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

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/*
DMS_fnc_OnKilled
Created by eraser1 and Defent
Influenced by WAI
Usage:
[
[
_killedUnit,
_killer
],
_side, // "bandit" only for now
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_type // Type of AI: "soldier","static","vehicle","heli", etc.
] call DMS_fnc_OnKilled;
*/
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.
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if (DMS_DEBUG) then
{
(format ["OnKilled :: Logging AI death with parameters: %1",_this]) call DMS_fnc_DebugLog;
};
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params
[
"_unit",
"_killer"
];
private _side = _unit getVariable ["DMS_AI_Side", "bandit"];
private _type = _unit getVariable ["DMS_AI_Type", "soldier"];
private _launcher = secondaryWeapon _unit;
private _launcherVar = _unit getVariable ["DMS_AI_Launcher",""];
private _playerObj = objNull;
_unit call ([missionNamespace getVariable [_unit getVariable ["DMS_AI_CustomOnKilledFnc",""],{}]] param [0,{},[{}]]);
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// Some of the previously used functions work with non-local argument. Some don't. BIS is annoying
private _removeAll =
{
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{_this removeWeaponGlobal _x;} forEach (weapons _this);
{_this unlinkItem _x;} forEach (assignedItems _this);
{_this removeItem _x;} forEach (items _this);
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
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removeAllItemsWithMagazines _this;
removeHeadgear _this;
removeUniform _this;
removeVest _this;
removeBackpackGlobal _this;
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};
moveOut _unit;
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).
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_unit removeAllEventHandlers "HandleDamage";
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// Remove gear according to configs
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if ((_unit getVariable ["DMS_clear_AI_body",DMS_clear_AI_body]) && {(random 100) <= (_unit getVariable ["DMS_clear_AI_body_chance",DMS_clear_AI_body_chance])}) then
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{
_unit call _removeAll;
};
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if ((_unit getVariable ["DMS_ai_remove_launchers",DMS_ai_remove_launchers]) && {(_launcherVar != "") || {_launcher != ""}}) then
{
// Because arma is stupid sometimes
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if (_launcher isEqualTo "") then
{
_launcher = _launcherVar;
diag_log "sneaky launchers...";
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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_unit spawn
{
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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sleep 0.5;
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{
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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_holder = _x;
{
if (_x isKindOf ["LauncherCore", configFile >> "CfgWeapons"]) exitWith
{
deleteVehicle _holder;
diag_log "gotcha";
};
} forEach (weaponCargo _holder);
} forEach (nearestObjects [_this, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
};
};
_unit removeWeaponGlobal _launcher;
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{
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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if (_x isKindOf ["CA_LauncherMagazine", configFile >> "CfgMagazines"]) then
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{
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_unit removeMagazineGlobal _x;
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};
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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} forEach (magazines _unit);
};
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if (_unit getVariable ["DMS_RemoveNVG",DMS_RemoveNVG]) then
{
_unit unlinkItem "NVGoggles";
};
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private _grp = group _unit;
private _grpUnits = (units _grp) - [_unit];
// Give the AI a new leader if the killed unit was the leader
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
if (!(_grpUnits isEqualTo []) && {(leader _grp) isEqualTo _unit}) then
2015-08-31 20:44:15 +00:00
{
2016-03-01 06:34:55 +00:00
_grp selectLeader (selectRandom _grpUnits);
2015-08-31 20:44:15 +00:00
};
private _av = _unit getVariable ["DMS_AssignedVeh",objNull];
if (!isNull _av) then
{
// Determine whether or not the vehicle has any active crew remaining.
private _memCount = {[(alive _x),false] select (_unit isEqualTo _x);} count (crew _av);
2015-08-29 19:58:46 +00:00
// Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle.
2016-03-25 23:09:41 +00:00
if (_memCount isEqualTo 0) then
{
2016-03-25 23:09:41 +00:00
/*
2016-04-15 02:20:26 +00:00
This is some pretty funky code because this is about the fastest way to do the task.
An "if-statement" inside another "if-statement" is almost as fast, but it isn't as slick ;)
2016-03-25 23:09:41 +00:00
*/
if
(
2016-04-15 02:20:26 +00:00
call
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([
2016-04-15 02:20:26 +00:00
{ (random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyVehicleChance]) },
{ DMS_AI_destroyStaticWeapon && {(random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyStaticWeapon_chance])} }
2016-04-15 14:28:59 +00:00
] select (_av isKindOf "StaticWeapon"))
2016-03-25 23:09:41 +00:00
) 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
{
_av setDamage 1;
_av setVariable ["ExileDiedAt",time];
_av spawn {sleep 1;_this enableSimulationGlobal false;};
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
if (DMS_DEBUG) then
{
2016-01-07 00:38:55 +00:00
(format["OnKilled :: Destroying used AI vehicle %1, and disabling simulation.",typeOf _av]) call DMS_fnc_DebugLog;
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
};
2016-03-25 23:09:41 +00:00
}
else
{
_av lock 1;
if (DMS_DEBUG) then
{
(format["OnKilled :: Unlocking used AI vehicle (%1).",typeOf _av]) 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
};
}
else
{
// Only check for this stuff for ground vehicles that have guns...
2015-09-17 03:37:17 +00:00
if ((_av isKindOf "LandVehicle") && {(count (weapons _av))>0}) then
{
private _gunner = gunner _av;
private _driver = driver _av;
// The fact that I have to do this in the FUCKING ONKILLED EVENTHANDLER is a testament to why ArmA will make me die prematurely
private _gunnerIsAlive = alive _gunner;
private _driverIsAlive = alive _driver;
if (_unit isEqualTo _gunner) then
{
_gunnerIsAlive = false;
};
if (_unit isEqualTo _driver) then
{
_driverIsAlive = false;
};
// If the gunner is dead but the driver is alive, then the driver becomes the gunner.
// Helps with troll AI vehicles driving around aimlessly after the gunner is shot off. More realistic imo
if (!_gunnerIsAlive && {_driverIsAlive}) then
{
[_driver,_av,_killer] spawn
{
params
[
"_driver",
"_av",
"_killer"
];
private _grp = group _driver;
private _owner = groupOwner _grp;
_grp setVariable ["DMS_LockLocality",true];
// The AI has to be local in order for these commands to work, so I reset locality, just because it's really difficult to deal with otherwise
2016-05-15 18:55:18 +00:00
if !(_owner in [2,0]) then
{
2016-05-15 18:55:18 +00:00
diag_log format ["DMS Seat Switcher :: Temporarily setting owner of %1 to server from %2. Success: %3",_grp,_owner,_grp setGroupOwner 2];
};
sleep 5+(random 3); // 5 to 8 seconds delay after gunner death
2015-09-17 03:37:17 +00:00
if !(alive _driver) exitWith {};
unassignVehicle _driver;
2015-09-17 03:37:17 +00:00
moveOut _driver;
2016-01-07 00:38:55 +00:00
_driver disableCollisionWith _av;
_av setVehicleAmmoDef 1;
2015-09-17 03:37:17 +00:00
waitUntil
{
unassignVehicle _driver;
doGetOut _driver;
moveOut _driver;
(vehicle _driver)==_driver
};
2015-09-17 03:37:17 +00:00
_driver assignAsGunner _av;
[_driver] orderGetIn true;
sleep 1.5;
if !(alive _driver) exitWith {};
2015-09-17 03:37:17 +00:00
_driver moveInGunner _av;
2016-01-07 00:38:55 +00:00
_driver enableCollisionWith _av;
2015-09-17 03:37:17 +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
if (DMS_DEBUG) then
{
(format["OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av]) call DMS_fnc_DebugLog;
};
2016-05-15 18:55:18 +00:00
if !(_owner in [2,0]) then
{
private _start = time;
2016-01-07 00:38:55 +00:00
// Controlling AI... yes. I have to do this
waitUntil
{
_driver assignAsGunner _av;
[_driver] orderGetIn true;
_driver moveInGunner _av;
2016-01-07 00:38:55 +00:00
(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
};
sleep 3;
_start = time;
waitUntil
{
_driver assignAsGunner _av;
[_driver] orderGetIn true;
_driver moveInGunner _av;
2016-01-07 00:38:55 +00:00
(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
};
_driver doTarget _killer;
_driver doFire _killer;
sleep 15;
2016-05-15 18:55:18 +00:00
diag_log format ["DMS Seat Switcher :: Resetting ownership of %1 to %2. Success: %3",_grp,_owner,_grp setGroupOwner _owner];
2015-09-17 03:37:17 +00:00
};
_grp setVariable ["DMS_LockLocality",false];
};
};
};
};
};
2015-08-29 19:58:46 +00:00
private _roadKilled = false;
if (isPlayer _killer) then
{
private _veh = vehicle _killer;
_playerObj = _killer;
// Fix for players killing AI from mounted vehicle guns
if (!(_killer isKindOf "Exile_Unit_Player") && {!isNull (gunner _killer)}) then
{
_playerObj = gunner _killer;
};
if (!(_veh isEqualTo _killer) && {(driver _veh) isEqualTo _killer}) then
{
_playerObj = driver _veh;
_roadKilled = true;
2016-05-15 18:55:18 +00:00
if (_unit getVariable ["DMS_explode_onRoadkill",DMS_explode_onRoadkill]) then
{
private _boom = createVehicle ["SLAMDirectionalMine_Wire_Ammo", [0,0,100], [], 0, "CAN_COLLIDE"];
_boom setPosATL (getPosATL _playerObj);
_boom setDamage 1;
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
{
(format ["OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer]) call DMS_fnc_DebugLog;
};
};
// Remove gear from roadkills if configured to do so
2016-05-15 18:55:18 +00:00
if ((_unit getVariable ["DMS_remove_roadkill",DMS_remove_roadkill]) && {(random 100) <= (_unit getVariable ["DMS_remove_roadkill_chance",DMS_remove_roadkill_chance])}) then
{
2015-09-14 04:52:02 +00:00
_unit call _removeAll;
};
};
_unit setVariable ["DMS_KillerID",owner _playerObj];
// Reveal the killer to the AI units
2016-05-15 18:55:18 +00:00
if (_unit getVariable ["DMS_ai_share_info",DMS_ai_share_info]) then
{
private _revealAmount = 4.0;
private _muzzle = currentMuzzle _playerObj;
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +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
if (_muzzle isEqualType "") then
{
private _silencer = _playerObj weaponAccessories _muzzle select 0;
Major UI Improvements, Fixes, Improved readme * **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
2015-10-09 00:16:48 +00:00
if (!isNil "_silencer" && {_silencer != ""}) then
{
_revealAmount = 2.0;
};
};
{
2016-05-15 18:55:18 +00:00
if ((alive _x) && {!(isPlayer _x) && {(_x distance2D _unit) <= (_unit getVariable ["DMS_ai_share_info_distance",DMS_ai_share_info_distance])}}) then
{
_x reveal [_killer, _revealAmount max (_x knowsAbout _playerObj)];
};
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
} forEach _grpUnits;
};
};
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
[_playerObj, _unit, _side, _type, _roadKilled] call DMS_fnc_PlayerAwardOnAIKill;
2015-08-29 19:58:46 +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
// Let Exile handle the AI Body cleanup.
2016-01-07 00:38:55 +00:00
_unit setVariable ["ExileDiedAt",time];
_unit setVariable ["DMS_KillerObj",[_playerObj,_killer] select (isNull _playerObj)];