DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SetAILocality.sqf

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/*
DMS_fnc_SetAILocality
2015-09-01 23:23:32 +00:00
Created by Defent and eraser1
Usage:
[
_groupOrUnit,
_posOrObject // Does not have to be defined if element 1 is a unit
] call DMS_fnc_SetAILocality;
2015-09-01 23:23:32 +00:00
Makes a random player within 3 KM of the AI unit or group the owner.
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
Offloading AI will improve server performance, but the unit will no longer be local, which will limit the server's control over it.
Could however have negative effects if target player has a potato PC.
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
Returns true if a viable owner was found, false otherwise.
*/
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.**
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private _AI = param [0,objNull,[objNull,grpNull]];
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if (isNull _AI) exitWith
{
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diag_log format ["DMS ERROR :: Calling DMS_SetAILocality with null parameter; _this: %1",_this];
};
private _AIType = typeName _AI;
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
private _pos = if (_AIType isEqualTo "OBJECT") then {_AI} else {param [1,"",[objNull,[]],[2,3]]};
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if (_pos isEqualTo "") exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_SetAILocality with invalid position; this: %1",_this];
};
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
private _client = objNull;
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{
if ((alive _x) && {(_x distance2D _pos)<=3000}) exitWith
{
_client = _x;
};
2015-09-04 16:35:19 +00:00
} forEach allPlayers;
2015-09-01 23:23:32 +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
2015-09-14 04:52:02 +00:00
if (!isNull _client) then
{
private _swapped = if (_AIType isEqualTo "OBJECT") then {_AI setOwner (owner _client)} else {_AI setGroupOwner (owner _client)};
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 (!_swapped) then
{
ExileServerOwnershipSwapQueue pushBack [_AI,_client];
};
2016-01-07 00:38:55 +00:00
if (DMS_ai_offload_notifyClient) then
{
private _msg = format ["DMS :: AI %1 |%2| has been offloaded to you.",_AIType,_AI];
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_msg remoteExecCall ["systemChat", _client];
_msg remoteExecCall ["diag_log", _client];
};
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
if (DMS_DEBUG) then
{
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
(format ["SetAILocality :: Ownership swap of %1 (%4) to %2 (%3) is initialized. Initial swap attempt successful: %5",_AI, name _client, getPlayerUID _client, _AIType, _swapped]) call DMS_fnc_DebugLog;
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
};
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
true
2015-09-01 23:23:32 +00:00
}
else
{
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
if (DMS_DEBUG) then
{
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
(format ["SetAILocality :: No viable client found for the ownership of %1! _pos: %2.",_AI,_pos]) call DMS_fnc_DebugLog;
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
};
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
false
2016-01-07 00:38:55 +00:00
};