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

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/*
DMS_fnc_CleanUp
Created by eraser1
Usage:
[
_objectOrGroup1,
_objectOrGroup2,
...
_objectOrGroupN
] call DMS_fnc_CleanUp;
Alternative Usage:
_objectOrGroup call DMS_fnc_CleanUp;
*/
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
if (DMS_DEBUG) then
{
(format ["CleanUp :: CLEANING UP: %1",_this]) call DMS_fnc_DebugLog;
};
if !((typeName _this) == "ARRAY") then
{
_this = [_this];
};
private ["_skippedObjects","_clean"];
_skippedObjects = [];
_clean =
{
{
detach _x;
_x call _clean;
} forEach (attachedObjects _x);
_this enableSimulationGlobal false;
_this removeAllMPEventHandlers "mpkilled";
_this removeAllMPEventHandlers "mphit";
_this removeAllMPEventHandlers "mprespawn";
_this removeAllEventHandlers "FiredNear";
_this removeAllEventHandlers "HandleDamage";
_this removeAllEventHandlers "Killed";
_this removeAllEventHandlers "Fired";
_this removeAllEventHandlers "GetOut";
_this removeAllEventHandlers "GetIn";
_this removeAllEventHandlers "Local";
deleteVehicle _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
{
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 ["_parameter"];
_parameter = _x;
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
switch (typeName _parameter) do
{
case "ARRAY":
{
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
if (DMS_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 ["CleanUp :: Doing recursive call for ARRAY: %1",_parameter]) call DMS_fnc_DebugLog;
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
};
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
_parameter call DMS_fnc_CleanUp;
};
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
case "OBJECT":
{
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 (isNull _parameter) exitWith {};
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 !([_parameter,DMS_CleanUp_PlayerNearLimit] call DMS_fnc_IsPlayerNearby) then
{
_parameter call _clean;
}
else
{
_skippedObjects pushBack _parameter;
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 ["CleanUp :: Skipping cleanup for |%1|, player within %2 meters!",_parameter,DMS_CleanUp_PlayerNearLimit]) call DMS_fnc_DebugLog;
};
};
};
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
case "GROUP":
{
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 (isNull _parameter) exitWith {};
// Group cleanup should only be called when it has to be deleted regardless of player presence, so no need to check for nearby players
// If you want to check player presence before deleting a group, then do {(units _group) call DMS_fnc_CleanUp} instead of {_group call DMS_fnc_CleanUp}
{
_x call _clean;
} forEach (units _parameter);
if (local _parameter) then
{
deleteGroup _parameter;
}
else
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
{
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
[groupOwner _parameter, "DeleteGroupPlz", [_parameter]] call ExileServer_system_network_send_to;
Static Missions! And MORE! * ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
2015-10-31 02:18:58 +00:00
};
};
Say bye-bye to the pre-packed PBO ;) #### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
2015-11-15 02:08:41 +00:00
default
{
diag_log format ["DMS ERROR :: Calling DMS_fnc_CleanUp with an invalid parameter: %1 | Type: %2", _parameter, typeName _parameter];
[]
};
};
2015-09-04 16:35:19 +00:00
} forEach _this;
if !(_skippedObjects isEqualTo []) then
{
DMS_CleanUpList pushBack [_skippedObjects,diag_tickTime,30];
};