Fixed Issues with relPos unit spawning, removed some logging
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6b3a295a2a
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@ -40,13 +40,27 @@ if !(isNull _group) then
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{
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{
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// ["Land_Unfinished_Building_02_F",[-21.8763,-45.978,-0.00213432],0,true,true,0.67,3,[],4],
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_x params["_bldClassName","_bldRelPos","_bldDir","_s","_d","_p","_noStatics","_typesStatics","_noUnits"];
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if (_typesStatics isEqualTo []) then {_typesStatics = ["B_HMG_01_high_F"]};
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_x params["_bldClassName","_bldRelPos","_bldDir","_allowDamage","_enableSimulation","_probabilityOfGarrision","_noStatics","_typesStatics","_noUnits"];
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if (_typesStatics isEqualTo []) then {_typesStatics = blck_staticWeapons};
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_building = createVehicle[_bldClassName,[0,0,0],[],0,"CAN_COLLIDE"];
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_buildingsSpawned pushBack (netID _building);
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_building setPosATL (_bldRelPos vectorAdd _center);
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[_building, _bldDir] call blck_fnc_setDirUp;
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_staticsSpawned = [_building,_group,_noStatics,_typesStatics,_noUnits,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList,_sideArms] call blck_fnc_spawnGarrisonInsideBuilding_relPos;
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_staticsSpawned = [
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_building,
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_group,
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_noStatics,
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_typesStatics,
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_noUnits,
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_aiDifficultyLevel,
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_uniforms,
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_headGear,
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_vests,
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_backpacks,
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"none",
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_weaponList,
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_sideArms
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] call blck_fnc_spawnGarrisonInsideBuilding_relPos;
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}forEach _garrisonedBuilding_relPosSystem;
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};
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_return = [_group,_buildingsSpawned,_staticsSpawned];
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@ -101,10 +101,8 @@ if !(_defaultMissionLocations isEqualTo []) then
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if (_isScubaMission) then
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{
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_coords = [] call blck_fnc_findShoreLocation;
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diag_log format["_initializeMission (102): _coords = %1",_coords];
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} else {
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_coords = [] call blck_fnc_findSafePosn;
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diag_log format["_initializeMission (105): _coords = %1",_coords];
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};
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};
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@ -270,6 +270,7 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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if !(_garrisonedBuildings_BuildingPosnSystem isEqualTo []) then
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{
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// params["_building","_group",["_noStatics",0],["_typesStatics",blck_staticWeapons],["_noUnits",0],["_aiDifficultyLevel","Red"], ["_uniforms",[]],["_headGear",[]],["_vests",[]],["_backpacks",[]],["_launcher","none"],["_weaponList",[]],["_sideArms",[]]];
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private _temp = [_coords, _garrisonedBuildings_BuildingPosnSystem, _difficulty,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms] call blck_fnc_garrisonBuilding_RelPosSystem;
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if (_temp isEqualTo grpNull) then {throw 1} else
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// TODO: add error checks for grpNull to the RelPosSystem
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@ -283,7 +284,7 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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private _userelativepos = true;
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private _emplacedWeaponsThisMission = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
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[format["_monitorInitializedMissions(284): _noEmplacedWeapons = %1 | _emplacedWeaponsThisMission = %2 | _missionEmplacedWeapons = %3",_noEmplacedWeapons,_emplacedWeaponsThisMission,_missionEmplacedWeapons]] call blck_fnc_log;
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//[format["_monitorInitializedMissions(284): _noEmplacedWeapons = %1 | _emplacedWeaponsThisMission = %2 | _missionEmplacedWeapons = %3",_noEmplacedWeapons,_emplacedWeaponsThisMission,_missionEmplacedWeapons]] call blck_fnc_log;
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if (blck_useStatic && ((_emplacedWeaponsThisMission > 0) || !(_missionEmplacedWeapons isEqualTo []))) then
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// TODO: add error checks for grpNull to the emplaced weapon spawner
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{
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@ -298,7 +299,16 @@ for "_i" from 1 to (count blck_activeMissionsList) do
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uisleep 5;
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private _noPatrols = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
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//diag_log format["_monitorInitializedMissions(299): _markerMissionName = %2 | count _missionAIVehicles = %1",count _missionAIVehicles,_markerMissionName];
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/*
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diag_log format[
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"_monitorInitializeMissions(300): __noVehiclePatrols %1 | _noPatrols %2 | count _missionPatrolVehicles %3 | _missionPatrolVehicles = %4",
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_noVehiclePatrols,
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_noPatrols,
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count _missionPatrolVehicles,
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_missionPatrolVehicles
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];
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*/
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if (blck_useVehiclePatrols && ((_noPatrols > 0) || !(_missionPatrolVehicles isEqualTo []))) then
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{
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_temp = [_coords,_noPatrols,_difficulty,_missionPatrolVehicles,_userelativepos,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,false,_vehicleCrewCount] call blck_fnc_spawnMissionVehiclePatrols;
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@ -40,7 +40,7 @@ private _hiddenObjs = [];
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};
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_obj = createVehicle[_className,[0,0,0],[],0,"CAN_COLLIDE"];
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_obj setPosATL _objPos;
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//diag_log format["_spawnCompositionObjects: _obj = %1 | netID _obj = %2",_obj,netID _obj];
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_newObjs pushback (netID _obj);
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[_obj, _dir] call blck_fnc_setDirUp;
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_obj setVectorUp [0,0,1];
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@ -10,7 +10,41 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_building","_group",["_noStatics",0],["_typesStatics",blck_staticWeapons],["_noUnits",0],["_aiDifficultyLevel","Red"], ["_uniforms",[]],["_headGear",[]],["_vests",[]],["_backpacks",[]],["_launcher","none"],["_weaponList",[]],["_sideArms",[]]];
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/*
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_building,
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_group,
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_noStatics,
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_typesStatics,
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_noUnits,
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_aiDifficultyLevel,
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_uniforms,
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_headGear,
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_vests,
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_backpacks,
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"none",
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_weaponList,
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_sideArms
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*/
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params[
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"_building",
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"_group",
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["_noStatics",0],
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["_typesStatics",blck_staticWeapons],
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["_noUnits",0],
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["_aiDifficultyLevel","Red"],
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["_uniforms",[]],
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["_headGear",[]],
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["_vests",[]],
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["_backpacks",[]],
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["_launcher","none"],
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["_weaponList",[]],
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["_sideArms",[]]
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];
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{
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diag_log format["_fnc_spawnGarrisonInsideBuilding_relPos: _this %1 = %2",_forEachIndex,_x];
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} forEach _this;
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if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
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if (_sideArms isEqualTo []) then {_sideArms = [_aiDifficultyLevel] call blck_fnc_selectAISidearms};
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if (_uniforms isEqualTo []) then {_uniforms = [_aiDifficultyLevel] call blck_fnc_selectAIUniforms};
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@ -19,12 +53,11 @@ if (_vests isEqualTo []) then {_vests = [_aiDifficultyLevel] call blck_fnc_
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if (_backpacks isEqualTo []) then {_backpacks = [_aiDifficultyLevel] call blck_fnc_selectAIBackpacks};
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private["_unit","_obj","_staticClassName","_usedBldPsn","_pos","_obj"];
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private _allBldPsn = [[_building] call BIS_fnc_buildingPositions] call BIS_fnc_arrayShuffle;
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private _allBldPsn = ([_building] call BIS_fnc_buildingPositions) call BIS_fnc_arrayShuffle;
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private _countBldPsn = count _allBldPsn;
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private _floor = floor(_countBldPsn/2);
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private _ceil = ceil(_countBldPsn/2);
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private _statics = if (_ceil > _noStatics) then {_noStatics} else {_ceil};
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private _units = if (_floor > _noUnits) then {_noUnits} else {_floor};
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private _statics = _noStatics min ceil(_countBldPsn/2);
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private _units = _countBldPsn - _statics;
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diag_log format["_fnc_spawnGarrisonInsideBuilding_relPos: _statics = %1 | _units = %2 | count _allBldPsn = %3 | _allBldPsn %4",_statics,_units,count _allBldPsn,_allBldPsn];
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private _staticsSpawned = [];
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private _locsUsed = [];
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uiSleep 1;
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@ -32,6 +65,7 @@ for "_i" from 1 to _statics do
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{
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if (_allBldPsn isEqualTo []) exitWith {};
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_pos = _allBldPsn deleteAt 0;
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//diag_log format["_fnc_spawnGarrisonInsideBuilding_relPos: _pos = %1",_pos];
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_locsUsed pushBack _pos;
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_staticClassName = selectRandom _typesStatics;
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_obj = [_staticClassName, [0,0,0]] call blck_fnc_spawnVehicle;
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