Bugfixes
Reverted to old allPlayers logic. Do NOT use arrays to give a range for numbers of vehicles, aircraft or static weps. This functionality is bugged. Several minor bugs were corrected.
This commit is contained in:
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35263b75e6
commit
f646fd9159
@ -1,10 +1,10 @@
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//////////////////////////////////////////////////////
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// Returns an array of all players on the server
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/*
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for DBD Clan
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By Ghostrider-DBD-
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Copyright 2016
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Last Modified 8/12/17
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Last Modified 8/16/17
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--------------------------
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License
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--------------------------
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@ -17,11 +17,11 @@
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private ["_result"];
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/*
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_result = [];
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{
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if (isPlayer _x) then { _result pushback _x };
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if (isPlayer _x && alive _x) then { _result pushback _x };
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} forEach playableUnits;
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*/
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_result = allPlayers;
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//_result = allPlayers;
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_result
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@ -1,6 +1,6 @@
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/*
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By Ghostrider-DbD-
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Last modified 4-5-17
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Last modified 8-15-17
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--------------------------
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License
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--------------------------
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@ -39,6 +39,7 @@ while {true} do
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{
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_timer5sec = diag_tickTime;
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[] call blck_fnc_missionGroupMonitor;
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//[] call blck_fnc_sm_checkForPlayerNearMission;
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};
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if (diag_tickTime - _timer20sec > 20) then
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{
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@ -53,10 +54,13 @@ while {true} do
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_timer1min = diag_tickTime;
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[] call blck_fnc_spawnPendingMissions;
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//[] call blck_fnc_missionGroupMonitor;
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/*
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// No longer needed
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if (_modType isEqualTo "Epoch") then
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{
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[] call blck_fnc_cleanEmptyGroups;
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}; // Exile cleans up empty groups automatically so this should not be needed with that mod.
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*/
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};
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if (blck_useTimeAcceleration) then
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{
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@ -36,7 +36,7 @@ if (blck_debugLevel > 1) then
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};
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#endif
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_groupSpawned = createGroup blck_AI_Side;
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_groupSpawned = createGroup [blck_AI_Side, true]; // true here causes any empty group to be automatically deleted within 1 sec or so. https://community.bistudio.com/wiki/createGroup
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then
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@ -245,13 +245,15 @@ if (blck_debugLevel > 0) then
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};
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#endif
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uiSleep 3;
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_temp = [[],[],false];
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_abort = false;
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private["_patrolVehicles","_vehToSpawn"];
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_vehToSpawn = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
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diag_log format["_missionSpawner:: _vehToSpawn = %1",_vehToSpawn];
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if (blck_useVehiclePatrols && (_vehToSpawn > 0)) then
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{
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_temp = [_coords,_noVehiclePatrols,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
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_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
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//[_coords,_noVehiclePatrols,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then {
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@ -297,8 +299,10 @@ _abort = false;
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if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (234) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
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#endif
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uiSleep 3;
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private["_noEmplacedToSpawn"];
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_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
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diag_log format["_missionSpawner:: _noEmplacedToSpawn = %1",_vehToSpawn];
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if (blck_useStatic && (_noEmplacedToSpawn > 0)) then
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{
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// params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
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@ -349,6 +353,7 @@ if (_abort) exitWith
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[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,true,_patrolVehicles] call blck_fnc_endMission;
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};
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uiSleep 3;
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if (_allowReinforcements) then
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{
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_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
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@ -360,20 +365,33 @@ if (_allowReinforcements) then
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diag_log format["[blckeagls] missionSpawner:: (268) calling in reinforcements: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
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};
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#endif
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private _noChoppers = 3;
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private _noChoppers = 0;
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private _chancePara = 0.5;
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switch (toLower _aiDifficultyLevel) do
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{
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case "blue":{_noChoppers = [blck_noPatrolHelisBlue] call blck_fnc_getNumberFromRange};
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case "red":{_noChoppers = [blck_noPatrolHelisRed] call blck_fnc_getNumberFromRange};
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case "green":{_noChoppers = [blck_noPatrolHelisGreen] call blck_fnc_getNumberFromRange};
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case "orange":{_noChoppers = [blck_noPatrolHelisOrange] call blck_fnc_getNumberFromRange};
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case "blue":{
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_noChoppers = [blck_noPatrolHelisBlue] call blck_fnc_getNumberFromRange;
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_chancePara = [blck_chanceParaBlue] call blck_fnc_getNumberFromRange;
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};
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case "red":{
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_noChoppers = [blck_noPatrolHelisRed] call blck_fnc_getNumberFromRange;
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_chancePara = [blck_chanceParaRed] call blck_fnc_getNumberFromRange;
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};
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case "green":{
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_noChoppers = [blck_noPatrolHelisGreen] call blck_fnc_getNumberFromRange;
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_chancePara = [blck_chanceParaGreen] call blck_fnc_getNumberFromRange;
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};
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case "orange":{
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_noChoppers = [blck_noPatrolHelisOrange] call blck_fnc_getNumberFromRange;
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_chancePara = [blck_chanceParaOrange] call blck_fnc_getNumberFromRange;
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};
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};
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diag_log format["_missionSpawner:: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara];
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for "_i" from 1 to (_noChoppers) do
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{
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//params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear"];
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_temp = [_coords,_aiDifficultyLevel,_weaponList,_uniforms,_headGear] call blck_fnc_spawnMissionReinforcements;
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_temp = [_coords,_aiDifficultyLevel,_weaponList,_uniforms,_headGear,_chancePara] call blck_fnc_spawnMissionReinforcements;
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#ifdef blck_debugMode
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if (blck_debugLevel >= 2) then
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@ -2,7 +2,7 @@
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for DBD Clan
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By Ghostrider-DBD-
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Copyright 2016
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Last Modified 3-17-17
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Last Modified 8-15-17
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--------------------------
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License
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@ -13,14 +13,17 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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//params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis"];
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params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis",["_chanceParas",0]];
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/*
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_coords = _this select 0;
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_skillAI = _this select 1;
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_weapons = _this select 2;
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_uniforms = _this select 3;
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_headGear = _this select 4;
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_helis = _this select 5;
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*/
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diag_log format["_fnc_spawnMissionHeli:: _this = %1",_this];
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diag_log format["_fnc_spawnMissionHeli:: _helis = %1 && _chanceParas = %2",_helis,_chanceParas];
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/*
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Handles upper level functions of reinforcements utilizing helicoptor patrols and/or spawned from a helicopter.
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Calls on functions that spawn paratroops and/or loot chests at the heli's location.
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@ -28,7 +31,7 @@ _helis = _this select 5;
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Tasks are:
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1) spawn a heli over the mission center.
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2) add crew and gunners
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3) spawn paratroops
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3) spawn paratroops if needed
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4) configure waypointScript
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5) return the _heli that was spawned.
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*/
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@ -41,6 +44,7 @@ if (blck_debugLevel > 0) then
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private["_grpPilot","_chopperType","_patrolHeli","_launcherType","_unitPilot","_unitCrew","_mags","_turret","_return","_abort"];
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_abort = false;
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_grpParatroops = grpNull;
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_grpPilot = createGroup blck_AI_Side;
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if (isNull _grpPilot) then
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{
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@ -48,13 +52,7 @@ if (isNull _grpPilot) then
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_abort = true;
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};
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_grpParatroops = createGroup blck_AI_Side;
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if (isNull _grpParatroops) then
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{
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diag_log "BLCK_ERROR: _fnc_spawnMissionHeli::_->> NULL GROUP Returned for _grpParatroops";
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_abort = true;
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};
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if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
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if !(isNull _grpPilot) then
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{
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_grpPilot setBehaviour "COMBAT";
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_grpPilot setCombatMode "RED";
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@ -70,7 +68,9 @@ if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
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private["_supplyHeli"];
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//create helicopter and spawn it
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_chopperType = selectRandom _helis;
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if (( typeName _helis) isEqualTo "ARRAY") then {_chopperType = selectRandom _helis}
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else
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{_chopperType = _helis};
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#ifdef blck_debugMode
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if (blck_debugLevel > 1) then
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@ -156,15 +156,23 @@ if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
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};
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#endif
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if (random(1) < _chanceParas) then
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{
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_grpParatroops = createGroup blck_AI_Side;
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if (isNull _grpParatroops) then
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{
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diag_log "BLCK_ERROR: _fnc_spawnMissionHeli::_->> NULL GROUP Returned for _grpParatroops";
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_abort = true;
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};
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// params["_missionPos","_paraGroup",["_numAI",3],"_skillAI","_weapons","_uniforms","_headGear",["_heli",objNull],_grpParatroops];
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//params["_coords","_skillAI","_weapons","_uniforms","_headGear",["_grpParatroops",grpNull],["_heli",objNull]];
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if !(isNull _grpParatroops) then
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{
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[_coords,_skillAI,_weapons,_uniforms,_headGear,_grpParatroops,_patrolHeli] call blck_fnc_spawnMissionParatroops;
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};
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};
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//set waypoint for helicopter
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[_coords,30,35,_grpPilot,"random","SENTRY"] spawn blck_fnc_setupWaypoints;
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[_coords,30,35,_grpPilot,"random","SAD"] spawn blck_fnc_setupWaypoints;
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blck_monitoredMissionAIGroups pushBack _grpPilot;
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#ifdef blck_debugMode
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@ -186,7 +194,9 @@ if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
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};
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private["_ai"];
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_ai = (units _grpParatroops) + (units _grpPilot);
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_ai = (units _grpPilot);
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if !(isNull _grpParatroops) then {_ai = _ai + (units _grpParatroops);};
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_return = [_patrolHeli,_ai,_abort];
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#ifdef blck_debugMode
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@ -19,12 +19,12 @@ params["_coords","_skillAI","_weapons","_uniforms","_headGear",["_grpParatroops"
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private["_grpParatroops","_chanceParatroops","_aborted","_return"];
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_aiSkillsLevel = toLower _aiSkillsLevel;
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_skillAI = toLower _skillAI;
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_chanceParatroops = 0;
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_noPara = 0;
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_aborted = false;
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if (_aiSkillsLevel isEqualTo "blue") then {
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if (_skillAI isEqualTo "blue") then {
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#ifdef blck_debugMode
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if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: BLUE difficulty settings applied";};
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@ -33,7 +33,7 @@ if (_aiSkillsLevel isEqualTo "blue") then {
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_chanceParatroops = blck_chanceParaBlue;
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_noPara = blck_noParaBlue;
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};
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if (_aiSkillsLevel isEqualTo "green") then {
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if (_skillAI isEqualTo "green") then {
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#ifdef blck_debugMode
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if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: GREEN difficulty settings applied";};
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@ -42,7 +42,7 @@ if (_aiSkillsLevel isEqualTo "green") then {
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_chanceParatroops = blck_chanceParaGreen;
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_noPara = blck_noParaGreen;
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};
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if (_aiSkillsLevel isEqualTo "orange") then {
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if (_skillAI isEqualTo "orange") then {
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#ifdef blck_debugMode
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if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: ORANGE difficulty settings applied";};
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@ -51,7 +51,7 @@ if (_aiSkillsLevel isEqualTo "orange") then {
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_chanceParatroops = blck_chanceParaOrange;
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_noPara = blck_noParaOrange;
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};
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if (_aiSkillsLevel isEqualTo "red") then {
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if (_skillAI isEqualTo "red") then {
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#ifdef blck_debugMode
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if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: RED difficulty settings applied";};
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@ -1,8 +1,8 @@
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/*
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for DBD Clan
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By Ghostrider-DBD-
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Copyright 2016
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Last Modified 3-17-17
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Last Modified 8-16-17
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--------------------------
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License
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@ -13,12 +13,14 @@
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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//params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear"];
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params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear",["_chancePara",0]];
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/*
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_coords = _this select 0;
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_aiSkillsLevel = _this select 1;
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_weapons = _this select 2;
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_uniforms = _this select 3;
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_headgear = _this select 4;
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*/
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private["_chanceHeliPatrol","_return","_temp","_missionHelis"];
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#ifdef blck_debugMode
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@ -71,8 +73,8 @@ if ( (_chanceHeliPatrol > 0) && (random (1) < _chanceHeliPatrol) ) then // if he
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diag_log "_fnc_spawnMissionReinforcements (64): calling _fnc_spawnMissionHeli to spawn heli and paratroops";
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};
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#endif
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_temp = [_coords,_aiSkillsLevel,_weapons,_uniforms,_headgear,_missionHelis] call blck_fnc_spawnMissionHeli;
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// params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis",["_chanceParas",0]];
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_temp = [_coords,_aiSkillsLevel,_weapons,_uniforms,_headgear,_missionHelis,_chancePara] call blck_fnc_spawnMissionHeli;
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if (typeName _temp isEqualTo "ARRAY") then
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{
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_return = [_temp select 0, _temp select 1, _temp select 2];
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*/
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#include"\q\addons\custom_server\Configs\blck_defines.hpp";
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blck_debugON = true;
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blck_debugLevel = 3; // Sets level of detail for debugging info - WIP.
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blck_debugON = false;
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blck_debugLevel = 0; // Sets level of detail for debugging info - WIP.
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blck_minFPS = 10;
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////////////////////////////////////////////////
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// The behavior of these can be linked to some degree to the spawning of patrolling helis.
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// For example, if you always want a helicopter to spawn paratroops set the value 1.
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// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
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blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
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blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
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blck_noParaBlue = 3; // [1-N]
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blck_chanceParaRed = 0;
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@ -165,11 +165,11 @@
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blck_chanceHeliPatrolGreen = 0.4;
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blck_patrolHelisGreen = _blck_littleBirds;
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blck_noPatrolHelisGreen = [1,1];
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blck_noPatrolHelisGreen = 1;
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blck_chanceHeliPatrolOrange = 0.5;
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blck_patrolHelisOrange = _blck_armed_hellcats+_blck_armed_orcas;
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blck_noPatrolHelisOrange = [1,1];
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blck_noPatrolHelisOrange = 1;
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////////////////////
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// Enable / Disable Missions
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@ -233,8 +233,8 @@
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// Mission Vehicle Settings
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////////////////////
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//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
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blck_SpawnVeh_Orange = [2,4]; // Number of static weapons at Orange Missions
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blck_SpawnVeh_Green = 2; // Number of static weapons at Green Missions
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blck_SpawnVeh_Orange = 3; // Number of static weapons at Orange Missions
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blck_SpawnVeh_Green = 3; // Number of static weapons at Green Missions
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blck_SpawnVeh_Blue = -1; // Number of static weapons at Blue Missions
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blck_SpawnVeh_Red = 1; // Number of static weapons at Red Missions
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@ -251,8 +251,8 @@
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////////////////////
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// Defines how many static weapons to spawn. Set this to -1 to disable spawning
|
||||
blck_SpawnEmplaced_Orange = [2,4]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 2; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Orange = 3; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions
|
||||
|
||||
@ -357,7 +357,7 @@
|
||||
blck_MaxAI_Orange = 25;
|
||||
blck_AIGrps_Orange = 5;
|
||||
blck_SkillsOrange = [
|
||||
["aimingAccuracy",[0.45,0.56]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
|
||||
["aimingAccuracy",[0.25,0.36]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
|
||||
];
|
||||
|
||||
// Green Missions
|
||||
@ -365,7 +365,7 @@
|
||||
blck_MaxAI_Green = 21;
|
||||
blck_AIGrps_Green = 4;
|
||||
blck_SkillsGreen = [
|
||||
["aimingAccuracy",[0.35,0.45]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
|
||||
["aimingAccuracy",[0.2,0.3]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
|
||||
];
|
||||
|
||||
// Red Missions
|
||||
@ -373,7 +373,7 @@
|
||||
blck_MaxAI_Red = 15;
|
||||
blck_AIGrps_Red = 3;
|
||||
blck_SkillsRed = [
|
||||
["aimingAccuracy",[0.25,0.35]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
|
||||
["aimingAccuracy",[0.2,0.25]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
|
||||
];
|
||||
|
||||
// Blue Missions
|
||||
|
@ -52,12 +52,12 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
|
||||
//"Exile_Car_HMMWV_M134_Green",
|
||||
//"Exile_Car_HMMWV_M134_Desert",
|
||||
//"Exile_Car_HMMWV_M134_Desert",
|
||||
//"Exile_Car_HMMWV_M2_Desert",
|
||||
//"B_LSV_01_armed_F",
|
||||
"Exile_Car_HMMWV_M2_Desert",
|
||||
"B_LSV_01_armed_F",
|
||||
//"_MRAP_02_gmg_ghex_F",
|
||||
//"O_MRAP_02_hmg_ghex_F",
|
||||
//"O_MRAP_03_gmg_ghex_F",
|
||||
"O_MRAP_03_hmg_ghex_F",
|
||||
//"O_MRAP_03_hmg_ghex_F",
|
||||
"B_MBT_01_cannon_F",
|
||||
//"B_MBT_01_mlrs_base_F",
|
||||
"B_MBT_01_mlrs_F",
|
||||
|
@ -170,11 +170,11 @@
|
||||
|
||||
blck_chanceHeliPatrolGreen = 0.9999;
|
||||
blck_patrolHelisGreen = _blck_armed_heavyAttackHelis+_blck_armed_ghosthawks;
|
||||
blck_noPatrolHelisGreen = 2;
|
||||
blck_noPatrolHelisGreen = 2; //[1,3];
|
||||
|
||||
blck_chanceHeliPatrolOrange = 0.9999;
|
||||
blck_patrolHelisOrange = _blck_armed_heavyAttackHelis + _blck_fighters;
|
||||
blck_noPatrolHelisOrange = 3;
|
||||
blck_noPatrolHelisOrange = 3; //[2,3];
|
||||
|
||||
////////////////////
|
||||
// Enable / Disable Missions
|
||||
@ -238,8 +238,8 @@
|
||||
// Mission Vehicle Settings
|
||||
////////////////////
|
||||
//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
|
||||
blck_SpawnVeh_Orange = [3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnVeh_Green = [3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnVeh_Orange = 4; //[3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnVeh_Green = 3; //[3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnVeh_Blue = -1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnVeh_Red = 2; // Number of static weapons at Red Missions
|
||||
|
||||
@ -256,8 +256,8 @@
|
||||
////////////////////
|
||||
|
||||
// Defines how many static weapons to spawn. Set this to -1 to disable spawning
|
||||
blck_SpawnEmplaced_Orange = [3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = [3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Orange = 4; //[3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 3; //[3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnEmplaced_Red = 2; // Number of static weapons at Red Missions
|
||||
|
||||
|
@ -1,3 +1,3 @@
|
||||
private ["_version","_versionDate"];
|
||||
_blck_version = "6.61 Build 71";
|
||||
_blck_versionDate = "8-13-17 9:00 PM";
|
||||
_blck_version = "6.61 Build 72";
|
||||
_blck_versionDate = "8-15-17 9:00 PM";
|
||||
|
@ -1,10 +1,10 @@
|
||||
//////////////////////////////////////////////////////
|
||||
// Returns an array of all players on the server
|
||||
/*
|
||||
for DBD Clan
|
||||
|
||||
By Ghostrider-DBD-
|
||||
Copyright 2016
|
||||
Last Modified 8/12/17
|
||||
Last Modified 8/16/17
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
@ -17,11 +17,11 @@
|
||||
|
||||
private ["_result"];
|
||||
|
||||
/*
|
||||
_result = [];
|
||||
{
|
||||
if (isPlayer _x) then { _result pushback _x };
|
||||
if (isPlayer _x && alive _x) then { _result pushback _x };
|
||||
} forEach playableUnits;
|
||||
*/
|
||||
_result = allPlayers;
|
||||
|
||||
//_result = allPlayers;
|
||||
|
||||
_result
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
By Ghostrider-DbD-
|
||||
Last modified 4-5-17
|
||||
Last modified 8-15-17
|
||||
--------------------------
|
||||
License
|
||||
--------------------------
|
||||
@ -39,6 +39,7 @@ while {true} do
|
||||
{
|
||||
_timer5sec = diag_tickTime;
|
||||
[] call blck_fnc_missionGroupMonitor;
|
||||
//[] call blck_fnc_sm_checkForPlayerNearMission;
|
||||
};
|
||||
if (diag_tickTime - _timer20sec > 20) then
|
||||
{
|
||||
@ -53,10 +54,13 @@ while {true} do
|
||||
_timer1min = diag_tickTime;
|
||||
[] call blck_fnc_spawnPendingMissions;
|
||||
//[] call blck_fnc_missionGroupMonitor;
|
||||
/*
|
||||
// No longer needed
|
||||
if (_modType isEqualTo "Epoch") then
|
||||
{
|
||||
[] call blck_fnc_cleanEmptyGroups;
|
||||
}; // Exile cleans up empty groups automatically so this should not be needed with that mod.
|
||||
*/
|
||||
};
|
||||
if (blck_useTimeAcceleration) then
|
||||
{
|
||||
|
@ -36,7 +36,7 @@ if (blck_debugLevel > 1) then
|
||||
};
|
||||
#endif
|
||||
|
||||
_groupSpawned = createGroup blck_AI_Side;
|
||||
_groupSpawned = createGroup [blck_AI_Side, true]; // true here causes any empty group to be automatically deleted within 1 sec or so. https://community.bistudio.com/wiki/createGroup
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
|
@ -245,13 +245,15 @@ if (blck_debugLevel > 0) then
|
||||
};
|
||||
#endif
|
||||
|
||||
uiSleep 3;
|
||||
_temp = [[],[],false];
|
||||
_abort = false;
|
||||
private["_patrolVehicles","_vehToSpawn"];
|
||||
_vehToSpawn = [_noVehiclePatrols] call blck_fnc_getNumberFromRange;
|
||||
diag_log format["_missionSpawner:: _vehToSpawn = %1",_vehToSpawn];
|
||||
if (blck_useVehiclePatrols && (_vehToSpawn > 0)) then
|
||||
{
|
||||
_temp = [_coords,_noVehiclePatrols,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
_temp = [_coords,_vehToSpawn,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
//[_coords,_noVehiclePatrols,_aiDifficultyLevel,_uniforms,_headGear,_markerClass] call blck_fnc_spawnMissionVehiclePatrols;
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then {
|
||||
@ -297,8 +299,10 @@ _abort = false;
|
||||
if (blck_debugLevel > 0) then {diag_log format["missionSpawner:: (234) preparing to spawn emplaced weapons for _coords %4 | _markerClass %3 | blck_useStatic = %1 | _noEmplacedWeapons = %2",blck_useStatic,_noEmplacedWeapons,_markerClass,_coords];};
|
||||
#endif
|
||||
|
||||
uiSleep 3;
|
||||
private["_noEmplacedToSpawn"];
|
||||
_noEmplacedToSpawn = [_noEmplacedWeapons] call blck_fnc_getNumberFromRange;
|
||||
diag_log format["_missionSpawner:: _noEmplacedToSpawn = %1",_vehToSpawn];
|
||||
if (blck_useStatic && (_noEmplacedToSpawn > 0)) then
|
||||
{
|
||||
// params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
|
||||
@ -349,6 +353,7 @@ if (_abort) exitWith
|
||||
[_mines,_objects,_crates, _blck_AllMissionAI,_endMsg,_blck_localMissionMarker,_coords,_mission,true,_patrolVehicles] call blck_fnc_endMission;
|
||||
};
|
||||
|
||||
uiSleep 3;
|
||||
if (_allowReinforcements) then
|
||||
{
|
||||
_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout;
|
||||
@ -360,20 +365,33 @@ if (_allowReinforcements) then
|
||||
diag_log format["[blckeagls] missionSpawner:: (268) calling in reinforcements: Current mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
};
|
||||
#endif
|
||||
private _noChoppers = 3;
|
||||
private _noChoppers = 0;
|
||||
private _chancePara = 0.5;
|
||||
switch (toLower _aiDifficultyLevel) do
|
||||
{
|
||||
case "blue":{_noChoppers = [blck_noPatrolHelisBlue] call blck_fnc_getNumberFromRange};
|
||||
case "red":{_noChoppers = [blck_noPatrolHelisRed] call blck_fnc_getNumberFromRange};
|
||||
case "green":{_noChoppers = [blck_noPatrolHelisGreen] call blck_fnc_getNumberFromRange};
|
||||
case "orange":{_noChoppers = [blck_noPatrolHelisOrange] call blck_fnc_getNumberFromRange};
|
||||
case "blue":{
|
||||
_noChoppers = [blck_noPatrolHelisBlue] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaBlue] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
|
||||
case "red":{
|
||||
_noChoppers = [blck_noPatrolHelisRed] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaRed] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "green":{
|
||||
_noChoppers = [blck_noPatrolHelisGreen] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaGreen] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
case "orange":{
|
||||
_noChoppers = [blck_noPatrolHelisOrange] call blck_fnc_getNumberFromRange;
|
||||
_chancePara = [blck_chanceParaOrange] call blck_fnc_getNumberFromRange;
|
||||
};
|
||||
};
|
||||
diag_log format["_missionSpawner:: _noChoppers = %1 && _chancePara = %2",_noChoppers,_chancePara];
|
||||
for "_i" from 1 to (_noChoppers) do
|
||||
{
|
||||
//params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear"];
|
||||
|
||||
_temp = [_coords,_aiDifficultyLevel,_weaponList,_uniforms,_headGear] call blck_fnc_spawnMissionReinforcements;
|
||||
_temp = [_coords,_aiDifficultyLevel,_weaponList,_uniforms,_headGear,_chancePara] call blck_fnc_spawnMissionReinforcements;
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel >= 2) then
|
||||
|
@ -2,7 +2,7 @@
|
||||
for DBD Clan
|
||||
By Ghostrider-DBD-
|
||||
Copyright 2016
|
||||
Last Modified 3-17-17
|
||||
Last Modified 8-15-17
|
||||
|
||||
--------------------------
|
||||
License
|
||||
@ -13,14 +13,17 @@
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
|
||||
//params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis"];
|
||||
params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis",["_chanceParas",0]];
|
||||
/*
|
||||
_coords = _this select 0;
|
||||
_skillAI = _this select 1;
|
||||
_weapons = _this select 2;
|
||||
_uniforms = _this select 3;
|
||||
_headGear = _this select 4;
|
||||
_helis = _this select 5;
|
||||
|
||||
*/
|
||||
diag_log format["_fnc_spawnMissionHeli:: _this = %1",_this];
|
||||
diag_log format["_fnc_spawnMissionHeli:: _helis = %1 && _chanceParas = %2",_helis,_chanceParas];
|
||||
/*
|
||||
Handles upper level functions of reinforcements utilizing helicoptor patrols and/or spawned from a helicopter.
|
||||
Calls on functions that spawn paratroops and/or loot chests at the heli's location.
|
||||
@ -28,7 +31,7 @@ _helis = _this select 5;
|
||||
Tasks are:
|
||||
1) spawn a heli over the mission center.
|
||||
2) add crew and gunners
|
||||
3) spawn paratroops
|
||||
3) spawn paratroops if needed
|
||||
4) configure waypointScript
|
||||
5) return the _heli that was spawned.
|
||||
*/
|
||||
@ -41,6 +44,7 @@ if (blck_debugLevel > 0) then
|
||||
|
||||
private["_grpPilot","_chopperType","_patrolHeli","_launcherType","_unitPilot","_unitCrew","_mags","_turret","_return","_abort"];
|
||||
_abort = false;
|
||||
_grpParatroops = grpNull;
|
||||
_grpPilot = createGroup blck_AI_Side;
|
||||
if (isNull _grpPilot) then
|
||||
{
|
||||
@ -48,13 +52,7 @@ if (isNull _grpPilot) then
|
||||
_abort = true;
|
||||
};
|
||||
|
||||
_grpParatroops = createGroup blck_AI_Side;
|
||||
if (isNull _grpParatroops) then
|
||||
{
|
||||
diag_log "BLCK_ERROR: _fnc_spawnMissionHeli::_->> NULL GROUP Returned for _grpParatroops";
|
||||
_abort = true;
|
||||
};
|
||||
if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
|
||||
if !(isNull _grpPilot) then
|
||||
{
|
||||
_grpPilot setBehaviour "COMBAT";
|
||||
_grpPilot setCombatMode "RED";
|
||||
@ -70,7 +68,9 @@ if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
|
||||
|
||||
private["_supplyHeli"];
|
||||
//create helicopter and spawn it
|
||||
_chopperType = selectRandom _helis;
|
||||
if (( typeName _helis) isEqualTo "ARRAY") then {_chopperType = selectRandom _helis}
|
||||
else
|
||||
{_chopperType = _helis};
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugLevel > 1) then
|
||||
@ -156,15 +156,23 @@ if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
|
||||
};
|
||||
#endif
|
||||
|
||||
if (random(1) < _chanceParas) then
|
||||
{
|
||||
_grpParatroops = createGroup blck_AI_Side;
|
||||
if (isNull _grpParatroops) then
|
||||
{
|
||||
diag_log "BLCK_ERROR: _fnc_spawnMissionHeli::_->> NULL GROUP Returned for _grpParatroops";
|
||||
_abort = true;
|
||||
};
|
||||
// params["_missionPos","_paraGroup",["_numAI",3],"_skillAI","_weapons","_uniforms","_headGear",["_heli",objNull],_grpParatroops];
|
||||
//params["_coords","_skillAI","_weapons","_uniforms","_headGear",["_grpParatroops",grpNull],["_heli",objNull]];
|
||||
if !(isNull _grpParatroops) then
|
||||
{
|
||||
[_coords,_skillAI,_weapons,_uniforms,_headGear,_grpParatroops,_patrolHeli] call blck_fnc_spawnMissionParatroops;
|
||||
};
|
||||
|
||||
};
|
||||
//set waypoint for helicopter
|
||||
[_coords,30,35,_grpPilot,"random","SENTRY"] spawn blck_fnc_setupWaypoints;
|
||||
[_coords,30,35,_grpPilot,"random","SAD"] spawn blck_fnc_setupWaypoints;
|
||||
|
||||
blck_monitoredMissionAIGroups pushBack _grpPilot;
|
||||
#ifdef blck_debugMode
|
||||
@ -186,7 +194,9 @@ if (!(isNull _grpPilot) && !(isNull _grpParatroops)) then
|
||||
|
||||
};
|
||||
private["_ai"];
|
||||
_ai = (units _grpParatroops) + (units _grpPilot);
|
||||
_ai = (units _grpPilot);
|
||||
if !(isNull _grpParatroops) then {_ai = _ai + (units _grpParatroops);};
|
||||
|
||||
_return = [_patrolHeli,_ai,_abort];
|
||||
|
||||
#ifdef blck_debugMode
|
||||
|
@ -19,12 +19,12 @@ params["_coords","_skillAI","_weapons","_uniforms","_headGear",["_grpParatroops"
|
||||
|
||||
private["_grpParatroops","_chanceParatroops","_aborted","_return"];
|
||||
|
||||
_aiSkillsLevel = toLower _aiSkillsLevel;
|
||||
_skillAI = toLower _skillAI;
|
||||
_chanceParatroops = 0;
|
||||
_noPara = 0;
|
||||
_aborted = false;
|
||||
|
||||
if (_aiSkillsLevel isEqualTo "blue") then {
|
||||
if (_skillAI isEqualTo "blue") then {
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: BLUE difficulty settings applied";};
|
||||
@ -33,7 +33,7 @@ if (_aiSkillsLevel isEqualTo "blue") then {
|
||||
_chanceParatroops = blck_chanceParaBlue;
|
||||
_noPara = blck_noParaBlue;
|
||||
};
|
||||
if (_aiSkillsLevel isEqualTo "green") then {
|
||||
if (_skillAI isEqualTo "green") then {
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: GREEN difficulty settings applied";};
|
||||
@ -42,7 +42,7 @@ if (_aiSkillsLevel isEqualTo "green") then {
|
||||
_chanceParatroops = blck_chanceParaGreen;
|
||||
_noPara = blck_noParaGreen;
|
||||
};
|
||||
if (_aiSkillsLevel isEqualTo "orange") then {
|
||||
if (_skillAI isEqualTo "orange") then {
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: ORANGE difficulty settings applied";};
|
||||
@ -51,7 +51,7 @@ if (_aiSkillsLevel isEqualTo "orange") then {
|
||||
_chanceParatroops = blck_chanceParaOrange;
|
||||
_noPara = blck_noParaOrange;
|
||||
};
|
||||
if (_aiSkillsLevel isEqualTo "red") then {
|
||||
if (_skillAI isEqualTo "red") then {
|
||||
|
||||
#ifdef blck_debugMode
|
||||
if (blck_debugON) then {diag_log "_fnc_spawnMissionParatroops: RED difficulty settings applied";};
|
||||
|
@ -1,8 +1,8 @@
|
||||
/*
|
||||
for DBD Clan
|
||||
|
||||
By Ghostrider-DBD-
|
||||
Copyright 2016
|
||||
Last Modified 3-17-17
|
||||
Last Modified 8-16-17
|
||||
|
||||
--------------------------
|
||||
License
|
||||
@ -13,12 +13,14 @@
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
|
||||
//params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear"];
|
||||
params["_coords","_aiSkillsLevel","_weapons","_uniforms","_headgear",["_chancePara",0]];
|
||||
/*
|
||||
_coords = _this select 0;
|
||||
_aiSkillsLevel = _this select 1;
|
||||
_weapons = _this select 2;
|
||||
_uniforms = _this select 3;
|
||||
_headgear = _this select 4;
|
||||
*/
|
||||
|
||||
private["_chanceHeliPatrol","_return","_temp","_missionHelis"];
|
||||
#ifdef blck_debugMode
|
||||
@ -71,8 +73,8 @@ if ( (_chanceHeliPatrol > 0) && (random (1) < _chanceHeliPatrol) ) then // if he
|
||||
diag_log "_fnc_spawnMissionReinforcements (64): calling _fnc_spawnMissionHeli to spawn heli and paratroops";
|
||||
};
|
||||
#endif
|
||||
|
||||
_temp = [_coords,_aiSkillsLevel,_weapons,_uniforms,_headgear,_missionHelis] call blck_fnc_spawnMissionHeli;
|
||||
// params["_coords","_skillAI","_weapons","_uniforms","_headGear","_helis",["_chanceParas",0]];
|
||||
_temp = [_coords,_aiSkillsLevel,_weapons,_uniforms,_headgear,_missionHelis,_chancePara] call blck_fnc_spawnMissionHeli;
|
||||
if (typeName _temp isEqualTo "ARRAY") then
|
||||
{
|
||||
_return = [_temp select 0, _temp select 1, _temp select 2];
|
||||
|
@ -12,8 +12,8 @@
|
||||
*/
|
||||
#include"\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
|
||||
blck_debugON = true;
|
||||
blck_debugLevel = 3; // Sets level of detail for debugging info - WIP.
|
||||
blck_debugON = false;
|
||||
blck_debugLevel = 0; // Sets level of detail for debugging info - WIP.
|
||||
blck_minFPS = 10;
|
||||
|
||||
////////////////////////////////////////////////
|
||||
|
@ -113,7 +113,7 @@
|
||||
// The behavior of these can be linked to some degree to the spawning of patrolling helis.
|
||||
// For example, if you always want a helicopter to spawn paratroops set the value 1.
|
||||
// Recommended that you disable paratroops if using muliple aircraft/vehicle patrols
|
||||
blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission.
|
||||
blck_chanceParaBlue = 0; // [0 - 1] set to 0 to deactivate and 1 to always have paratroops spawn over the center of the mission. This value can be a range as well [0.1,0.3]
|
||||
blck_noParaBlue = 3; // [1-N]
|
||||
|
||||
blck_chanceParaRed = 0;
|
||||
@ -165,11 +165,11 @@
|
||||
|
||||
blck_chanceHeliPatrolGreen = 0.4;
|
||||
blck_patrolHelisGreen = _blck_littleBirds;
|
||||
blck_noPatrolHelisGreen = [1,1];
|
||||
blck_noPatrolHelisGreen = 1;
|
||||
|
||||
blck_chanceHeliPatrolOrange = 0.5;
|
||||
blck_patrolHelisOrange = _blck_armed_hellcats+_blck_armed_orcas;
|
||||
blck_noPatrolHelisOrange = [1,1];
|
||||
blck_noPatrolHelisOrange = 1;
|
||||
|
||||
////////////////////
|
||||
// Enable / Disable Missions
|
||||
@ -233,8 +233,8 @@
|
||||
// Mission Vehicle Settings
|
||||
////////////////////
|
||||
//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
|
||||
blck_SpawnVeh_Orange = [2,4]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnVeh_Green = 2; // Number of static weapons at Green Missions
|
||||
blck_SpawnVeh_Orange = 3; // Number of static weapons at Orange Missions
|
||||
blck_SpawnVeh_Green = 3; // Number of static weapons at Green Missions
|
||||
blck_SpawnVeh_Blue = -1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnVeh_Red = 1; // Number of static weapons at Red Missions
|
||||
|
||||
@ -251,8 +251,8 @@
|
||||
////////////////////
|
||||
|
||||
// Defines how many static weapons to spawn. Set this to -1 to disable spawning
|
||||
blck_SpawnEmplaced_Orange = [2,4]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 2; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Orange = 3; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 3; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnEmplaced_Red = 1; // Number of static weapons at Red Missions
|
||||
|
||||
@ -357,7 +357,7 @@
|
||||
blck_MaxAI_Orange = 25;
|
||||
blck_AIGrps_Orange = 5;
|
||||
blck_SkillsOrange = [
|
||||
["aimingAccuracy",[0.45,0.56]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
|
||||
["aimingAccuracy",[0.25,0.36]],["aimingShake",[0.45,0.55]],["aimingSpeed",[0.65,0.75]],["endurance",1.00],["spotDistance",1.0],["spotTime",0.7],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]
|
||||
];
|
||||
|
||||
// Green Missions
|
||||
@ -365,7 +365,7 @@
|
||||
blck_MaxAI_Green = 21;
|
||||
blck_AIGrps_Green = 4;
|
||||
blck_SkillsGreen = [
|
||||
["aimingAccuracy",[0.35,0.45]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
|
||||
["aimingAccuracy",[0.2,0.3]],["aimingShake",[0.4,0.5]],["aimingSpeed",[0.55,0.7]],["endurance",0.9],["spotDistance",0.9],["spotTime",0.65],["courage",0.9],["reloadSpeed",0.9],["commanding",0.9],["general",0.75]
|
||||
];
|
||||
|
||||
// Red Missions
|
||||
@ -373,7 +373,7 @@
|
||||
blck_MaxAI_Red = 15;
|
||||
blck_AIGrps_Red = 3;
|
||||
blck_SkillsRed = [
|
||||
["aimingAccuracy",[0.25,0.35]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
|
||||
["aimingAccuracy",[0.2,0.25]],["aimingShake",[0.35,0.4]],["aimingSpeed",0.6],["endurance",0.80],["spotDistance",0.7],["spotTime",0.6],["courage",0.80],["reloadSpeed",0.70],["commanding",0.8],["general",0.70]
|
||||
];
|
||||
|
||||
// Blue Missions
|
||||
|
@ -52,12 +52,12 @@ AI WEAPONS, UNIFORMS, VESTS AND GEAR
|
||||
//"Exile_Car_HMMWV_M134_Green",
|
||||
//"Exile_Car_HMMWV_M134_Desert",
|
||||
//"Exile_Car_HMMWV_M134_Desert",
|
||||
//"Exile_Car_HMMWV_M2_Desert",
|
||||
//"B_LSV_01_armed_F",
|
||||
"Exile_Car_HMMWV_M2_Desert",
|
||||
"B_LSV_01_armed_F",
|
||||
//"_MRAP_02_gmg_ghex_F",
|
||||
//"O_MRAP_02_hmg_ghex_F",
|
||||
//"O_MRAP_03_gmg_ghex_F",
|
||||
"O_MRAP_03_hmg_ghex_F",
|
||||
//"O_MRAP_03_hmg_ghex_F",
|
||||
"B_MBT_01_cannon_F",
|
||||
//"B_MBT_01_mlrs_base_F",
|
||||
"B_MBT_01_mlrs_F",
|
||||
|
@ -170,11 +170,11 @@
|
||||
|
||||
blck_chanceHeliPatrolGreen = 0.9999;
|
||||
blck_patrolHelisGreen = _blck_armed_heavyAttackHelis+_blck_armed_ghosthawks;
|
||||
blck_noPatrolHelisGreen = 2;
|
||||
blck_noPatrolHelisGreen = 2; //[1,3];
|
||||
|
||||
blck_chanceHeliPatrolOrange = 0.9999;
|
||||
blck_patrolHelisOrange = _blck_armed_heavyAttackHelis + _blck_fighters;
|
||||
blck_noPatrolHelisOrange = 3;
|
||||
blck_noPatrolHelisOrange = 3; //[2,3];
|
||||
|
||||
////////////////////
|
||||
// Enable / Disable Missions
|
||||
@ -238,8 +238,8 @@
|
||||
// Mission Vehicle Settings
|
||||
////////////////////
|
||||
//Defines how many AI Vehicles to spawn. Set this to -1 to disable spawning of static weapons or vehicles. To discourage players runniing with with vehicles, spawn more B_GMG_01_high
|
||||
blck_SpawnVeh_Orange = [3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnVeh_Green = [3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnVeh_Orange = 4; //[3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnVeh_Green = 3; //[3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnVeh_Blue = -1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnVeh_Red = 2; // Number of static weapons at Red Missions
|
||||
|
||||
@ -256,8 +256,8 @@
|
||||
////////////////////
|
||||
|
||||
// Defines how many static weapons to spawn. Set this to -1 to disable spawning
|
||||
blck_SpawnEmplaced_Orange = [3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = [3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Orange = 4; //[3,5]; // Number of static weapons at Orange Missions
|
||||
blck_SpawnEmplaced_Green = 3; //[3,4]; // Number of static weapons at Green Missions
|
||||
blck_SpawnEmplaced_Blue = 1; // Number of static weapons at Blue Missions
|
||||
blck_SpawnEmplaced_Red = 2; // Number of static weapons at Red Missions
|
||||
|
||||
|
@ -1,3 +1,3 @@
|
||||
private ["_version","_versionDate"];
|
||||
_blck_version = "6.61 Build 71";
|
||||
_blck_versionDate = "8-13-17 9:00 PM";
|
||||
_blck_version = "6.61 Build 72";
|
||||
_blck_versionDate = "8-15-17 9:00 PM";
|
||||
|
Loading…
Reference in New Issue
Block a user