mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
Update
Added 3 new missions. Added ownership transfer of AI.
This commit is contained in:
parent
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commit
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@ -58,9 +58,12 @@ DMS_DEBUG = false;
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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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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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["mission1",25],
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["mission2",50],
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["mission2",25],
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["mission3",15],
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["mission3",15],
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["mission4",10]
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["mission4",10],
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["bauhaus",45],
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["lost_battalion",30],
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["walmart",20]
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];
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];
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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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DMS_findSafePosBlacklist = [ // For BIS_fnc_findSafePos position blacklist info refer to: https://community.bistudio.com/wiki/BIS_fnc_findSafePos
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@ -33,6 +33,7 @@ DMS_AddMissionToMonitor = compileFinal preprocessFileLineNumbers "\x\addons\d
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DMS_CreateMarker = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\CreateMarker.sqf";
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DMS_CreateMarker = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\CreateMarker.sqf";
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DMS_FindSuppressor = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\FindSuppressor.sqf";
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DMS_FindSuppressor = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\FindSuppressor.sqf";
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DMS_SpawnCrate = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SpawnCrate.sqf";
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DMS_SpawnCrate = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SpawnCrate.sqf";
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DMS_SetAILocality = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SetAILocality.sqf";
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//Load config
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//Load config
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call compileFinal preprocessFileLineNumbers "\x\addons\dms\config.sqf";
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call compileFinal preprocessFileLineNumbers "\x\addons\dms\config.sqf";
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151
@ExileServer/addons/a3_dms/missions/bauhaus.sqf
Normal file
151
@ExileServer/addons/a3_dms/missions/bauhaus.sqf
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@ -0,0 +1,151 @@
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/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// find position
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_pos = [10,100] call DMS_findSafePos;
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// Set general mission difficulty
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_difficulty = "difficult";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 6 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"random", // "random","hardcore","difficult","moderate", or "easy"
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"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
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_side // "bandit","hero", etc.
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] call DMS_SpawnAIGroup;
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// Create Crate
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_crate = ["Box_NATO_Wps_F",_pos] call DMS_SpawnCrate;
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_wreck = createVehicle ["Land_Wreck_Ural_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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// Set crate loot values
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_crate_loot_values =
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[
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2, // Weapons
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15, // Items
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2 // Backpacks
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];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[], // No spawned buildings
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[_crate,_wreck],
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_crate_loot_values
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];
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// Define Mission Start message
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_msgStart = format["A Bauhaus truck has crashed and lost all its building supplies, get there quickly!"];
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// Define Mission Win message
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_msgWIN = format["Convicts have successfully claimed the crashed Buahaus truck %1!"];
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// Define Mission Lose message
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_msgLOSE = format["The Bauhause truck has been repaired and escaped!"];
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// Define mission name (for map marker and logging)
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_missionName = "Bauhaus Truck";
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// Create Markers
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_markers =
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[
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_pos,
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_missionName,
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_difficulty
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] call DMS_CreateMarker;
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// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
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_time = diag_tickTime;
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// Parse and add mission info to missions monitor
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_added =
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[
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_pos,
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[
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[
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"kill",
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_group
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius]
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]
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],
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[
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_time,
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(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
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],
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_missionAIUnits,
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_missionObjs,
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[_msgWIN,_msgLOSE],
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_markers,
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_side
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] call DMS_AddMissionToMonitor;
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// Check to see if it was added correctly, otherwise delete the stuff
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if !(_added) exitWith
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{
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diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
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_cleanup = [];
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{
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_cleanup pushBack _x;
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false;
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} count _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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_cleanup call DMS_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;false;} count _markers;
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// Reset the mission count
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DMS_MissionCount = DMS_MissionCount - 1;
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};
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// Notify players
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_msgStart call DMS_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time];
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};
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151
@ExileServer/addons/a3_dms/missions/lost_battalion.sqf
Normal file
151
@ExileServer/addons/a3_dms/missions/lost_battalion.sqf
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@ -0,0 +1,151 @@
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/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate2", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// find position
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_pos = [10,100] call DMS_findSafePos;
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 6 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"random", // "random","hardcore","difficult","moderate", or "easy"
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"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
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_side // "bandit","hero", etc.
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] call DMS_SpawnAIGroup;
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// Create Crate
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_crate = ["Box_NATO_Wps_F",_pos] call DMS_SpawnCrate;
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uiSleep 3;
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_crate2 = ["Box_NATO_Wps_F",_pos] call DMS_SpawnCrate;
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// Set crate loot values
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_crate_loot_values =
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[
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7, // Weapons
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5, // Items
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5 // Backpacks
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];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[], // No spawned buildings
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[_crate,_crate2],
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_crate_loot_values
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];
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// Define Mission Start message
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_msgStart = format["A battalion of soldiers have gotten lost in convict land! Eliminate them!"];
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// Define Mission Win message
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_msgWIN = format["Convicts have successfully eliminated the lost battalion!"];
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// Define Mission Lose message
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_msgLOSE = format["Whittlesey escaped with his Lost Battalion!"];
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// Define mission name (for map marker and logging)
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_missionName = "Lost Battalion";
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// Create Markers
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_markers =
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[
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_pos,
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_missionName,
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_difficulty
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] call DMS_CreateMarker;
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// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
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_time = diag_tickTime;
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// Parse and add mission info to missions monitor
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_added =
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[
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_pos,
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[
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[
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"kill",
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_group
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius]
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]
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],
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[
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_time,
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(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
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],
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_missionAIUnits,
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_missionObjs,
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[_msgWIN,_msgLOSE],
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_markers,
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_side
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] call DMS_AddMissionToMonitor;
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// Check to see if it was added correctly, otherwise delete the stuff
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if !(_added) exitWith
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{
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diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
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_cleanup = [];
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{
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_cleanup pushBack _x;
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false;
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} count _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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_cleanup call DMS_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;false;} count _markers;
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// Reset the mission count
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DMS_MissionCount = DMS_MissionCount - 1;
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};
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// Notify players
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_msgStart call DMS_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time];
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};
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154
@ExileServer/addons/a3_dms/missions/walmart.sqf
Normal file
154
@ExileServer/addons/a3_dms/missions/walmart.sqf
Normal file
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/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck1","_wreck2","_wreck3","_wreck4"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// find position
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_pos = [10,100] call DMS_findSafePos;
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// Set general mission difficulty
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_difficulty = "moderate";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 6 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"random", // "random","hardcore","difficult","moderate", or "easy"
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"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
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_side // "bandit","hero", etc.
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] call DMS_SpawnAIGroup;
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// Create Crate
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_crate = ["Box_NATO_Wps_F",_pos] call DMS_SpawnCrate;
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_wreck1 = createVehicle ["Land_i_Shop_01_V1_F",[(_pos select 0) - 10, (_pos select 1),-0.1],[], 0, "CAN_COLLIDE"];
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_wreck2 = createVehicle ["Land_Sacks_goods_F",[(_pos select 0) - 2, (_pos select 1),-0.8],[], 0, "CAN_COLLIDE"];
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_wreck3 = createVehicle ["Land_StallWater_F",[(_pos select 0) - 5, (_pos select 1),-0.8],[], 0, "CAN_COLLIDE"];
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_wreck4 = createVehicle ["Land_WoodenCart_F",[(_pos select 0) - 16, (_pos select 1),-0.5],[], 0, "CAN_COLLIDE"];
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_wreck4 = createVehicle ["Land_CratesWooden_F",[(_pos select 0) - 16, (_pos select 1),-0.3],[], 0, "CAN_COLLIDE"];
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// Set crate loot values
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_crate_loot_values =
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|
[
|
||||||
|
2, // Weapons
|
||||||
|
15, // Items
|
||||||
|
2 // Backpacks
|
||||||
|
];
|
||||||
|
|
||||||
|
|
||||||
|
// Define mission-spawned AI Units
|
||||||
|
_missionAIUnits =
|
||||||
|
[
|
||||||
|
_group // We only spawned the single group for this mission
|
||||||
|
];
|
||||||
|
|
||||||
|
// Define mission-spawned objects and loot values
|
||||||
|
_missionObjs =
|
||||||
|
[
|
||||||
|
[_wreck1,_wreck2,_wreck3,_wreck4], // No spawned buildings
|
||||||
|
[_crate],
|
||||||
|
_crate_loot_values
|
||||||
|
];
|
||||||
|
|
||||||
|
// Define Mission Start message
|
||||||
|
_msgStart = format["A local Walmart shop is being raided, stop the raiders and take the loot!"];
|
||||||
|
|
||||||
|
// Define Mission Win message
|
||||||
|
_msgWIN = format["Convicts have done a good deed and stopped the raiders!"];
|
||||||
|
|
||||||
|
// Define Mission Lose message
|
||||||
|
_msgLOSE = format["The raiders has looted everything from Walmart and escaped!"];
|
||||||
|
|
||||||
|
|
||||||
|
// Define mission name (for map marker and logging)
|
||||||
|
_missionName = "Walmart Riot";
|
||||||
|
|
||||||
|
// Create Markers
|
||||||
|
_markers =
|
||||||
|
[
|
||||||
|
_pos,
|
||||||
|
_missionName,
|
||||||
|
_difficulty
|
||||||
|
] call DMS_CreateMarker;
|
||||||
|
|
||||||
|
// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
|
||||||
|
_time = diag_tickTime;
|
||||||
|
|
||||||
|
// Parse and add mission info to missions monitor
|
||||||
|
_added =
|
||||||
|
[
|
||||||
|
_pos,
|
||||||
|
[
|
||||||
|
[
|
||||||
|
"kill",
|
||||||
|
_group
|
||||||
|
],
|
||||||
|
[
|
||||||
|
"playerNear",
|
||||||
|
[_pos,DMS_playerNearRadius]
|
||||||
|
]
|
||||||
|
],
|
||||||
|
[
|
||||||
|
_time,
|
||||||
|
(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
|
||||||
|
],
|
||||||
|
_missionAIUnits,
|
||||||
|
_missionObjs,
|
||||||
|
[_msgWIN,_msgLOSE],
|
||||||
|
_markers,
|
||||||
|
_side
|
||||||
|
] call DMS_AddMissionToMonitor;
|
||||||
|
|
||||||
|
// Check to see if it was added correctly, otherwise delete the stuff
|
||||||
|
if !(_added) exitWith
|
||||||
|
{
|
||||||
|
diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
|
||||||
|
|
||||||
|
// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
|
||||||
|
_cleanup = [];
|
||||||
|
{
|
||||||
|
_cleanup pushBack _x;
|
||||||
|
false;
|
||||||
|
} count _missionAIUnits;
|
||||||
|
|
||||||
|
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||||
|
|
||||||
|
_cleanup call DMS_CleanUp;
|
||||||
|
|
||||||
|
|
||||||
|
// Delete the markers directly
|
||||||
|
{deleteMarker _x;false;} count _markers;
|
||||||
|
|
||||||
|
|
||||||
|
// Reset the mission count
|
||||||
|
DMS_MissionCount = DMS_MissionCount - 1;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// Notify players
|
||||||
|
_msgStart call DMS_BroadcastMissionStatus;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if (DMS_DEBUG) then
|
||||||
|
{
|
||||||
|
diag_log format ["DMS_DEBUG MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time];
|
||||||
|
};
|
28
@ExileServer/addons/a3_dms/scripts/SetAILocality.sqf
Normal file
28
@ExileServer/addons/a3_dms/scripts/SetAILocality.sqf
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
/*
|
||||||
|
Makes a random player within 3 KM of the AI the owner.
|
||||||
|
Offloading AI can increase server performance.
|
||||||
|
Could however have negative effects if target player has a potato PC.
|
||||||
|
|
||||||
|
How To Use:
|
||||||
|
[_pos, _group] call DMS_SetAILocality;
|
||||||
|
Posistion of the player and the group that the AIs are in.
|
||||||
|
|
||||||
|
*/
|
||||||
|
private ["_group","_position","_exit","_randomPlayer"];
|
||||||
|
|
||||||
|
_group = _this select 0;
|
||||||
|
_position = _this select 1;
|
||||||
|
_exit = false;
|
||||||
|
|
||||||
|
while {!_exit} do
|
||||||
|
{
|
||||||
|
_randomPlayer = call ExileServer_system_session_getRandomPlayer;
|
||||||
|
if((_randomPlayer distance2D _position) < 3000)then
|
||||||
|
{
|
||||||
|
_exit = true;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
ExileServerOwnershipSwapQueue pushBack [_group,_randomPlayer];
|
||||||
|
|
||||||
|
true
|
@ -80,12 +80,16 @@ for "_i" from 1 to _count do {
|
|||||||
// An AI will definitely spawn with a launcher if you define type
|
// An AI will definitely spawn with a launcher if you define type
|
||||||
if ((!isNil "_launcher") || {DMS_ai_use_launchers && {(random 100) <= DMS_ai_use_launchers_chance}}) then
|
if ((!isNil "_launcher") || {DMS_ai_use_launchers && {(random 100) <= DMS_ai_use_launchers_chance}}) then
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
if (!isNil "_launcher") then
|
if (!isNil "_launcher") then
|
||||||
{
|
{
|
||||||
_launcher = "AT";
|
_launcher = "AT";
|
||||||
};
|
};
|
||||||
|
|
||||||
_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcher],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
|
_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcher],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
|
||||||
|
*/
|
||||||
|
|
||||||
|
_launcher = DMS_AI_wep_launchers_AT call BIS_fnc_selectRandom;
|
||||||
|
|
||||||
_unit addBackpack "B_Carryall_mcamo";
|
_unit addBackpack "B_Carryall_mcamo";
|
||||||
|
|
||||||
@ -111,11 +115,16 @@ if(_pos_z == 0) then
|
|||||||
|
|
||||||
if (DMS_ai_offload_to_client) then
|
if (DMS_ai_offload_to_client) then
|
||||||
{
|
{
|
||||||
|
/*
|
||||||
_client = (allPlayers call BIS_fnc_selectRandom);
|
_client = (allPlayers call BIS_fnc_selectRandom);
|
||||||
ExileServerOwnershipSwapQueue pushBack [_group,_client];
|
ExileServerOwnershipSwapQueue pushBack [_group,_client];
|
||||||
|
*/
|
||||||
|
|
||||||
|
[_group,_pos] call DMS_SetAILocality;
|
||||||
|
|
||||||
if(DMS_DEBUG) then
|
if(DMS_DEBUG) then
|
||||||
{
|
{
|
||||||
diag_log format["DMS_DEBUG SpawnAIGroup :: Swapping group ownership of %1 to %2",_group,_client];
|
diag_log format["DMS_DEBUG SpawnAIGroup :: Swapping group ownership of %1 to clients.",_group];
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
Binary file not shown.
Loading…
Reference in New Issue
Block a user