mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
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
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@ -11,11 +11,11 @@ class CfgFunctions {
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class dms {
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class main {
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file = "\x\addons\dms";
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class init_dms
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class DMS_preInit
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{
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preInit = 1;
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};
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class start_dms {
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class DMS_postInit {
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postInit = 1;
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};
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};
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@ -1,215 +1,201 @@
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/* GENERAL CONFIG */
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DMS_DEBUG = false; // enable debug
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blacklist = // I'm not using it
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[
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];
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/* END GENERAL CONFIG */
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/*
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Most of this stuff is stolen from WAI :P
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https://github.com/nerdalertdk/WICKED-AI
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Created by eraser1
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[_delay, _function, _params, _persistance] call ExileServer_system_thread_addTask;
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*/
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DMS_DEBUG = false;
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/* Mission System Settings */
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DMS_DynamicMission = true; // Enable/disable dynamic mission system
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DMS_MaxBanditMissions = 1; // Maximum number of Bandit Missions
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DMS_StaticMission = false; // Enable/disable static missions
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DMS_TimeBetweenMissions = [600,900]; // [Minimum,Maximum] time between missions (if mission limit is not reached) | DEFAULT: 10-15 mins
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DMS_MissionTimeOut = [900,1800]; // [Minimum,Maximum] time it will take for a mission to timeout | Default: 15-30 mins
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DMS_MissionMarkerWinDot = true; // Keep the mission marker dot with a "win" message after mission is over
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DMS_MissionMarkerLoseDot = true; // Keep the mission marker dot with a "lose" message after mission is over
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DMS_MissionMarkerWinDotTime = 30; // How many seconds the "win" mission dot will remain on the map
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DMS_MissionMarkerLoseDotTime = 30; // How many seconds the "lose" mission dot will remain on the map
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DMS_CompletedMissionCleanup = true; // Cleanup mission-spawned buildings and AI bodies after some time
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DMS_CompletedMissionCleanup_Time = 3600; // How long until mission-spawned buildings and AI are cleaned up
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DMS_player_reset_timeout = true; // If a player is this close to a mission then it won't time-out
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DMS_player_reset_timeout_range = true; // If a player is this close to a mission then it won't time-out
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DMS_player_notification_types = ["standardHintRequest"]; // Notification types. Supported values are: ["advancedHintRequest","dynamicTextRequest","standardHintRequest","systemChatRequest"]
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DMS_CompletedMissionCleanupTime = 3600; // How long until mission-spawned buildings and AI are cleaned up
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DMS_MissionTimeoutReset = true; // Enable mission timeout timer reset if a player is close
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DMS_MissionTimeoutResetRange = 1000; // If a player is this close to a mission then it won't time-out
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DMS_PlayerNearBlacklist = 2000; // Missions won't spawn in a position this many meters close to a player
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DMS_SpawnZoneNearBlacklist = 2500; // Missions won't spawn in a position this many meters close to a spawn zone
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DMS_TraderZoneNearBlacklist = 3000; // Missions won't spawn in a position this many meters close to a trader zone
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DMS_MissionNearBlacklist = 4000; // Missions won't spawn in a position this many meters close to another mission
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DMS_WaterNearBlacklist = 750; // Missions won't spawn in a position this many meters close to water
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DMS_SpawnBoxSmoke = true; // Spawn a smoke grenade on mission box upon misson completion
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DMS_SpawnBoxIRGrenade = true; // Spawn an IR grenade on mission box upon misson completion
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DMS_MinPlayerCount = 0; // Minimum number of players until mission start
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DMS_MinServerFPS = 10; // Minimum server FPS for missions to start
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//Mission notification settings
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DMS_PlayerNotificationTypes = ["standardHintRequest"]; // Notification types. Supported values are: ["advancedHintRequest","dynamicTextRequest","standardHintRequest","systemChatRequest"]
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DMS_dynamicText_Size = 0.55; // Dynamic Text size for "dynamicTextRequest" notification type.
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DMS_dynamicText_Color = "#FFCC00"; // Dynamic Text color for "dynamicTextRequest" notification type.
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/* AI CONFIG */
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DMS_MissionTypes = [ // List of missions with spawn chances. If they add up to 100%, they represent the percentage chance each one will spawn
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["mission1",25],
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["mission2",50],
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["mission3",15],
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["mission4",10]
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];
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ai_clear_body = false; // instantly clear bodies
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ai_clean_dead = true; // clear bodies after certain amount of time
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ai_cleanup_time = 3600; // time to clear bodies in seconds
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ai_clean_roadkill = false; // clean bodies that are roadkills
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ai_roadkill_damageweapon = 0; // percentage of chance a roadkill will destroy weapon AI is carrying
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wai_bandit_side = east;
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DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos
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];
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/* Mission System Settings */
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ai_bandit_combatmode = "RED"; // combatmode of bandit AI
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ai_bandit_behaviour = "COMBAT"; // behaviour of bandit AI
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ai_share_info = true; // AI share info on player position
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ai_share_distance = 300; // distance from killed AI for AI to share your rough position
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/* AI Settings */
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DMS_ai_wep_accessories = ["acc_pointer_IR","acc_flashlight"];
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DMS_ai_wep_suppressors = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"];
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DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
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DMS_clear_AI_body = false; // Clear AI body when they die
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DMS_remove_roadkill = false; // Delete AI bodies that are roadkill
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DMS_remove_roadkill_chance = 0; // Percentage chance that roadkilled AI bodies will be deleted
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DMS_ai_share_info = true; // 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_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
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DMS_ai_use_launchers_chance = 0.5; // Percentage chance to actually spawn the launcher (per-group)
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DMS_ai_remove_launchers = false; // Remove rocket launchers on AI death
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DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
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// https://community.bistudio.com/wiki/AI_Sub-skills#general
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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
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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
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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
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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
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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];
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DMS_ai_static_skills = true; // Use "DMS_ai_skill_static" for AI on static guns
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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
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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
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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
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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
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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]];
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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];
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DMS_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // Static weapons for AI
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ai_static_useweapon = true; // Allows AI on static guns to have a loadout
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ai_static_weapons = ["O_HMG_01_F","O_HMG_01_high_F"]; // static guns
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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
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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"];
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DMS_assault_scopes = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
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DMS_assault_scope_chance = 0.75; // Percentage chance that assault AI will get a scope on their weapon
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DMS_assault_items = ["ItemGPS"];
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DMS_assault_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
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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"];
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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"];
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DMS_assault_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"];
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ai_static_skills = false; // Allows you to set custom array for AI on static weapons. (true: On false: Off)
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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]];
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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
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ai_assault_scope = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
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ai_assault_gear = ["ItemGPS","Binocular"];
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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'];
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ai_assault_skin = ai_assault_skin + ["U_I_Protagonist_VR"];//Give the VR suit half as much of a chance to spawn as another
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ai_assault_backpack = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_FieldPack_oucamo","B_FieldPack_cbr","B_Bergen_blk"];
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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"];
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ai_assault = [ai_assault_wep,ai_assault_scope,ai_assault_gear,ai_assault_skin,ai_assault_backpack,ai_assault_vest];
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ai_machine_wep = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // Light machine guns
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ai_machine_scope = ["optic_Arco","optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO","optic_DMS"];
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ai_machine_gear = ["ItemWatch","ItemMap","ItemCompass"];
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ai_machine_skin = ai_assault_skin;//Use the same skins as assault :P
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ai_machine_backback = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
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ai_machine_vest = ai_assault_vest + ["V_HarnessO_brn","V_HarnessO_gry"];
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ai_machine = [ai_machine_wep,ai_machine_scope,ai_machine_gear,ai_machine_skin,ai_machine_backback,ai_machine_vest];
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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
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ai_sniper_scope = ["optic_SOS","optic_DMS","optic_LRPS"];
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ai_sniper_scope = ai_sniper_scope + ai_sniper_scope + ["optic_Nightstalker","optic_tws"];//Approximately 1/3rd as much chance to spawn thermal sight
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ai_sniper_gear = ["Rangefinder","ItemGPS"];
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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"];
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ai_sniper_backpack = ai_machine_backback;//Same backpacks as machinegunners
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ai_sniper_vest = ai_machine_vest;//Same vests as machinegunners
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ai_sniper = [ai_sniper_wep,ai_sniper_scope,ai_sniper_gear,ai_sniper_skin,ai_sniper_backpack,ai_sniper_vest];
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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"];
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DMS_MG_weps = ["LMG_Zafir_F","LMG_Mk200_F","arifle_MX_SW_Black_F","MMG_01_hex_F"]; // LMGs
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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"];
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DMS_MG_scopes = ["optic_Hamr","optic_Aco","optic_Holosight","optic_MRCO"];
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DMS_MG_scope_chance = 0.5; // Percentage chance that MG AI will get a scope on their weapon
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DMS_MG_items = ["ItemWatch","ItemMap","ItemCompass","Binocular"];
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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"];
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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"];
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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"];
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DMS_MG_backpacks = ["B_Bergen_rgr","B_Carryall_oli","B_Kitbag_mcamo","B_Carryall_cbr","B_Bergen_blk"];
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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
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// Weapons accessories
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ai_wep_item = ["acc_pointer_IR","acc_flashlight"];
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ai_wep_Suppressor = ["muzzle_snds_H","muzzle_snds_L","muzzle_snds_M","muzzle_snds_B","muzzle_snds_H_MG","muzzle_snds_acp"];
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ai_pistols = ["hgun_PDW2000_F","hgun_ACPC2_F","hgun_Rook40_F","hgun_P07_F","hgun_Pistol_heavy_01_F","hgun_Pistol_heavy_02_F"];
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ai_wep_water = ["arifle_SDAR_F"];
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// AT/AA launchers
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ai_wep_launchers_AT = [];
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ai_wep_launchers_AA = [];
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/* END AI CONFIG */
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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
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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"];
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DMS_sniper_scopes = ["optic_SOS","optic_DMS","optic_LRPS"];
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DMS_sniper_scope_chance = 1; // Percentage chance that sniper AI will get a scope on their weapon
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DMS_sniper_items = ["Rangefinder","ItemGPS"];
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DMS_sniper_helmets = ["H_HelmetSpecB_paint1","H_HelmetIA_camo","H_HelmetLeaderO_ocamo","H_HelmetLeaderO_oucamo"];
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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];
|
||||
};
|
@ -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";
|
@ -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;
|
@ -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 {
|
||||
|
13
@ExileServer/addons/a3_dms/scripts/IsNearWater.sqf
Normal file
13
@ExileServer/addons/a3_dms/scripts/IsNearWater.sqf
Normal 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
|
@ -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;
|
||||
|
1
@ExileServer/addons/a3_dms/scripts/RemoveMarkers.sqf
Normal file
1
@ExileServer/addons/a3_dms/scripts/RemoveMarkers.sqf
Normal file
@ -0,0 +1 @@
|
||||
/*TODO*/
|
10
@ExileServer/addons/a3_dms/scripts/SelectMagazine.sqf
Normal file
10
@ExileServer/addons/a3_dms/scripts/SelectMagazine.sqf
Normal 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
|
@ -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];
|
||||
|
Loading…
Reference in New Issue
Block a user