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

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/*
DMS_fnc_FillCrate
Original credit goes to WAI: https://github.com/nerdalertdk/WICKED-AI
Edited by eraser1
Usage:
[
_crate, // OBJECT: The crate object
_lootValues, // ARRAY, STRING, or NUMBER: String or number refers to a crate case in config.cfg; array determines random crate weapons/items/backpacks
_rareLootChance // (OPTIONAL) NUMBER: Manually define the percentage chance of spawning some rare items.
] call DMS_fnc_FillCrate;
Loot values can be a number or a string with a corresponding "Crate Case" defined in the config. EG: DMS_CrateCase_Sniper. Or it can be an array.
In the array, the loot values are defined as:
[
_weapons,
_items,
_backpacks
]
Each loot argument can be an explicitly defined array of weapons with a number to spawn, or simply a number and weapons defined in the config.sqf are used.
For example, _weapons could simply be a number, in which case the given number of weapons are selected from "DMS_boxWeapons",
or an array as [_wepCount,_weps], where _wepCount is the number of weapons, and _weps is an array of weapons from which the guns are randomly selected.
*/
private ["_crate","_lootValues","_wepCount","_weps","_itemCount","_items","_backpackCount","_backpacks","_weapon","_ammo","_item","_backpack","_crateValues","_rareLootChance","_marker"];
_OK = params
[
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["_crate",objNull,[objNull]],
["_lootValues","",[0,"",[]],[3]]
];
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if (!_OK || {isNull _crate}) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_FillCrate with invalid parameters: %1",_this];
};
if !(DMS_GodmodeCrates) then
{
_crate allowDamage true;
};
_crate hideObjectGlobal false;
if ((typeName _lootValues)=="ARRAY") then
{
// Weapons
if(typeName (_lootValues select 0) == "ARRAY") then
{
_wepCount = (_lootValues select 0) select 0;
_weps = (_lootValues select 0) select 1;
}
else
{
_wepCount = _lootValues select 0;
_weps = DMS_boxWeapons;
};
// Items
if(typeName (_lootValues select 1) == "ARRAY") then
{
_itemCount = (_lootValues select 1) select 0;
_items = (_lootValues select 1) select 1;
}
else
{
_itemCount = _lootValues select 1;
_items = DMS_boxItems;
};
// Backpacks
if(typeName (_lootValues select 2) == "ARRAY") then
{
_backpackCount = (_lootValues select 2) select 0;
_backpacks = (_lootValues select 2) select 1;
}
else
{
_backpackCount = _lootValues select 2;
_backpacks = DMS_boxBackpacks;
};
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["FillCrate :: Filling %4 with %1 guns, %2 items and %3 backpacks",_wepCount,_itemCount,_backpackCount,_crate]) call DMS_fnc_DebugLog;
};
if ((_wepCount>0) && {count _weps>0}) then
{
// Add weapons + mags
for "_i" from 1 to _wepCount do
{
_weapon = _weps call BIS_fnc_selectRandom;
_ammo = _weapon call DMS_fnc_selectMagazine;
if ((typeName _weapon)=="STRING") then
{
_weapon = [_weapon,1];
};
_crate addWeaponCargoGlobal _weapon;
_crate addItemCargoGlobal [_ammo, (4 + floor(random 3))];
};
};
if ((_itemCount > 0) && {count _items>0}) then
{
// Add items
for "_i" from 1 to _itemCount do
{
_item = _items call BIS_fnc_selectRandom;
if ((typeName _item)=="STRING") then
{
_item = [_item,1];
};
_crate addItemCargoGlobal _item;
};
};
if ((_backpackCount > 0) && {count _backpacks>0}) then
{
// Add backpacks
for "_i" from 1 to _backpackCount do
{
_backpack = _backpacks call BIS_fnc_selectRandom;
if ((typeName _backpack)=="STRING") then
{
_backpack = [_backpack,1];
};
_crate addBackpackCargoGlobal _backpack;
};
};
}
else
{
_crateValues = missionNamespace getVariable [ format ["DMS_CrateCase_%1",_lootValues], [[], [], []] ];
// Weapons
{
if ((typeName _x)=="STRING") then
{
_x = [_x,1];
};
_crate addWeaponCargoGlobal _x;
} forEach (_crateValues select 0);
// Items/Mags
{
if ((typeName _x)=="STRING") then
{
_x = [_x,1];
};
_crate addItemCargoGlobal _x;
} forEach (_crateValues select 1);
// Backpacks
{
if ((typeName _x)=="STRING") then
{
_x = [_x,1];
};
_crate addBackpackCargoGlobal _x;
} forEach (_crateValues select 2);
};
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if(DMS_RareLoot && {count DMS_RareLootList>0}) then
{
_rareLootChance = DMS_RareLootChance;
if ((count _this)>2) then
{
_rareLootChance = param [2,DMS_RareLootChance,[0]];
};
// (Maybe) Add rare loot
if(random 100 < _rareLootChance) then
{
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_item = DMS_RareLootList call BIS_fnc_selectRandom;
if ((typeName _item)=="STRING") then
{
_item = [_item,1];
};
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_crate addItemCargoGlobal _item;
};
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};
// In case somebody wants to use fillCrate on a vehicle but also wants to use smoke, don't create smoke/IR strobe unless it's a crate
if (_crate isKindOf "ReammoBox_F") then
{
if(DMS_SpawnBoxSmoke && {sunOrMoon == 1}) then
{
_marker = "SmokeShellPurple" createVehicle getPosATL _crate;
_marker setPosATL (getPosATL _crate);
_marker attachTo [_crate,[0,0,0]];
};
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if (DMS_SpawnBoxIRGrenade && {sunOrMoon != 1}) then
{
_marker = "B_IRStrobe" createVehicle getPosATL _crate;
_marker setPosATL (getPosATL _crate);
_marker attachTo [_crate, [0,0,0.5]];
};
};