Updated _fnc_findSafePos/Added some settings

This commit is contained in:
Ghostrider-GRG- 2018-03-04 09:32:31 -05:00
parent 6aaea1b2d2
commit cd05615532
9 changed files with 103 additions and 207 deletions

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@ -15,10 +15,10 @@
*/ */
#include "\q\addons\custom_server\Configs\blck_defines.hpp"; #include "\q\addons\custom_server\Configs\blck_defines.hpp";
private["_findNew","_coords","_dist","_xpos","_ypos","_newPos","_townPos","_pole"]; private["_findNew","_tries","_coords","_dist","_xpos","_ypos","_newPos","_townPos","_pole"];
_findNew = true; _findNew = true;
_tries = 0;
while {_findNew} do { while {_findNew} do {
_findNew = false; _findNew = false;
//[_centerForSearch,_minDistFromCenter,_maxDistanceFromCenter,_minDistanceFromNearestObj,_waterMode,_maxTerainGradient,_shoreMode] call BIS_fnc_findSafePos //[_centerForSearch,_minDistFromCenter,_maxDistanceFromCenter,_minDistanceFromNearestObj,_waterMode,_maxTerainGradient,_shoreMode] call BIS_fnc_findSafePos
@ -87,7 +87,7 @@ while {_findNew} do {
// check that missions spawn at least 1 kkm from towns // check that missions spawn at least 1 kkm from towns
{ {
_townPos = [((locationPosition _x) select 0), ((locationPosition _x) select 1), 0]; _townPos = [((locationPosition _x) select 0), ((locationPosition _x) select 1), 0];
if (_townPos distance2D _coords < 200) exitWith { if (_townPos distance2D _coords < blck_minDistanceFromTowns) exitWith {
_findNew = true; _findNew = true;
}; };
} forEach blck_townLocations; } forEach blck_townLocations;
@ -99,15 +99,15 @@ while {_findNew} do {
if (_mod isEqualTo "Exile") then {_pole = "Exile_Construction_Flag_Static"}; if (_mod isEqualTo "Exile") then {_pole = "Exile_Construction_Flag_Static"};
//diag_log format["_fnc_findSafePosn:: -- >> _mod = %1 and _pole = %2",_mod,_pole]; //diag_log format["_fnc_findSafePosn:: -- >> _mod = %1 and _pole = %2",_mod,_pole];
{ {
if ((_x distance2D _coords) < 600) then if ((_x distance2D _coords) < blck_minDistanceToBases) then
{ {
_findNew = true; _findNew = true;
}; };
}forEach nearestObjects[player, [_pole], 800]; }forEach nearestObjects[blck_mapCenter, [_pole], blck_minDistanceToBases];
// check to be sure we do not spawn a mission on top of a player. // check to be sure we do not spawn a mission on top of a player.
{ {
if (isPlayer _x && (_x distance2D _coords) < 600) then if (isPlayer _x && (_x distance2D _coords) < blck_minDistanceToPlayer) then
{ {
_findNew = true; _findNew = true;
}; };
@ -120,6 +120,7 @@ while {_findNew} do {
deleteVehicle _tavTest; deleteVehicle _tavTest;
if (_tavHeight > 100) then {_FindNew = true;}; if (_tavHeight > 100) then {_FindNew = true;};
}; };
_tries = _tries + 1;
}; };
if ((count _coords) > 2) then if ((count _coords) > 2) then

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@ -156,13 +156,16 @@ _fn_monitorGroupWaypoints = {
}; };
_fn_simulationMonitor = { _fn_simulationMonitor = {
private["_playerType","_modType","_players"];
_modType = call blck_fnc_getModType; _modType = call blck_fnc_getModType;
//diag_log format["_fn_simulationMonitor"" _modType = %1",_modType];
if (_modType isEqualTo "Exile") then if (_modType isEqualTo "Exile") then
{ {
_playerType = ["Exile_Unit_Player"]; _playerType = ["Exile_Unit_Player"];
}else{ }else{
_playerType = ["Epoch_Male_F","Epoch_Female_F"]; _playerType = ["Epoch_Male_F","Epoch_Female_F"];
}; };
//diag_log format["_fn_simulationMonitor:: _playerType = %1",_playerType];
{ {
// player nearEntities [["Car", "Motorcycle", "Tank"], 50]; // player nearEntities [["Car", "Motorcycle", "Tank"], 50];
_players = (leader _x) nearEntities [_playerType, 1800]; _players = (leader _x) nearEntities [_playerType, 1800];

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@ -163,7 +163,7 @@ if (_useMines) then
}; };
uiSleep _delayTime; uiSleep _delayTime;
_temp = []; _temp = [];
diag_log format["_missionSpawner"" _missionLandscape = %1",_missionLandscape]; //diag_log format["_missionSpawner"" _missionLandscape = %1",_missionLandscape];
if (_missionLandscapeMode isEqualTo "random") then if (_missionLandscapeMode isEqualTo "random") then
{ {
_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape; _temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;

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@ -0,0 +1,49 @@
/*
Spawn objects from an array using offsects from a central location.
The code provided by M3Editor EDEN has been addapted to add checks for vehicles, should they be present.
Returns an array of spawned objects.
version of 10/13/17
--------------------------
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";
params["_center","_objects"];
if (count _center == 2) then {_center pushBack 0};
//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
private ["_newObjs"];
_newObjs = [];
{
//diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
private _obj = (_x select 0) createVehicle [0,0,0];
//diag_log format["_fnc_spawnBaseObjects: _obj = %1",_obj];
_newObjs pushback _obj;
//diag_log format["_fnc_spawnBaseObjects: _center = %1 and _x select 1 = %2",_center,_x select 1];
private _spawnPos = (_center vectorAdd (_x select 1));
if (surfaceIsWater _spawnPos) then
{
_obj setPosASL _spawnPos;
//diag_log "_fnc_spawnBaseObjects: detected surface == water";
} else {
_obj setPosATL _spawnPos;
//diag_log "_fnc_spawnBaseObjects: detected surface = Land";
};
_obj setDir (_x select 2);
_obj enableDynamicSimulation true;
_obj allowDamage true;
// Lock any vehicles placed as part of the mission landscape. Note that vehicles that can be taken by players can be added via the mission template.
if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
{
[_obj] call blck_fnc_configureMissionVehicle;
};
} forEach _objects;
//diag_log format["_fnc_spawnBaseObjects: _newObjs = 51",_newObjs];
_newObjs

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@ -16,12 +16,22 @@
params["_center","_objects"]; params["_center","_objects"];
if (count _center == 2) then {_center pushBack 0}; if (count _center == 2) then {_center pushBack 0};
//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects]; //diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
private ["_newObjs"]; private ["_newObjs","_simDam"];
_newObjs = []; _newObjs = [];
// Assume that the list of objects to spawn has each object defined using one of two methods where parameters for simulation and damage are optional with default settings.
// 1. ["class_name",[pos x, y, z], dir, [eneable simulation, enable damage]]
{ {
//diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x]; //diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
if (count _x == 3) then
{
_simDam = [false,false];
}
else
{
_simDam = _x select 3;
};
private _obj = (_x select 0) createVehicle [0,0,0]; private _obj = (_x select 0) createVehicle [0,0,0];
//diag_log format["_fnc_spawnBaseObjects: _obj = %1",_obj]; //diag_log format["_fnc_spawnBaseObjects: _obj = %1",_obj];
_newObjs pushback _obj; _newObjs pushback _obj;
@ -36,8 +46,8 @@ _newObjs = [];
//diag_log "_fnc_spawnBaseObjects: detected surface = Land"; //diag_log "_fnc_spawnBaseObjects: detected surface = Land";
}; };
_obj setDir (_x select 2); _obj setDir (_x select 2);
_obj enableDynamicSimulation true; _obj enableDynamicSimulation (_simDam select 0);
_obj allowDamage true; _obj allowDamage (_simDam select 1);
// Lock any vehicles placed as part of the mission landscape. Note that vehicles that can be taken by players can be added via the mission template. // Lock any vehicles placed as part of the mission landscape. Note that vehicles that can be taken by players can be added via the mission template.
if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
{ {

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@ -28,25 +28,26 @@ if (blck_debugLevel >=2) then
}forEach _this; }forEach _this;
}; };
#endif #endif
// [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,blck_UMS_uniforms,blck_UMS_headgear,_scubaGroupParameters,blck_UMS_weapons,blck_UMS_vests,isScubaGroup] // [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,blck_UMS_uniforms,blck_UMS_headgear,_scubaGroupParameters,blck_UMS_weapons,blck_UMS_vests,isScubaGroup]
params["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear],"_missionGroups",["_weapons",[]],["_vests",blck_vests],["_isScubaGroup",false]]; params["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear],"_missionGroups",["_weapons",[]],["_vests",blck_vests],["_isScubaGroup",false]];
private["_unitsToSpawn","_unitsPerGroup","_ResidualUnits","_newGroup","_blck_AllMissionAI","_abort"]; private["_unitsToSpawn","_unitsPerGroup","_ResidualUnits","_newGroup","_blck_AllMissionAI","_abort"];
_unitsToSpawn = [[_minNoAI,_maxNoAI]] call blck_fnc_getNumberFromRange; //round(_minNoAI + round(random(_maxNoAI - _minNoAI))); // Can add optional debug code here if needed.
_unitsPerGroup = floor(_unitsToSpawn/_noAIGroups); _unitsToSpawn = [[_minNoAI,_maxNoAI]] call blck_fnc_getNumberFromRange; //round(_minNoAI + round(random(_maxNoAI - _minNoAI)));
_ResidualUnits = _unitsToSpawn - (_unitsPerGroup * _noAIGroups); _unitsPerGroup = floor(_unitsToSpawn/_noAIGroups);
_blck_AllMissionAI = []; _ResidualUnits = _unitsToSpawn - (_unitsPerGroup * _noAIGroups);
_abort = false; _blck_AllMissionAI = [];
if (count _weapons == 0) then _abort = false;
{ if (count _weapons == 0) then
_weapons = [_aiDifficultyLevel] call blck_fnc_selectAILoadout; {
}; _weapons = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
#ifdef blck_debugMode };
if (blck_debugLevel >= 2) then #ifdef blck_debugMode
{ if (blck_debugLevel >= 2) then
diag_log format["_fnc_spawnMissionAI (30):: _unitsToSpawn %1 ; _unitsPerGroup %2 _ResidualUnits %3",_unitsToSpawn,_unitsPerGroup,_ResidualUnits]; {
}; diag_log format["_fnc_spawnMissionAI (30):: _unitsToSpawn %1 ; _unitsPerGroup %2 _ResidualUnits %3",_unitsToSpawn,_unitsPerGroup,_ResidualUnits];
#endif };
if (count _missionGroups > 0) then #endif
if ( (count _missionGroups > 0) && _noAIGroups > 0) then
{ {
{ //[[-98.9121,-35.9824,-1.20243],5,7,"Green",5,12],[[1,-1,-1],"red",4, 5,10] { //[[-98.9121,-35.9824,-1.20243],5,7,"Green",5,12],[[1,-1,-1],"red",4, 5,10]
_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"]; _x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
@ -81,7 +82,7 @@ if (count _missionGroups > 0) then
}; };
}forEach _missionGroups; }forEach _missionGroups;
}; };
if (_missionGroups isEqualTo []) then if (_missionGroups isEqualTo [] && _noAIGroups > 0) then
{ {
switch (_noAIGroups) do switch (_noAIGroups) do
{ {

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@ -22,6 +22,10 @@ _objects = [];
// https://community.bistudio.com/wiki/BIS_fnc_findSafePos // https://community.bistudio.com/wiki/BIS_fnc_findSafePos
_pos = [_coords,_min,_max,_nearest,0,5,0] call BIS_fnc_findSafePos; _pos = [_coords,_min,_max,_nearest,0,5,0] call BIS_fnc_findSafePos;
_wreck = createVehicle[_x, _pos, [], 25, "NONE"]; _wreck = createVehicle[_x, _pos, [], 25, "NONE"];
_wreck allowDamage false;
_wreck enableSimulation false;
_wreck enableSimulationGlobal false;
_wreck enableDynamicSimulation false;
_wreck setVariable ["LAST_CHECK", (diag_tickTime + 100000)]; _wreck setVariable ["LAST_CHECK", (diag_tickTime + 100000)];
private["_dir","_dirOffset"]; private["_dir","_dirOffset"];

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@ -43,7 +43,7 @@ _fn_destroyVehicleAndCrew = {
params["_veh"]; params["_veh"];
//private["_crew"]; //private["_crew"];
//_crew = crew _veh; //_crew = crew _veh;
diag_log format["_fn_destroyVehicleAndCrew: called for _veh = %1",_veh]; //diag_log format["_fn_destroyVehicleAndCrew: called for _veh = %1",_veh];
{[_x] call blck_fnc_deleteAI;} forEach (crew _veh); {[_x] call blck_fnc_deleteAI;} forEach (crew _veh);
[_veh] call blck_fn_deleteAIvehicle; [_veh] call blck_fn_deleteAIvehicle;
}; };
@ -78,7 +78,7 @@ _fn_reloadAmmo = {
blck_fn_deleteAIvehicle = { blck_fn_deleteAIvehicle = {
params["_veh"]; params["_veh"];
diag_log format["blck_fn_deleteAIvehicle: _veh %1 deleted",_veh]; //diag_log format["blck_fn_deleteAIvehicle: _veh %1 deleted",_veh];
{ {
_veh removeAllEventHandlers _x; _veh removeAllEventHandlers _x;
}forEach ["Hit","HitPart","GetIn","GetOut","Fired","FiredNear","HandleDamage","Reloaded"]; }forEach ["Hit","HitPart","GetIn","GetOut","Fired","FiredNear","HandleDamage","Reloaded"];
@ -116,7 +116,7 @@ if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function c
_evaluate = false; _evaluate = false;
_veh setVariable["blck_DeleteAt",0]; _veh setVariable["blck_DeleteAt",0];
blck_monitoredVehicles = blck_monitoredVehicles - [_veh]; blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
diag_log format["_fnc_vehicleMonitor: vehicle %1 now owned by player %2",_veh, owner _veh]; //diag_log format["_fnc_vehicleMonitor: vehicle %1 now owned by player %2",_veh, owner _veh];
}; };
if (_allCrewDead && _evaluate) then if (_allCrewDead && _evaluate) then
@ -140,7 +140,7 @@ if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function c
_veh setDamage 0.7; _veh setDamage 0.7;
_veh setVariable["blck_DeleteAt",diag_tickTime + 60]; _veh setVariable["blck_DeleteAt",diag_tickTime + 60];
} else { } else {
diag_log format["_fnc_vehicleMonitor:: case of RELEASE where vehicle = %1 and Vehicle is typeOf %2",_veh, typeOf _veh]; //diag_log format["_fnc_vehicleMonitor:: case of RELEASE where vehicle = %1 and Vehicle is typeOf %2",_veh, typeOf _veh];
[_veh] call _fn_releaseVehicle; [_veh] call _fn_releaseVehicle;
}; };
_evaluate = false; _evaluate = false;
@ -149,7 +149,7 @@ if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function c
if (_missionCompleted && !(_allCrewDead)) then if (_missionCompleted && !(_allCrewDead)) then
{ {
diag_log format["_fnc_vehicleMonitor:: case of mission vehicle with AI alive at mission end: schedule destruction with _veh = %1 and typeOf _veh = %2",_veh, typeOf _veh]; //diag_log format["_fnc_vehicleMonitor:: case of mission vehicle with AI alive at mission end: schedule destruction with _veh = %1 and typeOf _veh = %2",_veh, typeOf _veh];
private _cleanupTimer = _veh getVariable["blck_DeleteAt",0]; // The time delete to deleting any alive AI units private _cleanupTimer = _veh getVariable["blck_DeleteAt",0]; // The time delete to deleting any alive AI units
if (_cleanupTimer == 0) then {_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer]}; if (_cleanupTimer == 0) then {_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer]};
_evaluate = false; _evaluate = false;

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@ -1,172 +0,0 @@
/*
By Ghostrider [GRG]
Copyright 2016
--------------------------
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";
diag_log format["_fnc_vehicleMonitor: starting function at diag_tickTime = %1",diag_tickTime];
if (true) exitWith {};
#ifdef blck_debugMode
//diag_log format["_fnc_vehicleMonitor:: blck_debugMode defined"];
#endif
_fn_releaseVehicle = {
params["_veh"];
//blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
_veh setVehicleLock "UNLOCKED" ;
//_v setVariable["releasedToPlayers",true];
//[_v] call blck_fnc_emptyObject;
{
_veh removealleventhandlers _x;
} forEach ["GetIn","GetOut","fired","hit","hitpart","reloaded","dammaged","HandleDamage"];
{
_veh removeAllMPEventHandlers _x;
} forEach ["MPHit","MPKilled"];
_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true];
if ((damage _veh) > 0.5) then {_veh setDamage 0.5};
//diag_log format["_fnc_vehicleMonitor:: case of patrol vehicle released to players where vehicle = %1 and blck_deleteAT = %2",_veh, _veh getVariable["blck_DeleteAt",0]];
#ifdef blck_debugMode
if (blck_debugLevel > 0) then
{
diag_log format["_fnc_vehicleMonitor:: case of patrol vehicle released to players where vehicle = %1",_veh];
};
#endif
};
_fn_destroyVehicleAndCrew = {
params["_veh"];
//private["_crew"];
//_crew = crew _veh;
diag_log format["_fn_destroyVehicleAndCrew: called for _veh = %1",_veh];
{[_x] call blck_fnc_deleteAI;} forEach (crew _veh);
[_veh] call blck_fn_deleteAIvehicle;
};
_fn_reloadAmmo = {
params["_veh"];
private ["_crew","_mag","_allMags","_cnt"];
// https://community.bistudio.com/wiki/fullCrew
// 0 1 2 3 4
// returns Array - format [[<Object>unit,<String>role,<Number>cargoIndex,<Array>turretPath,<Boolean>personTurret], ...]
//diag_log format["_fnc_vehicleMonitor:: (65) _veh = %1",_veh];
if ({alive _x and !(isPlayer _x)} count (crew _veh) > 0) then
{
_crew = fullCrew _veh;
//diag_log format["_fnc_vehicleMonitor:: (67) _crew = %1",_crew];
{
//diag_log format ["_fnc_vehicleMonitor:: (69) _x = %1",_x];
_mag = _veh currentMagazineTurret (_x select 3);
if (count _mag > 0) then
{
//diag_log format["_fnc_vehicleMonitor:: (71) _mag is typeName %1", typeName _mag];
//diag_log format ["_fnc_vehicleMonitor:: (71) length _mag = %2 and _mag = %1",_mag,count _mag];
_allMags = magazinesAmmo _veh;
//diag_log format["_fnc_vehicleMonitor:: (71) _allMags = %1",_allMags];
_cnt = ( {_mag isEqualTo (_x select 0)}count _allMags);
//diag_log format["_fnc_vehicleMonitor:: (75) _cnt = %1",_cnt];
if (_cnt < 2) then {_veh addMagazineCargo [_mag,2]};
};
} forEach _crew;
};
};
blck_fn_deleteAIvehicle = {
params["_veh"];
diag_log format["blck_fn_deleteAIvehicle: _veh %1 deleted",_veh];
{
_veh removeAllEventHandlers _x;
}forEach ["Hit","HitPart","GetIn","GetOut","Fired","FiredNear","HandleDamage","Reloaded"];
blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
deleteVehicle _veh;
};
private _vehList = +blck_monitoredVehicles;
#ifdef blck_debugMode
if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function called at %1 with _vehList %2 and blck_monitoredVehicles %3",diag_tickTime,_vehList,blck_monitoredVehicles];};
#endif
//blck_fnc_releaseVehicleToPlayers
{
/*
Determine state of vehicle
_isEmplaced
_ownerIsPlayer
_allCrewDead
_deleteNow
*/
private _veh = _x; // (purely for clarity at this point, _x could be used just as well)
private _isEmplaced = _veh getVariable["DBD_vehType","none"] isEqualTo "emplaced";
private _ownerIsPlayer = if (owner _veh > 2 && !(owner _veh in blck_connectedHCs)) then {true} else {false};
private _allCrewDead = {alive _x} count (crew _veh);
private _deletenow = if ( (_veh getVariable["blck_DeleteAt",0] > 0) && (diag_tickTime > (_veh getVariable "blck_DeleteAt"))) then {true} else {false};
private _missionCompleted = _veh getVariable["missionCompleted",0];
private _evaluate = true;
if (_ownerIsPlayer) then
{
// disable further monitoring and mark to never be deleted.
_evaluate = false;
_veh setVariable["blck_DeleteAt",0];
blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
diag_log format["_fnc_vehicleMonitor: vehicle %1 now owned by player %2",_veh, owner _veh];
};
if (_allCrewDead && _evaluate) then
{
if (_isEmplaced) then
{
if (blck_killEmptyStaticWeapons) then
{
#ifdef blck_debugMode
if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: case of destroyed where vehicle = %1",_veh];};
#endif
_veh setDamage 1;
_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
}else {
[_veh] call _fn_releaseVehicle;
};
_evaluate = false;
} else {
if (blck_killEmptyAIVehicles) then
{
_veh setDamage 0.7;
_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
} else {
diag_log format["_fnc_vehicleMonitor:: case of RELEASE where vehicle = %1 and Vehicle is typeOf %2",_veh, typeOf _veh];
[_veh] call _fn_releaseVehicle;
};
_evaluate = false;
};
};
if (_missionCompleted && !(_allCrewDead)) then
{
diag_log format["_fnc_vehicleMonitor:: case of mission vehicle with AI alive at mission end: schedule destruction with _veh = %1 and typeOf _veh = %2",_veh, typeOf _veh];
private _cleanupTimer = _veh getVariable["blck_DeleteAt",0]; // The time delete to deleting any alive AI units
if (_cleanupTimer == 0) then {_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer]};
_evaluate = false;
};
if (_evaluate) then
{
[_veh] call _fn_reloadAmmo;
};
if (_deleteNow) then
{
[_veh] call _fn_destroyVehicleAndCrew;
_evaluate = false;
};
}forEach _vehList;