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Exile update!
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parent
82cea05fb8
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@ -4,7 +4,7 @@ class CfgPatches
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{
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units[] = {};
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weapons[] = {};
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a3_DMS_version = "June 27, 2016";
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a3_DMS_version = "June 29, 2016";
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requiredVersion = 1.36;
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requiredAddons[] = {"exile_client","exile_server_config"};
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};
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@ -153,13 +153,22 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
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DMS_MinServerFPS = 5; // Minimum server FPS for missions to start
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/*Mission notification settings*/
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DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest"]. Details below
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"dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
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DMS_PlayerNotificationTypes = [ // Notification types. Supported values are: ["dynamicTextRequest", "standardHintRequest", "systemChatRequest", "textTilesRequest", "ExileToasts"]. Details below.
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//"dynamicTextRequest", // You should use either "dynamicTextRequest" or "textTilesRequest", and I think "textTilesRequest" looks better, but this is less performance-intensive.
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//"standardHintRequest", // Hints are a bit wonky...
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//"textTilesRequest", // Keep in mind you can only have 1 "text tile" message up at a time, so the message will disappear if the player gets a kill or something while the message is shown. This message type is also performance-intensive, so I advise against it.
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"systemChatRequest" // Always nice to show in chat so that players can scroll up to read the info if they need to.
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//"systemChatRequest", // Always nice to show in chat so that players can scroll up to read the info if they need to.
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"ExileToasts" // Default notification type since Exile 0.98, see (http://www.exilemod.com/devblog/new-ingame-notifications/)
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];
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/*Exile Toasts Notification Settings*/
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DMS_ExileToasts_Title_Size = 22; // Size for Client Exile Toasts mission titles.
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DMS_ExileToasts_Title_Font = "puristaMedium"; // Font for Client Exile Toasts mission titles.
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DMS_ExileToasts_Message_Color = "#ff979ba1"; // Exile Toasts color for "ExileToast" client notification type.
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DMS_ExileToasts_Message_Size = 19; // Exile Toasts size for "ExileToast" client notification type.
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DMS_ExileToasts_Message_Font = "PuristaLight"; // Exile Toasts font for "ExileToast" client notification type.
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/*Exile Toasts Notification Settings*/
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/*Dynamic Text Notification Settings*/
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DMS_dynamicText_Duration = 7; // Number of seconds that the message will last on the screen.
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DMS_dynamicText_FadeTime = 1.5; // Number of seconds that the message will fade in/out (does not affect duration).
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@ -253,35 +262,57 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
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DMS_Show_Kill_Rank_Notification = true;
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DMS_Show_Party_Kill_Notification = true; // Whether or not to show in chat when a party member kills an AI.
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DMS_Spawn_AI_With_Money = true; // Whether or not to spawn AI with money that can be looted from the body.
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DMS_AIMoney_PopulationMultiplier = 5; // This determines how much EXTRA money an AI will have on his body. For example, setting this to 5 and having a server population of 30 means the AI will have an extra 150 poptabs on the body. Set to 0 to disable.
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DMS_GiveMoneyToPlayer_OnAIKill = true; // Whether or not to give money directly to players when they kill AI (old method of giving money).
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DMS_GiveRespectToPlayer_OnAIKill = true; // Whether or not to give respect to players when they kill AI.
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DMS_Bandit_Soldier_MoneyGain = 50; // The amount of Poptabs gained for killing a bandit soldier
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DMS_Bandit_Soldier_RepGain = 10; // The amount of Respect gained for killing a bandit soldier
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DMS_Bandit_Soldier_RankGain = 15;
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DMS_Bandit_Soldier_SpawnMoney = 50; // The amount of Poptabs carried by a bandit soldier
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DMS_Bandit_Static_MoneyGain = 75; // The amount of Poptabs gained for killing a bandit static gunner
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DMS_Bandit_Static_RepGain = 15; // The amount of Respect gained for killing a bandit static gunner
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DMS_Bandit_Static_RankGain = 30;
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DMS_Bandit_Static_SpawnMoney = 75; // The amount of Poptabs carried by a bandit static gunner
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DMS_Bandit_Vehicle_MoneyGain = 100; // The amount of Poptabs gained for killing a bandit vehicle crew member
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DMS_Bandit_Vehicle_RepGain = 25; // The amount of Respect gained for killing a bandit vehicle crew member
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DMS_Bandit_Vehicle_RankGain = 50;
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DMS_Bandit_Vehicle_SpawnMoney = 100; // The amount of Poptabs carried by a bandit vehicle crew member
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/* DonkeyPunchDMS Custom Settings for Hero AI*/
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DMS_Hero_Soldier_MoneyGain = 100; // The amount of Poptabs gained for killing a hero soldier
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DMS_Hero_Soldier_RepGain = 20; // The amount of Respect gained for killing a hero soldier
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DMS_Hero_Soldier_RankGain = -30;
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DMS_Hero_Soldier_SpawnMoney = 100; // The amount of Poptabs carried by a hero soldier
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DMS_Hero_Static_MoneyGain = 120; // The amount of Poptabs gained for killing a hero static gunner
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DMS_Hero_Static_RepGain = 30; // The amount of Respect gained for killing a hero static gunner
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DMS_Hero_Static_RankGain = -60;
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DMS_Hero_Static_SpawnMoney = 120; // The amount of Poptabs carried by a hero static gunner
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DMS_Hero_Vehicle_MoneyGain = 200; // The amount of Poptabs gained for killing a hero vehicle crew member
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DMS_Hero_Vehicle_RepGain = 50; // The amount of Respect gained for killing a hero vehicle crew member
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DMS_Hero_Vehicle_RankGain = -100;
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DMS_Hero_Vehicle_SpawnMoney = 200; // The amount of Poptabs carried by a hero vehicle crew member
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/* DonkeyPunchDMS Custom Settings for Survivor AI*/
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DMS_Survivor_Soldier_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor soldier
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DMS_Survivor_Soldier_RepGain = -100; // The amount of Respect gained for killing a Survivor soldier
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DMS_Survivor_Soldier_RankGain = -250;
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DMS_Survivor_Soldier_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor soldier
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DMS_Survivor_Static_MoneyGain = -100; // The amount of Poptabs gained for killing a Survivor static gunner
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DMS_Survivor_Static_RepGain = -100; // The amount of Respect gained for killing a Survivor static gunner
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DMS_Survivor_Static_RankGain = -400;
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DMS_Survivor_Static_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor static gunner
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DMS_Survivor_Vehicle_MoneyGain = -500; // The amount of Poptabs gained for killing a Survivor vehicle crew member
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DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
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DMS_Survivor_Vehicle_RankGain = -600;
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DMS_Survivor_Vehicle_MoneyGain = 0; // The amount of Poptabs carried by a Survivor vehicle crew member
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DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
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DMS_AIKill_DistanceBonusCoefficient = 0.05; // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.
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@ -345,7 +376,7 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
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DMS_ai_freezeCheckingDelay = 30; // How often (in seconds) DMS will check whether to freeze/un-freeze AI.
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DMS_ai_freezeOnSpawn = true; // Whether or not to freeze an AI group when initially spawned.
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DMS_ai_share_info = true; // Share info about killer
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DMS_ai_share_info = false; // Share info about killer
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DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
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DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
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@ -140,6 +140,8 @@ try
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{
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throw format["_messages |%1|",_messages];
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};
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_msgWIN pushBack "win";
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_msgLose pushBack "lose";
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if !(_onEndingScripts params
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@ -142,6 +142,8 @@ try
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{
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throw format["_messages |%1|",_messages];
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};
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_msgWIN pushBack "win";
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_msgLose pushBack "lose";
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if !(_onEndingScripts params
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@ -42,7 +42,15 @@ if !(_message isEqualType "") then
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_message = str _message;
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};
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if (_message isEqualTo "") exitWith {};
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private _status =
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if ((count _this)>2) then
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{
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_this select 2
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}
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else
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{
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"start"
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};
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{
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switch (toLower _x) do
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@ -52,6 +60,38 @@ if (_message isEqualTo "") exitWith {};
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format["%1: %2",toUpper _messageTitle,_message] remoteExecCall ["systemChat",-2];
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};
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case "ExileToasts":
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{
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private _toast_type =
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switch (_status) do
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{
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case "win": {"SuccessEmpty"};
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case "lose": {"ErrorEmpty"};
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default {"InfoEmpty"}; // case "start":
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};
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[
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"toastRequest",
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[
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_toast_type,
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[
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format
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[
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"<t color='%1' size='%2' font='%3'>%4</t><br/><t color='%5' size='%6' font='%7'>%8</t>",
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_titleColor,
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DMS_ExileToasts_Title_Size,
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DMS_ExileToasts_Title_Font,
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_messageTitle,
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DMS_ExileToasts_Message_Color,
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DMS_ExileToasts_Message_Size,
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DMS_ExileToasts_Message_Font,
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_message
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]
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]
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]
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] call ExileServer_system_network_send_broadcast;
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};
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case "standardhintrequest":
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{
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format
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@ -34,44 +34,23 @@ private _playerUID = getPlayerUID _playerObj;
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if ((!isNull _playerObj) && {(_playerUID != "") && {_playerObj isKindOf "Exile_Unit_Player"}}) then
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{
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private _moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_AISide,_AIType],0];
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private _repChange = missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_AISide,_AIType],0];
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private _rankChange = missionNamespace getVariable [format ["DMS_%1_%2_RankGain",_AISide,_AIType],0];
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// Check for individually defined AI money/respect/rank.
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private _unitMoney = _unit getVariable ["DMS_AI_Money",""];
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private _unitRespect = _unit getVariable ["DMS_AI_Respect",""];
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private _unitRank = _unit getVariable ["DMS_AI_Rank",""];
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if !(_unitMoney isEqualTo "") then
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{
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_moneyChange = _unitMoney;
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};
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if !(_unitRespect isEqualTo "") then
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{
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_repChange = _unitRespect;
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};
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if !(_unitRank isEqualTo "") then
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{
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_rankChange = _unitRank;
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};
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private _moneyChange = _unit getVariable ["DMS_AI_Money",0];
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private _repChange = _unit getVariable ["DMS_AI_Respect",0];
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//private _unitRank = _unit getVariable ["DMS_AI_Rank",0];
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if (_roadKilled && {_unit getVariable ["DMS_Diff_RepOrTabs_on_roadkill",DMS_Diff_RepOrTabs_on_roadkill]}) then
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{
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_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillMoney",_AISide,_AIType],0];
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_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillRep",_AISide,_AIType],0];
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_rankChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillRank",_AISide,_AIType],0];
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//_rankChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillRank",_AISide,_AIType],0];
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};
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if ((_moneyChange!=0) || {_repChange!=0} || {_rankChange!=0}) then
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{
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private _playerMoney = _playerObj getVariable ["ExileMoney", 0];
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private _playerRespect = _playerObj getVariable ["ExileScore", 0];
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private _playerRank = _playerObj getVariable ["ExileHumanity", 0];
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//private _playerRank = _playerObj getVariable ["ExileHumanity", 0];
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private _unitName = name _unit;
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private _distance = [];
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@ -82,46 +61,33 @@ if ((!isNull _playerObj) && {(_playerUID != "") && {_playerObj isKindOf "Exile_U
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};
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*/
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if (_moneyChange!=0) then
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if (DMS_GiveMoneyToPlayer_OnAIKill && {_moneyChange!=0}) then
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{
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// Set client's money
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// I also make sure that they don't get negative poptabs
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_playerMoney = (_playerMoney + _moneyChange) max 0;
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_playerObj setVariable ["ExileMoney",_playerMoney];
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private _msgType = "moneyReceivedRequest";
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private _msgParams = [str _playerMoney, format ["killed %1",_unitName]];
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if (_moneyChange<0) then
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{
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// Change message for players when they're actually LOSING poptabs
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_msgType = "notificationRequest";
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_msgParams = ["Whoops",[format ["Lost %1 poptabs for killing %2 AI!",abs _moneyChange,_AIType]]]; //changed wording, negative result is not necessarily a roadkill
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// With the error message the money value won't be updated on the client, so I just directly PVC the value.
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ExileClientPlayerMoney = _playerMoney;
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(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
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ExileClientPlayerMoney = nil;
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};
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_playerMoney = (_playerMoney + _moneyChange) max 0; //Also make sure that they don't get negative poptabs
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_playerObj setVariable ["ExileMoney",_playerMoney,true];
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if (DMS_Show_Kill_Poptabs_Notification) then
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{
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// Send notification and update client's money stats
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[_playerObj, _msgType, _msgParams] call ExileServer_system_network_send_to;
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// Create and send message to player
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_msgParams =
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if (_moneyChange > 0) then
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{
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["SuccessTitleOnly",[format ["Gained %1 poptabs for killing %2 AI!",abs _moneyChange,_AIType]]];
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}
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else
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{
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// Player's money will already be updated for negative values, so let's not create unnecessary network traffic by sending another PVC
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if (_moneyChange>0) then
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{
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ExileClientPlayerMoney = _playerMoney;
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(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
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ExileClientPlayerMoney = nil;
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["ErrorTitleOnly",[format ["Lost %1 poptabs for killing %2 AI!",abs _moneyChange,_AIType]]];
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};
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// Send notification
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[_playerObj, "toastRequest", _msgParams] call ExileServer_system_network_send_to;
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};
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};
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if (_repChange!=0) then
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if (DMS_GiveRespectToPlayer_OnAIKill && {_repChange!=0}) then
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{
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private _attributes = [[format ["KILLED %1",toUpper(_unitName)],_repChange]];
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@ -155,35 +121,6 @@ if ((!isNull _playerObj) && {(_playerUID != "") && {_playerObj isKindOf "Exile_U
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};
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//DONKEYPUNCH CUSTOM KILL STAT ADD FOR AI KILL
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if (DMS_Add_AIKill2DB) then
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{
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_newKillerFrags = _killer getVariable ["ExileKills", 0];
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_newKillerFrags = _newKillerFrags + 1;
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_killer setVariable ["ExileKills", _newKillerFrags];
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format["addAccountKill:%1", getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
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ExileClientPlayerKills = _newKillerFrags;
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(owner _playerObj) publicVariableClient "ExileClientPlayerKills";
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ExileClientPlayerKills = nil;
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};
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//DONKEYPUNCH CUSTOM KILL RANK CHANGE FOR AI KILL
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if (DMS_Enable_RankChange && {_rankChange!=0}) then
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{
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_playerRank = (_playerRank+_rankChange);
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_killer setVariable ["ExileHumanity",_playerRank];
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format["modifyAccountHumanity:%1:%2",_rankChange,getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
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ExileClientPlayerHumanity = _playerRank;
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(owner _playerObj) publicVariableClient "ExileClientPlayerHumanity";
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ExileClientPlayerHumanity = nil;
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};
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if (DMS_DEBUG) then
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{
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format ["PlayerAwardOnAIKill :: %1 (%2) awarded %3 poptabs and %4 respect for killing %5. Player's money is now %6, and respect is now %7. Roadkill: %8", name _playerObj, _playerUID, _moneyChange, _repChange, _unit, _playerMoney, _playerRespect, _roadKilled] call DMS_fnc_DebugLog;
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};
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if (DMS_Show_Party_Kill_Notification) then
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{
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private _group = group _playerObj;
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@ -200,23 +137,49 @@ if ((!isNull _playerObj) && {(_playerUID != "") && {_playerObj isKindOf "Exile_U
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_repChange
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];
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/*
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if (DMS_Enable_RankChange) then
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{
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_msg = _msg + format[" (+%1 rank)", _rankChange];
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};
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*/
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{
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_msg remoteExecCall ["systemChat", _x];
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} forEach _members;
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};
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};
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}
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else
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//DONKEYPUNCH CUSTOM KILL STAT ADD FOR AI KILL
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if (DMS_Add_AIKill2DB) then
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{
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_newKillerFrags = _killer getVariable ["ExileKills", 0];
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_newKillerFrags = _newKillerFrags + 1;
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_killer setVariable ["ExileKills", _newKillerFrags];
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format["addAccountKill:%1", getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
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ExileClientPlayerKills = _newKillerFrags;
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(owner _playerObj) publicVariableClient "ExileClientPlayerKills";
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ExileClientPlayerKills = nil;
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};
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/*
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//DONKEYPUNCH CUSTOM KILL RANK CHANGE FOR AI KILL
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if (DMS_Enable_RankChange && {_rankChange!=0}) then
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{
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_playerRank = (_playerRank+_rankChange);
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_killer setVariable ["ExileHumanity",_playerRank];
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format["modifyAccountHumanity:%1:%2",_rankChange,getPlayerUID _killer] call ExileServer_system_database_query_fireAndForget;
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ExileClientPlayerHumanity = _playerRank;
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(owner _playerObj) publicVariableClient "ExileClientPlayerHumanity";
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ExileClientPlayerHumanity = nil;
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};
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*/
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if (DMS_DEBUG) then
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{
|
||||
format ["PlayerAwardOnAIKill :: %1 (%2) was not awarded any poptabs or respect.", name _playerObj, _playerUID] call DMS_fnc_DebugLog;
|
||||
};
|
||||
format ["PlayerAwardOnAIKill :: %1 (%2) awarded %3 poptabs and %4 respect for killing %5. Player's money is now %6, and respect is now %7. Roadkill: %8", name _playerObj, _playerUID, _moneyChange, _repChange, _unit, _playerMoney, _playerRespect, _roadKilled] call DMS_fnc_DebugLog;
|
||||
};
|
||||
}
|
||||
else
|
||||
|
@ -7,6 +7,7 @@
|
||||
*/
|
||||
|
||||
private _time = diag_tickTime;
|
||||
private _playerCount = count allPlayers;
|
||||
|
||||
if (DMS_RunningBMissionCount >= DMS_MaxBanditMissions) then
|
||||
{
|
||||
@ -20,7 +21,7 @@ if ((count DMS_RunningStaticMissions) >= DMS_MaxStaticMissions) then
|
||||
|
||||
|
||||
|
||||
if (diag_fps >= DMS_MinServerFPS && {(count allPlayers) >= DMS_MinPlayerCount}) then
|
||||
if (diag_fps >= DMS_MinServerFPS && {_playerCount >= DMS_MinPlayerCount}) then
|
||||
{
|
||||
if (DMS_DynamicMission && {_time - DMS_BMissionLastStart > DMS_BMissionDelay}) then
|
||||
{
|
||||
|
@ -410,14 +410,47 @@ if (_type == "Paratroopers") then
|
||||
_unit addBackpackGlobal "B_Parachute";
|
||||
};
|
||||
|
||||
// Set info variables
|
||||
_unit setVariable ["DMS_AISpawnTime", time];
|
||||
_unit setVariable ["DMS_AI_Side", _side];
|
||||
_unit setVariable ["DMS_AI_Type", _type];
|
||||
|
||||
// Set money/respect variables
|
||||
_unit setVariable
|
||||
[
|
||||
"DMS_AI_Money",
|
||||
missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0]
|
||||
];
|
||||
_unit setVariable
|
||||
[
|
||||
"DMS_AI_Respect",
|
||||
missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_AISide,_AIType],0]
|
||||
];
|
||||
|
||||
|
||||
private _AIMoney =
|
||||
if (DMS_Spawn_AI_With_Money) then
|
||||
{
|
||||
private _base_money_amount = missionNamespace getVariable [format["DMS_%1_%2_SpawnMoney",_side,_type], 0];
|
||||
private _population_bonus = DMS_AIMoney_PopulationMultiplier * (if (isNil '_playerCount') then {count allPlayers} else {_playerCount});
|
||||
_base_money_amount + _population_bonus
|
||||
}
|
||||
else
|
||||
{
|
||||
0
|
||||
};
|
||||
|
||||
_unit setVariable
|
||||
[
|
||||
"ExileMoney",
|
||||
_AIMoney,
|
||||
true
|
||||
];
|
||||
|
||||
|
||||
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;
|
||||
(format ["SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty carrying %7 poptabs to group %5",_class,_side,_pos,_difficulty,_group,_type,_AIMoney]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
|
||||
|
||||
|
25
README.md
25
README.md
@ -150,6 +150,31 @@ ___
|
||||
# Changelog:
|
||||
|
||||
### Main Branch
|
||||
#### June 29, 2016 (4:00 PM CST-America):
|
||||
* **NEW CONFIG VALUES**
|
||||
DMS_ExileToasts_Title_Size
|
||||
DMS_ExileToasts_Title_Font
|
||||
DMS_ExileToasts_Message_Color
|
||||
DMS_ExileToasts_Message_Size
|
||||
DMS_ExileToasts_Message_Font
|
||||
DMS_Spawn_AI_With_Money
|
||||
DMS_AIMoney_PopulationMultiplier
|
||||
DMS_GiveMoneyToPlayer_OnAIKill
|
||||
DMS_GiveRespectToPlayer_OnAIKill
|
||||
DMS_Bandit_Soldier_SpawnMoney
|
||||
DMS_Bandit_Static_SpawnMoney
|
||||
DMS_Bandit_Vehicle_SpawnMoney
|
||||
DMS_Hero_Soldier_SpawnMoney
|
||||
DMS_Hero_Static_SpawnMoney
|
||||
DMS_Hero_Vehicle_SpawnMoney
|
||||
DMS_Survivor_Soldier_SpawnMoney
|
||||
DMS_Survivor_Static_SpawnMoney
|
||||
DMS_Survivor_Vehicle_MoneyGain
|
||||
* Pastebin of new config values: http://pastebin.com/eXw93CkD
|
||||
* **It is also recommended to update "DMS_PlayerNotificationTypes"!!!**
|
||||
* Added support for new Exile "Toasts" notification. This is now the default (and only) DMS notification type.
|
||||
* Complete overhaul and update of "DMS_fnc_PlayerAwardOnAIKill", it is now more efficient and updated to new Exile standards.
|
||||
|
||||
#### June 27, 2016 (7:00 PM CST-America):
|
||||
* DMS should now properly detect VEMF markers (it wasn't working before because of a minor typo).
|
||||
* DMS will now detect (and avoid) ZCP missions if you're updated to the latest version of ZCP on the test branch.
|
||||
|
Loading…
Reference in New Issue
Block a user