mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
Revert "Fixed mission counter"
This commit is contained in:
parent
b1598dd568
commit
057c4c3032
@ -1,4 +1,4 @@
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/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, missions">*/
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/*%FSM<COMPILE "scriptedFSM.cfg, missions">*/
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/*%FSM<HEAD>*/
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/*
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item0[] = {"",7,210,743.923157,366.553040,751.923157,374.553040,0.000000,""};
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@ -16,9 +16,9 @@ item11[] = {"Mission_Cleanup",2,250,697.923035,248.598328,797.923035,298.598328,
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item12[] = {"INITIALIZE",4,218,638.875183,-106.463760,728.875183,-56.463760,0.000000,"INITIALIZE"};
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item13[] = {"PREPARE",2,250,763.528931,-107.864372,853.528931,-57.864372,0.000000,"PREPARE"};
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item14[] = {"___min_loop",4,218,838.578918,171.729218,928.578918,221.729218,3.000000,"1 min loop"};
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item15[] = {"Select_Mission",2,4346,839.279602,248.118042,929.279663,298.118042,0.000000,"Select Mission"};
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item15[] = {"Select_Mission",2,250,839.279602,248.118042,929.279663,298.118042,0.000000,"Select Mission"};
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item16[] = {"",7,210,880.582092,366.639160,888.582092,374.639160,0.000000,""};
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item17[] = {"___min_loop__AI",4,218,975.237671,175.934219,1065.237793,225.934219,0.000000,"1 min loop (AI)"};
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item17[] = {"___min_loop__AI",4,4314,975.237671,175.934219,1065.237793,225.934219,0.000000,"1 min loop (AI)"};
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item18[] = {"Set_AI_Ownership",2,250,975.237732,250.921417,1065.237305,300.921417,0.000000,"Set AI Ownership"};
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item19[] = {"",7,210,1016.540222,366.725281,1024.540283,374.725281,0.000000,""};
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link0[] = {0,10};
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@ -44,221 +44,231 @@ link19[] = {16,0};
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link20[] = {17,18};
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link21[] = {18,19};
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link22[] = {19,16};
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globals[] = {0.000000,0,0,0,0,640,480,2,454,6316128,1,432.812775,1219.813965,504.306030,-50.239235,799,589,1};
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window[] = {0,-1,-1,-1,-1,834,100,1394,100,1,817};
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globals[] = {0.000000,0,0,0,0,640,480,2,454,6316128,1,432.812775,1219.813965,504.306030,-50.239235,799,563,1};
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window[] = {0,-1,-1,-1,-1,1045,285,1579,311,1,817};
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*//*%FSM</HEAD>*/
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class FSM
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{
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fsmName = "missions";
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class States
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{
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/*%FSM<STATE "INIT">*/
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class INIT
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{
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name = "INIT";
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init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "INITIALIZE">*/
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class INITIALIZE
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fsmName = "missions";
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class States
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{
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priority = 0.000000;
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to="PREPARE";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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/*%FSM<STATE "INIT">*/
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class INIT
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{
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name = "INIT";
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itemno = 1;
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init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "INITIALIZE">*/
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class INITIALIZE
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{
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itemno = 12;
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priority = 0.000000;
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to="PREPARE";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"!isnil ""bis_fnc_init"""/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Waiting">*/
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class Waiting
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{
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name = "Waiting";
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itemno = 3;
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init = /*%FSM<STATEINIT""">*/"// Waiting for next task to proceed with."/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "___min_loop">*/
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class ___min_loop
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{
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itemno = 14;
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priority = 3.000000;
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to="Select_Mission";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _selectMission) > 60)" \n
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""/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "___min_loop_1">*/
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class ___min_loop_1
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{
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itemno = 8;
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priority = 2.000000;
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to="Mission_Cleanup";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _cleanupTime) > 300)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_missionsMonitor = time;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "__5_sec_loop_">*/
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class __5_sec_loop_
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{
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itemno = 5;
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priority = 1.000000;
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to="Check_Mission_Running";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _missionsMonitor) > 15)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "___min_loop__AI">*/
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class ___min_loop__AI
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{
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itemno = 17;
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priority = 0.000000;
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to="Set_AI_Ownership";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _aiLocality) > 60)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Check_Mission_Running">*/
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class Check_Mission_Running
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{
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name = "Check_Mission_Running";
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itemno = 6;
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init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_MissionsMonitor""]) call DMS_fnc_DebugLog;" \n
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"" \n
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"_missionsMonitor = diag_tickTime;" \n
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"call DMS_fnc_MissionsMonitor;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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itemno = 2;
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Mission_Cleanup">*/
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class Mission_Cleanup
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{
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name = "Mission_Cleanup";
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itemno = 11;
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init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_CleanUpManager""]) call DMS_fnc_DebugLog;" \n
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"" \n
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"_cleanupTime = diag_tickTime;" \n
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"call DMS_fnc_CleanUpManager;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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itemno = 2;
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "PREPARE">*/
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class PREPARE
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{
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name = "PREPARE";
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itemno = 13;
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init = /*%FSM<STATEINIT""">*/"private [""_missionsMonitor"",""_cleanupTime"",""_selectMission""];" \n
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"diag_log (""DMS :: Initializing FSM mission script"");" \n
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"" \n
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"_missionsMonitor = diag_tickTime;" \n
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"_cleanupTime = diag_tickTime;" \n
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"_selectMission = diag_tickTime;" \n
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"_aiLocality = diag_tickTime;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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itemno = 2;
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Select_Mission">*/
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class Select_Mission
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{
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name = "Select_Mission";
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itemno = 15;
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init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_SelectMission""]) call DMS_fnc_DebugLog;" \n
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"" \n
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"_selectMission = diag_tickTime;" \n
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"call DMS_fnc_SelectMission;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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itemno = 2;
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Set_AI_Ownership">*/
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class Set_AI_Ownership
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{
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name = "Set_AI_Ownership";
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itemno = 18;
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init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_AILocalityManager""]) call DMS_fnc_DebugLog;" \n
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"" \n
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"_aiLocality = diag_tickTime;" \n
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"call DMS_fnc_AILocalityManager;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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itemno = 2;
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Waiting">*/
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class Waiting
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{
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name = "Waiting";
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init = /*%FSM<STATEINIT""">*/"// Waiting for next task to proceed with."/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "___min_loop">*/
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class ___min_loop
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initState="INIT";
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finalStates[] =
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{
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priority = 3.000000;
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to="Select_Mission";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _selectMission) > 60)" \n
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""/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "___min_loop_1">*/
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class ___min_loop_1
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{
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priority = 2.000000;
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to="Mission_Cleanup";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _cleanupTime) > 300)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/"_missionsMonitor = time;"/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "__5_sec_loop_">*/
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class __5_sec_loop_
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{
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priority = 1.000000;
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to="Check_Mission_Running";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _missionsMonitor) > 15)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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/*%FSM<LINK "___min_loop__AI">*/
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class ___min_loop__AI
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{
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priority = 0.000000;
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to="Set_AI_Ownership";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"((diag_tickTime - _aiLocality) > 60)"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Check_Mission_Running">*/
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class Check_Mission_Running
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{
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name = "Check_Mission_Running";
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init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_MissionsMonitor""]) call DMS_fnc_DebugLog;" \n
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"" \n
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"_missionsMonitor = diag_tickTime;" \n
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"call DMS_fnc_MissionsMonitor;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "Mission_Cleanup">*/
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class Mission_Cleanup
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{
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name = "Mission_Cleanup";
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init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_CleanUpManager""]) call DMS_fnc_DebugLog;" \n
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"" \n
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"_cleanupTime = diag_tickTime;" \n
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"call DMS_fnc_CleanUpManager;"/*%FSM</STATEINIT""">*/;
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precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
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class Links
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{
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/*%FSM<LINK "true">*/
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class true
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{
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priority = 0.000000;
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to="Waiting";
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precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
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condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
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action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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};
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/*%FSM</LINK>*/
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};
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};
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/*%FSM</STATE>*/
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/*%FSM<STATE "PREPARE">*/
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class PREPARE
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{
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name = "PREPARE";
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init = /*%FSM<STATEINIT""">*/"private [""_missionsMonitor"",""_cleanupTime"",""_selectMission""];" \n
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"diag_log (""DMS :: Initializing FSM mission script"");" \n
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"" \n
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"_missionsMonitor = diag_tickTime;" \n
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||||
"_cleanupTime = diag_tickTime;" \n
|
||||
"_selectMission = diag_tickTime;" \n
|
||||
"_aiLocality = diag_tickTime;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Select_Mission">*/
|
||||
class Select_Mission
|
||||
{
|
||||
name = "Select_Mission";
|
||||
init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_SelectMission""]) call DMS_fnc_DebugLog;" \n
|
||||
"" \n
|
||||
"_selectMission = diag_tickTime;" \n
|
||||
"if (DMS_SpawnMissions_Scheduled) then" \n
|
||||
"{" \n
|
||||
" [] spawn DMS_fnc_SelectMission;" \n
|
||||
"}" \n
|
||||
"else" \n
|
||||
"{" \n
|
||||
" call DMS_fnc_SelectMission;" \n
|
||||
"};"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
/*%FSM<STATE "Set_AI_Ownership">*/
|
||||
class Set_AI_Ownership
|
||||
{
|
||||
name = "Set_AI_Ownership";
|
||||
init = /*%FSM<STATEINIT""">*/"//(format [""FSM CHECK :: calling DMS_fnc_AILocalityManager""]) call DMS_fnc_DebugLog;" \n
|
||||
"" \n
|
||||
"_aiLocality = diag_tickTime;" \n
|
||||
"call DMS_fnc_AILocalityManager;"/*%FSM</STATEINIT""">*/;
|
||||
precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
|
||||
class Links
|
||||
{
|
||||
/*%FSM<LINK "true">*/
|
||||
class true
|
||||
{
|
||||
priority = 0.000000;
|
||||
to="Waiting";
|
||||
precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
|
||||
condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
|
||||
action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
|
||||
};
|
||||
/*%FSM</LINK>*/
|
||||
};
|
||||
};
|
||||
/*%FSM</STATE>*/
|
||||
};
|
||||
initState="INIT";
|
||||
finalStates[] =
|
||||
{
|
||||
};
|
||||
};
|
||||
/*%FSM</COMPILE>*/
|
@ -1,10 +1,10 @@
|
||||
class CfgPatches
|
||||
{
|
||||
class a3_dms
|
||||
class A3_dms
|
||||
{
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
a3_DMS_version = "March 31 2016 (TEST)";
|
||||
a3_DMS_version = 3.0;
|
||||
requiredVersion = 1.36;
|
||||
requiredAddons[] = {"exile_client","exile_server_config"};
|
||||
};
|
||||
@ -39,13 +39,11 @@ class CfgFunctions
|
||||
class DebugLog {};
|
||||
class FillCrate {};
|
||||
class FindSafePos {};
|
||||
class FindSafePos_InRange {};
|
||||
class FindSuppressor {};
|
||||
class GetAllUnits {};
|
||||
class GetEmptySeats {};
|
||||
class GroupReinforcementsManager {};
|
||||
//class HandleMissionEvents {};
|
||||
class HeliParatroopers_Monitor {};
|
||||
//class HeliParatroopers {};
|
||||
//class HeliPatrol {};
|
||||
class ImportFromM3E {};
|
||||
class ImportFromM3E_Convert {};
|
||||
@ -74,12 +72,11 @@ class CfgFunctions
|
||||
class SpawnAISoldier {};
|
||||
class SpawnAIStaticMG {};
|
||||
class SpawnBanditMission {};
|
||||
class SpawnCrate {};
|
||||
class SpawnHeliReinforcement {};
|
||||
class SpawnMinefield {};
|
||||
class SpawnNonPersistentVehicle {};
|
||||
class SpawnPersistentVehicle {};
|
||||
class SpawnStaticMission {};
|
||||
class SpawnCrate {};
|
||||
class SpawnMinefield {};
|
||||
class SpawnPersistentVehicle {};
|
||||
class SpawnNonPersistentVehicle {};
|
||||
class TargetsKilled {};
|
||||
};
|
||||
};
|
||||
|
@ -16,20 +16,18 @@ DMS_DEBUG = false;
|
||||
|
||||
DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific to the map.
|
||||
/*
|
||||
If you are using a map other than a map listed in the "map_configs" folder, you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
|
||||
If you are using a map other than Altis, Bornholm, Esseker, or Tavi (Taviana) you should set this to false OR create a new file within the map_configs folder for the map so that you don't get a missing file error.
|
||||
To share your map-specific config, please create a merge request on GitHub and/or leave a message on the DMS thread in the Exile forums.
|
||||
For any questions regarding map-specific configs, please leave a reply in the DMS thread on the Exile forums.
|
||||
*/
|
||||
|
||||
DMS_Enable_RankChange = false; // Whether or not to use Rank Changes.
|
||||
/*
|
||||
I am sharing this upgrade to all. If you utilize GR8 Humanity (fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
|
||||
I am sharing this upgrade to all. If you utilize GR8 Humanity(fully compatible) or a custom version of a ranking system(simple variable changes), this will allow your players to score +/- for Bandit and Hero kills as well as a custom Survivor Faction added to DMS as well. You can still utilize the HERO / BANDIT / SURVIVOR respect and poptab settings for gameplay :) ENJOY! DONKEYPUNCH.INFO!
|
||||
*/
|
||||
|
||||
DMS_Add_AIKill2DB = false; // Adds killstat for player in the database ;)
|
||||
|
||||
DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a scheduled environment. Setting to true may help with lag when certain missions spawn.
|
||||
|
||||
/* Mission System Settings */
|
||||
/*General settings for dynamic missions*/
|
||||
DMS_DynamicMission = true; // Enable/disable dynamic mission system.
|
||||
@ -273,7 +271,7 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_Hero_Soldier_RepGain = 20; // The amount of Respect gained for killing a hero soldier
|
||||
DMS_Hero_Soldier_RankGain = -30;
|
||||
DMS_Hero_Static_MoneyGain = 120; // The amount of Poptabs gained for killing a hero static gunner
|
||||
DMS_Hero_Static_RepGain = 30; // The amount of Respect gained for killing a hero static gunner
|
||||
DMS_Hero_Static_RepGain = 30; // The amount of Respect gained for killing a hero static gunner
|
||||
DMS_Hero_Static_RankGain = -60;
|
||||
DMS_Hero_Vehicle_MoneyGain = 200; // The amount of Poptabs gained for killing a hero vehicle crew member
|
||||
DMS_Hero_Vehicle_RepGain = 50; // The amount of Respect gained for killing a hero vehicle crew member
|
||||
@ -282,11 +280,11 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_Survivor_Soldier_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor soldier
|
||||
DMS_Survivor_Soldier_RepGain = -100; // The amount of Respect gained for killing a Survivor soldier
|
||||
DMS_Survivor_Soldier_RankGain = -250;
|
||||
DMS_Survivor_Static_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor static gunner
|
||||
DMS_Survivor_Static_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor static gunner
|
||||
DMS_Survivor_Static_RepGain = -100; // The amount of Respect gained for killing a Survivor static gunner
|
||||
DMS_Survivor_Static_RankGain = -400;
|
||||
DMS_Survivor_Vehicle_MoneyGain = -500; // The amount of Poptabs gained for killing a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RankGain = -600;
|
||||
|
||||
DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
|
||||
@ -314,19 +312,19 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_Hero_Vehicle_RoadkillRank = -100;
|
||||
/* DonkeyPunchDMS Custom Roadkill Settings for Survivor AI*/
|
||||
DMS_Survivor_Soldier_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor soldier
|
||||
DMS_Survivor_Soldier_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor soldier
|
||||
DMS_Survivor_Soldier_RoadkillRank = -200;
|
||||
DMS_Survivor_Static_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor static gunner
|
||||
DMS_Survivor_Soldier_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor soldier
|
||||
DMS_Survivor_Soldier_RoadkillRank = -200;
|
||||
DMS_Survivor_Static_RoadkillMoney = -200; // The amount of Poptabs gained/lost for running over a Survivor static gunner
|
||||
DMS_Survivor_Static_RoadkillRep = -200; // The amount of Respect gained/lost for running over a Survivor static gunner
|
||||
DMS_Survivor_Static_RoadkillRank = -200;
|
||||
DMS_Survivor_Static_RoadkillRank = -200;
|
||||
DMS_Survivor_Vehicle_RoadkillMoney = -500; // The amount of Poptabs gained/lost for running over a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RoadkillRep = -100; // The amount of Respect gained/lost for running over a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RoadkillRank = -100;
|
||||
DMS_Survivor_Vehicle_RoadkillRep = -100; // The amount of Respect gained/lost for running over a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RoadkillRank = -100;
|
||||
|
||||
DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
|
||||
/* DonkeyPunchDMS Custom Side Factions */
|
||||
DMS_heroSide = WEST; // The side (team) that AI Heros will spawn on
|
||||
DMS_survivorSide = CIV; // The side (team) that AI Survivor will spawn on
|
||||
DMS_survivorSide = CIV; // The side (team) that AI Survivor will spawn on
|
||||
|
||||
DMS_clear_AI_body = false; // Clear AI body as soon as they die
|
||||
DMS_clear_AI_body_chance = 50; // Percentage chance that AI bodies will be cleared when they die
|
||||
@ -359,10 +357,10 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_ai_skill_randomDifficult = ["hardcore","hardcore","difficult","difficult","difficult"]; // 60% chance for "difficult", 40% chance for "hardcore" AI.
|
||||
DMS_ai_skill_randomEasy = ["moderate","moderate","easy","easy","easy"]; // 60% chance for "easy", 40% chance for "moderate" AI.
|
||||
DMS_ai_skill_randomIntermediate = ["difficult","difficult","moderate","moderate","moderate"]; // 60% chance for "moderate", 40% chance for "difficult" AI.
|
||||
DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI.
|
||||
DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI.
|
||||
DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI.
|
||||
DMS_AI_WP_Radius_hardcore = 75; // Waypoint radius for "hardcore" AI.
|
||||
DMS_AI_WP_Radius_easy = 20; // Waypoint radius for "easy" AI
|
||||
DMS_AI_WP_Radius_moderate = 30; // Waypoint radius for "moderate" AI
|
||||
DMS_AI_WP_Radius_difficult = 50; // Waypoint radius for "difficult" AI
|
||||
DMS_AI_WP_Radius_hardcore = 75; // Waypoint radius for "hardcore" AI
|
||||
DMS_AI_AimCoef_easy = 0.9; // "Custom Aim Coefficient" (weapon sway multiplier) for "easy" AI
|
||||
DMS_AI_AimCoef_moderate = 0.65; // "Custom Aim Coefficient" (weapon sway multiplier) for "moderate" AI
|
||||
DMS_AI_AimCoef_difficult = 0.4; // "Custom Aim Coefficient" (weapon sway multiplier) for "difficult" AI
|
||||
@ -371,10 +369,7 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_AI_EnableStamina_moderate = true; // Whether or not to keep the stamina system for "moderate" AI.
|
||||
DMS_AI_EnableStamina_difficult = false; // Whether or not to keep the stamina system for "difficult" AI.
|
||||
DMS_AI_EnableStamina_hardcore = false; // Whether or not to keep the stamina system for "hardcore" AI.
|
||||
DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases.
|
||||
DMS_AI_WP_Radius_heli = 500; // Waypoint radius for AI in helis.
|
||||
|
||||
DMS_AI_destroyVehicleChance = 75; // Percent chance that an AI vehicle will be destroyed after the AI have been killed. Set to 100 for always, or 0 for never.
|
||||
DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases
|
||||
|
||||
DMS_AI_destroyStaticWeapon = true; // Whether or not to destroy static HMGs after AI death.
|
||||
DMS_AI_destroyStaticWeapon_chance = 95; // Percent chance that a static weapon will be destroyed (only applied if "DMS_AI_destroyStaticWeapon" is true)
|
||||
@ -698,11 +693,6 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"launch_B_Titan_F"
|
||||
];
|
||||
|
||||
DMS_RHeli_Height = 500; // Altitude of the heli when flying to drop point.
|
||||
DMS_RHeli_MinDistFromDrop = 500; // Minimum distance for the reinforcement heli to spawn from drop point.
|
||||
DMS_RHeli_MaxDistFromDrop = 5000; // Maximum distance for the reinforcement heli to spawn from drop point.
|
||||
DMS_RHeli_MinDistFromPlayers = 1000; // Minimum distance for the reinforcement heli to spawn from players.
|
||||
|
||||
/* AI Settings */
|
||||
|
||||
|
||||
@ -847,7 +837,6 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies
|
||||
|
||||
DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
|
||||
DMS_RareLootAmount = 1; // How many rare loot items to add.
|
||||
DMS_RareLootList = [ // List of rare loot to spawn
|
||||
"Exile_Item_SafeKit",
|
||||
"Exile_Item_CodeLock"
|
||||
@ -902,10 +891,6 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Chopper_Taru_Transport_Black"
|
||||
];
|
||||
|
||||
DMS_ReinforcementHelis = [ // List of helis that can spawn for AI paratrooper reinforcements.
|
||||
//"B_Heli_Transport_01_camo_F" // Ghosthawk: You'll have to whitelist this in infistar if you want to use it.
|
||||
] + DMS_TransportHelis;
|
||||
|
||||
DMS_CarThievesVehicles = [ // List of vehicles that can spawn in the "car thieves" mission. By default, it's just "DMS_MilitaryVehicles" and "DMS_TransportTrucks".
|
||||
//"Exile_Car_Offroad_Armed_Guerilla01"
|
||||
] + DMS_MilitaryVehicles + DMS_TransportTrucks;
|
||||
|
@ -18,7 +18,7 @@ if (isNil "DMS_DynamicMission") exitWith
|
||||
{
|
||||
for "_i" from 0 to 99 do
|
||||
{
|
||||
diag_log "DMS ERROR :: You have made an error in your DMS config.sqf! Please look for any script errors. Cancelling DMS Launch.";
|
||||
diag_log "DMS ERROR :: You have made an error in your DMS config.sqf! Cancelling DMS Launch.";
|
||||
};
|
||||
};
|
||||
|
||||
@ -226,10 +226,6 @@ if (DMS_ShowDifficultyColorLegend) then
|
||||
} forEach DMS_StaticMissionsOnServerStart;
|
||||
|
||||
|
||||
// Add heli paratroopers monitor to the thread system.
|
||||
[5, DMS_fnc_HeliParatroopers_Monitor, [], true] call ExileServer_system_thread_addTask;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -7,7 +7,7 @@ DMS_HC_Object = objNull;
|
||||
|
||||
DMS_CleanUpList = [];
|
||||
|
||||
DMS_Version = getText (configFile >> "CfgPatches" >> "a3_dms" >> "a3_DMS_version");
|
||||
DMS_Version = "February 19 2016";
|
||||
|
||||
|
||||
//Load main config
|
||||
@ -105,9 +105,6 @@ DMS_MaxSurfaceNormal = DMS_MinSurfaceNormal;
|
||||
|
||||
DMS_AttemptsUntilThrottle = DMS_AttemptsUntilThrottle + 1;
|
||||
|
||||
DMS_HelisToClean = [];
|
||||
DMS_HeliParatrooper_Arr = [];
|
||||
|
||||
|
||||
// Initialize mission variables...
|
||||
call compileFinal preprocessFileLineNumbers "\x\addons\dms\missions\static_init.sqf";
|
||||
|
@ -65,7 +65,7 @@ _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_rndDir = random 180;
|
||||
|
||||
_wreck = createVehicle ["Land_FuelStation_Build_F",_pos getPos [10+(random 5),_rndDir+90],[], 0, "CAN_COLLIDE"];
|
||||
_wreck = createVehicle ["Land_FuelStation_Build_F",[_pos,10+(random 5),_rndDir+90] call DMS_fnc_SelectOffsetPos,[], 0, "CAN_COLLIDE"];
|
||||
|
||||
|
||||
_vehClass1 = "Exile_Car_SUV_Red";
|
||||
@ -90,10 +90,12 @@ if !(_extraParams isEqualTo []) then
|
||||
};
|
||||
};
|
||||
};
|
||||
_vehicle1 = [_vehClass1, _pos getPos [5+(random 3),_rndDir]] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
_vehicle1 = [_vehClass1, [_pos,5+(random 3),_rndDir] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
//_vehicle1 setPosATL ([_pos,5+(random 3),_rndDir] call DMS_fnc_SelectOffsetPos);
|
||||
|
||||
|
||||
_vehicle2 = [_vehClass2, _pos getPos [5+(random 3),_rndDir+180]] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
_vehicle2 = [_vehClass2, [_pos,5+(random 3),_rndDir+180] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
//_vehicle2 setPosATL ([_pos,5+(random 3),_rndDir+180] call DMS_fnc_SelectOffsetPos);
|
||||
|
||||
|
||||
|
||||
|
@ -105,7 +105,7 @@ _crate = [_crateClassname, _pos] call DMS_fnc_SpawnCrate;
|
||||
_veh =
|
||||
[
|
||||
[
|
||||
_pos getPos [_pos,100,random 360],
|
||||
[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
|
||||
_pos
|
||||
],
|
||||
_group,
|
||||
|
@ -117,15 +117,12 @@ try
|
||||
throw format["_missionObjs |%1|",_missionObjs];
|
||||
};
|
||||
|
||||
_mines =
|
||||
if ((count _missionObjs)>3) then
|
||||
{
|
||||
_missionObjs param [3,[],[[]]]
|
||||
}
|
||||
else
|
||||
{
|
||||
[]
|
||||
};
|
||||
_mines = [];
|
||||
|
||||
if ((count _missionObjs)>3) then
|
||||
{
|
||||
_mines = _missionObjs param [3,[],[[]]];
|
||||
};
|
||||
|
||||
// Don't spawn a minefield if there is one already defined in _missionObjs.
|
||||
if (DMS_SpawnMinefieldForEveryMission && {_mines isEqualTo []}) then
|
||||
|
@ -87,7 +87,7 @@ if (_randomMarker) then
|
||||
{
|
||||
_dir = random 360;
|
||||
_dis = DMS_MarkerPosRandomRadius call DMS_fnc_SelectRandomVal;
|
||||
_npos = _pos getPos [_dis,_dir];
|
||||
_npos = [_pos,_dis,_dir] call DMS_fnc_SelectOffsetPos;
|
||||
|
||||
_circle setMarkerPos _npos;
|
||||
_dot setMarkerPos _npos;
|
||||
|
@ -168,7 +168,7 @@ if ((_lootValues isEqualType []) && {!((_lootValues select 1) isEqualType {})})
|
||||
// Add weapons + mags
|
||||
for "_i" from 1 to _wepCount do
|
||||
{
|
||||
_weapon = selectRandom _weps;
|
||||
_weapon = _weps call BIS_fnc_selectRandom;
|
||||
_ammo = _weapon call DMS_fnc_selectMagazine;
|
||||
if (_weapon isEqualType "") then
|
||||
{
|
||||
@ -188,7 +188,7 @@ if ((_lootValues isEqualType []) && {!((_lootValues select 1) isEqualType {})})
|
||||
// Add items
|
||||
for "_i" from 1 to _itemCount do
|
||||
{
|
||||
_item = selectRandom _items;
|
||||
_item = _items call BIS_fnc_selectRandom;
|
||||
if (_item isEqualType "") then
|
||||
{
|
||||
_item = [_item,1];
|
||||
@ -203,7 +203,7 @@ if ((_lootValues isEqualType []) && {!((_lootValues select 1) isEqualType {})})
|
||||
// Add backpacks
|
||||
for "_i" from 1 to _backpackCount do
|
||||
{
|
||||
_backpack = selectRandom _backpacks;
|
||||
_backpack = _backpacks call BIS_fnc_selectRandom;
|
||||
if (_backpack isEqualType "") then
|
||||
{
|
||||
_backpack = [_backpack,1];
|
||||
@ -270,7 +270,7 @@ else
|
||||
};
|
||||
|
||||
|
||||
if (DMS_RareLoot) then
|
||||
if(DMS_RareLoot && {count DMS_RareLootList>0}) then
|
||||
{
|
||||
_rareLootChance =
|
||||
if ((count _this)>2) then
|
||||
@ -285,15 +285,12 @@ if (DMS_RareLoot) then
|
||||
// (Maybe) Add rare loot
|
||||
if(random 100 < _rareLootChance) then
|
||||
{
|
||||
for "_i" from 1 to DMS_RareLootAmount do
|
||||
_item = DMS_RareLootList call BIS_fnc_selectRandom;
|
||||
if (_item isEqualType "") then
|
||||
{
|
||||
_item = selectRandom DMS_RareLootList;
|
||||
if (_item isEqualType "") then
|
||||
{
|
||||
_item = [_item,1];
|
||||
};
|
||||
_crate addItemCargoGlobal _item;
|
||||
_item = [_item,1];
|
||||
};
|
||||
_crate addItemCargoGlobal _item;
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -109,11 +109,6 @@ while{!_isValidSpot} do
|
||||
};
|
||||
|
||||
_isValidSpot = [_pos, _waterNearLimit, _minSurfaceNormal, _spawnZoneNearLimit, _traderZoneNearLimit, _missionNearLimit, _playerNearLimit, _territoryNearLimit, _waterSpawn] call DMS_fnc_IsValidPosition;
|
||||
|
||||
if (_attempts>5000) exitWith
|
||||
{
|
||||
diag_log format["DMS ERROR :: Number of attempts in DMS_fnc_findSafePos (%1) exceeded maximum number of attempts!",_attempts];
|
||||
};
|
||||
};
|
||||
|
||||
_pos set [2,0];
|
||||
|
@ -1,74 +0,0 @@
|
||||
/*
|
||||
DMS_fnc_FindSafePos_InRange
|
||||
Created by eraser1
|
||||
|
||||
Exactly the same as DMS_fnc_FindSafePos except it only searches in a specific area as opposed to the whole map (minus the constraints of minimum distance from borders).
|
||||
|
||||
Usage:
|
||||
[
|
||||
_centerPos, // ARRAY (position): 2D or 3D center position to search around.
|
||||
_distanceMin, // SCALAR (distance): Minimum distance from the center position to search around. See note below for actual calculation of distance.
|
||||
_distanceMax, // SCALAR (distance): Maximum distance from the center position to search around. NOTE: Due to the way this function works (because of efficiency) the practical maximum distance is actually distance*sqrt(2). Therefore, the distance parameter is not wholly accurate.
|
||||
_posParameters // ARRAY: The parameters to determine the position you want. More detail below.
|
||||
] call DMS_fnc_FindSafePos_InRange;
|
||||
|
||||
NOTE: I don't check to make sure "_distanceMax" is greater than "_distanceMin", so if you goof up, it's not on me. Also, if you set the values too close to each other, there's a good chance it's gonna result in performance issues and quite possibly no resulting position.
|
||||
|
||||
"_posParameters" is simply passed to "DMS_fnc_FindSafePos". See the usage of that function for more detail: https://github.com/Defent/DMS_Exile/blob/master/%40ExileServer/addons/a3_dms/scripts/fn_FindSafePos.sqf
|
||||
|
||||
Returns a position.
|
||||
*/
|
||||
|
||||
private ["_centerPos", "_distance", "_posParameters", "_original_x", "_original_y", "_original_Blacklist", "_center_x", "_center_y", "_pos"];
|
||||
|
||||
if !(params
|
||||
[
|
||||
["_centerPos", 0, [[]], [2,3]],
|
||||
["_distanceMin", 0, [0]],
|
||||
["_distanceMax", 0, [0]],
|
||||
["_posParameters", 0, [[]]]
|
||||
])
|
||||
exitWith
|
||||
{
|
||||
diag_log format["DMS ERROR :: Calling DMS_fnc_FindSafePos_InRange with invalid parameters: %1",_this];
|
||||
[]
|
||||
};
|
||||
|
||||
// Save the original values
|
||||
_original_x = DMS_MinMax_X_Coords;
|
||||
_original_y = DMS_MinMax_Y_Coords;
|
||||
_original_Blacklist = DMS_findSafePosBlacklist;
|
||||
|
||||
// Get the center values
|
||||
_center_x = _centerPos select 0;
|
||||
_center_y = _centerPos select 1;
|
||||
|
||||
// Set the restrictions
|
||||
DMS_MinMax_X_Coords = [_center_x - _distanceMax, _center_x + _distanceMax];
|
||||
DMS_MinMax_Y_Coords = [_center_y - _distanceMax, _center_y + _distanceMax];
|
||||
|
||||
DMS_findSafePosBlacklist =
|
||||
if (_distanceMin>0) then
|
||||
{
|
||||
[
|
||||
[
|
||||
[_center_x - _distanceMin, _center_y - _distanceMin],
|
||||
[_center_x + _distanceMin, _center_y + _distanceMin]
|
||||
]
|
||||
]
|
||||
}
|
||||
else
|
||||
{
|
||||
[]
|
||||
};
|
||||
|
||||
|
||||
// NOW we get the position (hopefully)
|
||||
_pos = _posParameters call DMS_fnc_findSafePos;
|
||||
|
||||
// Reset the original values
|
||||
DMS_MinMax_X_Coords = _original_x;
|
||||
DMS_MinMax_Y_Coords = _original_y;
|
||||
DMS_findSafePosBlacklist = _original_Blacklist;
|
||||
|
||||
_pos
|
@ -38,9 +38,9 @@ switch (true) do
|
||||
|
||||
case ((_weaponName find "9 mm") > -1) : {_result = "muzzle_snds_L";};
|
||||
|
||||
case ((_weaponName find ".338") > -1) : {_result = selectRandom ["muzzle_snds_338_black","muzzle_snds_338_green","muzzle_snds_338_sand"];};
|
||||
case ((_weaponName find ".338") > -1) : {_result = ["muzzle_snds_338_black","muzzle_snds_338_green","muzzle_snds_338_sand"] call BIS_fnc_selectRandom;};
|
||||
|
||||
case ((_weaponName find "9.3 mm") > -1) : {_result = selectRandom ["muzzle_snds_93mmg","muzzle_snds_93mmg_tan"];};
|
||||
case ((_weaponName find "9.3 mm") > -1) : {_result = ["muzzle_snds_93mmg","muzzle_snds_93mmg_tan"] call BIS_fnc_selectRandom;};
|
||||
};
|
||||
|
||||
// Zafir accepts no suppressors :(
|
||||
|
@ -39,15 +39,28 @@ _units = [];
|
||||
|
||||
case "OBJECT":
|
||||
{
|
||||
[
|
||||
[_parameter],
|
||||
if (!(isNull _parameter) && {alive _parameter}) then
|
||||
{
|
||||
[_parameter]
|
||||
}
|
||||
else
|
||||
{
|
||||
[]
|
||||
] select (alive _parameter);
|
||||
}
|
||||
};
|
||||
|
||||
case "GROUP":
|
||||
{
|
||||
(units _parameter) select {alive _x};
|
||||
if (!isNull _parameter) then
|
||||
{
|
||||
{
|
||||
if (alive _x) then
|
||||
{
|
||||
_units pushBack _x;
|
||||
};
|
||||
} forEach (units _parameter);
|
||||
};
|
||||
[]
|
||||
};
|
||||
|
||||
default
|
||||
|
@ -1,35 +0,0 @@
|
||||
/*
|
||||
DMS_fnc_GetEmptySeats
|
||||
Created by eraser1
|
||||
|
||||
Usage:
|
||||
_vehicle call DMS_fnc_GetEmptySeats;
|
||||
or
|
||||
[_vehicle] call DMS_fnc_GetEmptySeats;
|
||||
|
||||
Returns a list of empty cargo seats in the form of [[<Object>unit,<String>role,<Number>cargoIndex,<Array>turretPath,<Boolean>personTurret], ...].
|
||||
"unit" will always be objNull.
|
||||
|
||||
See https://community.bistudio.com/wiki/fullCrew and https://community.bistudio.com/wiki/moveInCargo for more info.
|
||||
*/
|
||||
|
||||
if !(params
|
||||
[
|
||||
["_vehicle",objNull,[objNull]]
|
||||
])
|
||||
exitWith
|
||||
{
|
||||
diag_log format ["DMS ERROR :: Calling DMS_fnc_GetEmptySeats with invalid parameter(s): %1",_this];
|
||||
};
|
||||
|
||||
(fullCrew [_vehicle, "", true]) select
|
||||
{
|
||||
_x params
|
||||
[
|
||||
"_unit",
|
||||
"_role",
|
||||
"_cargoIndex"
|
||||
];
|
||||
|
||||
isNull _unit
|
||||
};
|
@ -92,16 +92,6 @@
|
||||
]
|
||||
NOTE: Every reinforcement vehicle counts as one unit given for monitor type "armed_vehicle" and "armed_vehicle_replace"
|
||||
|
||||
"heli_troopers":
|
||||
_monitorParams =
|
||||
[
|
||||
_AICount, // SCALAR: If the AI Group has fewer than "_AICount" living units, then the group will receive reinforcements.
|
||||
_ejectFFVGunners, // BOOLEAN: Whether or not to eject the gunners that are FFV (firing from vehicle).
|
||||
_remainAsGunship, // BOOLEAN: Whether or not the heli should remain in the area and function as a gunship or simply fly away and despawn.
|
||||
_vehClass // (OPTIONAL) STRING: The classname of the vehicle to spawn. Use "random" to select a random vehicle from "DMS_ArmedVehicles". Default: "random"
|
||||
]
|
||||
This reinforcement type will attempt to drop the AI off at the group leader's position. The heli will spawn in the air 500-5000 meters away from the leader's position and 1000 meters away from a player (default).
|
||||
|
||||
Returns whether or not reinforcement waves or units given exceeds/matches maximum wave or unit reinforcements. If true, then no more reinforcements will be spawned (so the passed info should be deleted from the available reinforcements list).
|
||||
*/
|
||||
|
||||
@ -381,7 +371,7 @@ if (!_reinforcementsDepleted && {(diag_tickTime-_lastUpdated)>_updateDelay}) the
|
||||
_veh =
|
||||
[
|
||||
[
|
||||
if (_spawnLocations isEqualTo []) then {_leaderPos getPos [100+(random 200),random 360]} else {selectRandom _spawnLocations},
|
||||
if (_spawnLocations isEqualTo []) then {[_leaderPos,100+(random 200),random 360] call DMS_fnc_SelectOffsetPos} else {_spawnLocations call BIS_fnc_selectRandom},
|
||||
_leaderPos
|
||||
],
|
||||
_AIGroup,
|
||||
@ -427,7 +417,7 @@ if (!_reinforcementsDepleted && {(diag_tickTime-_lastUpdated)>_updateDelay}) the
|
||||
_vehicle =
|
||||
[
|
||||
[
|
||||
if (_spawnLocations isEqualTo []) then {[_leaderPos,100+(random 200),random 360] call DMS_fnc_SelectOffsetPos} else {selectRandom _spawnLocations},
|
||||
if (_spawnLocations isEqualTo []) then {[_leaderPos,100+(random 200),random 360] call DMS_fnc_SelectOffsetPos} else {_spawnLocations call BIS_fnc_selectRandom},
|
||||
_leaderPos
|
||||
],
|
||||
_AIGroup,
|
||||
@ -498,47 +488,6 @@ if (!_reinforcementsDepleted && {(diag_tickTime-_lastUpdated)>_updateDelay}) the
|
||||
};
|
||||
};
|
||||
|
||||
case "heli_troopers":
|
||||
{
|
||||
if !(_monitorParams params
|
||||
[
|
||||
["_AICount",0,[0]],
|
||||
["_ejectFFVGunners",false,[false]],
|
||||
["_remainAsGunship",false,[false]]
|
||||
])
|
||||
exitWith
|
||||
{
|
||||
_reinforcementsDepleted = true;
|
||||
diag_log format ["DMS ERROR :: Calling DMS_fnc_GroupReinforcementsManager with invalid _monitorParams: %1 | _monitorType: %2 | Setting _reinforcementsDepleted to true.",_monitorParams,_monitorType];
|
||||
};
|
||||
|
||||
if (_remainingUnits<_AICount) then
|
||||
{
|
||||
private["_heli"];
|
||||
|
||||
_heli =
|
||||
[
|
||||
_AIGroup,
|
||||
_class,
|
||||
_difficulty,
|
||||
_side,
|
||||
getPosATL (leader _AIGroup),
|
||||
_ejectFFVGunners,
|
||||
_remainAsGunship
|
||||
] call DMS_fnc_SpawnHeliReinforcement;
|
||||
|
||||
// Every vehicle counts as one unit given, so the number of units given is equivalent to number of waves given.
|
||||
_reinforcementWavesGiven = _reinforcementWavesGiven + 1;
|
||||
_reinforcementUnitsGiven = _reinforcementWavesGiven;
|
||||
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format["GroupReinforcementsManager :: Group %1 received a ""%2"" vehicle (%3) as reinforcements.", _AIGroup, typeOf _heliClass, _heli]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
default
|
||||
{
|
||||
_reinforcementsDepleted = true;
|
||||
|
@ -1,166 +0,0 @@
|
||||
/*
|
||||
DMS_fnc_HeliParatroopers_Monitor
|
||||
Created by eraser1
|
||||
|
||||
**********!!!!NOTE!!!!**********: THIS FUNCTION IS NOT FINAL, IT IS FOR TESTING PURPOSES ONLY! Changes are planned, and the function parameters will likely change.
|
||||
In addition, this function is not behaving as expected.
|
||||
|
||||
Used in Exile's thread system.
|
||||
Every heli to be used as paratroopers has an index in "DMS_HeliParatrooper_Arr".
|
||||
Every index has the values:
|
||||
[
|
||||
_heli, // OBJECT: The heli that holds the units.
|
||||
_dropPoint, // ARRAY (POSITION2D or 3D): The position (or object) to which the troopers need to be dropped near.
|
||||
_ejectFFVGunners, // BOOLEAN: Whether or not to eject Fire-From-Vehicle (FFV) gunners.
|
||||
_remainAsGunship // BOOLEAN: Whether or not to keep the heli flying around as a gunship.
|
||||
]
|
||||
|
||||
This function also monitors "DMS_HelisToClean", which is a list that contains all helis to be deleted (after dropping paratroopers).
|
||||
*/
|
||||
|
||||
{
|
||||
private _heli = _x;
|
||||
|
||||
if (isNull _heli) then // Remove from list if the heli got deleted in some other way.
|
||||
{
|
||||
DMS_HelisToClean deleteAt _forEachIndex;
|
||||
}
|
||||
else
|
||||
{ // Then check to see if it's already destroyed somehow...
|
||||
if !(alive _heli) exitWith
|
||||
{
|
||||
deleteVehicle _heli;
|
||||
DMS_HelisToClean deleteAt _forEachIndex;
|
||||
};
|
||||
|
||||
// Otherwise check if there's a player within 1km.
|
||||
if !([_heli, 1000] call DMS_fnc_IsPlayerNearby) then
|
||||
{
|
||||
{
|
||||
deleteVehicle _x;
|
||||
} forEach ((crew _heli) + [_heli]);
|
||||
|
||||
DMS_HelisToClean deleteAt _forEachIndex;
|
||||
};
|
||||
};
|
||||
} forEach DMS_HelisToClean;
|
||||
|
||||
|
||||
if (DMS_HeliParatrooper_Arr isEqualTo []) exitWith {};
|
||||
|
||||
{
|
||||
if !(_x params
|
||||
[
|
||||
["_heli", objNull, [objNull]],
|
||||
["_dropPoint", 0, [[], objNull], [2,3]],
|
||||
["_ejectFFVGunners", false, [false]],
|
||||
["_remainAsGunship", false, [false]]
|
||||
])
|
||||
exitWith
|
||||
{
|
||||
diag_log format["DMS ERROR :: Invalid index (%1) in DMS_HeliParatrooper_Arr: %2", _forEachIndex, DMS_HeliParatrooper_Arr deleteAt _forEachIndex];
|
||||
};
|
||||
|
||||
if (isNull _heli) exitWith
|
||||
{
|
||||
diag_log format["DMS ERROR :: Null _heli in DMS_HeliParatrooper_Arr (index %1). Parameters: %2", _forEachIndex, DMS_HeliParatrooper_Arr deleteAt _forEachIndex];
|
||||
};
|
||||
|
||||
if !(alive _heli) exitWith
|
||||
{
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
format["HeliParatroopers_Monitor :: Heli died before it could reach drop point. Parameters: %1", DMS_HeliParatrooper_Arr deleteAt _forEachIndex] call DMS_fnc_DebugLog;
|
||||
};
|
||||
};
|
||||
|
||||
if ((_heli distance2D _dropPoint)<200) then
|
||||
{
|
||||
private["_groupOwner","_AIGroup"];
|
||||
|
||||
_AIGroup = group _heli;
|
||||
|
||||
// Grab and lock locality to control AI if necessary.
|
||||
if !(local _AIGroup) then
|
||||
{
|
||||
_groupOwner = groupOwner _AIGroup;
|
||||
_AIGroup setVariable ["DMS_LockLocality", true];
|
||||
_AIGroup setGroupOwner 2;
|
||||
};
|
||||
|
||||
{
|
||||
_x params
|
||||
[
|
||||
"_unit",
|
||||
"_role",
|
||||
"_cargoIndex",
|
||||
"_turretPath",
|
||||
"_personTurret"
|
||||
];
|
||||
|
||||
if ((alive _unit) && {(_role isEqualTo "cargo") || {_ejectFFVGunners && {_personTurret}}}) then
|
||||
{
|
||||
/*
|
||||
moveOut _unit;
|
||||
private ["_parachute", "_dir"];
|
||||
_parachute = createVehicle ["Steerable_Parachute_F", (getPosATL _unit), [], 0, "CAN_COLLIDE"];
|
||||
_parachute setDir (getDir _unit);
|
||||
_parachute enableSimulationGlobal true;
|
||||
|
||||
_unit moveInDriver _parachute;
|
||||
*/
|
||||
_unit action ["Eject", _heli];
|
||||
_unit setDestination [_dropPoint, "LEADER DIRECT", true];
|
||||
|
||||
_unit setVariable ["DMS_AISpawnPos", _dropPoint];
|
||||
};
|
||||
} forEach (fullCrew _heli);
|
||||
|
||||
if (_remainAsGunship) then
|
||||
{
|
||||
[
|
||||
[driver _heli],
|
||||
_AIGroup,
|
||||
_dropPoint,
|
||||
"heli",
|
||||
"COMBAT"
|
||||
] call DMS_fnc_SetGroupBehavior_Separate;
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
format["HeliParatroopers_Monitor :: Ordering heli (%1) to defend drop point position %2", _heli, _dropPoint] call DMS_fnc_DebugLog;
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
private _pilot = driver _heli;
|
||||
|
||||
[_pilot] joinSilent (createGroup (side _pilot));
|
||||
|
||||
_pilot setDestination [_dropPoint getPos [2 * worldSize, random 360], "VEHICLE PLANNED", true];
|
||||
{_pilot disableAI _x} forEach ["FSM", "AUTOCOMBAT", "CHECKVISIBLE", "TARGET", "AUTOTARGET"];
|
||||
|
||||
DMS_HelisToClean pushBack _heli;
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
format["HeliParatroopers_Monitor :: Ordering heli (%1) to fly away from drop point position %2", _heli, _dropPoint] call DMS_fnc_DebugLog;
|
||||
};
|
||||
};
|
||||
|
||||
DMS_HeliParatrooper_Arr deleteAt _forEachIndex;
|
||||
|
||||
|
||||
// Revert and unlock locality if necessary.
|
||||
if !(isNil "_groupOwner") then
|
||||
{
|
||||
_AIGroup setGroupOwner _groupOwner;
|
||||
_AIGroup setVariable ["DMS_LockLocality", false];
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
(driver _heli) setDestination [_dropPoint, "VEHICLE PLANNED", true];
|
||||
_heli flyInHeight DMS_RHeli_Height;
|
||||
};
|
||||
} forEach DMS_HeliParatrooper_Arr;
|
@ -43,12 +43,12 @@ if ((count _pos)<3) then
|
||||
};
|
||||
|
||||
|
||||
|
||||
_objs = [];
|
||||
|
||||
|
||||
_export = call compile preprocessFileLineNumbers (format ["\x\addons\DMS\objects\%1.sqf",_file]);
|
||||
|
||||
_objs = _export apply
|
||||
|
||||
{
|
||||
// Create the object
|
||||
_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
|
||||
@ -69,8 +69,8 @@ _objs = _export apply
|
||||
_obj setPos _objPos;
|
||||
};
|
||||
|
||||
_obj;
|
||||
};
|
||||
_objs pushBack _obj;
|
||||
} foreach _export;
|
||||
|
||||
|
||||
_objs
|
@ -44,12 +44,12 @@ if ((count _missionPos)<3) then
|
||||
};
|
||||
|
||||
|
||||
|
||||
_objs = [];
|
||||
|
||||
|
||||
_export = call compile preprocessFileLineNumbers (format ["\x\addons\DMS\objects\static\%1.sqf",_file]);
|
||||
|
||||
_objs = _export apply
|
||||
|
||||
{
|
||||
private ["_obj","_pos"];
|
||||
_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
|
||||
@ -65,8 +65,8 @@ _objs = _export apply
|
||||
_obj setPosATL _pos;
|
||||
_obj setVectorDirAndUp (_x select 3);
|
||||
};
|
||||
_obj;
|
||||
};
|
||||
_objs pushBack _obj;
|
||||
} foreach _export;
|
||||
|
||||
[_objs,_missionPos] call DMS_fnc_setRelPositions;
|
||||
|
||||
|
@ -48,7 +48,8 @@ if ((isNil "_export") || {!(_export isEqualType [])}) exitWith
|
||||
};
|
||||
|
||||
|
||||
_objs = _export apply
|
||||
_objs = [];
|
||||
|
||||
{
|
||||
private ["_obj","_pos"];
|
||||
|
||||
@ -67,8 +68,8 @@ _objs = _export apply
|
||||
_obj setVectorDirAndUp (_x select 3);
|
||||
};
|
||||
|
||||
_obj;
|
||||
};
|
||||
_objs pushBack _obj;
|
||||
} foreach _export;
|
||||
|
||||
|
||||
_objs
|
@ -38,7 +38,7 @@ try
|
||||
|
||||
for "_i" from 0 to 359 step 45 do
|
||||
{
|
||||
if (surfaceIsWater (_position getPos [_radius,_i])) then
|
||||
if (surfaceIsWater ([_position,_radius,_i] call DMS_fnc_SelectOffsetPos)) then
|
||||
{
|
||||
throw true;
|
||||
};
|
||||
|
@ -85,7 +85,7 @@ else
|
||||
private "_dir";
|
||||
for "_dir" from 0 to 359 step 45 do
|
||||
{
|
||||
if (((surfaceNormal (_pos getPos [5,_dir])) select 2)<_minSurfaceNormal) then
|
||||
if (((surfaceNormal ([_pos,5,_dir] call DMS_fnc_SelectOffsetPos)) select 2)<_minSurfaceNormal) then
|
||||
{
|
||||
throw ("a nearby steep location");
|
||||
};
|
||||
|
@ -82,8 +82,8 @@ private ["_pos", "_completionInfo", "_timeStarted", "_failTime", "_units", "_bui
|
||||
if (_completionInfo call DMS_fnc_MissionSuccessState) then
|
||||
{
|
||||
DMS_CleanUpList pushBack [_buildings,diag_tickTime,DMS_CompletedMissionCleanupTime];
|
||||
_missionTypes = ["bandit","hero","survivor"];
|
||||
if (_missionSide in _missionTypes) then
|
||||
|
||||
if (_missionSide == "bandit") then
|
||||
{
|
||||
DMS_RunningBMissionCount = DMS_RunningBMissionCount - 1;
|
||||
}
|
||||
|
@ -60,7 +60,7 @@ if (DMS_clear_AI_body && {(random 100) <= DMS_clear_AI_body_chance}) then
|
||||
if (DMS_ai_remove_launchers && {(_launcherVar != "") || {_launcher != ""}}) then
|
||||
{
|
||||
// Because arma is stupid sometimes
|
||||
if (_launcher isEqualTo "") then
|
||||
if (_launcher=="") then
|
||||
{
|
||||
_launcher = _launcherVar;
|
||||
|
||||
@ -103,7 +103,7 @@ _grpUnits = (units _grp) - [_unit];
|
||||
// Give the AI a new leader if the killed unit was the leader
|
||||
if (!(_grpUnits isEqualTo []) && {(leader _grp) isEqualTo _unit}) then
|
||||
{
|
||||
_grp selectLeader (selectRandom _grpUnits);
|
||||
_grp selectLeader (_grpUnits call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
_av = _unit getVariable ["DMS_AssignedVeh",objNull];
|
||||
@ -114,26 +114,9 @@ if (!isNull _av) then
|
||||
|
||||
|
||||
// Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle.
|
||||
if (_memCount isEqualTo 0) then
|
||||
if (_memCount<1) then
|
||||
{
|
||||
/*
|
||||
I know what you're probably thinking:
|
||||
What the hell is this? An "if-statement" evaluated for an "if-statement"?! What madness is this?! Does this guy know what he's doing? There has to be a better way!
|
||||
|
||||
To which I (eraser1) reply...
|
||||
I know it looks funky, and there are prettier and slicker ways to do this (such as using "select") BUT I tested extensively and found out that this way is the fastest way, so... yeah...
|
||||
*/
|
||||
if
|
||||
(
|
||||
if (_av isKindOf "StaticWeapon") then
|
||||
{
|
||||
DMS_AI_destroyStaticWeapon && {(random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyStaticWeapon_chance])}
|
||||
}
|
||||
else
|
||||
{
|
||||
(random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyVehicleChance])
|
||||
}
|
||||
) then
|
||||
if ((DMS_AI_destroyStaticWeapon && {(random 100)<DMS_AI_destroyStaticWeapon_chance}) || {!(_av isKindOf "StaticWeapon")}) then
|
||||
{
|
||||
_av setDamage 1;
|
||||
_av setVariable ["ExileDiedAt",time];
|
||||
@ -144,15 +127,6 @@ if (!isNull _av) then
|
||||
{
|
||||
(format["OnKilled :: Destroying used AI vehicle %1, and disabling simulation.",typeOf _av]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
_av lock 1;
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format["OnKilled :: Unlocking used AI vehicle (%1).",typeOf _av]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
};
|
||||
}
|
||||
else
|
||||
|
@ -40,7 +40,7 @@ if (_status == "win") then
|
||||
_markerDot setMarkerColor DMS_MissionMarkerWinDotColor;
|
||||
_markerDot setMarkerType DMS_MissionMarkerWinDot_Type;
|
||||
//_markerDot spawn {sleep DMS_MissionMarkerWinDotTime;deleteMarker _this;};
|
||||
[DMS_MissionMarkerWinDotTime, {deleteMarker (_this select 0);}, [_markerDot], false] call ExileServer_system_thread_addTask;
|
||||
[DMS_MissionMarkerWinDotTime, {deleteMarker _this;}, _markerDot, false] call ExileServer_system_thread_addTask;
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format ["RemoveMarkers :: %1 Marker will be removed in %2 seconds!",_markerDot,DMS_MissionMarkerWinDotTime]) call DMS_fnc_DebugLog;
|
||||
@ -56,7 +56,7 @@ else
|
||||
_markerDot setMarkerColor DMS_MissionMarkerLoseDotColor;
|
||||
_markerDot setMarkerType DMS_MissionMarkerLoseDot_Type;
|
||||
//_markerDot spawn {sleep DMS_MissionMarkerLoseDotTime;deleteMarker _this;};
|
||||
[DMS_MissionMarkerLoseDotTime, {deleteMarker (_this select 0);}, [_markerDot], false] call ExileServer_system_thread_addTask;
|
||||
[DMS_MissionMarkerLoseDotTime, {deleteMarker _this;}, _markerDot, false] call ExileServer_system_thread_addTask;
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format ["RemoveMarkers :: %1 Marker will be removed in %2 seconds!",_markerDot,DMS_MissionMarkerLoseDotTime]) call DMS_fnc_DebugLog;
|
||||
|
@ -26,7 +26,7 @@ if (diag_fps >= DMS_MinServerFPS && {(count allPlayers) >= DMS_MinPlayerCount})
|
||||
if (DMS_DynamicMission && {_time - DMS_BMissionLastStart > DMS_BMissionDelay}) then
|
||||
{
|
||||
private "_mission";
|
||||
_mission = selectRandom DMS_BanditMissionTypesArray;
|
||||
_mission = DMS_BanditMissionTypesArray call BIS_fnc_selectRandom;
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
@ -57,7 +57,7 @@ if (diag_fps >= DMS_MinServerFPS && {(count allPlayers) >= DMS_MinPlayerCount})
|
||||
};
|
||||
};
|
||||
|
||||
_mission = selectRandom _availableMissions;
|
||||
_mission = _availableMissions call BIS_fnc_selectRandom;
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
|
@ -4,23 +4,21 @@
|
||||
|
||||
Usage:
|
||||
[
|
||||
_origin, // OBJECT, or POSITION (2D or 3D): Center from which the offset position will be calculated.
|
||||
_distance, // SCALAR: Distance from the origin (meters)
|
||||
_direction // SCALAR: Direction from the origin (degrees)
|
||||
_pos,
|
||||
_distance,
|
||||
_direction
|
||||
] call DMS_fnc_SelectOffsetPos;
|
||||
|
||||
Returns a new position offset from the provided position with the provided distance and direction. Position provided is at ground level in AGL
|
||||
|
||||
This function has been deprecated by the new functionality of the "getPos" command (https://community.bistudio.com/wiki/getPos). This function has been updated for efficiency and compatibility.
|
||||
Returns a new position offset from the provided position with the provided distance and direction. Position provided is at ground level in ATL
|
||||
|
||||
*/
|
||||
|
||||
private ["_origin","_dis","_dir","_npos"];
|
||||
private ["_pos","_dis","_dir","_npos"];
|
||||
|
||||
|
||||
if !(params
|
||||
[
|
||||
["_origin","",[objNull,[]],[2,3]],
|
||||
["_pos","",[[]],[2,3]],
|
||||
["_dis",0,[0]],
|
||||
["_dir",0,[0]]
|
||||
])
|
||||
@ -30,12 +28,9 @@ exitWith
|
||||
[0,0,0]
|
||||
};
|
||||
|
||||
/*
|
||||
if ((count _origin) isEqualTo 2) then
|
||||
if ((count _pos) isEqualTo 2) then
|
||||
{
|
||||
_origin set [2,0];
|
||||
_pos set [2,0];
|
||||
};
|
||||
*/
|
||||
|
||||
//_origin vectorAdd [sin(_dir)*_dis,cos(_dir)*_dis,0] <-- Old code
|
||||
_origin getPos [_dis,_dir]
|
||||
_pos vectorAdd [sin(_dir)*_dis,cos(_dir)*_dis,0]
|
@ -64,22 +64,22 @@ _difficulty =
|
||||
{
|
||||
case "random":
|
||||
{
|
||||
selectRandom DMS_ai_skill_random;
|
||||
DMS_ai_skill_random call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
case "randomdifficult":
|
||||
{
|
||||
selectRandom DMS_ai_skill_randomDifficult;
|
||||
DMS_ai_skill_randomDifficult call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
case "randomeasy":
|
||||
{
|
||||
selectRandom DMS_ai_skill_randomEasy;
|
||||
DMS_ai_skill_randomEasy call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
case "randomintermediate":
|
||||
{
|
||||
selectRandom DMS_ai_skill_randomIntermediate;
|
||||
DMS_ai_skill_randomIntermediate call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
default
|
||||
@ -100,12 +100,12 @@ for "_i" from count (waypoints _group) to 1 step -1 do
|
||||
// Add waypoints around the center position.
|
||||
for "_i" from 0 to 359 step 45 do
|
||||
{
|
||||
_npos = _pos getPos [_radius,_i];
|
||||
_npos = [_pos,_radius,_i] call DMS_fnc_SelectOffsetPos;
|
||||
_wp = _group addWaypoint [_npos,5];
|
||||
_wp setWaypointType "MOVE";
|
||||
};
|
||||
|
||||
_wp = _group addWaypoint [_pos,0];
|
||||
_wp = _group addWaypoint [[_pos,_radius,0] call DMS_fnc_SelectOffsetPos,0];
|
||||
_wp setWaypointType "CYCLE";
|
||||
|
||||
|
||||
|
@ -40,8 +40,7 @@ _tmpGroup = createGroup (side _finalGroup);
|
||||
|
||||
_units joinSilent _tmpGroup;
|
||||
|
||||
_return =
|
||||
[
|
||||
_return = [
|
||||
_tmpGroup,
|
||||
_pos,
|
||||
_difficulty,
|
||||
|
@ -95,7 +95,7 @@ if ((!isNil "_launcherType") || {DMS_ai_use_launchers && {DMS_ai_launchers_per_g
|
||||
{
|
||||
_unit = _units select _i;
|
||||
|
||||
_launcher = (selectRandom (missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]]));
|
||||
_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
|
||||
|
||||
removeBackpackGlobal _unit;
|
||||
_unit addBackpack "B_Carryall_mcamo";
|
||||
|
@ -112,7 +112,7 @@ if ((!isNil "_launcherType") || {DMS_ai_use_launchers && {DMS_ai_launchers_per_g
|
||||
{
|
||||
_unit = _units select _i;
|
||||
|
||||
_launcher = (selectRandom (missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]]));
|
||||
_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
|
||||
|
||||
removeBackpackGlobal _unit;
|
||||
_unit addBackpack "B_Carryall_mcamo";
|
||||
|
@ -65,22 +65,22 @@ _difficulty =
|
||||
{
|
||||
case "random":
|
||||
{
|
||||
selectRandom DMS_ai_skill_random;
|
||||
DMS_ai_skill_random call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
case "randomdifficult":
|
||||
{
|
||||
selectRandom DMS_ai_skill_randomDifficult;
|
||||
DMS_ai_skill_randomDifficult call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
case "randomeasy":
|
||||
{
|
||||
selectRandom DMS_ai_skill_randomEasy;
|
||||
DMS_ai_skill_randomEasy call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
case "randomintermediate":
|
||||
{
|
||||
selectRandom DMS_ai_skill_randomIntermediate;
|
||||
DMS_ai_skill_randomIntermediate call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
default
|
||||
@ -131,7 +131,7 @@ else
|
||||
{
|
||||
if (_class in DMS_ai_SupportedRandomClasses) then
|
||||
{
|
||||
_class = selectRandom (missionNamespace getVariable [format["DMS_%1_AI",_class], DMS_random_AI]);
|
||||
_class = (missionNamespace getVariable [format["DMS_%1_AI",_class], DMS_random_AI]) call BIS_fnc_selectRandom;
|
||||
};
|
||||
};
|
||||
|
||||
@ -165,10 +165,10 @@ if (!_useCustomGear) then
|
||||
|
||||
|
||||
// Clothes
|
||||
_unit addHeadgear (selectRandom (missionNamespace getVariable [format ["DMS_%1_helmets",_class],DMS_assault_helmets]));
|
||||
_unit forceAddUniform (selectRandom (missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes]));
|
||||
_unit addVest (selectRandom (missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests]));
|
||||
_unit addBackpackGlobal (selectRandom (missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks]));
|
||||
_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_class],DMS_assault_helmets]) call BIS_fnc_selectRandom);
|
||||
_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes]) call BIS_fnc_selectRandom);
|
||||
_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests]) call BIS_fnc_selectRandom);
|
||||
_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks]) call BIS_fnc_selectRandom);
|
||||
|
||||
// Make AI effective at night
|
||||
_nighttime = (sunOrMoon != 1);
|
||||
@ -179,24 +179,24 @@ if (!_useCustomGear) then
|
||||
|
||||
if (!_unarmed) then
|
||||
{
|
||||
_weapon = selectRandom (missionNamespace getVariable [format ["DMS_%1_weps",_class],DMS_assault_weps]);
|
||||
_weapon = (missionNamespace getVariable [format ["DMS_%1_weps",_class],DMS_assault_weps]) call BIS_fnc_selectRandom;
|
||||
[_unit, _weapon, 6 + floor(random 3)] call BIS_fnc_addWeapon;
|
||||
_unit selectWeapon _weapon;
|
||||
|
||||
|
||||
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_class],0])) then
|
||||
{
|
||||
_unit addPrimaryWeaponItem (selectRandom (missionNamespace getVariable [format ["DMS_%1_optics",_class],DMS_assault_optics]));
|
||||
_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_class],DMS_assault_optics]) call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
if (_nighttime && {(random 100) <= DMS_ai_nighttime_accessory_chance}) then
|
||||
{
|
||||
_unit addPrimaryWeaponItem (selectRandom ["acc_pointer_IR","acc_flashlight"]);
|
||||
_unit addPrimaryWeaponItem (["acc_pointer_IR","acc_flashlight"] call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_class],0])) then
|
||||
{
|
||||
_unit addPrimaryWeaponItem (selectRandom DMS_ai_BipodList);
|
||||
_unit addPrimaryWeaponItem (DMS_ai_BipodList call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_class],0])) then
|
||||
@ -222,7 +222,7 @@ if (!_useCustomGear) then
|
||||
_pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_class],[]];
|
||||
if !(_pistols isEqualTo []) then
|
||||
{
|
||||
_pistol = selectRandom _pistols;
|
||||
_pistol = _pistols call BIS_fnc_selectRandom;
|
||||
[_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon;
|
||||
};
|
||||
|
||||
@ -275,7 +275,7 @@ else
|
||||
|
||||
if !(_backpack isEqualTo "") then
|
||||
{
|
||||
_unit addBackpackGlobal _backpack;
|
||||
_unit addBackpack _backpack;
|
||||
};
|
||||
|
||||
if !(_launcher isEqualTo "") then
|
||||
@ -374,24 +374,16 @@ _unit setCustomAimCoef (missionNamespace getVariable [format["DMS_AI_AimCoef_%1"
|
||||
_unit enableStamina (missionNamespace getVariable [format["DMS_AI_EnableStamina_%1",_difficulty], true]);
|
||||
|
||||
|
||||
_unit setVariable ["DMS_AISpawnTime", time];
|
||||
_unit setVariable ["DMS_AI_Side", _side];
|
||||
_unit setVariable ["DMS_AI_Type", _type];
|
||||
|
||||
if (_type=="Soldier") then
|
||||
{
|
||||
_unit setVariable ["DMS_AISpawnPos",_pos];
|
||||
_unit setVariable ["DMS_LastAIDistanceCheck",time];
|
||||
};
|
||||
|
||||
// Just use "Soldier" type for everything else.
|
||||
if (_type == "Paratroopers") then
|
||||
{
|
||||
_type = "Soldier";
|
||||
_unit addBackpackGlobal "B_Parachute";
|
||||
};
|
||||
|
||||
_unit setVariable ["DMS_AISpawnTime", time];
|
||||
_unit setVariable ["DMS_AI_Side", _side];
|
||||
_unit setVariable ["DMS_AI_Type", _type];
|
||||
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format ["SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty to group %5",_class,_side,_pos,_difficulty,_group,_type]) call DMS_fnc_DebugLog;
|
||||
|
@ -52,7 +52,7 @@ _guns = [];
|
||||
_MGClass = _MGClassInput;
|
||||
if (_MGClass == "random") then
|
||||
{
|
||||
_MGClass = selectRandom DMS_static_weapons;
|
||||
_MGClass = DMS_static_weapons call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
_gun = createVehicle [_MGClass, [0,0,0], [], 0, "CAN_COLLIDE"];
|
||||
|
@ -6,7 +6,7 @@
|
||||
[
|
||||
[
|
||||
_spawnPos, // The position at which the AI vehicle will spawn
|
||||
_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.
|
||||
_gotoPos // (OPTIONAL) The position to which the AI vehicle will drive to. If it isn't defined, _spawnPos is used
|
||||
],
|
||||
_group, // Group to which the AI units belongs to
|
||||
_class, // Class: "random","assault","MG","sniper" or "unarmed"
|
||||
@ -18,7 +18,7 @@
|
||||
Returns the spawned vehicle.
|
||||
*/
|
||||
|
||||
private ["_OK", "_positions", "_veh", "_spawnPos", "_vehClass", "_driver", "_gunner", "_group", "_class", "_difficulty", "_side", "_crewCount"];
|
||||
private ["_OK", "_positions", "_veh", "_spawnPos", "_gotoPos", "_vehClass", "_driver", "_gunner", "_group", "_class", "_difficulty", "_side", "_crewCount"];
|
||||
|
||||
|
||||
if !(params
|
||||
@ -45,25 +45,24 @@ exitWith
|
||||
diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIVehicle with invalid _positions parameters: %1",_positions];
|
||||
};
|
||||
|
||||
_vehClass =
|
||||
if ((count _this)>5) then
|
||||
{
|
||||
param [5,"random",[""]]
|
||||
}
|
||||
else
|
||||
{
|
||||
"random"
|
||||
};
|
||||
_gotoPos = if ((count _positions)>1) then {_positions param [1,_spawnPos,[[]],[2,3]]} else {_spawnPos};
|
||||
|
||||
_vehClass = "random";
|
||||
if ((count _this)>5) then
|
||||
{
|
||||
_vehClass = param [5,"random",[""]];
|
||||
};
|
||||
|
||||
if (_vehClass == "random") then
|
||||
{
|
||||
_vehClass = selectRandom DMS_ArmedVehicles;
|
||||
_vehClass = DMS_ArmedVehicles call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
|
||||
_veh = createVehicle [_vehClass, _spawnPos, [], 0, "NONE"];
|
||||
_veh setFuel 1;
|
||||
_veh engineOn true;
|
||||
_veh setDir (random 360);
|
||||
_veh lock 2;
|
||||
|
||||
_group addVehicle _veh;
|
||||
@ -74,7 +73,7 @@ _driver setVariable ["DMS_AssignedVeh",_veh];
|
||||
|
||||
_crewCount =
|
||||
{
|
||||
private _unit = [_group,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||
_unit = [_group,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||
_unit moveInTurret [_veh, _x];
|
||||
_unit setVariable ["DMS_AssignedVeh",_veh];
|
||||
true
|
||||
@ -83,7 +82,7 @@ _crewCount =
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(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;
|
||||
(format ["SpawnAIVehicle :: Created a %1 armed vehicle (%2) with %7 crew members at %3 going to %4 with %5 difficulty to group %6.",_side,_vehClass,_spawnPos,_gotoPos,_difficulty,_group,_crewCount+1]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
|
||||
_veh
|
||||
|
@ -21,7 +21,7 @@ _mission =
|
||||
missionNamespace getVariable format
|
||||
[
|
||||
"DMS_Mission_%1",
|
||||
_this param [0,selectRandom DMS_BanditMissionTypesArray, [""]]
|
||||
_this param [0, DMS_BanditMissionTypesArray call BIS_fnc_selectRandom, [""]]
|
||||
]
|
||||
] param [0, "no",[{}]];
|
||||
|
||||
|
@ -1,170 +0,0 @@
|
||||
/*
|
||||
DMS_fnc_SpawnHeliReinforcement
|
||||
Created by eraser1
|
||||
|
||||
**********!!!!NOTE!!!!**********: THIS FUNCTION IS NOT FINAL, IT IS FOR TESTING PURPOSES ONLY! Changes are planned, and the function parameters will likely change.
|
||||
|
||||
This function will create a heli/aircraft within "DMS_RHeli_MinDistFromDrop" to "DMS_RHeli_MaxDistFromDrop" meters and drop units at "_dropPoint".
|
||||
|
||||
Usage:
|
||||
[
|
||||
_AIGroup, // GROUP: The group to which the heli will be assigned.
|
||||
_class, // STRING: The class of AI to spawn in the heli.
|
||||
_difficulty, // STRING: The difficulty of the AI to spawn in the heli.
|
||||
_side, // STRING: The "side" that the AI are on.
|
||||
_dropPoint, // OBJECT or ARRAY (Position2D or 3D): The location to drop the reinforcements at.
|
||||
_ejectFFVGunners, // BOOLEAN: Whether or not to eject Fire-From-Vehicle (FFV) gunners.
|
||||
_remainAsGunship, // BOOLEAN: Whether or not to keep the heli flying around as a gunship.
|
||||
_heliClass, // STRING (OPTIONAL): The classname of the heli to spawn.
|
||||
_spawnPos // ARRAY (OPTIONAL - Position2D or 3D): The position for the heli to spawn at.
|
||||
] call DMS_fnc_SpawnHeliReinforcement;
|
||||
|
||||
Returns the index of the paratrooper info in "DMS_HeliParatrooper_Arr", -1 on error.
|
||||
*/
|
||||
|
||||
private ["_heliClass", "_groupOwner", "_spawnPos", "_heli", "_pilot", "_units", "_crewCount", "_paratrooperCount", "_unit", "_cargoIndex"];
|
||||
|
||||
|
||||
if !(params
|
||||
[
|
||||
["_AIGroup", 0, [grpNull]],
|
||||
["_class", 0, [""]],
|
||||
["_difficulty", 0, [""]],
|
||||
["_side", 0, [""]],
|
||||
["_dropPoint", 0, [[],objNull], [2,3]],
|
||||
["_ejectFFVGunners", 0, [false]],
|
||||
["_remainAsGunship", 0, [false]]
|
||||
])
|
||||
exitWith
|
||||
{
|
||||
diag_log format["DMS ERROR :: Calling DMS_fnc_SpawnHeliReinforcement with invalid parameters: %1",_this];
|
||||
-1
|
||||
};
|
||||
|
||||
if (isNull _AIGroup) exitWith
|
||||
{
|
||||
diag_log format["DMS ERROR :: Calling DMS_fnc_SpawnHeliReinforcement with null ""_AIGroup""! _this: %1 ",_this];
|
||||
-1
|
||||
};
|
||||
|
||||
_heliClass = if ((count _this)>7) then {_this param [7, "", [""]]} else {selectRandom DMS_ReinforcementHelis};
|
||||
|
||||
// Make the AI group local to add passengers.
|
||||
if !(local _AIGroup) then
|
||||
{
|
||||
_groupOwner = groupOwner _AIGroup;
|
||||
_AIGroup setGroupOwner 2;
|
||||
};
|
||||
|
||||
// Get the spawn position for the heli
|
||||
_spawnPos =
|
||||
if ((count _this)>8) then
|
||||
{
|
||||
_this param [8, "", [[]], [2,3]]
|
||||
}
|
||||
else
|
||||
{
|
||||
[
|
||||
_dropPoint,
|
||||
DMS_RHeli_MinDistFromDrop,
|
||||
DMS_RHeli_MaxDistFromDrop,
|
||||
[
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
DMS_RHeli_MinDistFromPlayers,
|
||||
true,
|
||||
false
|
||||
]
|
||||
] call DMS_fnc_FindSafePos_InRange
|
||||
};
|
||||
_spawnPos set [2,DMS_RHeli_Height];
|
||||
|
||||
|
||||
|
||||
// Spawn the heli
|
||||
_heli = createVehicle [_heliClass, _spawnPos, [], 0, "FLY"];
|
||||
_heli setFuel 1;
|
||||
_heli engineOn true;
|
||||
_heli lock 2;
|
||||
|
||||
_AIGroup addVehicle _heli;
|
||||
|
||||
|
||||
// Spawn the AI paratroopers
|
||||
_units = [];
|
||||
_paratrooperCount = 0;
|
||||
_crewCount =
|
||||
{
|
||||
_x params
|
||||
[
|
||||
"_unit",
|
||||
"_role",
|
||||
"_cargoIndex",
|
||||
"_turretPath",
|
||||
"_personTurret"
|
||||
];
|
||||
|
||||
switch (_role) do
|
||||
{
|
||||
case "driver":
|
||||
{
|
||||
_unit = [_AIGroup,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||
_unit moveInDriver _heli;
|
||||
_unit setVariable ["DMS_AssignedVeh",_heli];
|
||||
_pilot = _unit;
|
||||
};
|
||||
|
||||
case "commander";
|
||||
case "gunner";
|
||||
case "turret":
|
||||
{
|
||||
if (_ejectFFVGunners && {_personTurret}) then
|
||||
{
|
||||
_unit = [_AIGroup,_spawnPos,_class,_difficulty,_side,"Paratroopers"] call DMS_fnc_SpawnAISoldier;
|
||||
_paratrooperCount = _paratrooperCount + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
_unit = [_AIGroup,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||
_unit setVariable ["DMS_AssignedVeh",_heli];
|
||||
};
|
||||
_unit moveInTurret [_heli, _x];
|
||||
};
|
||||
|
||||
case "cargo":
|
||||
{
|
||||
_unit = [_AIGroup,_spawnPos,_class,_difficulty,_side,"Paratroopers"] call DMS_fnc_SpawnAISoldier;
|
||||
_unit moveInCargo [_heli, _cargoIndex];
|
||||
_paratrooperCount = _paratrooperCount + 1;
|
||||
};
|
||||
};
|
||||
_units pushBack _unit;
|
||||
|
||||
true
|
||||
} count (fullCrew [_heli, "", true]);
|
||||
|
||||
|
||||
// Set the heli pilot's behavior.
|
||||
_pilot setDestination [_dropPoint, "VEHICLE PLANNED", true];
|
||||
_heli flyInHeight DMS_RHeli_Height;
|
||||
|
||||
|
||||
_units joinSilent _AIGroup;
|
||||
|
||||
// Reset ownership if needed.
|
||||
if !(isNil "_groupOwner") then
|
||||
{
|
||||
_AIGroup setGroupOwner _groupOwner;
|
||||
};
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format ["SpawnHeliReinforcement :: Created a %1 heli (%2) with %3 crew members at %4 with %5 difficulty to group %6, going to %7. Units: %8",_side,_heliClass,_crewCount+1,_spawnPos,_difficulty,_AIGroup,_dropPoint,_units]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
|
||||
// Add the necessary information to the monitor.
|
||||
DMS_HeliParatrooper_Arr pushBack [_heli, _dropPoint, _ejectFFVGunners, _remainAsGunship];
|
@ -66,7 +66,7 @@ if (DMS_SpawnMinesAroundMissions) then
|
||||
{
|
||||
private ["_minePos", "_mine"];
|
||||
|
||||
_minePos = _centerPos getPos [random _radius,random 360];
|
||||
_minePos = [_centerPos,random _radius,random 360] call DMS_fnc_SelectOffsetPos;
|
||||
_mine = createMine ["ATMine", [0,0,0], [], 0];
|
||||
|
||||
// Fixes players shooting the mine and causing premature 'splosions
|
||||
@ -92,7 +92,7 @@ if (DMS_SpawnMinesAroundMissions) then
|
||||
{
|
||||
_sign = createVehicle ["Land_Sign_Mines_F", [0,0,0], [], 0, "CAN_COLLIDE"];
|
||||
_sign setDir (180+_i);
|
||||
_sign setPosATL (_centerPos getPos [_radius+2, _randDirOffset+_i]);
|
||||
_sign setPosATL ([_centerPos, _radius+2, _randDirOffset+_i] call DMS_fnc_SelectOffsetPos);
|
||||
_sign setVectorUp [0,0,1];
|
||||
|
||||
// _mines array is for only cleanup atm, so just add them to the list
|
||||
|
@ -17,7 +17,7 @@
|
||||
private ["_missionType", "_mission", "_parameters", "_return"];
|
||||
|
||||
|
||||
_missionType = param [0, selectRandom DMS_StaticMissionTypesArray, [""]];
|
||||
_missionType = param [0, DMS_StaticMissionTypesArray call BIS_fnc_selectRandom, [""]];
|
||||
|
||||
_mission =
|
||||
[
|
||||
|
@ -28,9 +28,9 @@ try
|
||||
|
||||
_lastDistanceCheckTime = _x getVariable ["DMS_LastAIDistanceCheck",time];
|
||||
_pos = getPosWorld _x;
|
||||
_spawnPos = _x getVariable ["DMS_AISpawnPos",0];
|
||||
_spawnPos = _x getVariable ["DMS_AISpawnPos",_pos];
|
||||
|
||||
if ((DMS_MaxAIDistance>0) && {!(_spawnPos isEqualTo 0)} && {((time - _lastDistanceCheckTime)>DMS_AIDistanceCheckFrequency) && {(_pos distance2D _spawnPos)>DMS_MaxAIDistance}}) then
|
||||
if ((DMS_MaxAIDistance>0) && {((time - _lastDistanceCheckTime)>DMS_AIDistanceCheckFrequency) && {(_pos distance2D _spawnPos)>DMS_MaxAIDistance}}) then
|
||||
{
|
||||
_x setDamage 1;
|
||||
diag_log format ["Killed a runaway unit! |%1| was more than %2m away from its spawn position %3!",_x,DMS_MaxAIDistance,_spawnPos];
|
||||
|
54
README.md
54
README.md
@ -112,12 +112,12 @@ ___
|
||||
- [shaworth](https://github.com/shaworth) and [KawaiiPotato](https://github.com/KawaiiPotato) for making the README all nice and pretty :)
|
||||
- [maca134](http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/) for M3Editor Stuff
|
||||
- [Darth Rogue from SOA](http://soldiersofanarchy.net/) for the awesome base for the first DMS static mission :D
|
||||
- [William from Refugees of the Fallen](http://rtfgaming.com/) for the amazing slums static mission base and ideas :)
|
||||
- [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) for the amazing slums static mission base and ideas :)
|
||||
- [DONKEYPUNCH](https://github.com/donkeypunchepoch) for everything on the [February 17th 2016 commit](https://github.com/Defent/DMS_Exile#february-17-2016-600-pm-cst-america) ;)
|
||||
- Everbody's feedback on [the DMS thread on exile forums](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=242)
|
||||
|
||||
#### Testers/Reporters:
|
||||
- [William from Refugees of the Fallen](http://rtfgaming.com/)
|
||||
- [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/)
|
||||
- [JamieKG from Eternal Gamer](http://eternal-gamer.com/)
|
||||
- [Valthos from The Altis Project](https://www.thealtisproject.co.uk/)
|
||||
- [Flowrider from Optimum Gaming](http://www.optimum-multigaming.com/)
|
||||
@ -151,54 +151,6 @@ ___
|
||||
___
|
||||
|
||||
# Changelog:
|
||||
### Test Branch:
|
||||
#### List Of new Config values:
|
||||
|
||||
DMS_SpawnMissions_Scheduled
|
||||
DMS_AI_WP_Radius_heli
|
||||
DMS_AI_WP_Radius_heli
|
||||
DMS_RHeli_Height
|
||||
DMS_RHeli_MinDistFromDrop
|
||||
DMS_RHeli_MaxDistFromDrop
|
||||
DMS_RHeli_MinDistFromPlayers
|
||||
DMS_RareLootAmount
|
||||
DMS_ReinforcementHelis
|
||||
|
||||
|
||||
#### March 31, 2016 (6:00 PM CST-America):
|
||||
* You can now use "setVariable" to define individually on an AI vehicle its "DMS_DestructionChance". EG: ```_vehicle setVariable ["DMS_DestructionChance",100];``` to always destroy a vehicle when its crew is dead.
|
||||
* "DMS_DestructionChance" values are defaulted to "DMS_AI_destroyStaticWeapon_chance" or "DMS_AI_destroyVehicleChance" for static or regular vehicles, respectively.
|
||||
* Optimization + code cleanup for "DMS_fnc_SpawnHeliReinforcement".
|
||||
|
||||
#### March 25, 2016 (6:00 PM CST-America):
|
||||
* **NEW CONFIG VALUES:**
|
||||
|
||||
DMS_AI_WP_Radius_heli
|
||||
DMS_AI_WP_Radius_heli
|
||||
DMS_RHeli_Height
|
||||
DMS_RHeli_MinDistFromDrop
|
||||
DMS_RHeli_MaxDistFromDrop
|
||||
DMS_RHeli_MinDistFromPlayers
|
||||
DMS_RareLootAmount
|
||||
DMS_ReinforcementHelis
|
||||
* DMS Version is set in the "config.cpp", and grabbed in pre-init.
|
||||
* You can now define how much rare loot to spawn.
|
||||
* Limit # of attempts in "DMS_fnc_FindSafePos" to 5000.
|
||||
* New function: DMS_fnc_FindSafePos_InRange; Uses "DMS_fnc_FindSafePos" and edits some variables to return a "safe" position within a certain area.
|
||||
* New function: DMS_fnc_GetEmptySeats; Returns all empty seats in a vehicle. Not used by DMS, I thought I needed it and I realized I didn't afterwards.
|
||||
* New function: DMS_fnc_HeliParatroopers_Monitor; Monitors helis/aircraft spawned for paratroopers. **NOT YET COMPLETE**
|
||||
* New function: DMS_fnc_SpawnHeliReinforcement; Spawns a heli/aircraft with paratroopers for reinforcement. **NOT YET COMPLETE**
|
||||
* New group reinforcement type: "heli_troopers". Changes most likely to come.
|
||||
* You can now choose whether or not to destroy or simply unlock a used AI vehicle (with a random percentage chance).
|
||||
* Slight optimizations here and there (more to come).
|
||||
|
||||
#### March 1, 2016 (12:30 AM CST-America):
|
||||
* Initial Test Branch commit
|
||||
* **NEW CONFIG VALUE:** DMS_SpawnMissions_Scheduled
|
||||
* Several optimizations (mostly due to the new scripting commands introduced in 1.56)
|
||||
* You can now spawn missions in scheduled environment.
|
||||
|
||||
|
||||
#### February 19, 2016 (5:45 PM CST-America):
|
||||
* Fixed a minor typo with a variable (part of the new Humanity support by DonkeyPunch).
|
||||
|
||||
@ -358,7 +310,7 @@ ___
|
||||
* 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://rtfgaming.com/)
|
||||
* 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.
|
||||
|
Loading…
Reference in New Issue
Block a user