/* AI Mission for Epoch Mod for Arma 3 By Ghostrider Functions and global variables used by the mission system. Last modified 11/16/16 */ blck_functionsCompiled = false; // General functions blck_fnc_waitTimer = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_waitTimer.sqf"; blck_fnc_FindSafePosn = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_findSafePosn.sqf"; blck_fnc_randomPosition = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_randomPosn.sqf";// find a randomPosn. see script for details. blck_fnc_findPositionsAlongARadius = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_findPositionsAlongARadius.sqf"; blck_fnc_giveTakeCrypto = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_giveTakeCrypto.sqf"; blck_fnc_monitorHC = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_monitorHC.sqf"; blck_fnc_timeAcceleration = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\TimeAccel\GMS_fnc_Time.sqf"; blck_fnc_getModType = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_getModType.sqf"; // Test if Epoch or Exile is loaded // Player-related functions blck_fnc_rewardKiller = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_rewardKiller.sqf"; blck_fnc_MessagePlayers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_AIM.sqf"; // Send messages to players regarding Missions // Mission-related functions blck_fnc_missionTimer = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionTimer.sqf"; //blck_fnc_addMissionToQue = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_addMissionToQue.sqf"; // //blck_fnc_updateMissionQue = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_updateMissionQue.sqf"; // blck_fnc_addLiveAItoQue = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_addLiveAItoQue.sqf"; blck_fnc_addObjToQue = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_addObjToQue.sqf"; // blck_fnc_playerInRange = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_playerInRange.sqf"; blck_fnc_spawnCrate = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnCrate.sqf"; // Simply spawns a crate of a specified type at a specific position. blck_fnc_spawnMissionCrates = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnMissionCrates.sqf"; // Spawn loot crates at specific positions relative to the mission center; these will be filled with loot following the parameters in the composition array for the mission blck_fnc_cleanupObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_cleanUpObjects.sqf"; blck_fnc_spawnCompositionObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnBaseObjects.sqf"; blck_fnc_spawnRandomLandscape = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnRandomLandscape.sqf"; blck_fnc_addItemToCrate = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_addItemToCrate.sqf"; blck_fnc_loadLootItemsFromArray = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc__loadLootItemsFromArray.sqf"; blck_fnc_fillBoxes = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_fillBoxes.sqf"; // Adds items to an object according to passed parameters. See the script for details. blck_fnc_smokeAtCrates = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_smokeAtCrates.sqf"; // Spawns a wreck and adds smoke to it blck_fnc_spawnMines = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_spawnMines.sqf"; // Deploys mines at random locations around the mission center blck_fnc_clearMines = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_clearMines.sqf"; // clears mines in an array passed as a parameter blck_fnc_signalEnd = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Missions\GMS_fnc_signalEnd.sqf"; // deploy smoke grenades at loot crates at the end of the mission. // Group-related functions blck_fnc_spawnGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Groups\GMS_fnc_spawnGroup.sqf"; // Spawn a single group and populate it with AI units] blck_fnc_setupWaypoints = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Groups\GMS_fnc_setWaypoints.sqf"; // Set default waypoints for a group blck_fnc_cleanEmptyGroups = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Functions\GMS_fnc_cleanEmptyGroups.sqf"; // GMS_fnc_cleanEmptyGroups // Functions specific to vehicles, whether wheeled or static blck_fnc_spawnEmplacedWeapon = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnEmplaced.sqf"; // Self-evident blck_fnc_spawnVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnVehicle.sqf"; // Spawn a temporary vehicle of a specified type at a specific position blck_fnc_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnVehiclePatrol.sqf"; // Spawn an AI vehicle control and have it patrol the mission perimeter // Revisit // ************* //blck_fnc_spawnMissionVehicles = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_spawnMissionVehicles.sqf"; // Spawn non-AI vehicles at missions; these will be filled with loot following the parameters in the composition array for the mission // ************* blck_fnc_Reinforcements = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Reinforcements\GMS_fnc_reinforcements.sqf"; blck_spawnHeliParaTroops = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Reinforcements\GMS_fnc_heliSpawnParatroops.sqf"; blck_spawnHeliParaCrate = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Reinforcements\GMS_fnc_heliSpawnCrate.sqf"; blck_spawnHeliPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Reinforcements\GMS_fnc_heliSpawnPatrol.sqf"; blck_fnc_protectVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_protectVehicle.sqf"; blck_fnc_configureMissionVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Vehicles\GMS_fnc_configureMissionVehicle.sqf"; // functions to support Units blck_fnc_removeGear = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_removeGear.sqf"; // Strip an AI unit of all gear. blck_fnc_spawnAI = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_spawnUnit.sqf"; // spawn individual AI blck_EH_AIKilled = "\q\addons\custom_server\Compiles\Units\GMS_EH_AIKilled.sqf"; // Event handler to process AI deaths //blck_EH_AIHandleDamage = "\q\addons\custom_server\Compiles\Units\GMS_EH_AIHandleDamage.sqf"; // GRMS_EH_AIHandleDamage blck_fnc_processAIKill = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_processAIKill.sqf"; blck_fnc_removeLaunchers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_removeLaunchers.sqf"; blck_fnc_removeNVG = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_removeNVG.sqf"; blck_fnc_alertNearbyUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_alertNearbyUnits.sqf"; blck_fnc_processIlleagalAIKills = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_processIlleagalAIKills.sqf"; GMS_fnc_cleanupDeadAI = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_cleanupDeadAI.sqf"; // handles deletion of AI bodies and gear when it is time. blck_fnc_setSkill = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_setSkill.sqf"; blck_fnc_cleanupAliveAI = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Compiles\Units\GMS_fnc_cleanupAliveAI.sqf"; // Event handlers "blck_PVS_aiKilled" addPublicVariableEventHandler { diag_log format["blck_PVS_aiKilled handler:: unit = %1 and killer = %2 and this = #3",_this select 1 select 0,_this select 1 select 1, _this]; [_this select 1 select 0,_this select 1 select 1] call blck_fnc_processAIKill; }; "blck_PVS_aiVehicleEmpty" addPublicVariableEventHandler { private ["_veh"]; _veh = _this select 1; //diag_log format["blck_PVS_aiVehicleEmpty:: _this = %1 and _veh = %2",_this,0]; if (typeOf _veh in blck_staticWeapons) then // always destroy mounted weapons { //diag_log format["vehicleMonitor.sqf: _veh %1 is (in blck_staticWeapons) = true",_veh]; _veh removealleventhandlers "GetIn"; _veh removealleventhandlers "GetOut"; _veh setDamage 1; } else { //diag_log format["vehicleMonitor.sqf: _veh %1 is (in blck_staticWeapons) = false",_veh]; if (blck_killEmptyAIVehicles) then { //diag_log format["vehicleMonitor.sqf: _veh %1 is about to be killed",_veh]; _veh removealleventhandlers "GetIn"; _veh removealleventhandlers "GetOut"; _veh setVehicleLock "UNLOCKED" ; uiSleep 1; _veh setDamage 1.1; uiSleep 15; deleteVehicle _veh; } else { //diag_log format["vehicleMonitor.sqf: make vehicle available to players; stripping eventHandlers from_veh %1",_veh]; _veh removealleventhandlers "GetIn"; _veh removealleventhandlers "GetOut"; _veh setVehicleLock "UNLOCKED" ; }; }; }; diag_log "[blckeagls] Functions Loaded"; blck_functionsCompiled = true;