Updated _fnc_findSafePos/Added some settings
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@ -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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@ -156,13 +156,16 @@ _fn_monitorGroupWaypoints = {
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};
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_fn_simulationMonitor = {
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private["_playerType","_modType","_players"];
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_modType = call blck_fnc_getModType;
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//diag_log format["_fn_simulationMonitor"" _modType = %1",_modType];
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if (_modType isEqualTo "Exile") then
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{
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_playerType = ["Exile_Unit_Player"];
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}else{
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_playerType = ["Epoch_Male_F","Epoch_Female_F"];
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};
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//diag_log format["_fn_simulationMonitor:: _playerType = %1",_playerType];
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{
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// player nearEntities [["Car", "Motorcycle", "Tank"], 50];
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_players = (leader _x) nearEntities [_playerType, 1800];
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@ -163,7 +163,7 @@ if (_useMines) then
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};
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uiSleep _delayTime;
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_temp = [];
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diag_log format["_missionSpawner"" _missionLandscape = %1",_missionLandscape];
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//diag_log format["_missionSpawner"" _missionLandscape = %1",_missionLandscape];
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if (_missionLandscapeMode isEqualTo "random") then
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{
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_temp = [_coords,_missionLandscape, 3, 15, 2] call blck_fnc_spawnRandomLandscape;
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@ -0,0 +1,49 @@
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/*
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Spawn objects from an array using offsects from a central location.
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The code provided by M3Editor EDEN has been addapted to add checks for vehicles, should they be present.
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Returns an array of spawned objects.
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version of 10/13/17
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_center","_objects"];
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if (count _center == 2) then {_center pushBack 0};
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//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
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private ["_newObjs"];
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_newObjs = [];
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{
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//diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
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private _obj = (_x select 0) createVehicle [0,0,0];
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//diag_log format["_fnc_spawnBaseObjects: _obj = %1",_obj];
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_newObjs pushback _obj;
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//diag_log format["_fnc_spawnBaseObjects: _center = %1 and _x select 1 = %2",_center,_x select 1];
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private _spawnPos = (_center vectorAdd (_x select 1));
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if (surfaceIsWater _spawnPos) then
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{
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_obj setPosASL _spawnPos;
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//diag_log "_fnc_spawnBaseObjects: detected surface == water";
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} else {
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_obj setPosATL _spawnPos;
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//diag_log "_fnc_spawnBaseObjects: detected surface = Land";
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};
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_obj setDir (_x select 2);
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_obj enableDynamicSimulation true;
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_obj allowDamage true;
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// 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.
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if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
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{
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[_obj] call blck_fnc_configureMissionVehicle;
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};
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} forEach _objects;
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//diag_log format["_fnc_spawnBaseObjects: _newObjs = 51",_newObjs];
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_newObjs
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@ -16,12 +16,22 @@
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params["_center","_objects"];
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if (count _center == 2) then {_center pushBack 0};
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//diag_log format["_spawnBaseObjects:: -> _objects = %1",_objects];
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private ["_newObjs"];
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private ["_newObjs","_simDam"];
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_newObjs = [];
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// 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.
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// 1. ["class_name",[pos x, y, z], dir, [eneable simulation, enable damage]]
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{
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//diag_log format["_fnc_spawnBaseObjects::-->> _x = %1",_x];
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if (count _x == 3) then
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{
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_simDam = [false,false];
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}
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else
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{
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_simDam = _x select 3;
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};
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private _obj = (_x select 0) createVehicle [0,0,0];
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//diag_log format["_fnc_spawnBaseObjects: _obj = %1",_obj];
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_newObjs pushback _obj;
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@ -36,8 +46,8 @@ _newObjs = [];
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//diag_log "_fnc_spawnBaseObjects: detected surface = Land";
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};
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_obj setDir (_x select 2);
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_obj enableDynamicSimulation true;
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_obj allowDamage true;
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_obj enableDynamicSimulation (_simDam select 0);
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_obj allowDamage (_simDam select 1);
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// 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.
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if ( (typeOf _obj) isKindOf "LandVehicle" || (typeOf _obj) isKindOf "Air" || (typeOf _obj) isKindOf "Sea") then
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{
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@ -28,25 +28,26 @@ if (blck_debugLevel >=2) then
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}forEach _this;
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};
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#endif
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// [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,blck_UMS_uniforms,blck_UMS_headgear,_scubaGroupParameters,blck_UMS_weapons,blck_UMS_vests,isScubaGroup]
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params["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear],"_missionGroups",["_weapons",[]],["_vests",blck_vests],["_isScubaGroup",false]];
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private["_unitsToSpawn","_unitsPerGroup","_ResidualUnits","_newGroup","_blck_AllMissionAI","_abort"];
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_unitsToSpawn = [[_minNoAI,_maxNoAI]] call blck_fnc_getNumberFromRange; //round(_minNoAI + round(random(_maxNoAI - _minNoAI)));
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_unitsPerGroup = floor(_unitsToSpawn/_noAIGroups);
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_ResidualUnits = _unitsToSpawn - (_unitsPerGroup * _noAIGroups);
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_blck_AllMissionAI = [];
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_abort = false;
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if (count _weapons == 0) then
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{
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_weapons = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
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};
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#ifdef blck_debugMode
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if (blck_debugLevel >= 2) then
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{
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diag_log format["_fnc_spawnMissionAI (30):: _unitsToSpawn %1 ; _unitsPerGroup %2 _ResidualUnits %3",_unitsToSpawn,_unitsPerGroup,_ResidualUnits];
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};
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#endif
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if (count _missionGroups > 0) then
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// [_coords, _minNoAI,_maxNoAI,_aiDifficultyLevel,blck_UMS_uniforms,blck_UMS_headgear,_scubaGroupParameters,blck_UMS_weapons,blck_UMS_vests,isScubaGroup]
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params["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear],"_missionGroups",["_weapons",[]],["_vests",blck_vests],["_isScubaGroup",false]];
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private["_unitsToSpawn","_unitsPerGroup","_ResidualUnits","_newGroup","_blck_AllMissionAI","_abort"];
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// Can add optional debug code here if needed.
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_unitsToSpawn = [[_minNoAI,_maxNoAI]] call blck_fnc_getNumberFromRange; //round(_minNoAI + round(random(_maxNoAI - _minNoAI)));
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_unitsPerGroup = floor(_unitsToSpawn/_noAIGroups);
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_ResidualUnits = _unitsToSpawn - (_unitsPerGroup * _noAIGroups);
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_blck_AllMissionAI = [];
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_abort = false;
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if (count _weapons == 0) then
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{
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_weapons = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
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};
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#ifdef blck_debugMode
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if (blck_debugLevel >= 2) then
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{
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diag_log format["_fnc_spawnMissionAI (30):: _unitsToSpawn %1 ; _unitsPerGroup %2 _ResidualUnits %3",_unitsToSpawn,_unitsPerGroup,_ResidualUnits];
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};
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#endif
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if ( (count _missionGroups > 0) && _noAIGroups > 0) then
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{
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{ //[[-98.9121,-35.9824,-1.20243],5,7,"Green",5,12],[[1,-1,-1],"red",4, 5,10]
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_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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@ -81,7 +82,7 @@ if (count _missionGroups > 0) then
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};
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}forEach _missionGroups;
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};
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if (_missionGroups isEqualTo []) then
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if (_missionGroups isEqualTo [] && _noAIGroups > 0) then
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{
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switch (_noAIGroups) do
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{
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@ -22,6 +22,10 @@ _objects = [];
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// https://community.bistudio.com/wiki/BIS_fnc_findSafePos
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_pos = [_coords,_min,_max,_nearest,0,5,0] call BIS_fnc_findSafePos;
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_wreck = createVehicle[_x, _pos, [], 25, "NONE"];
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_wreck allowDamage false;
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_wreck enableSimulation false;
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_wreck enableSimulationGlobal false;
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_wreck enableDynamicSimulation false;
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_wreck setVariable ["LAST_CHECK", (diag_tickTime + 100000)];
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private["_dir","_dirOffset"];
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@ -43,7 +43,7 @@ _fn_destroyVehicleAndCrew = {
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params["_veh"];
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//private["_crew"];
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//_crew = crew _veh;
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diag_log format["_fn_destroyVehicleAndCrew: called for _veh = %1",_veh];
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//diag_log format["_fn_destroyVehicleAndCrew: called for _veh = %1",_veh];
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{[_x] call blck_fnc_deleteAI;} forEach (crew _veh);
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[_veh] call blck_fn_deleteAIvehicle;
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};
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@ -78,7 +78,7 @@ _fn_reloadAmmo = {
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blck_fn_deleteAIvehicle = {
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params["_veh"];
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diag_log format["blck_fn_deleteAIvehicle: _veh %1 deleted",_veh];
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//diag_log format["blck_fn_deleteAIvehicle: _veh %1 deleted",_veh];
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{
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_veh removeAllEventHandlers _x;
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}forEach ["Hit","HitPart","GetIn","GetOut","Fired","FiredNear","HandleDamage","Reloaded"];
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@ -116,7 +116,7 @@ if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function c
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_evaluate = false;
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_veh setVariable["blck_DeleteAt",0];
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blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
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diag_log format["_fnc_vehicleMonitor: vehicle %1 now owned by player %2",_veh, owner _veh];
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//diag_log format["_fnc_vehicleMonitor: vehicle %1 now owned by player %2",_veh, owner _veh];
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};
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if (_allCrewDead && _evaluate) then
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@ -140,7 +140,7 @@ if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function c
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_veh setDamage 0.7;
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_veh setVariable["blck_DeleteAt",diag_tickTime + 60];
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} else {
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diag_log format["_fnc_vehicleMonitor:: case of RELEASE where vehicle = %1 and Vehicle is typeOf %2",_veh, typeOf _veh];
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//diag_log format["_fnc_vehicleMonitor:: case of RELEASE where vehicle = %1 and Vehicle is typeOf %2",_veh, typeOf _veh];
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[_veh] call _fn_releaseVehicle;
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};
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_evaluate = false;
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@ -149,7 +149,7 @@ if (blck_debugLevel > 0) then {diag_log format["_fnc_vehicleMonitor:: function c
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if (_missionCompleted && !(_allCrewDead)) then
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{
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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];
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//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];
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private _cleanupTimer = _veh getVariable["blck_DeleteAt",0]; // The time delete to deleting any alive AI units
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if (_cleanupTimer == 0) then {_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer]};
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_evaluate = false;
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@ -1,172 +0,0 @@
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/*
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By Ghostrider [GRG]
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Copyright 2016
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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diag_log format["_fnc_vehicleMonitor: starting function at diag_tickTime = %1",diag_tickTime];
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if (true) exitWith {};
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#ifdef blck_debugMode
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//diag_log format["_fnc_vehicleMonitor:: blck_debugMode defined"];
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#endif
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_fn_releaseVehicle = {
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params["_veh"];
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//blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
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_veh setVehicleLock "UNLOCKED" ;
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//_v setVariable["releasedToPlayers",true];
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//[_v] call blck_fnc_emptyObject;
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{
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_veh removealleventhandlers _x;
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} forEach ["GetIn","GetOut","fired","hit","hitpart","reloaded","dammaged","HandleDamage"];
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{
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_veh removeAllMPEventHandlers _x;
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} forEach ["MPHit","MPKilled"];
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_veh setVariable["blck_DeleteAt",diag_tickTime + blck_vehicleDeleteTimer,true];
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if ((damage _veh) > 0.5) then {_veh setDamage 0.5};
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//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]];
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#ifdef blck_debugMode
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if (blck_debugLevel > 0) then
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{
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diag_log format["_fnc_vehicleMonitor:: case of patrol vehicle released to players where vehicle = %1",_veh];
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};
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#endif
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};
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_fn_destroyVehicleAndCrew = {
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params["_veh"];
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//private["_crew"];
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//_crew = crew _veh;
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diag_log format["_fn_destroyVehicleAndCrew: called for _veh = %1",_veh];
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{[_x] call blck_fnc_deleteAI;} forEach (crew _veh);
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[_veh] call blck_fn_deleteAIvehicle;
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};
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_fn_reloadAmmo = {
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params["_veh"];
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private ["_crew","_mag","_allMags","_cnt"];
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// https://community.bistudio.com/wiki/fullCrew
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// 0 1 2 3 4
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// returns Array - format [[<Object>unit,<String>role,<Number>cargoIndex,<Array>turretPath,<Boolean>personTurret], ...]
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//diag_log format["_fnc_vehicleMonitor:: (65) _veh = %1",_veh];
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if ({alive _x and !(isPlayer _x)} count (crew _veh) > 0) then
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{
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_crew = fullCrew _veh;
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//diag_log format["_fnc_vehicleMonitor:: (67) _crew = %1",_crew];
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{
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//diag_log format ["_fnc_vehicleMonitor:: (69) _x = %1",_x];
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_mag = _veh currentMagazineTurret (_x select 3);
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if (count _mag > 0) then
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{
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//diag_log format["_fnc_vehicleMonitor:: (71) _mag is typeName %1", typeName _mag];
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//diag_log format ["_fnc_vehicleMonitor:: (71) length _mag = %2 and _mag = %1",_mag,count _mag];
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_allMags = magazinesAmmo _veh;
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//diag_log format["_fnc_vehicleMonitor:: (71) _allMags = %1",_allMags];
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_cnt = ( {_mag isEqualTo (_x select 0)}count _allMags);
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//diag_log format["_fnc_vehicleMonitor:: (75) _cnt = %1",_cnt];
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if (_cnt < 2) then {_veh addMagazineCargo [_mag,2]};
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};
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} forEach _crew;
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};
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};
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blck_fn_deleteAIvehicle = {
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params["_veh"];
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diag_log format["blck_fn_deleteAIvehicle: _veh %1 deleted",_veh];
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{
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_veh removeAllEventHandlers _x;
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}forEach ["Hit","HitPart","GetIn","GetOut","Fired","FiredNear","HandleDamage","Reloaded"];
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blck_monitoredVehicles = blck_monitoredVehicles - [_veh];
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deleteVehicle _veh;
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};
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private _vehList = +blck_monitoredVehicles;
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||||
|
||||
#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;
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user