2015-09-15 03:50:09 +00:00
/*
DMS_fnc_SpawnAIVehicle
Created by eraser1
Usage:
[
[
_spawnPos, // The position at which the AI vehicle will spawn
2016-03-25 23:09:41 +00:00
_gotoPos // (OPTIONAL) The position to which the AI vehicle will drive to. If it isn't defined, _spawnPos is used. <--- THIS IS NOT USED. I'm not sure why I included this.
2015-09-15 03:50:09 +00:00
],
_group, // Group to which the AI units belongs to
_class, // Class: "random","assault","MG","sniper" or "unarmed"
_difficulty, // Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
_side, // "bandit","hero", etc.
_vehClass // (OPTIONAL) String: classname of the Vehicle. Use "random" to select a random one from DMS_ArmedVehicles
] call DMS_fnc_SpawnAIVehicle;
2016-01-07 00:38:55 +00:00
2015-09-15 03:50:09 +00:00
Returns the spawned vehicle.
*/
2015-12-24 19:45:20 +00:00
if !(params
2015-09-15 03:50:09 +00:00
[
2016-06-07 03:47:15 +00:00
"_positions",
"_group",
"_class",
"_difficulty",
"_side"
2015-12-24 19:45:20 +00:00
])
exitWith
2015-09-15 03:50:09 +00:00
{
diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIVehicle with invalid parameters: %1",_this];
};
2016-06-07 03:47:15 +00:00
_spawnPos = _positions select 0;
2015-09-15 03:50:09 +00:00
2016-05-07 03:44:48 +00:00
private _vehClass =
2016-03-25 23:09:41 +00:00
if ((count _this)>5) then
{
param [5,"random",[""]]
}
else
{
"random"
};
2015-09-15 03:50:09 +00:00
if (_vehClass == "random") then
{
2016-03-01 06:34:55 +00:00
_vehClass = selectRandom DMS_ArmedVehicles;
2015-09-15 03:50:09 +00:00
};
2016-05-07 03:44:48 +00:00
private _veh = createVehicle [_vehClass, _spawnPos, [], 0, "NONE"];
2016-07-27 02:10:32 +00:00
clearWeaponCargoGlobal _veh;
2016-09-01 19:48:58 +00:00
clearItemCargoGlobal _veh;
clearBackpackCargoGlobal _veh;
if (getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "nightVision") isEqualTo 0) then
{
_veh disableNVGEquipment true;
};
if (getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "thermalVision") isEqualTo 0) then
{
_veh disableTIEquipment true;
};
2016-07-27 02:10:32 +00:00
2015-11-15 02:08:41 +00:00
_veh engineOn true;
2015-09-15 03:50:09 +00:00
_veh lock 2;
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
_group addVehicle _veh;
2015-09-15 03:50:09 +00:00
2016-05-22 20:15:38 +00:00
private _toFreeze = _group getVariable ["DMS_isGroupFrozen",false];
2016-05-07 03:44:48 +00:00
private _driver = [_group,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
2015-09-15 03:50:09 +00:00
_driver moveInDriver _veh;
_driver setVariable ["DMS_AssignedVeh",_veh];
2015-09-17 03:37:17 +00:00
2016-05-22 20:15:38 +00:00
if (_toFreeze) then
{
_driver enableSimulationGlobal false;
};
2016-05-07 03:44:48 +00:00
private _crewCount =
2016-01-07 00:38:55 +00:00
{
2016-03-25 23:09:41 +00:00
private _unit = [_group,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
2016-01-07 00:38:55 +00:00
_unit moveInTurret [_veh, _x];
_unit setVariable ["DMS_AssignedVeh",_veh];
2016-05-22 20:15:38 +00:00
if (_toFreeze) then
{
_unit enableSimulationGlobal false;
};
2016-01-07 00:38:55 +00:00
true
} count (allTurrets [_veh, true]);
2015-09-17 03:37:17 +00:00
2015-09-15 03:50:09 +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
{
2016-03-25 23:09:41 +00:00
(format ["SpawnAIVehicle :: Created a %1 armed vehicle (%2) with %3 crew members at %4 with %5 difficulty to group %6.",_side,_vehClass,_crewCount+1,_spawnPos,_difficulty,_group]) 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
};
2015-09-15 03:50:09 +00:00
2016-05-07 03:44:48 +00:00
2016-01-07 00:38:55 +00:00
_veh