Clean up static missions code

Removed unused files
removed unused functions from GMS_fnc_sm_init_functions
This commit is contained in:
Ghostrider-GRG- 2018-04-19 07:25:03 -04:00
parent b85230cce5
commit eb1d39f420
26 changed files with 17 additions and 1060 deletions

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@ -1,19 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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";
{
private ["_missionCenter"];
_missionCenter = _x select 0;
if ([_missionCenter,2000] call blck_fnc_playerInRange then ([_missionCenter] execVM format["%1", _x select 1];
} forEach blck_staticMissions;

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@ -20,24 +20,25 @@ blck_sm_submarines = [];
blck_sm_lootContainers = [];
blck_fnc_sm_AddGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddGroup.sqf";
blck_fnc_sm_AddVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddVehicle.sqf";
blck_fnc_sm_AddAircraft = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddAircraft.sqf";
blck_fnc_sm_AddEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddEmplaced.sqf";
blck_fnc_sm_AddGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddGroup.sqf";
blck_fnc_sm_AddVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddVehicle.sqf";
blck_fnc_sm_AddAircraft = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddAircraft.sqf";
blck_fnc_sm_AddEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddEmplaced.sqf";
blck_fnc_sm_monitorStaticMissionUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
blck_fnc_sm_spawnLootContainers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnLootContainers.sqf";
blck_fnc_sm_spawnObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnObjects.sqf";
blck_fnc_sm_monitorStaticUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorStaticUnits.sqf";
blck_fnc_sm_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnVehiclePatrol.sqf";
blck_fnc_sm_spawnAirPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnAirPatrol.sqf";
blck_fnc_sm_spawnEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnEmplaced.sqf";
//blck_fnc_sm_monitorStaticUnit = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
//blck_fnc_sm_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrol.sqf";
//blck_fnc_sm_spawnAirPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrol.sqf";
//blck_fnc_sm_spawnEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
//blck_fnc_sm_spawnInfantryPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrol.sqf";
blck_fnc_sm_monitorStaticMissionUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorStaticUnits.sqf";
blck_fnc_sm_checkForPlayerNearMission = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_checkForPlayerNearMission.sqf";
blck_fnc_sm_spawnAirPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnAirPatrols.sqf";
blck_fnc_sm_spawnEmplaceds = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnEmplaced.sqf";
blck_fnc_sm_spawnInfantryPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnInfantryPatrols.sqf";
blck_fnc_sm_spawnLootContainers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnLootContainers.sqf";
blck_fnc_sm_spawnObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnObjects.sqf";
blck_fnc_sm_spawnVehiclePatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnVehiclePatrols.sqf";
//blck_fnc_sm_checkForPlayerNearMission = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\StaticMissions_checkForPlayerNearMission.sqf";
//blck_fnc_sm_spawnAirPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrols.sqf";
//blck_fnc_sm_spawnEmplaceds = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
//blck_fnc_sm_spawnInfantryPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrols.sqf";
//blck_fnc_sm_spawnVehiclePatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrols.sqf";
diag_log "[blckeagls] GMS_sm_init_functions.sqf <Variables Defined and Functions Loaded>";

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@ -1,31 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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";
diag_log format["_fnc_sm_spawnAirPatrols: _this = %1",_this];
params["_airPatrols"];
private["_aircraft","_pos","_difficulty","_uniforms","_headGear"];
_aircraft = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
_uniforms = blck_SkinList;
_headGear = blck_headgearList;
switch (_difficulty) do
{
case "blue": {_weapons = blck_WeaponList_Blue;};
case "red": {_weapons = blck_WeaponList_Red};
case "green": {_weapons = blck_WeaponList_Green};
case "orange": {_weapons = blck_WeaponList_Orange};
};
_return = [_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnMissionHeli;
_group = group (_return select 1 select 0);
_group

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@ -1,50 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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";
/*
_coords = _this select 0;
_skillAI = _this select 1;
_weapons = _this select 2;
_uniforms = _this select 3;
_headGear = _this select 4;
_helis = _this select 5;
*/
params["_airPatrols","_noAirPatrols","_heliTypes","_center","_difficulty","_uniforms","_headGear","_weapons"];
diag_log format["_sm_spawnAirPatrols:: _this = %1",_this];
diag_log format["_sm_spawnAirPatrols:: _airPatrols = %1",_airPatrols];
if (_airPatrols isEqualTo []) then
{
for "_i" from 1 to _noAirPatrols do
{
/*
_coords = _this select 0;
_skillAI = _this select 1;
_weapons = _this select 2;
_uniforms = _this select 3;
_headGear = _this select 4;
_helis = _this select 5;
*/
[_center,_difficulty,_weapons,_uniforms,_headGear,_heliTypes,0] call blck_fnc_spawnMissionHeli;
};
} else {
{
/*
/*[aircraft classname, position, difficulty(blue, red etc)]*/
_aircraft = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
[_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnMissionHeli;
}forEach _airPatrols;
};

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@ -1,58 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
private["_return","_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
_emplacedWeps = [];
_emplacedAI = [];
_units = [];
_abort = false;
_pos = [];
//diag_log format["_sm_spawnEmplaced <Line 26>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
// Define _missionEmplacedWeapons if not already configured.
if (_missionEmplacedWeapons isEqualTo []) then
{
_missionEmplacedWeaponPositions = [_coords,_noEmplacedWeapons,35,50] call blck_fnc_findPositionsAlongARadius;
{
_static = selectRandom blck_staticWeapons;
//diag_log format["_fnc_spawnEmplacedWeaponArray: creating spawn element [%1,%2]",_static,_x];
_missionEmplacedWeapons pushback [_static,_coords vectorAdd _x,_aiDifficultyLevel];
//diag_log format["_fnc_spawnEmplacedWeaponArray: _mi updated to %1",_missionEmplacedWeapons];
} forEach _missionEmplacedWeaponPositions;
};
//diag_log format["_sm_spawnEmplaced<Line 38>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
{
_wepnClassName = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
_empGroup = [_pos,1,1,_difficulty,_pos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
_empGroup setcombatmode "RED";
_empGroup setBehaviour "COMBAT";
[_pos,0.01,0.02,_empGroup,"random","SAD","emplaced"] spawn blck_fnc_setupWaypoints;
//if (isNull _empGroup) exitWith {_abort = _true};
_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
_empGroup setVariable["groupVehicle",_wep];
_wep setVariable["vehicleGroup",_empGroup];
_wep setVariable["DBD_vehType","emplaced"];
_wep setPosATL _pos;
[_wep,false] call blck_fnc_configureMissionVehicle;
_units = units _empGroup;
_gunner = _units select 0;
_gunner moveingunner _wep;
} forEach _missionEmplacedWeapons;
blck_monitoredVehicles append _emplacedWeps;
true

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@ -1,58 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
private["_return","_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
_emplacedWeps = [];
_emplacedAI = [];
_units = [];
_abort = false;
_pos = [];
//diag_log format["_sm_spawnEmplaced <Line 26>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
// Define _missionEmplacedWeapons if not already configured.
if (_missionEmplacedWeapons isEqualTo []) then
{
_missionEmplacedWeaponPositions = [_coords,_noEmplacedWeapons,35,50] call blck_fnc_findPositionsAlongARadius;
{
_static = selectRandom blck_staticWeapons;
//diag_log format["_fnc_spawnEmplacedWeaponArray: creating spawn element [%1,%2]",_static,_x];
_missionEmplacedWeapons pushback [_static,_coords vectorAdd _x,_aiDifficultyLevel];
//diag_log format["_fnc_spawnEmplacedWeaponArray: _mi updated to %1",_missionEmplacedWeapons];
} forEach _missionEmplacedWeaponPositions;
};
//diag_log format["_sm_spawnEmplaced<Line 38>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
{
_wepnClassName = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
_empGroup = [_pos,1,1,_difficulty,_pos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
_empGroup setcombatmode "RED";
_empGroup setBehaviour "COMBAT";
[_pos,0.01,0.02,_empGroup,"random","SAD","emplaced"] spawn blck_fnc_setupWaypoints;
//if (isNull _empGroup) exitWith {_abort = _true};
_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
_empGroup setVariable["groupVehicle",_wep];
_wep setVariable["vehicleGroup",_empGroup];
_wep setVariable["DBD_vehType","emplaced"];
_wep setPosATL _pos;
[_wep,false] call blck_fnc_configureMissionVehicle;
_units = units _empGroup;
_gunner = _units select 0;
_gunner moveingunner _wep;
} forEach _missionEmplacedWeapons;
blck_monitoredVehicles append _emplacedWeps;
true

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@ -1,36 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
params["_patrols","_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_weapons",blck_WeaponList_Orange],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
//diag_log format["_sm_spawnInfantryPatrols:: _this = %1",_this];
//diag_log format["_sm_spawnInfantryPatrols:: patrols = %1",_patrols];
if (_patrols isEqualTo []) then
{
// Use the random spawn logic from the regular dyanmic mission system.
[_coords,_minNoAI,_maxNoAI,_aiDifficultyLevel,_uniforms,_headGear] call blck_fnc_spawnMissionAI
} else {
{
//diag_log format["_sm_spawnInfantryPatrols.sqf:: _x = %1",_x];
// Use the pre-defined spawn positions and other parameters for each group.
// [[22819.4,16929.5,5.33892],"red",4, 75]
private["_pos","_difficulty","_noAI","_patrolRadius"];
_pos = _x select 0; // Position at which to spawn the group
_difficulty = _x select 1; // AI difficulty setting (blue, green etc)
_noAI = _x select 2; // Number of AI to spawn with the group
_patrolRadius = _x select 3; // Radius within which AI should patrol
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear],["_configureWaypoints",true] ];
[_pos,_noAI,_noAI,_difficulty,_pos,_patrolRadius,_patrolRadius,_uniforms,_headGear,true] call blck_fnc_spawnGroup;
}forEach _patrols;
};

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@ -1,51 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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["_mission"];
// Spawn landscape
// params["_objects"];
[_missionLandscape] call blck_fnc_sm_spawnObjects;
uiSleep 10; // Let the objects 'settle' before placing anything on or around them.
// Spawn Air Patrols
// params["_airPatrols","_noAirPatrols","_heliTypes","_center","_difficulty","_uniforms","_headGear"];
[_airPatrols,_noAirPatrols,_aircraftTypes,_missionCenter,_difficulty,_uniforms,_headgear,_weapons] call blck_fnc_sm_spawnAirPatrols;
//uiSleep 1;
// Spawn Vehicle Patrols
// params["_coords","_noVehiclePatrols","_vehiclePatrolSpawns","_aiDifficultyLevel","_uniforms","_headGear",["_missionType","unspecified"]];
[_missionCenter,_noVehiclePatrols,_vehiclePatrolParameters,_difficulty,_uniforms,_headGear] call blck_fnc_sm_spawnVehiclePatrols;
//uiSleep 1;
// spawn infantry
// params["_patrols","_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_weapons",blck_WeaponList_Orange],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
[_aiGroupParameters, _missionCenter,_minNoAI,_maxNoAI,_difficulty,_weapons,_uniforms,_headGear] call blck_fnc_sm_spawnInfantryPatrols;
//uiSleep 1;
// spawn loot vehicles
// params["_objects","_coords","_loot","_lootCounts"];
[_missionLootVehicles,_missionCenter,_crateLoot,_lootCounts] call blck_fnc_sm_spawnLootContainers;
// Spawn static weapons
// params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
[_missionEmplacedWeapons,_noEmplacedWeapons,_difficulty,_missionCenter,_uniforms,_headGear] call blck_fnc_sm_spawnEmplaceds;
// spawn loot chests
[_missionLootBoxes,_missionCenter,_crateLoot,_lootCounts] call blck_fnc_sm_spawnLootContainers;
_blck_localMissionMarker = ["",_missionCenter,"","",_markerColor,_markerType];
[_blck_localMissionMarker] call blck_fnc_spawnMarker;
diag_log format["[blckeagls] Static Mission Spawner: Mission %1 spawned",_mission];

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@ -1,33 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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["_airPatrols"];
private["_aircraft","_pos","_difficulty","_uniforms","_headGear"];
_aircraft = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
_uniforms = blck_SkinList;
_headGear = blck_headgearList;
switch (_difficulty) do
{
case "blue": {_weapons = blck_WeaponList_Blue;};
case "red": {_weapons = blck_WeaponList_Red};
case "green": {_weapons = blck_WeaponList_Green};
case "orange": {_weapons = blck_WeaponList_Orange};
};
_vehGroup = [_spawnPos,3,3,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
_return = [_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnVehiclePatrol;
_group = group (_return select 1 select 0);
_group

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@ -1,50 +0,0 @@
/*
by Ghostrider [GRG]
for ghostridergaming
12/5/17
--------------------------
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["_coords","_noVehiclePatrols","_vehiclePatrolSpawns","_aiDifficultyLevel","_uniforms","_headGear",["_missionType","unspecified"]];
diag_log format["_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = %1",_vehiclePatrolSpawns];
private["_vehGroup","_patrolVehicle","_missionAI","_missiongroups","_vehicles","_return","_vehiclePatrolSpawns","_randomVehicle","_return","_abort"];
if (_vehiclePatrolSpawns isEqualTo []) then
{
private["_spawnPoints","_vehType"];
_spawnPoints = [_coords,_noVehiclePatrols,75,100] call blck_fnc_findPositionsAlongARadius;
{
// ["B_G_Offroad_01_armed_F",[22819.4,16929.5,3.17413],"red", 600],
_vehType = selectRandom blck_AIPatrolVehicles;
_vehiclePatrolSpawns pushBack [_vehType, _x, _aiDifficultyLevel, 150];
} forEach _spawnPoints;
};
{
private ["_vehicle","_spawnPos","_difficulty","_patrolRadius"];
_vehicle = _x select 0;
_spawnPos = _x select 1;
_difficulty = _x select 2;
_patrolRadius = _x select 3;
_vehGroup = [_spawnPos,3,3,_difficulty,_spawnPos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
_patrolVehicle = [_spawnPos,_spawnPos,_vehicle,_patrolRadius,_patrolRadius,_vehGroup] call blck_fnc_spawnVehiclePatrol;
_vehGroup setVariable["groupVehicle",_vehicle];
if !(isNull _patrolVehicle) then
{
_patrolVehicle setVariable["vehicleGroup",_vehGroup];
};
} forEach _vehiclePatrolSpawns;
true

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@ -1,14 +0,0 @@
/*
--------------------------
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["_aircraftPatrol"];
blck_sm_Aircraft pushBack [_aircraftPatrol,grpNull,0];
true

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@ -1,14 +0,0 @@
/*
--------------------------
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["_emplacedWeapon"];
blck_sm_Emplaced pushBack [_emplacedWeapon,grpNull,0];
true

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@ -1,14 +0,0 @@
/*
--------------------------
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["_group"];
blck_sm_Groups pushBack [_group,grpNull,0];
true

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@ -1,14 +0,0 @@
/*
--------------------------
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["_vehicle"];
blck_sm_Vehicles pushBack [_vehicle,grpNull,0];
true

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@ -1,23 +0,0 @@
/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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";
{
private ["_missionCenter"];
_missionCenter = _x select 0;
if ([_missionCenter,2000] call blck_fnc_playerInRange then ([_missionCenter] execVM format["%1", _x select 1];
} forEach blck_staticMissions;

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@ -1,42 +0,0 @@
/*
by Ghostridere-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";
blck_sm_Groups = [];
blck_sm_Vehicles = [];
blck_sm_Aircraft = [];
blck_sm_Emplaced = [];
blck_sm_lootContainers = [];
blck_fnc_sm_AddGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddGroup.sqf";
blck_fnc_sm_AddVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddVehicle.sqf";
blck_fnc_sm_AddAircraft = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddAircraft.sqf";
blck_fnc_sm_AddEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddEmplaced.sqf";
blck_fnc_sm_monitorStaticMissionUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
blck_fnc_sm_spawnLootContainers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnLootContainers.sqf";
blck_fnc_sm_spawnObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnObjects.sqf";
//blck_fnc_sm_monitorStaticUnit = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
//blck_fnc_sm_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrol.sqf";
//blck_fnc_sm_spawnAirPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrol.sqf";
//blck_fnc_sm_spawnEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
//blck_fnc_sm_spawnInfantryPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrol.sqf";
//blck_fnc_sm_checkForPlayerNearMission = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\StaticMissions_checkForPlayerNearMission.sqf";
//blck_fnc_sm_spawnAirPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrols.sqf";
//blck_fnc_sm_spawnEmplaceds = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
//blck_fnc_sm_spawnInfantryPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrols.sqf";
//blck_fnc_sm_spawnVehiclePatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrols.sqf";
diag_log "[blckeagls] GMS_sm_init_functions.sqf <Loaded>";
blck_sm_functionsLoaded = true;

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@ -1,119 +0,0 @@
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
private["_group","_groupParameters","_numAI","_return"];
private _triggerRange = 2000;
_sm_groups = +blck_sm_Groups;
{
// [ [px, py, pz] /* position*/, "difficulty", 4 /*Number to Spawn*/, 150 /*radius of patrol*/, _respawnTime, _group, _spawnAt]
_x params["_groupParameters","_group","_spawnAt"];
_groupParameters params["_pos","_difficulty","_units","_patrolRadius","_respawnTime"];
diag_log format["<_sm_monitorStaticUnits:: _group = %1 | _x = %2",_group,_x];
if ([_pos,_triggerRange] call blck_fnc_playerInRange) then
{
if ((isNull _group) && (diag_tickTime > _spawnAt) && (_spawnAt != -1)) then // no group has been spawned, spawn one.
{
diag_log format["[blckeagls static group spawner] evaluating _x = %1 ",_x];
_numAI = [_units] call blck_fnc_getNumberFromRange;
diag_log format["[blckeagls static group spawner] _units = %1 and _numAI = %2",_units,_numAI];
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear],["_configureWaypoints",true] ];
_group = [_pos,_numAI,_numAI,_difficulty,_pos,_patrolRadius-2,_patrolRadius,blck_SkinList,blck_headgear,true] call blck_fnc_spawnGroup;
diag_log format["[blckeagls static group spawner] _group - 1",_group];
_x set[1,_group];
_x set[2,-1];
};
};
if ( (isNull _group) && (_spawnAt == -1) && (_respawnTime > 0)) then // a group was spawned and all units are dead
{
_x set [2, (diag_tickTime + _respawnTime)];
};
if ( (isNull _group) && (_spawnAt == -1) && (_respawnTime == 0) ) then // a group was spawned and all units are dead
{
blck_sm_Groups = blck_sm_Groups - _x;
};
}forEach _sm_groups;
_sm_Emplaced = +blck_sm_Emplaced;
{
// ["B_G_Mortar_01_F",[22944.3,16820.5,3.14243],"green",0,0,_group,_spawnAt]
_x params["_groupParameters","_group","_spawnAt"];
_groupParameters params["_weapType","_pos","_difficulty","_patrolRadius","_respawnTime"];
if ([_pos,_triggerRange] call blck_fnc_playerInRange) then
{
if ( (_group isEqualTo grpNull) && (diag_tickTime > _spawnAt) && (_spawnAt != -1) ) then // no group has been spawned, spawn one.
{
//params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
diag_log format["[blckeagls static Emplaced spawner] _weapType = %1 and _difficulty = %2",_weapType,_difficulty];
_group = [[_groupParameters],1,_difficulty,_pos,blck_SkinList,blck_headgear,true] call blck_fnc_spawnEmplacedWeaponArray;
_x set[1,_group];
_x set[2,-1];
};
};
if ( (_group isEqualTo grpNull) && (_spawnAt == -1) && (_respawnTime > 0) ) then // a group was spawned and all units are dead
{
_x set [2, (diag_tickTime + _respawnTime)];
};
if ( (_group isEqualTo grpNull) && (_spawnAt == -1) && (_respawnTime == 0)) then // a group was spawned and all units are dead
{
blck_sm_Emplaced = blck_sm_Emplaced - _x;
};
}forEach _sm_Emplaced;
_sm_Vehicles = blck_sm_Vehicles;
{
// ["B_G_Offroad_01_armed_F",[22819.4,16929.5,3.17413],"red",600,0,_group,_spawnAt],
_x params["_groupParameters","_group","_spawnAt"];
_groupParameters params["_weapType","_pos","_difficulty","_patrolRadius","_respawnTime"];
if ([_pos,_triggerRange] call blck_fnc_playerInRange) then
{
if ( (_group isEqualTo grpNull) && (diag_tickTime > _spawnAt) && (_spawnAt != -1) ) then // no group has been spawned, spawn one.
{
// params["_coords","_noVehiclePatrols","_aiDifficultyLevel","_uniforms","_headGear","_missionPatrolVehicles",["_useRelativePos",true]];
diag_log format["[blckeagls static vehiclePatrol spawner] _weapType = %1 and _difficulty = %2",_weapType,_difficulty];
_return = [_pos,1,_difficulty,blck_SkinList,blck_headgear,[_groupParameters],false] call blck_fnc_spawnMissionVehiclePatrols;
_return params ["_vehicles", "_missionAI", "_abort"];
_group = group (_missionAI select 0);
_x set[1,_group];
_x set[2,-1];
};
};
if ( (_group isEqualTo grpNull) && (_spawnAt == -1) && (_respawnTime > 0) ) then // a group was spawned and all units are dead
{
_x set [2, (diag_tickTime + _respawnTime)];
};
if ( (_group isEqualTo grpNull) && (_spawnAt == -1) && (_respawnTime == 0) ) then // a group was spawned and all units are dead
{
blck_sm_Vehicles = blck_sm_Vehicles - _x;
};
}forEach _sm_Vehicles;
_sm_Aircraft = blck_sm_Aircraft;
{
// ["Exile_Chopper_Huey_Armed_Green",[22923.4,16953,3.19],"red",1000,0],
_x params["_groupParameters","_group","_spawnAt"];
_groupParameters params["_aircraftType","_pos","_difficulty","_patrolRadius","_respawnTime"];
if ([_pos,_triggerRange] call blck_fnc_playerInRange) then
{
if ( (isNull _group) && (diag_tickTime > _spawnAt) && (_spawnAt != -1)) then // no group has been spawned, spawn one.
{
//params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis",["_chanceParas",0]];
diag_log format["[blckeagls static aircragePatrol spawner] _weapType = %1 and _difficulty = %2",_weapType,_difficulty];
_return = [_pos,_difficulty,[toLower _difficulty] call blck_fnc_selectAILoadout,blck_SkinList,blck_headgear,[_aircraftType],0] call blck_fnc_spawnMissionHeli;
_return params ["_patrolHeli","_ai","_abort"];
_group = group (_ai select 0);
_x set[1,_group];
_x set[2,-1];
};
};
if ( (_group isEqualTo grpNull) && (_spawnAt == -1) && (_respawnTime > 0) ) then // a group was spawned and all units are dead
{
_x set [2, (diag_tickTime + _respawnTime)];
};
if ( (_group isEqualTo grpNull) && (_spawnAt == -1) && (_respawnTime == 0) ) then // a group was spawned and all units are dead
{
blck_sm_Aircraft = blck_sm_Aircraft - _x;
};
}forEach _sm_Aircraft;
//diag_log "[blckeagls] GMS_sm_monitorStaticUnits.sqf <Executed>";
blck_sm_functionsLoaded = true;

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@ -1,29 +0,0 @@
/*
--------------------------
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["_airPatrols"];
private["_aircraft","_pos","_difficulty","_uniforms","_headGear"];
_aircraft = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
_uniforms = blck_SkinList;
_headGear = blck_headgearList;
switch (_difficulty) do
{
case "blue": {_weapons = blck_WeaponList_Blue;};
case "red": {_weapons = blck_WeaponList_Red};
case "green": {_weapons = blck_WeaponList_Green};
case "orange": {_weapons = blck_WeaponList_Orange};
};
_return = [_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnMissionHeli;
_group = group (_return select 1 select 0);
_group

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@ -1,54 +0,0 @@
/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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";
/*
_coords = _this select 0;
_skillAI = _this select 1;
_weapons = _this select 2;
_uniforms = _this select 3;
_headGear = _this select 4;
_helis = _this select 5;
*/
params["_airPatrols","_noAirPatrols","_heliTypes","_center","_difficulty","_uniforms","_headGear","_weapons"];
diag_log format["_sm_spawnAirPatrols:: _this = %1",_this];
diag_log format["_sm_spawnAirPatrols:: _airPatrols = %1",_airPatrols];
if (_airPatrols isEqualTo []) then
{
for "_i" from 1 to _noAirPatrols do
{
/*
_coords = _this select 0;
_skillAI = _this select 1;
_weapons = _this select 2;
_uniforms = _this select 3;
_headGear = _this select 4;
_helis = _this select 5;
*/
[_center,_difficulty,_weapons,_uniforms,_headGear,_heliTypes,0] call blck_fnc_spawnMissionHeli;
};
} else {
{
/*
/*[aircraft classname, position, difficulty(blue, red etc)]*/
_aircraft = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
[_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnMissionHeli;
}forEach _airPatrols;
};

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@ -1,62 +0,0 @@
/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
private["_return","_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
_emplacedWeps = [];
_emplacedAI = [];
_units = [];
_abort = false;
_pos = [];
//diag_log format["_sm_spawnEmplaced <Line 26>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
// Define _missionEmplacedWeapons if not already configured.
if (_missionEmplacedWeapons isEqualTo []) then
{
_missionEmplacedWeaponPositions = [_coords,_noEmplacedWeapons,35,50] call blck_fnc_findPositionsAlongARadius;
{
_static = selectRandom blck_staticWeapons;
//diag_log format["_fnc_spawnEmplacedWeaponArray: creating spawn element [%1,%2]",_static,_x];
_missionEmplacedWeapons pushback [_static,_coords vectorAdd _x,_aiDifficultyLevel];
//diag_log format["_fnc_spawnEmplacedWeaponArray: _mi updated to %1",_missionEmplacedWeapons];
} forEach _missionEmplacedWeaponPositions;
};
//diag_log format["_sm_spawnEmplaced<Line 38>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
{
_wepnClassName = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
_empGroup = [_pos,1,1,_difficulty,_pos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
_empGroup setcombatmode "RED";
_empGroup setBehaviour "COMBAT";
[_pos,0.01,0.02,_empGroup,"random","SAD","emplaced"] spawn blck_fnc_setupWaypoints;
//if (isNull _empGroup) exitWith {_abort = _true};
_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
_empGroup setVariable["groupVehicle",_wep];
_wep setVariable["vehicleGroup",_empGroup];
_wep setVariable["DBD_vehType","emplaced"];
_wep setPosATL _pos;
[_wep,false] call blck_fnc_configureMissionVehicle;
_units = units _empGroup;
_gunner = _units select 0;
_gunner moveingunner _wep;
} forEach _missionEmplacedWeapons;
blck_monitoredVehicles append _emplacedWeps;
true

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@ -1,62 +0,0 @@
/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
private["_return","_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
_emplacedWeps = [];
_emplacedAI = [];
_units = [];
_abort = false;
_pos = [];
//diag_log format["_sm_spawnEmplaced <Line 26>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
// Define _missionEmplacedWeapons if not already configured.
if (_missionEmplacedWeapons isEqualTo []) then
{
_missionEmplacedWeaponPositions = [_coords,_noEmplacedWeapons,35,50] call blck_fnc_findPositionsAlongARadius;
{
_static = selectRandom blck_staticWeapons;
//diag_log format["_fnc_spawnEmplacedWeaponArray: creating spawn element [%1,%2]",_static,_x];
_missionEmplacedWeapons pushback [_static,_coords vectorAdd _x,_aiDifficultyLevel];
//diag_log format["_fnc_spawnEmplacedWeaponArray: _mi updated to %1",_missionEmplacedWeapons];
} forEach _missionEmplacedWeaponPositions;
};
//diag_log format["_sm_spawnEmplaced<Line 38>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
{
_wepnClassName = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
_empGroup = [_pos,1,1,_difficulty,_pos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
_empGroup setcombatmode "RED";
_empGroup setBehaviour "COMBAT";
[_pos,0.01,0.02,_empGroup,"random","SAD","emplaced"] spawn blck_fnc_setupWaypoints;
//if (isNull _empGroup) exitWith {_abort = _true};
_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
_empGroup setVariable["groupVehicle",_wep];
_wep setVariable["vehicleGroup",_empGroup];
_wep setVariable["DBD_vehType","emplaced"];
_wep setPosATL _pos;
[_wep,false] call blck_fnc_configureMissionVehicle;
_units = units _empGroup;
_gunner = _units select 0;
_gunner moveingunner _wep;
} forEach _missionEmplacedWeapons;
blck_monitoredVehicles append _emplacedWeps;
true

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@ -1,39 +0,0 @@
/*
Spawns infantry patrols for static missions.
by Ghostrider-DbD-
8/15/17
--------------------------
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["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
params["_patrols","_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_weapons",blck_WeaponList_Orange],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
//diag_log format["_sm_spawnInfantryPatrols:: _this = %1",_this];
//diag_log format["_sm_spawnInfantryPatrols:: patrols = %1",_patrols];
if (_patrols isEqualTo []) then
{
// Use the random spawn logic from the regular dyanmic mission system.
[_coords,_minNoAI,_maxNoAI,_aiDifficultyLevel,_uniforms,_headGear] call blck_fnc_spawnMissionAI
} else {
{
//diag_log format["_sm_spawnInfantryPatrols.sqf:: _x = %1",_x];
// Use the pre-defined spawn positions and other parameters for each group.
// [[22819.4,16929.5,5.33892],"red",4, 75]
private["_pos","_difficulty","_noAI","_patrolRadius"];
_pos = _x select 0; // Position at which to spawn the group
_difficulty = _x select 1; // AI difficulty setting (blue, green etc)
_noAI = _x select 2; // Number of AI to spawn with the group
_patrolRadius = _x select 3; // Radius within which AI should patrol
// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear],["_configureWaypoints",true] ];
[_pos,_noAI,_noAI,_difficulty,_pos,_patrolRadius,_patrolRadius,_uniforms,_headGear,true] call blck_fnc_spawnGroup;
}forEach _patrols;
};

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@ -1,45 +0,0 @@
/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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["_objects","_coords","_loot","_lootCounts"];
private["_object"];
//diag_log format["_sm_spawnLootContainers:: _this = %1",_this];
//diag_log format["_sm_spawnLootContainers:: _objects = %1",_objects];
if !(_objects isEqualTo []) exitWith
{ // Spawn loot crates where specified in _objects using the information for loot parameters provided for each location.
{
private _object = (_x select 0) createVehicle [0,0,0];
_object setPosASL (_x select 1);
_object setVectorDirAndUp (_x select 2);
_object enableSimulationGlobal ((_x select 3) select 0);
_object allowDamage ((_x select 3) select 1);
_loot = _x select 4; // A bit slower this way because you have to allocate memory and transfer the information but more clear for coding.
_lootCounts = _x select 5;
[_object, _loot, _lootCounts] call blck_fnc_fillBoxes;
} forEach _objects;
};
// In the case where no loot crate parameters are defined in _objects just spawn 1 at the center of the mission.
if (_objects isEqualTo []) then
{
_crateType = selectRandom blck_crateTypes;
_crate = [_coords,_crateType] call blck_fnc_spawnCrate;
[_crate,_loot,_lootCounts] call blck_fnc_fillBoxes;
};

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/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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["_objects"];
diag_log format["_sm_spawnObjects:: _objects = %1",_objects];
private["_objects","_object"];
{
//diag_log format["_sm_spawnObjects:: spawning object of type %1 with parameters of %2",_x select 0, _x];
private _object = (_x select 0) createVehicle [0,0,0];
_object setPosASL (_x select 1);
_object setVectorDirAndUp (_x select 2);
_object enableSimulationGlobal ((_x select 3) select 0);
_object allowDamage ((_x select 3) select 1);
} forEach _objects;
/*
if (_objects isEqualTo [] and (count _this isEqualTo 4) then
{
} else {
_crateType = selectRandom blck_crateTypes;
_crate = [_coords,_crateType] call blck_fnc_spawnCrate;
[_crate,_loot,_lootCounts] call blck_fnc_fillBoxes;
};

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/*
--------------------------
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["_airPatrols"];
private["_aircraft","_pos","_difficulty","_uniforms","_headGear"];
_aircraft = _x select 0;
_pos = _x select 1;
_difficulty = _x select 2;
_uniforms = blck_SkinList;
_headGear = blck_headgearList;
switch (_difficulty) do
{
case "blue": {_weapons = blck_WeaponList_Blue;};
case "red": {_weapons = blck_WeaponList_Red};
case "green": {_weapons = blck_WeaponList_Green};
case "orange": {_weapons = blck_WeaponList_Orange};
};
_vehGroup = [_spawnPos,3,3,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
_return = [_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnVehiclePatrol;
_group = group (_return select 1 select 0);
_group

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/*
Run scripts exported from M3EDEN Editor plug in for Arma 3 or other map addons.
Add addons to the arrays for Epoch or Exile as appropriate.
Arrays should contain ["mapname", "name of folder within mapaddons","name of file to execute"]
by Ghostrider-DbD-
for DBD Clan
11/12/16
--------------------------
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["_coords","_noVehiclePatrols","_vehiclePatrolSpawns","_aiDifficultyLevel","_uniforms","_headGear",["_missionType","unspecified"]];
diag_log format["_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = %1",_vehiclePatrolSpawns];
private["_vehGroup","_patrolVehicle","_missionAI","_missiongroups","_vehicles","_return","_vehiclePatrolSpawns","_randomVehicle","_return","_abort"];
if (_vehiclePatrolSpawns isEqualTo []) then
{
private["_spawnPoints","_vehType"];
_spawnPoints = [_coords,_noVehiclePatrols,75,100] call blck_fnc_findPositionsAlongARadius;
{
// ["B_G_Offroad_01_armed_F",[22819.4,16929.5,3.17413],"red", 600],
//_vehType = selectRandom blck_AIPatrolVehicles;
_vehType = [_aiDifficultyLevel] call blck_fnc_selectPatrolVehicle;
_vehiclePatrolSpawns pushBack [_vehType, _x, _aiDifficultyLevel, 150];
} forEach _spawnPoints;
};
{
private ["_vehicle","_spawnPos","_difficulty","_patrolRadius"];
_vehicle = _x select 0;
_spawnPos = _x select 1;
_difficulty = _x select 2;
_patrolRadius = _x select 3;
_vehGroup = [_spawnPos,3,3,_difficulty,_spawnPos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
_patrolVehicle = [_spawnPos,_spawnPos,_vehicle,_patrolRadius,_patrolRadius,_vehGroup] call blck_fnc_spawnVehiclePatrol;
_vehGroup setVariable["groupVehicle",_vehicle];
if !(isNull _patrolVehicle) then
{
_patrolVehicle setVariable["vehicleGroup",_vehGroup];
};
} forEach _vehiclePatrolSpawns;
true