DMS_Exile/@ExileServer/addons/a3_dms/fn_DMS_postInit.sqf

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/*
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS post-init
Created by eraser1 and Defent
*/
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
if !(isServer) exitWith
{
for "_i" from 0 to 99 do
{
2015-11-01 18:27:37 +00:00
diag_log "The DMS PBO is for the SERVER ONLY. It will NOT work for any form of client! DMS launch cancelled.";
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
};
};
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
if (isNil "DMS_DynamicMission") exitWith
{
for "_i" from 0 to 99 do
{
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diag_log "DMS ERROR :: You have made an error in your DMS config.sqf! Please look for any script errors. Cancelling DMS Launch.";
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
};
};
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
// This code is NECESSARY for spawning persistent vehicles. DO NOT REMOVE THIS CODE UNLESS YOU KNOW WHAT YOU ARE DOING
2016-01-07 00:38:55 +00:00
if !("isKnownAccount:DMS_PersistentVehicle" call ExileServer_system_database_query_selectSingleField) then
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
{
2016-01-07 00:38:55 +00:00
"createAccount:DMS_PersistentVehicle:DMS_PersistentVehicle" call ExileServer_system_database_query_fireAndForget;
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
};
// Some custom maps don't have the proper safePos config entries.
// If you are using one and you have an issue with mission spawns, please create an issue on GitHub or post a comment in the DMS thread.
switch (toLower worldName) do
2016-01-07 00:38:55 +00:00
{
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
case "altis": // [16000,16000] w/ radius of 16000 works well for Altis
{
DMS_MapCenterPos = [16000,16000];
DMS_MapRadius = 16000;
};
case "bornholm": // Thanks to thirdhero for testing this info
{
DMS_MapCenterPos = [11265,11265];
DMS_MapRadius = 12000;
};
case "esseker": // Thanks to Flowrider for this info
{
DMS_MapCenterPos = [6275,6350];
DMS_MapRadius = 5000;
};
2016-01-07 00:38:55 +00:00
case "taviana"; // Thanks to JamieKG for this info
case "tavi":
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
{
DMS_MapCenterPos = [12800,12800];
DMS_MapRadius = 12800;
};
default // Use "worldSize" to determine map center/radius (not always very nice).
{
private "_middle";
_middle = worldSize/2;
DMS_MapCenterPos = [_middle,_middle];
DMS_MapRadius = _middle;
};
};
// Since we use primarily ATL
DMS_MapCenterPos set [2,0];
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
RESISTANCE setFriend[WEST,0];
WEST setFriend[RESISTANCE,0];
RESISTANCE setFriend[EAST,0];
EAST setFriend[RESISTANCE,0];
EAST setFriend[WEST,0];
WEST setFriend[EAST,0];
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
if ((!isNil "A3XAI_isActive") && {!DMS_ai_offload_Only_DMS_AI}) then
{
diag_log 'DMS DETECTED A3XAI. Enabling "DMS_ai_offload_Only_DMS_AI"!';
2015-09-20 20:30:21 +00:00
DMS_ai_offload_Only_DMS_AI = true;
};
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
if ((isClass (configFile >> "CfgPatches" >> "Ryanzombies")) && {!DMS_ai_offload_Only_DMS_AI}) then
{
diag_log 'DMS DETECTED RyanZombies. Enabling "DMS_ai_offload_Only_DMS_AI"!';
DMS_ai_offload_Only_DMS_AI = true;
};
2016-05-22 05:05:16 +00:00
if !(DMS_ai_offload_to_client) then
{
DMS_ai_offloadOnUnfreeze = false;
};
if !(DMS_ai_allowFreezing) then
{
DMS_ai_freezeOnSpawn = false;
};
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_A3_AllMarkerColors = [];
for "_i" from 0 to ((count(configfile >> "CfgMarkerColors"))-1) do
2015-09-03 06:44:56 +00:00
{
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
DMS_A3_AllMarkerColors pushBack (toLower (configName ((configfile >> "CfgMarkerColors") select _i)));
};
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
if !((toLower DMS_MissionMarkerWinDotColor) in DMS_A3_AllMarkerColors) then
{
diag_log format ["DMS ERROR :: Unsupported color for DMS_MissionMarkerWinDotColor (""%1""). Switching color to ""ColorBlue"".",DMS_MissionMarkerWinDotColor];
DMS_MissionMarkerWinDotColor = "ColorBlue";
};
if !((toLower DMS_MissionMarkerLoseDotColor) in DMS_A3_AllMarkerColors) then
{
diag_log format ["DMS ERROR :: Unsupported color for DMS_MissionMarkerLoseDotColor (""%1""). Switching color to ""ColorRed"".",DMS_MissionMarkerLoseDotColor];
DMS_MissionMarkerLoseDotColor = "ColorRed";
};
2016-06-07 03:47:15 +00:00
// Send Client Functions using compileFinal for security.
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
publicVariable "DMS_CLIENT_fnc_spawnDynamicText";
publicVariable "DMS_CLIENT_fnc_spawnTextTiles";
2016-01-07 00:38:55 +00:00
publicVariable "DMS_CLIENT_fnc_hintSilent";
publicVariable "DMS_Version";
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
2016-07-03 06:40:17 +00:00
format["DMS_Version: %1",DMS_Version] remoteExecCall ["diag_log", -2, "DMS_LogVersion_JIP_ID"];
2016-06-20 21:12:06 +00:00
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
// Add the weighted predefined locations to the list of predefined locations
{
for "_i" from 1 to (_x select 1) do
{
DMS_PredefinedMissionLocations pushBack (_x select 0);
};
} forEach DMS_PredefinedMissionLocations_WEIGHTED;
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
// Set up the minimum/maximum co-ordinate values for x and y...
DMS_MinMax_X_Coords = [DMS_MinDistFromWestBorder, worldSize - DMS_MinDistFromEastBorder];
DMS_MinMax_Y_Coords = [DMS_MinDistFromSouthBorder, worldSize - DMS_MinDistFromNorthBorder];
execFSM "\x\addons\dms\FSM\missions.fsm";
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
if (DMS_ShowDifficultyColorLegend) then
{
private "_title";
_title = createmarker ["DMS_MissionMarker_DifficultyColorLegend",[-500,-200]];
_title setMarkerColor "ColorRed";
_title setmarkertext "DMS Mission Difficulties Color Legend";
_title setMarkerType "mil_dot";
_title setMarkerAlpha 0.5;
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
{
2016-07-11 22:19:05 +00:00
private _difficulty = _x;
private _color = "ColorGreen";
private _markerType = "ExileMissionEasyIcon";
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
switch (_difficulty) do
{
2016-07-11 22:19:05 +00:00
case "moderate":
{
_color = "ColorYellow";
2016-07-11 23:30:26 +00:00
_markerType = "ExileMissionModerateIcon";
2016-07-11 22:19:05 +00:00
};
case "difficult":
{
_color = "ColorRed";
2016-07-11 23:30:26 +00:00
_markerType = "ExileMissionDifficultIcon";
2016-07-11 22:19:05 +00:00
};
case "hardcore":
{
_color = "ColorBlack";
2016-07-11 23:30:26 +00:00
_markerType = "ExileMissionHardcoreIcon";
2016-07-11 22:19:05 +00:00
};
};
2016-07-11 22:19:05 +00:00
private _num = -200 * (_forEachIndex - 0.5);
private _pos = [100,_num];
2016-07-11 22:19:05 +00:00
if (DMS_ShowMarkerCircle) then
{
private _circle = createMarker [format ["DMS_MissionMarker_DifficultyColor_%1",_color], _pos];
_circle setMarkerColor _color;
_circle setMarkerShape "ELLIPSE";
_circle setMarkerBrush "Solid";
_circle setMarkerSize [100,100];
};
2016-07-11 22:19:05 +00:00
private _dot = createMarker [format ["DMS_MissionMarker_Difficulty_%1",_difficulty],_pos];
2016-07-11 23:14:45 +00:00
_dot setMarkerType _markerType;
_dot setMarkerText _difficulty;
2016-07-11 23:14:45 +00:00
_dot setMarkerAlpha 0.5;
} forEach ["hardcore","difficult","moderate","easy"];
2015-08-29 02:00:20 +00:00
};
I know... it's been over a week... gimme a break #### October 17, 2015 (2:30 PM CST-America): * **NEW CONFIG VALUES**: |DMS_TimeToFirstMission| |DMS_ShowDifficultyColorLegend| |DMS_TerritoryNearBlacklist| |DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed) |DMS_ai_launchers_per_group| * **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU KNOW WHAT YOU'RE DOING** * RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have been very tired when I named it... * DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis and Bornholm (since they're relatively large/flat maps). Esseker is still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you would take the arc-cosine of the surfaceNormal, and that will give you the degrees from horizontal. For example, arccos(0.9) is about 25 degrees. Google: "arccos(0.9) in degrees" * Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn chances are the same, they're just reduced in order to prevent the creation of arrays that are far larger than they need to be. * You can now manually define how long it takes for the first mission to spawn after a restart. * DMS will now by default create markers on the bottom left of the map to show which colors correspond to which difficulty. It isn't very pretty, but it gets the point across. * DMS will now manually calculate the center of the map and its radius, if it isn't preconfigured by DMS. * You can now specify the vehicles to spawn for missions: "bandits", "cardealer", "construction", "donthasslethehoff", and "thieves". * You can now specify the spawning location of any mission (and whether or not to use an alternative location if the provided location is invalid). This will allow for easy integration of DMS into admin tools. * Added support for scripts to be executed on mission completion or mission failure (this will allow you to have "multi-part" missions, where you would simply spawn the next part of the mission if the previous is completed). * Restructured DMS_DEBUG from the previous patch in favor of a more "optimized" method. * DMS_fnc_findSafePos is completely overhauled; DMS no longer uses "BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on repeated failure. You can now determine whether or not the mission should spawn on water (however, I don't suggest you use this function for water spawns yet). * You can also now define a minimum distance from other territories for missions. * DMS_fnc_IsValidPosition will now check for water depth if the provided position is meant to be checked as a "water spawn". It will now also check for nearby missions from A3XAI or VEMF (untested). * DMS_fnc_IsValidPosition now checks whether or not the position is outside of the map borders. * DMS_fnc_SelectOffsetPos will now return the 3rd element of the provided position as-is. * You can now have multiple AI within a group with a launcher. * AI now have a 5-second godmode after spawning. * You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also make sure that the provided classname is valid. * Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and "DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided classname is valid. * "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning. * Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS. * General optimization.
2015-10-17 19:39:07 +00:00
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
{
[_x] call DMS_fnc_ImportFromM3E_Static; // Spawn all of the bases that are supposed to be spawned on server startup.
} forEach DMS_BasesToImportOnServerStart;
2016-01-07 00:38:55 +00:00
{
[_x] call DMS_fnc_SpawnBanditMission;
} forEach DMS_BanditMissionsOnServerStart;
if (DMS_StaticMission) then
2016-01-07 00:38:55 +00:00
{
2016-07-03 06:40:17 +00:00
private _temp = DMS_StaticMinPlayerDistance;
DMS_StaticMinPlayerDistance = 0;
{
[_x] call DMS_fnc_SpawnStaticMission;
} forEach DMS_StaticMissionsOnServerStart;
2016-07-03 06:40:17 +00:00
DMS_StaticMinPlayerDistance = _temp;
};
2016-01-07 00:38:55 +00:00
2016-03-25 23:09:41 +00:00
// Add heli paratroopers monitor to the thread system.
[5, DMS_fnc_HeliParatroopers_Monitor, [], true] call ExileServer_system_thread_addTask;
2016-05-22 05:05:16 +00:00
// Add "freeze" monitor to the thread system.
[DMS_ai_freezeCheckingDelay, DMS_fnc_FreezeManager, [], true] call ExileServer_system_thread_addTask;
2016-03-25 23:09:41 +00:00
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
I know... it's been over a week... gimme a break #### October 17, 2015 (2:30 PM CST-America): * **NEW CONFIG VALUES**: |DMS_TimeToFirstMission| |DMS_ShowDifficultyColorLegend| |DMS_TerritoryNearBlacklist| |DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed) |DMS_ai_launchers_per_group| * **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU KNOW WHAT YOU'RE DOING** * RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have been very tired when I named it... * DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis and Bornholm (since they're relatively large/flat maps). Esseker is still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you would take the arc-cosine of the surfaceNormal, and that will give you the degrees from horizontal. For example, arccos(0.9) is about 25 degrees. Google: "arccos(0.9) in degrees" * Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn chances are the same, they're just reduced in order to prevent the creation of arrays that are far larger than they need to be. * You can now manually define how long it takes for the first mission to spawn after a restart. * DMS will now by default create markers on the bottom left of the map to show which colors correspond to which difficulty. It isn't very pretty, but it gets the point across. * DMS will now manually calculate the center of the map and its radius, if it isn't preconfigured by DMS. * You can now specify the vehicles to spawn for missions: "bandits", "cardealer", "construction", "donthasslethehoff", and "thieves". * You can now specify the spawning location of any mission (and whether or not to use an alternative location if the provided location is invalid). This will allow for easy integration of DMS into admin tools. * Added support for scripts to be executed on mission completion or mission failure (this will allow you to have "multi-part" missions, where you would simply spawn the next part of the mission if the previous is completed). * Restructured DMS_DEBUG from the previous patch in favor of a more "optimized" method. * DMS_fnc_findSafePos is completely overhauled; DMS no longer uses "BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on repeated failure. You can now determine whether or not the mission should spawn on water (however, I don't suggest you use this function for water spawns yet). * You can also now define a minimum distance from other territories for missions. * DMS_fnc_IsValidPosition will now check for water depth if the provided position is meant to be checked as a "water spawn". It will now also check for nearby missions from A3XAI or VEMF (untested). * DMS_fnc_IsValidPosition now checks whether or not the position is outside of the map borders. * DMS_fnc_SelectOffsetPos will now return the 3rd element of the provided position as-is. * You can now have multiple AI within a group with a launcher. * AI now have a 5-second godmode after spawning. * You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also make sure that the provided classname is valid. * Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and "DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided classname is valid. * "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning. * Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS. * General optimization.
2015-10-17 19:39:07 +00:00
Merry Xmas :D * **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
2015-12-24 19:45:20 +00:00
format ["DMS post-init complete. productVersion: %1 | infiSTAR version: %2", productVersion, if (!isNil "INFISTARVERSION") then {INFISTARVERSION} else {"not installed"}] call DMS_fnc_DebugLog;