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Update!
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@ -31,12 +31,14 @@ class CfgFunctions
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class AddMissionToMonitor {};
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class AILocalityManager {};
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class BroadcastMissionStatus {};
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class CalcPos {};
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class CleanUp {};
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class CleanUpManager {};
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class CreateMarker {};
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class FillCrate {};
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class FindSafePos {};
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class FindSuppressor {};
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class ImportFromM3E {};
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class IsPlayerNearby {};
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class IsNearWater {};
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class MissionsMonitor {};
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@ -73,7 +73,8 @@ DMS_DEBUG = false;
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["lost_battalion",10],
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["mercenaries",20],
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["roguenavyseals",15],
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["walmart",20]
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["walmart",20],
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["mercbase",5]
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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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@ -117,6 +118,7 @@ DMS_DEBUG = false;
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DMS_AI_WP_Radius_moderate = 40; // Waypoint radius for "moderate" AI
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DMS_AI_WP_Radius_difficult = 75; // Waypoint radius for "difficult" AI
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DMS_AI_WP_Radius_hardcore = 150; // Waypoint radius for "hardcore" AI
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DMS_AI_WP_Radius_base = 5; // Waypoint radius for AI in bases
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DMS_static_weapons = [ // Static weapons for AI
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"O_HMG_01_F",
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@ -569,9 +571,11 @@ DMS_DEBUG = false;
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// Debug Overwrites
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if(DMS_DEBUG) then {
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if(DMS_DEBUG) then
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{
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DMS_TimeBetweenMissions = [30,60];
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DMS_MissionTimeOut = [60,90];
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//DMS_MissionTypes = [["testmission",1]];
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//DMS_MissionTypes = [["mercbase",1]];
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diag_log format ["DMS_DEBUG CONFIG :: Overriding DMS_TimeBetweenMissions (%1) and DMS_MissionTimeOut (%2)",DMS_TimeBetweenMissions,DMS_MissionTimeOut];
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};
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177
@ExileServer/addons/a3_dms/missions/mercbase.sqf
Normal file
177
@ExileServer/addons/a3_dms/missions/mercbase.sqf
Normal file
@ -0,0 +1,177 @@
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/*
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Sample mission (duplicate for testing purposes)
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*/
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private ["_num", "_side", "_difficulty", "_AICount", "_staticGuns", "_baseObjs", "_crate", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
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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 = call DMS_fnc_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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_AICount = 6 + (round (random 2));
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_group =
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[
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[_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos,
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_AICount,
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"hardcore",
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"random",
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_side
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] call DMS_fnc_SpawnAIGroup;
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// Use "base" waypoint instead
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while {(count (waypoints _group)) > 0} do
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{
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deleteWaypoint ((waypoints _group) select 0);
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};
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[
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_group,
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[_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos,
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"base"
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] call DMS_fnc_SetGroupBehavior;
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_staticGuns =
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[
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[
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[_pos,[-6.29138,3.9917,0]] call DMS_fnc_CalcPos
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],
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_group,
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"assault",
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"hardcore",
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"bandit",
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"O_HMG_01_high_F"
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] call DMS_fnc_SpawnAIStatic;
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(_staticGuns select 0) setDir 15;
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_baseObjs =
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[
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"base1",
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_pos
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] call DMS_fnc_ImportFromM3E;
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// Create Crate
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_crate = ["Box_NATO_AmmoOrd_F",_pos] call DMS_fnc_SpawnCrate;
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// Pink Crate ;)
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_crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0.08,0.57,1)"];
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_crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0.08,0.57,1)"];
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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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_staticGuns+_baseObjs, // base objects and static gun
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[],
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[[_crate,"Sniper"]]
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];
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// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'> Mercenary Base </t><br/> A mercenary base has been located at %1! There's reports of a dandy crate inside of it...",mapGridPosition _pos];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'> Mercenary Base </t><br/> Convicts have successfully assaulted the Mercenary Base and obtained the dandy crate!"];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'> Mercenary Base </t><br/> Seems like the Mercenaries packed up and drove away..."];
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// Define mission name (for map marker and logging)
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_missionName = "Mercenary Base";
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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_fnc_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_fnc_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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} forEach _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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{
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_cleanup pushBack (_x select 0);
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} foreach (_missionObjs select 2);
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_cleanup call DMS_fnc_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;} forEach _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_fnc_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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22
@ExileServer/addons/a3_dms/objects/base1.sqf
Normal file
22
@ExileServer/addons/a3_dms/objects/base1.sqf
Normal file
@ -0,0 +1,22 @@
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[
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["Land_HBarrierTower_F",[-9.12122,9.17334,0],180.049],
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["Land_HBarrierTower_F",[5.15552,-9.92236,0],270.462],
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["Land_HBarrierTower_F",[-9.02209,-29.1157,0],0],
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["Land_HBarrierTower_F",[-23.2937,-10.021,0],90.6414],
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["Land_HBarrierWall_corridor_F",[-24.0222,-15.5698,0],0],
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["Land_CncWall4_F",[-15.0026,-27.3579,0],0],
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["Land_CncWall4_F",[-19.0652,-25.082,0],53.1818],
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["Land_CncWall4_F",[-21.0901,-20.4282,0],82.6364],
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["Land_CncWall4_F",[-2.98938,-27.3594,0],0],
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["Land_CncWall4_F",[1.07483,-25.02,0],302.318],
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["Land_CncWall4_F",[2.92139,-20.2295,0],280.636],
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["Land_HBarrierWall_corridor_F",[5.90735,-15.3979,0],0],
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["Land_CncWall4_F",[3.50403,-3.87158,0],262.221],
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["Land_CncWall4_F",[2.09851,1.11768,0],249.539],
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["Land_CncWall4_F",[-1.08093,5.08643,0],215.994],
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["Land_CncWall1_F",[-3.72351,6.81592,0],201.682],
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["Land_HBarrier_1_F",[-4.89832,7.65137,0],290.455],
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["Land_HBarrier_1_F",[-4.89832,7.65137,1.3],290.455],
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["Land_HBarrier_Big_F",[-15.7292,4.59131,0],309.682],
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["Land_HBarrier_Big_F",[-20.431,-2.63086,0],298.636]
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]
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58
@ExileServer/addons/a3_dms/scripts/fn_CalcPos.sqf
Normal file
58
@ExileServer/addons/a3_dms/scripts/fn_CalcPos.sqf
Normal file
@ -0,0 +1,58 @@
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/*
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DMS_fnc_CalcPos
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Created by eraser1
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Usage:
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[
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_positionOrObject, // Object or Position: The center
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_relativePosition // Array: The offset
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] call DMS_fnc_CalcPos;
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Returns the absolute position from the provided relative position from the provided center position or object.
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*/
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private ["_pos", "_relPos", "_npos"];
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_OK = params
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[
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["_pos","",[[],objNull]],
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["_relPos","",[[]],[2,3]]
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];
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if (!_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_fnc_CalcPos with invalid parameters: %1",_this];
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};
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// Get the position if an object was supplied instead of position
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if ((typeName _pos)=="OBJECT") then
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{
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_pos = getPos _pos;
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};
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// Set the center pos to 0 if it isn't defined
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if ((count _pos)<3) then
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{
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_pos set [2,0];
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};
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// Set the z-pos offset to 0 if it isn't defined
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if ((count _relPos)<3) then
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{
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_relPos set [2,0];
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};
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_npos =
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[
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(_pos select 0)+(_relPos select 0),
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(_pos select 1)+(_relPos select 1),
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(_pos select 2)+(_relPos select 2)
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];
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_npos
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74
@ExileServer/addons/a3_dms/scripts/fn_ImportFromM3E.sqf
Normal file
74
@ExileServer/addons/a3_dms/scripts/fn_ImportFromM3E.sqf
Normal file
@ -0,0 +1,74 @@
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/*
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DMS_fnc_ImportFromM3E
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Created by eraser1
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Check out M3 Editor: http://maca134.co.uk/portfolio/m3editor-arma-3-map-editor/
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Usage:
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[
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_file, // String: The filename (or filepath under the objects folder) that contains the exported M3E objects
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_pos // Object or Array: Center position
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] call DMS_fnc_ImportFromM3E;
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Returns all created objects.
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*/
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private ["_file", "_pos", "_objs", "_export", "_obj", "_objPos"];
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_OK = params
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[
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["_file","",[""]],
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["_pos","",[[],objNull],[2,3]]
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];
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if (!_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_fnc_ImportFromM3E with invalid parameters: %1",_this];
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[]
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};
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// Get the position if an object was supplied instead of position
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if ((typeName _pos)=="OBJECT") then
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{
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_pos = getPos _pos;
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};
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// Set the center pos to 0 if it isn't defined
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if ((count _pos)<3) then
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{
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_pos set [2,0];
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};
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_objs = [];
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_export = call compile preprocessFileLineNumbers (format ["\x\addons\DMS\objects\%1.sqf",_file]);
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{
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// Create the object
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_obj = createVehicle [_x select 0, [0,0,0], [], 0, "CAN_COLLIDE"];
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// Calculate the object's position using provided relative position
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_objPos = [_pos,_x select 1] call DMS_fnc_CalcPos;
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if (((count _x)>4) && {!(_x select 4)}) then
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{
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// Supports bank/pitch
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_obj setPosATL _objPos;
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_obj setVectorDirAndUp (_x select 3);
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}
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else
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{
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_obj setDir (_x select 2);
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_obj setPos _objPos;
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};
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_objs pushBack _obj;
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} foreach _export;
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_objs
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@ -48,7 +48,8 @@ if(DMS_ai_remove_launchers && {_launcher != ""}) then
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_unit removeWeaponGlobal _launcher;
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{
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if(_x == _rockets) then {
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if(_x == _rockets) then
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{
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_unit removeMagazine _x;
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};
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} forEach magazines _unit;
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@ -15,12 +15,13 @@
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_class, // Class: "random","assault","MG","sniper" or "unarmed"
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_difficulty, // Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
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_side // "bandit","hero", etc.
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_MGClass // !OPTIONAL) String: classname of the MG. Use "random" to select a random one from DMS_static_weapons
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] call DMS_fnc_SpawnAIStatic;
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Returns an array of static gun objects.
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*/
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private ["_OK", "_guns", "_pos", "_gun", "_unit", "_group", "_class", "_difficulty", "_side", "_positions"];
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private ["_OK", "_guns", "_pos", "_MGClassInput", "_MGClass", "_gun", "_unit", "_group", "_class", "_difficulty", "_side", "_positions"];
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_OK = params
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@ -37,13 +38,21 @@ if (!_OK) exitWith
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diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIStatic with invalid parameters: %1",_this];
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};
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_MGClassInput = param [5,"random",[""]];
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_guns = [];
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{
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_pos = _x;
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_gun = createVehicle [(DMS_static_weapons call BIS_fnc_selectRandom), _pos, [], 0, "CAN_COLLIDE"];
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_MGClass = _MGClassInput;
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if (_MGClass == "random") then
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{
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_MGClass = DMS_static_weapons call BIS_fnc_selectRandom;
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};
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_gun = createVehicle [_MGClass, _pos, [], 0, "CAN_COLLIDE"];
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_gun setDir (random 360);
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_gun setPosATL _pos;
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_gun addEventHandler ["GetOut",{(_this select 0) setDamage 1;}];
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|
Binary file not shown.
11
README.md
11
README.md
@ -78,9 +78,20 @@ if (!hasInterface && !isServer) then
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## Changelog:
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#### September 13, 2015 (1:00 AM CST-America):
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* New config value: ```DMS_AI_WP_Radius_base``` . Tiny waypoint radius for "base defence".
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* New mission: "mercbase". Known issue: Stuff gets messed up when the mission spawns on a steep slope. Blame BIS for breaking "BIS_fnc_findSafePos" :P
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* Added Taviana map safe pos params. (thanks JamieKG!)
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* New functions: "DMS_fnc_CalcPos" and "DMS_fnc_ImportFromM3E".
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* You can now import bases from Maca's awesome M3 Editor! Simply create the file under the "objects" folder, then call "DMS_fnc_ImportFromM3E"! Refer to the new "mercbase" mission as an example.
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* "DMS_fnc_ImportFromM3E" supports static position (make sure you pass [0,0,0] as the second parameter), relative position, as well as bank/pitch. In addition, you get parameter parsing, just like any other DMS function, so if you're messing around with stuff and make a mistake, it will tell you ;)
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* You can now specify which gun that an static AI spawns with.
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#### September 12, 2015 (1:30 AM CST-America):
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* Added Esseker map safe pos params. (thanks Flowrider!)
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#### September 11, 2015 (8:30 PM CST-America):
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* NEW CONFIG VALUES: ```DMS_GodmodeCrates``` and ```DMS_CrateCase_Sniper```. DMS_GodmodeCrates is pretty self-explanatory :P
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* NEW FEATURE FOR "DMS_fnc_FillCrate": You can now define "crate cases" in the config (such as "DMS_CrateCase_Sniper"). Passing the "crate case" name (such as "Sniper") will make the crate spawn with the exact gear defined in the config. Refer to the testmission.sqf (line 80) and "DMS_CrateCase_Sniper" config for an example.
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