,false]],
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["B_HMG_01_high_F",[-24.5781,-33.8281,-3.1268],0,[true,false]],
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["B_G_Mortar_01_F",[73.1836,62.9492,-3.1265],0,[true,false]]
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*/
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["B_HMG_01_high_F",[47.1777,73.5469,-3.12644],0,[true,false]],
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["B_GMG_01_high_F",[-32.8926,-35.8047,-3.1268],0,[true,false]],
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["B_G_Mortar_01_F",[33.1582,-34.8867,-4.76837e-007],0,[true,false]]
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]; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used
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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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[[-52.6523,15.8281,-0.00143838],7,9,"Green",8,15],
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[[-48.6113,-38.877,-0.00143886],7,9,"Green",8,15],
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[[18.4492,-39.5684,-0.00143838],7,9,"Green",8,15],
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[[42.6504,31.6621,-0.00143886],7,9,"Green",8,15],
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[[7.51563,46.4531,-0.001438864],7,9,"Green",8,15],
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[[-8.99219,-11.623,-0.00143838],7,9,"Green",8,15]
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]; // Can be used to define spawn positions of AI patrols
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_missionPatrolVehicles = [
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[selectRandom blck_AIPatrolVehicles,[27.8945,100.275,0],0,[true,false]],
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[selectRandom blck_AIPatrolVehicles,[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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[selectRandom blck_AIPatrolVehicles,[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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]; // can be used to define the spawn positions of vehicle patrols
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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = blck_useMines;
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_minNoAI = blck_MinAI_Green;
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_maxNoAI = blck_MaxAI_Green;
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_noAIGroups = blck_AIGrps_Green;
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_noVehiclePatrols = blck_SpawnVeh_Green;
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_noEmplacedWeapons = blck_SpawnEmplaced_Green;
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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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//_chanceReinforcements = blck_reinforcementsGreen select 0;
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//_noPara = blck_reinforcementsGreen select 1;
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//_helipatrol = blck_reinforcementsGreen select 2;
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_endCondition = "allKilledOrPlayerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
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//_timeOut = -1;
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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
|
@ -17,8 +17,8 @@ private ["_staticMissions"];
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_staticMissions = [
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// [mod (Epoch, Exile), map (Altis, Tanoa etc), mission center, eg [10445,2014,0], filename.sqf (name of static mission template for that mission)];
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["Epoch","Altis","staticMissionExample2_Epoch.sqf"],
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["Exile","Altis","staticMissionExample2_Exile.sqf"]
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//["Epoch","Altis","staticMissionExample2_Epoch.sqf"],
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//["Exile","Altis","staticMissionExample2_Exile.sqf"]
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];
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diag_log "[blckeagls] GMS_UMS_StaticMissions_Lists.sqf <Loaded>";
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|
@ -13,12 +13,13 @@
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params["_pos"];
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diag_log format["_fnc_addDynamicUMS_Mission: _pos = %1",_pos];
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private["_UMS_mission","_waitTime","_mission"];
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//blck_dynamicUMS_MissionsRuning = blck_dynamicUMS_MissionsRuning + 1;
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_UMS_mission = selectRandom blck_dynamicUMS_MissionList;
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_UMS_mission = selectRandom blck_dynamicUMS_MissionList;
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_waitTime = (blck_TMin_UMS) + random(blck_TMax_UMS - blck_TMin_UMS);
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_mission = format["%1%2","Mafia Pirates",floor(random(1000000))];
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//_pos = call blck_fnc_findShoreLocation;
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blck_UMS_ActiveDynamicMissions pushBack _pos;
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blck_missionsRunning = blck_missionsRunning + 1;
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blck_dynamicUMS_MissionsRuning = blck_dynamicUMS_MissionsRuning + 1;
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//diag_log format["[blckeagls] UMS Spawner:-> waiting for %1",_waitTime];
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uiSleep _waitTime;
|
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//diag_log format["[blckeagls] UMS Spawner:-> spawning mission %1",_UMS_mission];
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|
@ -0,0 +1,563 @@
|
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/*
|
||||
Generic Mission Spawner
|
||||
By Ghostrider GRG
|
||||
Copyright 2016
|
||||
Last modified 12/14/17
|
||||
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
|
||||
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
#define isScubaMission true
|
||||
private ["_abort","_crates","_aiGroup","_objects","_groupPatrolRadius","_missionLandscape","_mines","_blck_AllMissionAI","_blck_localMissionMarker","_AI_Vehicles","_timeOut","_aiDifficultyLevel","_missionPatrolVehicles","_missionGroups"];
|
||||
params["_coords","_mission",["_allowReinforcements",false]];
|
||||
//diag_log format["_missionSpawner (18):: _allowReinforcements = %1",_allowReinforcements];
|
||||
|
||||
////////
|
||||
// set all variables needed for the missions
|
||||
// data is pulled either from the mission description or from the _mission variable passsed as a parameter
|
||||
// Deal with situations where some of these variables might not be defined as well.
|
||||
////////
|
||||
|
||||
// _mission params[_missionListOrange,_pathOrange,"OrangeMarker","orange",blck_TMin_Orange,blck_TMax_Orange];
|
||||
_markerClass = _mission;
|
||||
_aiDifficultyLevel = _difficulty; // _difficulty is defined in the mission description file. see \addons\custom_server\Missions\UMS\dynamicMissions\default.sqf for an example
|
||||
|
||||
blck_ActiveMissionCoords pushback _coords;
|
||||
blck_UMS_ActiveDynamicMissions pushBack _coords;
|
||||
blck_dynamicUMS_MissionsRuning = blck_dynamicUMS_MissionsRuning + 1;
|
||||
blck_missionsRunning = blck_missionsRunning + 1;
|
||||
|
||||
diag_log format["[blckeagls] missionSpawner (34):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
private["_chanceHeliPatrol","_noPara","_reinforcementLootCounts","_chanceLoot","_heliCrew","_loadCratesTiming"];
|
||||
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
//if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
private["_useMines","_blck_AllMissionAI","_delayTime","_groupPatrolRadius"];
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
|
||||
_objects = [];
|
||||
_mines = [];
|
||||
_crates = [];
|
||||
_aiGroup = [];
|
||||
_missionAIVehicles = [];
|
||||
_blck_AllMissionAI = [];
|
||||
_AI_Vehicles = [];
|
||||
_blck_localMissionMarker = [_markerClass,_coords,"","",_markerColor,_markerType];
|
||||
_delayTime = 1;
|
||||
_groupPatrolRadius = 50;
|
||||
|
||||
if (blck_labelMapMarkers select 0) then
|
||||
{
|
||||
//diag_log "labeling map markers *****";
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
};
|
||||
if !(blck_preciseMapMarkers) then
|
||||
{
|
||||
//diag_log "Map marker will be OFFSET from the mission position";
|
||||
_blck_localMissionMarker set [1,[_coords,75] call blck_fnc_randomPosition];
|
||||
};
|
||||
_blck_localMissionMarker set [3,blck_labelMapMarkers select 1]; // Use an arrow labeled with the mission name?
|
||||
[["start",_startMsg,_markerMissionName]] call blck_fnc_messageplayers;
|
||||
[_blck_localMissionMarker] call blck_fnc_spawnMarker;
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (91) message players and spawn a mission marker";};
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (77) waiting for player to trigger the mission";};
|
||||
#endif
|
||||
////////
|
||||
// All parameters are defined, lets wait until a player is nearby or the mission has timed out
|
||||
////////
|
||||
|
||||
private["_wait","_missionStartTime","_playerInRange","_missionTimedOut"];
|
||||
_missionStartTime = diag_tickTime;
|
||||
_playerInRange = false;
|
||||
_missionTimedOut = false;
|
||||
|
||||
_wait = true;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log "missionSpawner:: (90) starting mission trigger loop"};
|
||||
if (blck_debugLevel > 2) then {_wait = false};
|
||||
#endif
|
||||
|
||||
while {_wait} do
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
//diag_log "missionSpawner:: top of mission trigger loop";
|
||||
if (blck_debugLevel > 2) exitWith {_playerInRange = true;};
|
||||
#endif
|
||||
|
||||
if ([_coords, blck_TriggerDistance, false] call blck_fnc_playerInRange) exitWith {_playerInRange = true;};
|
||||
if ([_missionStartTime] call blck_fnc_timedOut) exitWith {_missionTimedOut = true;};
|
||||
uiSleep 5;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format["dynamicUMSspawner:: Trigger Loop - blck_debugLevel = %1 and _coords = %2",blck_debugLevel, _coords];
|
||||
diag_log format["dynamicUMSspawner:: Trigger Loop - players in range = %1",{isPlayer _x && _x distance2D _coords < blck_TriggerDistance} count allPlayers];
|
||||
diag_log format["dynamicUMSspawner:: Trigger Loop - timeout = %1", [_missionStartTime] call blck_fnc_timedOut];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
if (_missionTimedOut) exitWith
|
||||
{
|
||||
/*
|
||||
|
||||
*/
|
||||
// Deal with the case in which the mission timed out.
|
||||
//["timeOut",_endMsg,_blck_localMissionMarker select 2] call blck_fnc_messageplayers;
|
||||
blck_priorDynamicUMS_Missions pushback [_coords,diag_tickTime];
|
||||
blck_ActiveMissionCoords = blck_ActiveMissionCoords - [ _coords];
|
||||
blck_missionsRunning = blck_missionsRunning - 1;
|
||||
blck_UMS_ActiveDynamicMissions = blck_UMS_ActiveDynamicMissions - [_coords];
|
||||
blck_dynamicUMS_MissionsRuning = blck_dynamicUMS_MissionsRuning - 1;
|
||||
|
||||
[_blck_localMissionMarker select 0] call blck_fnc_deleteMarker;
|
||||
//_blck_localMissionMarker set [1,[0,0,0]];
|
||||
//_blck_localMissionMarker set [2,""];
|
||||
[_objects, 0.1] spawn blck_fnc_cleanupObjects;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (133) Mission Timed Out: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
|
||||
////////
|
||||
// Spawn the mission objects, loot chest, and AI
|
||||
////////
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (142) -- >> Mission tripped: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
private ["_temp"];
|
||||
if (blck_SmokeAtMissions select 0) then // spawn a fire and smoke near the crate
|
||||
{
|
||||
_temp = [_coords,blck_SmokeAtMissions select 1] call blck_fnc_smokeAtCrates;
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
if (_useMines) then
|
||||
{
|
||||
_mines = [_coords] call blck_fnc_spawnMines;
|
||||
//uiSleep _delayTime;;
|
||||
};
|
||||
uiSleep _delayTime;
|
||||
_temp = [];
|
||||
//diag_log format["_dynamicUMSspawner"" _missionLandscape = %1 | _missionLandscapeMode = %2",_missionLandscape, _missionLandscapeMode];
|
||||
if (_missionLandscapeMode isEqualTo "random") then
|
||||
{
|
||||
_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
|
||||
};
|
||||
if (_missionLandscapeMode isEqualTo "precise") then
|
||||
{
|
||||
//params["_center","_objects"];
|
||||
_temp = [_coords, _missionLandscape] call blck_fnc_spawnCompositionObjects;
|
||||
//uiSleep 1;
|
||||
};
|
||||
//diag_log format["_fnc_dynamicUMSspawner: _temp = %1, typeName _temp = %2",_temp, typeName _temp];
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_objects append _temp;
|
||||
};
|
||||
//diag_log format["_fnc_dynamicUMSspawner:: (176)->> _objects = %1",_objects];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (190) Landscape spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;;
|
||||
|
||||
_temp = [_coords,_missionLootVehicles] call blck_fnc_spawnMissionLootVehicles;
|
||||
//uisleep 1;
|
||||
_crates append _temp;
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
_abort = false;
|
||||
_temp = [[],[],false];
|
||||
//diag_log format["_fnc_dynamicUMSspawner: spawning infantry using data in _missionGroups with _missionGroups = %1",_missionGroups];
|
||||
// Require that the server admin define the location of any infantry patrols given that missions will be off-shore.
|
||||
// AI could be spawned on a platform or floating structure.
|
||||
if (count _missionGroups > 0) then
|
||||
{
|
||||
_temp = [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,_uniforms,_headGear,_missionGroups] call blck_fnc_spawnMissionAI;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["dynamicUMSspawner :: (209) blck_fnc_spawnMissionAI returned a value of _temp = %1",_temp]; uiSleep 1;
|
||||
};
|
||||
|
||||
_abort = _temp select 1;
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["dynamicUMSspawner :: (214) blck_fnc_spawnMissionAI returned a value of _abort = %1",_abort]; uiSleep 1;
|
||||
};
|
||||
#endif
|
||||
|
||||
//diag_log format["_fnc_dynamicUMSspawner: spawning scuba groups with _scubaGroupParameters = %1",_scubaGroupParameters];
|
||||
// params["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear],"_missionGroups",["weapons",[]],["_vests",blck_vests],["_isScubaGroup",false]];
|
||||
_temp = [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,blck_UMS_uniforms,blck_UMS_headgear,_scubaGroupParameters,blck_UMS_weapons,blck_UMS_vests,isScubaMission] call blck_fnc_spawnMissionAI;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["dynamicUMSspawner :: (209) blck_fnc_spawnMissionAI returned a value of _temp = %1",_temp]; uiSleep 1;
|
||||
};
|
||||
|
||||
_abort = _temp select 1;
|
||||
if (blck_debugLevel > 2) then {
|
||||
diag_log format["dynamicUMSspawner :: (214) blck_fnc_spawnMissionAI returned a value of _abort = %1",_abort]; uiSleep 1;
|
||||
};
|
||||
#endif
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log "dynamicUMSspawner:: (220) grpNull returned, mission termination criteria met, calling blck_fnc_endMission"
|
||||
};
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,1,isScubaMission] call blck_fnc_endMission;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_blck_AllMissionAI append (_temp select 0);
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (235) AI Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
private["_patrolVehicles","_vehToSpawn"];
|
||||
//diag_log format["_fnc_dynamicUMSspawner (258): _noVehiclePatrols = %1",_noVehiclePatrols];
|
||||
_vehToSpawn = 0;
|
||||
//diag_log format["_dynamicUMSspawner:: _vehToSpawn = %1",_vehToSpawn];
|
||||
// Spawn any surface patrols
|
||||
if (blck_useVehiclePatrols && count _vehiclePatrolParameters > 0) then
|
||||
{
|
||||
// params["_coords","_noVehiclePatrols","_aiDifficultyLevel","_uniforms","_headGear","_missionPatrolVehicles",["_useRelativePos",true],["_weapons",[]],["_vests",blck_vests],["_isScubaGroup",false]];
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_vehiclePatrolParameters,true /*,blck_UMS_weapons,blck_UMS_vests,isScubaMission*/ ] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
//[_coords,_noVehiclePatrols,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log format["dynamicUMSspawner :: (251) blck_fnc_spawnMissionVehiclePatrols returned _temp = %1",_temp];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_patrolVehicles = _temp select 0;
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (267) Vehicle Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
};
|
||||
};
|
||||
// Spawn any submarine patrols
|
||||
if (blck_useVehiclePatrols && count _submarinePatrolParameters > 0) then
|
||||
{
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_submarinePatrolParameters,true,blck_UMS_weapons,blck_UMS_vests,isScubaMission] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
//[_coords,_noVehiclePatrols,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {
|
||||
diag_log format["dynamicUMSspawner :: (251) blck_fnc_spawnMissionVehiclePatrols returned _temp = %1",_temp];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
if !(_abort) then
|
||||
{
|
||||
_patrolVehicles = _temp select 0;
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (267) Vehicle Patrols Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
if (_abort) exitWith
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {
|
||||
diag_log "dynamicUMSspawner:: (279) grpNull returned, mission termination criteria met, calling blck_endMission";
|
||||
};
|
||||
#endif
|
||||
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,1,isScubaMission] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
|
||||
if (_allowReinforcements) then
|
||||
{
|
||||
_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
|
||||
_temp = [];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (298) calling in reinforcements: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
private _noChoppers = 0;
|
||||
private _chancePara = 0;
|
||||
switch (toLower _aiDifficultyLevel) do
|
||||
{
|
||||
case "blue":{
|
||||
_noChoppers = [blck_noPatrolHelisBlue] call blck_fnc_getNumberFromRange;
|
||||
//_chancePara = [blck_chanceParaBlue] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "red":{
|
||||
_noChoppers = [blck_noPatrolHelisRed] call blck_fnc_getNumberFromRange;
|
||||
//_chancePara = [blck_chanceParaRed] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "green":{
|
||||
_noChoppers = [blck_noPatrolHelisGreen] call blck_fnc_getNumberFromRange;
|
||||
//_chancePara = [blck_chanceParaGreen] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "orange":{
|
||||
_noChoppers = [blck_noPatrolHelisOrange] call blck_fnc_getNumberFromRange;
|
||||
//_chancePara = [blck_chanceParaOrange] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
};
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["_dynamicUMSspawner(322):: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara];
|
||||
#endif
|
||||
for "_i" from 1 to (_noChoppers) do
|
||||
{
|
||||
//params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear"];
|
||||
|
||||
_temp = [_coords,_aiDifficultyLevel,_weaponList,_uniforms,_headGear,_chancePara] call blck_fnc_spawnMissionReinforcements;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 2) then
|
||||
{
|
||||
diag_log format["dynamicUMSspawner(334):: blck_fnc_spawnMissionReinforcements call for chopper # %1 out of a total of %2 choppers",_i, _noChoppers];
|
||||
diag_log format["dynamicUMSspawner(335):: _temp = %1",_temp];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
_objects pushback (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
};
|
||||
if (_abort) then
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log "dynamicUMSspawner:: (349) grpNul or ERROR in blck_fnc_spawnMissionReinforcements, mission termination criteria met, calling blck_endMission";
|
||||
};
|
||||
#endif
|
||||
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,1,isScubaMission] call blck_fnc_endMission;
|
||||
};
|
||||
};
|
||||
};
|
||||
//////////////////////////
|
||||
// Spawn Crates and Emplaced Weapons Last to try to force them to correct positions relative to spawned buildinga or other objects.
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then {diag_log format["dynamicUMSspawner:: (361) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
|
||||
#endif
|
||||
uiSleep 15;
|
||||
private["_noEmplacedToSpawn"];
|
||||
_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
|
||||
//diag_log format["_dynamicUMSspawner:: _noEmplacedToSpawn = %1",_vehToSpawn];
|
||||
if (blck_useStatic && ((_noEmplacedToSpawn > 0)) || count _missionEmplacedWeapons > 0) then
|
||||
{
|
||||
// params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
|
||||
_temp = [_missionEmplacedWeapons,_noEmplacedToSpawn,_aiDifficultyLevel,_coords,_uniforms,_headGear] call blck_fnc_spawnEmplacedWeaponArray;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format ["dynamicUMSspawner:: (375) blck_fnc_spawnEmplacedWeaponArray returned _temp = %1",_temp];
|
||||
};
|
||||
#endif
|
||||
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_abort = _temp select 2;
|
||||
};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log format ["dynamicUMSspawner:: (387) _abort = %1",_abort];
|
||||
|
||||
};
|
||||
#endif
|
||||
|
||||
if !(_abort) then
|
||||
{
|
||||
_objects append (_temp select 0);
|
||||
_blck_AllMissionAI append (_temp select 1);
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (400) Static Weapons Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
};
|
||||
};
|
||||
if (_abort) exitWith
|
||||
{
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 2) then
|
||||
{
|
||||
diag_log "dynamicUMSspawner:: (410) grpNull ERROR in blck_fnc_spawnEmplacedWeaponArray, mission termination criteria met, calling blck_endMission";
|
||||
};
|
||||
#endif
|
||||
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,1,isScubaMission] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep _delayTime;
|
||||
if (count _missionLootBoxes > 0) then
|
||||
{
|
||||
_crates = [_coords,_missionLootBoxes,_loadCratesTiming] call blck_fnc_spawnMissionCrates;
|
||||
}
|
||||
else
|
||||
{
|
||||
_crates = [_coords,[[selectRandom blck_UMS_crates,[0,0,0],_crateLoot,_lootCounts]], _loadCratesTiming] call blck_fnc_spawnMissionCrates;
|
||||
|
||||
};
|
||||
|
||||
if (blck_cleanUpLootChests) then
|
||||
{
|
||||
_objects append _crates;
|
||||
};
|
||||
|
||||
|
||||
//uisleep 2;
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (428) Crates Spawned: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
|
||||
// Trigger for mission end
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["[blckeagls] mission Spawner(436) _endCondition = %1",_endCondition];
|
||||
#endif
|
||||
private["_missionComplete","_endIfPlayerNear","_endIfAIKilled"];
|
||||
_missionComplete = -1;
|
||||
_startTime = diag_tickTime;
|
||||
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_endIfPlayerNear = true;_endIfAIKilled = false;};
|
||||
case "allUnitsKilled": {_endIfPlayerNear = false;_endIfAIKilled = true;};
|
||||
case "allKilledOrPlayerNear": {_endIfPlayerNear = true;_endIfAIKilled = true;};
|
||||
};
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["dynamicUMSspawner :: (449) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
#endif
|
||||
private["_locations"];
|
||||
_locations = [_coords];
|
||||
{
|
||||
_locations pushback (getPos _x);
|
||||
_x setVariable["crateSpawnPos", (getPos _x)];
|
||||
} forEach _crates;
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["dynamicUMSspawner (458):: _coords = %1 | _crates = %2 | _locations = %3",_coords,_crates,_locations];
|
||||
#endif
|
||||
private _crateStolen = false;
|
||||
#ifdef blck_debugMode
|
||||
diag_log format["dynamicUMSspawner(462):: Waiting for player to satisfy mission end criteria of _endIfPlayerNear %1 with _endIfAIKilled %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
#endif
|
||||
_fn_crateMoved = {
|
||||
params["_crate"];
|
||||
private _result = (_x distance (_x getVariable["crateSpawnPos",[0,0,0]])) > 10;
|
||||
//diag_log format["_fn_crateMoved:: _result = %1",_result];
|
||||
_result;
|
||||
};
|
||||
_missionComplete = -1;
|
||||
while {_missionComplete isEqualTo -1} do
|
||||
{
|
||||
//if (blck_debugLevel isEqualTo 3) exitWith {uiSleep 180};
|
||||
if ((_endIfPlayerNear) && [_locations,10,true] call blck_fnc_playerInRangeArray) exitWith {};
|
||||
if ((_endIfAIKilled) && ({alive _x} count _blck_AllMissionAI) < 1) exitWith {};
|
||||
|
||||
{
|
||||
if ({[_x] call _fn_crateMoved} count _crates > 0) exitWith
|
||||
{
|
||||
_missionComplete = 1;
|
||||
_crateStolen = true;
|
||||
};
|
||||
}forEach _crates;
|
||||
//diag_log format["dynamicUMSspawner:: (483) missionCompleteLoop - > players near = %1 and ai alive = %2 and crates stolen = %3",[_coords,20] call blck_fnc_playerInRange, {alive _x} count _blck_AllMissionAI, _crateStolen];
|
||||
uiSleep 4;
|
||||
};
|
||||
if (_crateStolen) exitWith
|
||||
{
|
||||
diag_log format["dynamicUMSspawner:: (542) Crate Stolen Callening _fnc_endMission - > players near = %1 and ai alive = %2 and crates stolen = %3",[_locations,10,true] call blck_fnc_playerInRangeArray, {alive _x} count _blck_AllMissionAI, _crateStolen];
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,"Crate Removed from Mission Site Before Mission Completion: Mission Aborted",_blck_localMissionMarker,_coords,_mission,2,isScubaMission] call blck_fnc_endMission;
|
||||
};
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 0) then
|
||||
{
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (496) Mission completion criteria fulfilled: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
diag_log format["dynamicUMSspawner :: (497) _endIfPlayerNear = %1 _endIfAIKilled= %2",_endIfPlayerNear,_endIfAIKilled];
|
||||
diag_log format["[blckeagls] dynamicUMSspawner:: (498) calling endMission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
private["_result"];
|
||||
// Force passing the mission name for informational purposes.
|
||||
_blck_localMissionMarker set [2, _markerMissionName];
|
||||
// params["_mines","_objects","_crates","_blck_AllMissionAI","_endMsg","_blck_localMissionMarker","_coords","_mission",["_aborted",false],["_vehicles",[]],["_isScubaMission",false]];
|
||||
_result = [_mines,_objects,_crates,_blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,0,_missionAIVehicles,isScubaMission] call blck_fnc_endMission;
|
||||
|
||||
//diag_log format["[blckeagls] dynamicUMSspawner:: (559) end of mission: blck_fnc_endMission has returned control to _fnc_dynamicUMSspawner"];
|
||||
|
@ -27,11 +27,6 @@ params["_coords","_mission",["_allowReinforcements",false]];
|
||||
_markerClass = _mission;
|
||||
_aiDifficultyLevel = _difficulty; // _difficulty is defined in the mission description file. see \addons\custom_server\Missions\UMS\dynamicMissions\default.sqf for an example
|
||||
|
||||
blck_ActiveMissionCoords pushback _coords;
|
||||
blck_UMS_ActiveDynamicMissions pushBack _coords;
|
||||
blck_dynamicUMS_MissionsRuning = blck_dynamicUMS_MissionsRuning + 1;
|
||||
blck_missionsRunning = blck_missionsRunning + 1;
|
||||
|
||||
diag_log format["[blckeagls] missionSpawner (34):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
private["_chanceHeliPatrol","_noPara","_reinforcementLootCounts","_chanceLoot","_heliCrew","_loadCratesTiming"];
|
||||
@ -494,7 +489,17 @@ diag_log format["[blckeagls] mission Spawner(436) _endCondition = %1",_endCondit
|
||||
private["_missionComplete","_endIfPlayerNear","_endIfAIKilled"];
|
||||
_missionComplete = -1;
|
||||
_startTime = diag_tickTime;
|
||||
|
||||
if (blck_showCountAliveAI) then
|
||||
{
|
||||
//diag_log format["_missionSpawner(441): Adding Number Alive AI: _marker = %1 | _markerMissionName = %2",_marker,_markerMissionName];
|
||||
//diag_log format["_missionSpawner(442): Alive AI = %1 | Current Marker Text = %2",{alive _x} count _blck_AllMissionAI, markerText _marker];
|
||||
if !(_marker isEqualTo "") then
|
||||
{
|
||||
[_marker,_markerMissionName,_blck_AllMissionAI] call blck_fnc_updateMarkerAliveCount;
|
||||
blck_missionMarkers pushBack [_marker,_markerMissionName,_blck_AllMissionAI];
|
||||
//diag_log format["_missionSpawner: blck_missionMarkers = %1",blck_missionMarkers];
|
||||
};
|
||||
};
|
||||
switch (_endCondition) do
|
||||
{
|
||||
case "playerNear": {_endIfPlayerNear = true;_endIfAIKilled = false;};
|
||||
|
@ -1,6 +1,12 @@
|
||||
private ["_version","_versionDate"];
|
||||
<<<<<<< HEAD
|
||||
blck_version = "6.80 Build 117";
|
||||
_blck_version = blck_version;
|
||||
_blck_versionDate = "3-3-18 7:00 PM";
|
||||
=======
|
||||
blck_version = "6.80 Build 118";
|
||||
_blck_version = blck_version;
|
||||
_blck_versionDate = "3-3-18 7:00 AM";
|
||||
>>>>>>> Experimental
|
||||
blck_pvs_version = _blck_version;
|
||||
publicVariable blck_pvs_version;
|
||||
|
@ -8,12 +8,25 @@ Ideas or code from that by Vampire and KiloSwiss have been used for certain func
|
||||
|
||||
Significant Changes:
|
||||
=====================
|
||||
<<<<<<< HEAD
|
||||
Version 1.80 Build 117
|
||||
Added: you can now determine whether objects spawned at dynamic missions have simulation or damage enabled.
|
||||
See the medicalCamp.sqf mission for an example of how this is done.
|
||||
Added: you can now spawn simple objects as part of your mission landscape. Useful for STATIC missions only.
|
||||
Changed: Default missions reworked to support the above.
|
||||
|
||||
=======
|
||||
Version 1.80 build 118
|
||||
Added: The server now sets simulation on/off and damage on/off for objects at dynamic missions. default missions updated.
|
||||
Added: lists of armed vehicles from which you can choose those you wish to spawn at vehicles broken down by category (wheeled, traced APC, Tank, etc)
|
||||
Added: Three constants that define how far away missions are from certain ingame bases, players and towns when they spawn. These were previously embedded in the code but not configurable.
|
||||
blck_minDistanceToBases = 900; Minimum distance from any freq jammer or flag
|
||||
blck_minDistanceToPlayer = 900; Minimum distance from any player
|
||||
blck_minDistanceFromTowns = 300; Minimum distance from cites or towns.
|
||||
Fixed: Alive AI counts were not disabled by blck_showCountAliveAI.
|
||||
Fixed: The number of dynamically spawned underwater missions was not correctly set by blck_numberUnderwaterDynamicMissions.
|
||||
|
||||
>>>>>>> Experimental
|
||||
Version 1.79, Build 116
|
||||
Added: Map-specific information for Lythium.
|
||||
Added: New configuration setting: blck_showCountAliveAI = true; When = true, the number of alive AI at a mission will be displayed by the mission marker.
|
||||
|
Loading…
Reference in New Issue
Block a user