Bunch of stuff

Renamed preInit/postInit

All config.sqf options setup and named (for now :P )

Removed "tools" from FillCrate since it was just addItemCargoGlobal as
well

FindSafePos adjustments + renames

IsNearWater function (from WAI)

Add "_markers" array to MissionStatusCheck params (planned implemention:
[_dot,_circle] for the ability to rename a marker after mission
completion. EG: "COMPLETED: Weapons Crate" for X seconds)

Created SelectMagazine fnc

Created files for a couple TODO functions
This commit is contained in:
eraser1 2015-08-28 03:38:46 -05:00
parent 8386773993
commit 74f562de7e
11 changed files with 248 additions and 250 deletions

View File

@ -11,11 +11,11 @@ class CfgFunctions {
class dms {
class main {
file = "\x\addons\dms";
class init_dms
class DMS_preInit
{
preInit = 1;
};
class start_dms {
class DMS_postInit {
postInit = 1;
};
};

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@ -1,215 +1,201 @@
/* GENERAL CONFIG */
DMS_DEBUG = false; // enable debug
blacklist = // I'm not using it
[
];
/* END GENERAL CONFIG */
/*
Most of this stuff is stolen from WAI :P
https://github.com/nerdalertdk/WICKED-AI
Created by eraser1
[_delay, _function, _params, _persistance] call ExileServer_system_thread_addTask;
*/
DMS_DEBUG = false;
/* Mission System Settings */
DMS_DynamicMission = true; // Enable/disable dynamic mission system
DMS_MaxBanditMissions = 1; // Maximum number of Bandit Missions
DMS_StaticMission = false; // Enable/disable static missions
DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | Default: 15-30 mins
DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
DMS_CompletedMissionCleanup_Time = 3600; // How long until mission-spawned buildings and AI are cleaned up
DMS_player_reset_timeout = true; // If a player is this close to a mission then it won't time-out
DMS_player_reset_timeout_range = true; // If a player is this close to a mission then it won't time-out
DMS_player_notification_types = ["standardHintRequest"]; // Notification types. Supported values are: ["advancedHintRequest","dynamicTextRequest","standardHintRequest","systemChatRequest"]
DMS_CompletedMissionCleanupTime = 3600; // How long until mission-spawned buildings and AI are cleaned up
DMS_MissionTimeoutReset = true; // Enable mission timeout timer reset if a player is close
DMS_MissionTimeoutResetRange = 1000; // If a player is this close to a mission then it won't time-out
DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
DMS_TraderZoneNearBlacklist = 3000; // Missions won't spawn in a position this many meters close to a trader zone
DMS_MissionNearBlacklist = 4000; // Missions won't spawn in a position this many meters close to another mission
DMS_WaterNearBlacklist = 750; // Missions won't spawn in a position this many meters close to water
DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion
DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion
DMS_MinPlayerCount = 0; // Minimum number of players until mission start
DMS_MinServerFPS = 10; // Minimum server FPS for missions to start
//Mission notification settings
DMS_PlayerNotificationTypes = ["standardHintRequest"]; // Notification types. Supported values are: ["advancedHintRequest","dynamicTextRequest","standardHintRequest","systemChatRequest"]
DMS_dynamicText_Size = 0.55; // Dynamic Text size for "dynamicTextRequest" notification type.
DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type.
/* AI CONFIG */
DMS_MissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
["mission1",25],
["mission2",50],
["mission3",15],
["mission4",10]
];
ai_clear_body = false; // instantly clear bodies
ai_clean_dead = true; // clear bodies after certain amount of time
ai_cleanup_time = 3600; // time to clear bodies in seconds
ai_clean_roadkill = false; // clean bodies that are roadkills
ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying
wai_bandit_side = east;
DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos
];
/* Mission System Settings */
ai_bandit_combatmode = "RED"; // combatmode of bandit AI
ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI
ai_share_info = true; // AI share info on player position
ai_share_distance = 300; // distance from killed AI for AI to share your rough position
/* AI Settings */
DMS_ai_wep_accessories = ["acc_pointer_IR","acc_flashlight"];
DMS_ai_wep_suppressors = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"];
DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
DMS_clear_AI_body = false; // Clear AI body when they die
DMS_remove_roadkill = false; // Delete AI bodies that are roadkill
DMS_remove_roadkill_chance = 0; // Percentage chance that roadkilled AI bodies will be deleted
DMS_ai_share_info = true; // Share info about killer
DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
DMS_ai_use_launchers_chance = 0.5; // Percentage chance to actually spawn the launcher (per-group)
DMS_ai_remove_launchers = false; // Remove rocket launchers on AI death
DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
// https://community.bistudio.com/wiki/AI_Sub-skills#general
ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme
ai_skill_hard = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Hard
ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Medium
ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy
ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
DMS_ai_static_skills = true; // Use "DMS_ai_skill_static" for AI on static guns
DMS_ai_skill_extreme = [["aimingAccuracy",1.00],["aimingShake",1.00],["aimingSpeed",1.00],["spotDistance",1.00],["spotTime",1.00],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]; // Extreme
DMS_ai_skill_hard = [["aimingAccuracy",0.70],["aimingShake",0.70],["aimingSpeed",0.70],["spotDistance",0.70],["spotTime",0.80],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.70]]; // Hard
DMS_ai_skill_medium = [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.60]]; // Medium
DMS_ai_skill_easy = [["aimingAccuracy",0.30],["aimingShake",0.50],["aimingSpeed",0.50],["spotDistance",0.50],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",0.50]]; // Easy
DMS_ai_skill_static = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
DMS_ai_skill_random = [ai_skill_extreme,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_hard,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_medium,ai_skill_easy];
DMS_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // Static weapons for AI
ai_static_useweapon = true; // Allows AI on static guns to have a loadout
ai_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // static guns
DMS_assault_weps = ["arifle_Katiba_GL_F","arifle_MX_GL_Black_F","arifle_Mk20_GL_F","arifle_TRG21_GL_F","arifle_Katiba_F","arifle_MX_Black_F","arifle_TRG21_F","arifle_TRG20_F","arifle_Mk20_plain_F","arifle_Mk20_F"]; // Assault
DMS_assault_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
DMS_assault_scopes = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
DMS_assault_scope_chance = 0.75; // Percentage chance that assault AI will get a scope on their weapon
DMS_assault_items = ["ItemGPS"];
DMS_assault_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_assault_clothes = ["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_B_Wetsuit","U_BG_Guerilla3_1","U_BG_Guerilla2_3","U_BG_Guerilla2_2","U_BG_Guerilla1_1","U_BG_Guerrilla_6_1","U_IG_Guerilla3_2","U_B_SpecopsUniform_sgg","U_I_OfficerUniform","U_B_CTRG_3","U_I_G_resistanceLeader_F"];
DMS_assault_vests = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl"];
DMS_assault_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"];
ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)
ai_static_array = [["aimingAccuracy",0.20],["aimingShake",0.70],["aimingSpeed",0.75],["endurance",1.00],["spotDistance",0.70],["spotTime",0.50],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]];
ai_assault_wep = ["arifle_Katiba_GL_F","arifle_MX_GL_Black_F","arifle_Mk20_GL_F","arifle_TRG21_GL_F","arifle_Katiba_F","arifle_MX_Black_F","arifle_TRG21_F","arifle_TRG20_F","arifle_Mk20_plain_F","arifle_Mk20_F"]; // Assault
ai_assault_scope = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
ai_assault_gear = ["ItemGPS","Binocular"];
ai_assault_skin = ['U_O_CombatUniform_ocamo','U_O_PilotCoveralls','U_B_Wetsuit','U_BG_Guerilla3_1','U_BG_Guerilla2_3','U_BG_Guerilla2_2','U_BG_Guerilla1_1','U_BG_Guerrilla_6_1','U_IG_Guerilla3_2','U_B_SpecopsUniform_sgg','U_I_OfficerUniform','U_B_CTRG_3','U_I_G_resistanceLeader_F'];
ai_assault_skin = ai_assault_skin + ["U_I_Protagonist_VR"];//Give the VR suit half as much of a chance to spawn as another
ai_assault_backpack = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"];
ai_assault_vest = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl"];
ai_assault = [ai_assault_wep,ai_assault_scope,ai_assault_gear,ai_assault_skin,ai_assault_backpack,ai_assault_vest];
ai_machine_wep = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // Light machine guns
ai_machine_scope = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
ai_machine_gear = ["ItemWatch","ItemMap","ItemCompass"];
ai_machine_skin = ai_assault_skin;//Use the same skins as assault :P
ai_machine_backback = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
ai_machine_vest = ai_assault_vest + ["V_HarnessO_brn","V_HarnessO_gry"];
ai_machine = [ai_machine_wep,ai_machine_scope,ai_machine_gear,ai_machine_skin,ai_machine_backback,ai_machine_vest];
ai_sniper_wep = ["srifle_EBR_F","srifle_DMR_01_F","srifle_GM6_F","srifle_LRR_F","arifle_MXM_F","arifle_MXM_Black_F","srifle_DMR_02_F"]; // Sniper rifles
ai_sniper_scope = ["optic_SOS","optic_DMS","optic_LRPS"];
ai_sniper_scope = ai_sniper_scope + ai_sniper_scope + ["optic_Nightstalker","optic_tws"];//Approximately 1/3rd as much chance to spawn thermal sight
ai_sniper_gear = ["Rangefinder","ItemGPS"];
ai_sniper_skin = ["U_O_GhillieSuit","U_B_FullGhillie_ard","U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_GhillieSuit","U_I_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_GhillieSuit","U_O_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard"];
ai_sniper_backpack = ai_machine_backback;//Same backpacks as machinegunners
ai_sniper_vest = ai_machine_vest;//Same vests as machinegunners
ai_sniper = [ai_sniper_wep,ai_sniper_scope,ai_sniper_gear,ai_sniper_skin,ai_sniper_backpack,ai_sniper_vest];
ai_headgear_list = ["H_PilotHelmetHeli_I","H_PilotHelmetHeli_O","H_PilotHelmetFighter_I","H_PilotHelmetFighter_O","H_HelmetCrew_O","H_CrewHelmetHeli_I","H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_MG_weps = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // LMGs
DMS_MG_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
DMS_MG_scopes = ["optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO"];
DMS_MG_scope_chance = 0.5; // Percentage chance that MG AI will get a scope on their weapon
DMS_MG_items = ["ItemWatch","ItemMap","ItemCompass","Binocular"];
DMS_MG_helmets = ["H_PilotHelmetHeli_I","H_PilotHelmetHeli_O","H_PilotHelmetFighter_I","H_PilotHelmetFighter_O","H_HelmetCrew_O","H_CrewHelmetHeli_I","H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_MG_clothes = ["U_O_CombatUniform_ocamo","U_O_PilotCoveralls","U_B_Wetsuit","U_BG_Guerilla3_1","U_BG_Guerilla2_3","U_BG_Guerilla2_2","U_BG_Guerilla1_1","U_BG_Guerrilla_6_1","U_IG_Guerilla3_2","U_B_SpecopsUniform_sgg","U_I_OfficerUniform","U_B_CTRG_3","U_I_G_resistanceLeader_F"];
DMS_MG_vests = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl","V_HarnessO_brn","V_HarnessO_gry"];
DMS_MG_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
ai_random = [ai_assault,ai_assault,ai_assault,ai_sniper,ai_machine]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
// Weapons accessories
ai_wep_item = ["acc_pointer_IR","acc_flashlight"];
ai_wep_Suppressor = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"];
ai_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
ai_wep_water = ["arifle_SDAR_F"];
// AT/AA launchers
ai_wep_launchers_AT = [];
ai_wep_launchers_AA = [];
/* END AI CONFIG */
DMS_sniper_weps = ["srifle_EBR_F","srifle_DMR_01_F","srifle_GM6_F","srifle_LRR_F","arifle_MXM_F","arifle_MXM_Black_F","srifle_DMR_02_F"]; // Sniper rifles
DMS_sniper_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
DMS_sniper_scopes = ["optic_SOS","optic_DMS","optic_LRPS"];
DMS_sniper_scope_chance = 1; // Percentage chance that sniper AI will get a scope on their weapon
DMS_sniper_items = ["Rangefinder","ItemGPS"];
DMS_sniper_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
DMS_sniper_clothes = ["U_O_GhillieSuit","U_B_FullGhillie_ard","U_B_FullGhillie_lsh","U_B_FullGhillie_sard","U_B_GhillieSuit","U_I_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_GhillieSuit","U_O_FullGhillie_ard","U_O_FullGhillie_lsh","U_O_FullGhillie_sard"];
DMS_sniper_vests = ["V_PlateCarrierH_CTRG","V_PlateCarrierSpec_rgr","V_PlateCarrierGL_blk","V_PlateCarrierGL_mtp","V_PlateCarrierGL_rgr","V_PlateCarrierSpec_blk","V_PlateCarrierSpec_mtp","V_PlateCarrierL_CTRG","V_TacVest_blk_POLICE","V_PlateCarrierIA2_dgtl","V_HarnessO_brn","V_HarnessO_gry"];
DMS_sniper_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
DMS_random_AI = ["assault","assault","assault","sniper","machine"]; // random weapon 60% chance assault rifle,20% light machine gun,20% sniper rifle
/* WAI MISSIONS CONFIG */
wai_mission_system = true; // use built in mission system
DMS_AI_wep_launchers = ["Exile_Melee_Axe"];
/* AI Settings */
wai_mission_markers = [];
wai_avoid_missions = 2000; // avoid spawning missions this close to other missions, these are defined in wai_mission_markers
//wai_avoid_traders = 0; // avoid spawning missions this close to traders
//wai_avoid_town = 0; // avoid spawning missions this close to towns, *** doesn't function with infiSTAR enabled ***
//wai_avoid_road = 0; // avoid spawning missions this close to roads
wai_near_water = 500; // avoid spawning missions this close to water
wai_blacklist_players_range = 2000; // distance to players
wai_blacklist_range = 2000; // distance to base, traders, spawnpoint
/* Loot Settings */
DMS_BoxWeapons = [ //List of weapons that can potentially spawn in a crate
"Exile_Melee_Axe",
"arifle_Katiba_GL_F",
"arifle_MX_GL_Black_F",
"arifle_Mk20_GL_F",
"arifle_TRG21_GL_F",
"arifle_Katiba_F",
"arifle_MX_Black_F",
"arifle_TRG21_F",
"arifle_TRG20_F",
"arifle_Mk20_plain_F",
"arifle_Mk20_F",
"LMG_Zafir_F",
"LMG_Mk200_F",
"arifle_MX_SW_Black_F",
"MMG_01_hex_F",
"srifle_EBR_F",
"srifle_DMR_01_F",
"srifle_GM6_F",
"srifle_LRR_F",
"arifle_MXM_F",
"arifle_MXM_Black_F",
"srifle_DMR_02_F"
];
DMS_BoxSurvivalSupplies = [ //List of survival supplies (food/drink/meds)
"Exile_Item_Catfood_Cooked",
"Exile_Item_SausageGravy_Cooked",
"Exile_Item_BBQSandwich_Cooked",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_PlasticBottleFreshWater",
"Exile_Item_Matches",
"Exile_Item_CookingPot"
];
DMS_BoxBuildingSupplies = [ //List of building supplies
"Exile_Item_CamoTentKit",
"Exile_Item_MetalPole",
"Exile_Item_MetalBoard",
"Exile_Item_LightBulb",
"Exile_Item_JunkMetal",
"Exile_Item_ExtensionCord",
"Exile_Item_DuctTape"
];
DMS_BoxOptics = [
"optic_Arco",
"optic_Hamr",
"optic_Aco",
"optic_Holosight",
"optic_MRCO",
"optic_SOS",
"optic_DMS",
"optic_LRPS",
"optic_Nightstalker"
];
DMS_BoxBackpacks = [ //List of backpacks that can potentially spawn in a crate
"B_Bergen_rgr",
"B_Carryall_oli",
"B_Kitbag_mcamo",
"B_Carryall_cbr",
"B_FieldPack_oucamo",
"B_FieldPack_cbr",
"B_Bergen_blk"
];
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_RareLootList = ["Exile_Item_SafeKit","Exile_Item_CodeLock"]; // List of rare loot to spawn
DMS_RareLootChance = 0.1; // Chance to spawn rare loot in any crate | Default: 10%
wai_mission_timer = [600,900]; // time between missions 10-15 minutes
wai_mission_timeout = [900,1800]; // time each missions takes to despawn if inactive 15-30 minutes
wai_timeout_bomb = 1800; // How long bomb missions is, when it times out it gos BOOM
// Vehicles
DMS_ArmedVehicles = ["Exile_Car_Offroad_Armed_Guerilla01"];
DMS_RefuelTrucks = ["Exile_Car_Van_Fuel_Black","Exile_Car_Van_Fuel_White","Exile_Car_Van_Fuel_Red","Exile_Car_Van_Fuel_Guerilla01","Exile_Car_Van_Fuel_Guerilla02","Exile_Car_Van_Fuel_Guerilla03"];
DMS_TransportTrucks = ["Exile_Car_Van_Guerilla01","Exile_Car_Van_Black"];
wai_clean_mission = true; // clean all mission buildings after a certain period
wai_clean_mission_time = 900; // time after a mission is complete to clean mission buildings
DMS_TransportHelis = ["Exile_Chopper_Hummingbird_Green","Exile_Chopper_Orca_BlackCustom","Exile_Chopper_Mohawk_FIA","Exile_Chopper_Huron_Black","Exile_Chopper_Hellcat_Green","Exile_Chopper_Taru_Transport_Black"];
DMS_MilitaryVehicles = ["Exile_Car_Strider","Exile_Car_Hunter","Exile_Car_Ifrit"];
//wai_mission_fuel = [5,60]; // fuel inside mission spawned vehicles [min%,max%]
//wai_vehicle_damage = [20,70]; // damages to spawn vehicles with [min%,max%]
//wai_keep_vehicles = true; // save vehicles to database and keep them after restart
//wai_lock_vehicles = true; // lock mission vehicles and add keys to random AI bodies (be careful with ai_clean_dead if this is true
DMS_CivilianVehicles = ["Exile_Car_Hatchback_Rusty1","Exile_Car_Hatchback_Rusty2","Exile_Car_Hatchback_Sport_Red","Exile_Car_SUV_Red","Exile_Car_Offroad_Rusty2","Exile_Bike_QuadBike_Fia"];
/* Loot Settings */
wai_crates_smoke = true; // pop smoke on crate when mission is finished during daytime
wai_crates_flares = true; // pop flare on crate when mission is finished during nighttime
wai_players_online = 0; // number of players online before mission starts
wai_server_fps = 10; // missions only starts if server FPS is over wai_server_fps
// Don't use might be buged
wai_kill_percent = 0; // percentage of AI players that must be killed at "crate" missions to be able to trigger completion
wai_high_value = true; // enable the possibility of finding a high value item (defined below crate_items_high_value) inside a crate
wai_high_value_chance = 10; // chance in percent you find above mentioned item
wai_enable_minefield = false; // enable minefields to better defend missions
wai_use_launchers = false; // add a rocket launcher to each spawned AI group
wai_remove_launcher = true; // remove rocket launcher from AI on death
// Missions
wai_announce = "text"; // Setting this to true will announce the missions to those that hold a radio only "radio", "global", "hint", "text"
wai_bandit_limit = 1; // define how many bandit missions can run at once
//Syntax ["MISSION NAME","CHANGE"] Change must equal 100 when put together
wai_bandit_missions = [
// ["nuke",2],
["sniper_team",1],
["rebel_base",1],
["medi_camp",1],
// ["ikea_convoy",30],
["patrol",0],
["armed_vehicle",0],
["black_hawk_crash",0],
["captured_mv22",0],
["broken_down_ural",0],
["presidents_mansion",0],
["weapon_cache",1],
["debug",0]
];
// Vehicle arrays
armed_vehicle = ["Exile_Car_Offroad_Armed_Guerilla01"];
armed_chopper = ["Exile_Chopper_Orca_BlackCustom"];
refuel_trucks = ["Exile_Car_Van_Fuel_Guerilla01"];
civil_chopper = ["Exile_Chopper_Hummingbird_Green","Exile_Chopper_Orca_BlackCustom","Exile_Chopper_Mohawk_FIA","Exile_Chopper_Huron_Black","Exile_Chopper_Hellcat_Green","Exile_Chopper_Taru_Transport_Black"];
military_unarmed = ["Exile_Car_Strider","Exile_Car_Hunter","Exile_Car_Ifrit"];
cargo_trucks = ["Exile_Car_Van_Guerilla01","Exile_Car_Van_Black"];
civil_vehicles = ["Exile_Car_Hatchback_Rusty1","Exile_Car_Hatchback_Rusty2","Exile_Car_Hatchback_Sport_Red","Exile_Car_SUV_Red","Exile_Car_Offroad_Rusty2","Exile_Bike_QuadBike_Fia"];
boots = [];
wreck_water = ["Land_UWreck_FishingBoat_F","Land_UWreck_Heli_Attack_02_F","Land_UWreck_MV22_F","Land_Wreck_Traw2_F","Land_Wreck_Traw_F"];
wreck = [];
// Dynamic box array
crates_large = ["Box_NATO_AmmoVeh_F"];
crates_medium = ["C_supplyCrate_F"];
crates_small = ["Box_NATO_WpsSpecial_F"];
// weapons
crate_weapons_buildables = ["Exile_Melee_Axe"];//<--- TODO Setup Ikea Mission
crate_tools = ["Binocular","Rangefinder","ItemGPS","NVGoggles"];
crate_tools_sniper = ["Laserdesignator","Rangefinder","NVGoggles","ItemGPS"];
//item
crate_tools_buildable = [];//<--- TODO Setup Ikea Mission
crate_items = ["Exile_Item_Catfood_Cooked","Exile_Item_SausageGravy_Cooked","Exile_Item_BBQSandwich_Cooked","Exile_Item_GloriousKnakworst","Exile_Item_PlasticBottleFreshWater","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_Beer","Exile_Item_Matches","Exile_Item_CookingPot","Exile_Item_DuctTape","Exile_Item_InstaDoc"];
crate_items_high_value = ["Exile_Item_SafeKit"];
crate_items_food = ["Exile_Item_Catfood_Cooked","Exile_Item_SausageGravy_Cooked","Exile_Item_BBQSandwich_Cooked","Exile_Item_PlasticBottleFreshWater","Exile_Item_PlasticBottleFreshWater","Exile_Item_Matches","Exile_Item_CookingPot"];
crate_items_buildables = [];//<--- TODO Setup Ikea Mission
crate_items_vehicle_repair = [];
crate_items_medical = ["Exile_Item_BBQSandwich_Cooked","Exile_Item_PlasticBottleFreshWater","Exile_Item_InstaDoc"];
crate_items_sniper = ["U_O_GhillieSuit",["Exile_Item_InstaDoc",2]];//<--- Not used
crate_items_president = ["Exile_Item_InstaDoc"];//<--- Not used
crate_backpacks_all = ai_assault_backpack;
crate_backpacks_large = ["B_Carryall_cbr","B_Carryall_khk","B_Carryall_mcamo"];
crate_random = [crate_items,crate_items_food,crate_items_vehicle_repair,crate_items_medical];
/* END WAI MISSIONS CONFIG */
// DEBUG SETTINGS
// Debug Overwrites
if(DMS_DEBUG) then {
wai_remove_launcher = false;
wai_mission_timer = [60,60];
wai_mission_timeout = [300,300];
//wai_bandit_missions = [["debug",100]];
//wai_bandit_missions = [["nuke",100]];
//wai_bandit_missions = [["treasure_hunt_water",100]];
};
/* STATIC MISSIONS CONFIG */
static_missions = false; // use static mission file
custom_per_world = false; // use a custom mission file per world
DMS_TimeBetweenMissions = [60,60];
DMS_MissionTimeOut = [300,300];
};

View File

@ -25,8 +25,11 @@ load_ammo = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\loa
//Completed
DMS_MissionStatusCheck = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\MissionStatusCheck.sqf";
DMS_MissionSuccessState = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\MissionSuccessState.sqf";//<--- TODO
DMS_findSafePos = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\findSafePos.sqf";//<--- TODO
DMS_findSafePos = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\FindSafePos.sqf";//<--- TODO
DMS_BroadcastMissionStatus = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\BroadcastMissionStatus.sqf";
DMS_CleanUp = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\CleanUp.sqf";
DMS_isPlayerNearbyARRAY = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\isPlayerNearbyARRAY.sqf";
DMS_FillCrate = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\FillCrate.sqf";
DMS_isPlayerNearbyARRAY = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\IsPlayerNearbyARRAY.sqf";
DMS_FillCrate = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\FillCrate.sqf";
DMS_isNearWater = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\IsNearWater.sqf";
DMS_RemoveMarkers = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\RemoveMarkers.sqf";//<--- TODO
DMS_selectMagazine = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SelectMagazine.sqf";

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@ -1,6 +1,6 @@
if (DMS_DEBUG) then
{
diag_log format["DMS :: Notification types: |%1| for broadcasting mission status: %2",DMS_player_notification_types,_this];
diag_log format["DMS :: Notification types: |%1| for broadcasting mission status: %2",DMS_PlayerNotificationTypes,_this];
};
{
switch (_x) do
@ -11,4 +11,4 @@ if (DMS_DEBUG) then
case "systemChatRequest":{[_x, [_this]] call ExileServer_system_network_send_broadcast;};
};
false;
} count DMS_player_notification_types;
} count DMS_PlayerNotificationTypes;

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@ -12,11 +12,11 @@ Each argument can be an explicitly defined array of weapons with a number to spa
*/
private ["_ammo","_tool","_box","_weapon","_item","_backpack","_toolCount","_itemCount","_backpackCount","_wepCount","_weps","_tools","_items","_backpacks"];
private ["_ammo","_tool","_box","_weapon","_item","_backpack","_itemCount","_backpackCount","_wepCount","_weps","_items","_backpacks"];
_box = _this select 0;
// WEAPONS
// Weapons
if(typeName (_this select 1) == "ARRAY") then {
_wepCount = (_this select 1) select 0;
_weps = (_this select 1) select 1;
@ -24,34 +24,26 @@ if(typeName (_this select 1) == "ARRAY") then {
_wepCount = _this select 1;
_weps = DMS_boxWeapons;
};
// TOOLS
// Items
if(typeName (_this select 2) == "ARRAY") then {
_toolCount = (_this select 2) select 0;
_tools = (_this select 2) select 1;
_itemCount = (_this select 2) select 0;
_items = (_this select 2) select 1;
} else {
_toolCount = _this select 2;
_tools = DMS_boxTools;
};
// RANDOM
if(typeName (_this select 3) == "ARRAY") then {
_itemCount = (_this select 3) select 0;
_items = (_this select 3) select 1;
} else {
_itemCount = _this select 3;
_itemCount = _this select 2;
_items = DMS_boxItems;
};
// BACKPACK
if(typeName (_this select 4) == "ARRAY") then {
_backpackCount = (_this select 4) select 0;
_backpacks = (_this select 4) select 1;
// Backpacks
if(typeName (_this select 3) == "ARRAY") then {
_backpackCount = (_this select 3) select 0;
_backpacks = (_this select 3) select 1;
} else {
_backpackCount = _this select 4;
_backpackCount = _this select 3;
_backpacks = DMS_boxBackpacks;
};
if(DMS_DEBUG) then {
diag_log format["DMS :: Filling a dynamic crate with %1 guns, %2 tools, %3 items and %4 backpacks",_wepCount,_toolCount,_itemCount,_backpackCount];
diag_log format["DMS :: Filling a dynamic crate with %1 guns, %2 items and %3 backpacks",_wepCount,_itemCount,_backpackCount];
};
@ -66,15 +58,6 @@ if ((_wepCount>0) && {count _weps>0}) then {
};
if ((_toolCount > 0) && {count _tools>0}) then {
for "_i" from 1 to _toolCount do {
_tool = _tools call BIS_fnc_selectRandom;
_box addItemCargoGlobal _tool;
};
};
if ((_itemCount > 0) && {count _items>0}) then {
for "_i" from 1 to _itemCount do {

View File

@ -0,0 +1,13 @@
private["_result","_position","_radius"];
_result = false;
_position = _this select 0;
_radius = _this select 1;
for "_i" from 0 to 359 step 45 do {
_position = [(_position select 0) + (sin(_i)*_radius), (_position select 1) + (cos(_i)*_radius)];
if (surfaceIsWater _position) exitWith {
_result = true;
};
};
_result

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@ -8,7 +8,8 @@
[_cleanupObj1,_cleanupObj2,...,_cleanupObjX],
[_crate,_vehicle1,_vehicle2,...,_vehicleX]
],
[_msgWIN,_msgLose]
[_msgWIN,_msgLose],
_markers
]
*/
if !(DMS_Mission_Arr isEqualTo []) then {
@ -21,7 +22,7 @@ if !(DMS_Mission_Arr isEqualTo []) then {
diag_log ("DMS :: Checking Mission Status: "+str _x);
};
_position = _x select 0;
_success = (_x select 1) call MissionSuccessState;
_success = (_x select 1) call DMS_MissionSuccessState;
_timeStarted = _x select 2 select 0;
_timeUntilFail = _x select 2 select 1;
_units = _x select 3;
@ -29,15 +30,17 @@ if !(DMS_Mission_Arr isEqualTo []) then {
_loot = _x select 4 select 1;
_msgSuccess = _x select 5 select 0;
_msgFail = _x select 5 select 1;
_markers = _x select 6;
if (_success) exitWith {
[DMS_CompletedMissionCleanup_Time,DMS_CleanUp,(_units+_buildings),false] call ExileServer_system_thread_addTask;
[DMS_CompletedMissionCleanupTime,DMS_CleanUp,(_units+_buildings),false] call ExileServer_system_thread_addTask;
_arr = DMS_Mission_Arr deleteAt _index;
(_loot select 0) call DMS_FillCrate;
_msgSuccess call DMS_BroadcastMissionStatus;
[_markers,"win"] call DMS_RemoveMarkers;
};
if (DMS_player_reset_timeout && {[_position,DMS_player_reset_timeout_range] call ExileServer_util_position_isPlayerNearby}) exitWith
if (DMS_MissionTimeoutReset && {[_position,DMS_MissionTimeoutResetRange] call ExileServer_util_position_isPlayerNearby}) exitWith
{
_x set [2,[diag_tickTime,_timeUntilFail]];
};
@ -47,6 +50,7 @@ if !(DMS_Mission_Arr isEqualTo []) then {
_arr = DMS_Mission_Arr deleteAt _index;
(_units+_buildings+_loot) call DMS_CleanUp;
_msgFail call DMS_BroadcastMissionStatus;
[_markers,"lose"] call DMS_RemoveMarkers;
};
};
false;

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@ -0,0 +1 @@
/*TODO*/

View File

@ -0,0 +1,10 @@
private["_result","_ammoArray"];
_result = "";
_ammoArray = getArray (configFile >> "CfgWeapons" >> _this >> "magazines");
if (count _ammoArray > 0) then {
_result = _ammoArray select 0;
};
_result

View File

@ -1,8 +1,10 @@
private ["_i","_traders","_safePosParams","_validspot","_position"];
private ["_i","_safePosParams","_validspot","_position"];
markerready = false;
_safePosParams = [[16000,16000,0],1500,16000,(_this select 0),0,0.5,0];
if (worldName=="Altis") then {
_safePosParams = [[16000,16000],0,16000,(_this select 0),0,0.5,0,DMS_findSafePosBlacklist];
} else {
_safePosParams = [[],0,-1,(_this select 0),0,0.5,0,DMS_findSafePosBlacklist];
};
_validspot = false;
_i = 0;
@ -11,38 +13,34 @@ while{!_validspot} do {
_validspot = true;
_i = _i+1;
call {
if (_position distance [14570, 16760, 0]<2000) exitWith
if ([_position,wai_near_water] call DMS_isNearWater) exitWith
{
_validspot = false;
if (debug_mode) then {diag_log "Position is too close to trader zone!";};
};
if ([_position,wai_near_water] call wai_isNearWater) exitWith
{
_validspot = false;
if (debug_mode) then {diag_log "Position is too close to water!";};
if (DMS_DEBUG) then {diag_log "Position is too close to water!";};
};
if ([_position] call wai_nearbyPlayers) exitWith
if ([_position,DMS_PlayerNearBlacklist] call ExileServer_util_position_isPlayerNearby) exitWith
{
_validspot = false;
if (debug_mode) then {diag_log "Position has players nearby!";};
if (DMS_DEBUG) then {diag_log "Position has players nearby!";};
};
/*
Leave this off for now
markertype _x=="ExileSpawnZone" || "ExileTraderZone"
if(debug_mode) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby mission markers: " + str(wai_mission_markers)); };
if(DMS_DEBUG) then { diag_log("WAI DEBUG: FINDPOS: Checking nearby mission markers: " + str(wai_mission_markers)); };
{
if ({getMarkerColor _x != "" && {_position distance (getMarkerPos _x) < wai_avoid_missions}}) exitWith
{
_validspot = false;
if (debug_mode) then {diag_log "Position is too close to another mission!";};
if (DMS_DEBUG) then {diag_log "Position is too close to another mission!";};
};
} count wai_mission_markers;
false;
} count allMapMarkers;
*/
};
if(_validspot) then {
if(debug_mode) then { diag_log("Loop complete, valid position " +str(_position) + " in " + str(_i) + " attempts"); };
if(DMS_DEBUG) then { diag_log format["Mission position %1 with %2 params found in %3 attempts.",_position,_safePosParams,_i]; };
};
};
_position set [2, 0];