mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
a few minor things
This commit is contained in:
parent
a07d2b412e
commit
db16672811
@ -4,7 +4,7 @@ class CfgPatches
|
||||
{
|
||||
units[] = {};
|
||||
weapons[] = {};
|
||||
a3_DMS_version = "July 3, 2016 (2)";
|
||||
a3_DMS_version = "July 5, 2016";
|
||||
requiredVersion = 1.36;
|
||||
requiredAddons[] = {"exile_client","exile_server_config"};
|
||||
};
|
||||
|
@ -8,12 +8,30 @@
|
||||
A lot of these configs are influenced by WAI :P
|
||||
https://github.com/nerdalertdk/WICKED-AI
|
||||
*/
|
||||
|
||||
// You dawg... heard you like configs... so here's some configs for your config.... so you can configure your configuration to make it easier to configure your configuration http://i.imgur.com/9eJjEEo.jpg
|
||||
|
||||
|
||||
// If you don't want the AI to have marksman DLC weapons, then simply remove the line below, or comment it by putting // at the beginning of the line
|
||||
#define GIVE_AI_MARKSMAN_DLC_WEAPONS 1
|
||||
|
||||
// If you don't want crates to spawn with marksman DLC weapons, simply remove the line below or comment it out.
|
||||
#define USE_MARKSMAN_DLC_WEAPONS_IN_CRATES 1
|
||||
|
||||
// Uncomment this if you want Apex weapons on AI.
|
||||
//#define GIVE_AI_APEX_WEAPONS 1
|
||||
|
||||
// Uncomment this if you want Apex gear on AI. Uniforms, Vests, Backpacks, Helmets,Scopes
|
||||
//#define GIVE_AI_APEX_GEAR
|
||||
|
||||
// Uncomment this if you want Apex weapons in loot crates
|
||||
//#define USE_APEX_WEAPONS_IN_CRATES 1
|
||||
|
||||
// Uncomment this if you want Apex vehicles to spawn for AI/missions
|
||||
//#define USE_APEX_VEHICLES 1
|
||||
|
||||
|
||||
|
||||
|
||||
DMS_Use_Map_Config = true; // Whether or not to use config overwrites specific to the map.
|
||||
/*
|
||||
@ -330,7 +348,7 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_Survivor_Vehicle_MoneyGain = -500; // The amount of Poptabs gained for killing a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RepGain = -100; // The amount of Respect gained for killing a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_RankGain = -600;
|
||||
DMS_Survivor_Vehicle_MoneyGain = 0; // The amount of Poptabs carried by a Survivor vehicle crew member
|
||||
DMS_Survivor_Vehicle_SpawnMoney = 0; // The amount of Poptabs carried by a Survivor vehicle crew member
|
||||
|
||||
DMS_AIKill_DistanceBonusMinDistance = 100; // Minimum distance from the player to the AI to apply the distance bonus.
|
||||
DMS_AIKill_DistanceBonusCoefficient = 0.05; // If the distance from the player to the killed unit is more than "DMS_AIKill_DistanceBonusMinDistance" meters then the player gets a respect bonus equivalent to the distance multiplied by this coefficient. For example, killing an AI from 400 meters will give 100 extra respect (when the coefficient is 0.25). Set to 0 to disable the bonus. This bonus will not be applied if there isn't a regular AI kill bonus.
|
||||
@ -395,7 +413,7 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_ai_freezeOnSpawn = true; // Whether or not to freeze an AI group when initially spawned.
|
||||
|
||||
DMS_ai_share_info = false; // Share info about killer
|
||||
DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
|
||||
DMS_ai_share_info_distance = 25; // The distance killer's info will be shared to other AI
|
||||
|
||||
DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
|
||||
DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
|
||||
@ -454,6 +472,13 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
|
||||
//Assault Class
|
||||
DMS_assault_weps = [ // Assault Rifles
|
||||
#ifdef GIVE_AI_APEX_WEAPONS
|
||||
"arifle_AK12_F",
|
||||
"arifle_ARX_ghex_F",
|
||||
"arifle_CTAR_blk_F",
|
||||
"arifle_SPAR_01_khk_F",
|
||||
"arifle_SPAR_03_khk_F",
|
||||
#endif
|
||||
"arifle_Katiba_GL_F",
|
||||
"arifle_MX_GL_Black_F",
|
||||
"arifle_Mk20_GL_F",
|
||||
@ -484,6 +509,10 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Weapon_TaurusGold"
|
||||
];
|
||||
DMS_assault_optics = [ // Optics for Assault Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"optic_ERCO_khk_F",
|
||||
"optic_Holosight_blk_F",
|
||||
#endif
|
||||
"optic_Arco",
|
||||
"optic_Hamr",
|
||||
"optic_Aco",
|
||||
@ -513,15 +542,30 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Item_Bandage"
|
||||
];
|
||||
DMS_assault_helmets = [ // Helmets for Assault Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"H_HelmetB_TI_tna_F",
|
||||
"H_HelmetB_Enh_tna_F",
|
||||
"H_HelmetSpecO_ghex_F",
|
||||
"H_HelmetCrew_O_ghex_F",
|
||||
#endif
|
||||
"H_HelmetSpecB_paint1",
|
||||
"H_HelmetIA_camo",
|
||||
"H_HelmetLeaderO_ocamo",
|
||||
"H_HelmetLeaderO_oucamo"
|
||||
];
|
||||
DMS_assault_clothes = [ // Uniforms for Assault Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"U_B_T_Soldier_F",
|
||||
"U_B_T_Soldier_SL_F",
|
||||
"U_B_CTRG_Soldier_F",
|
||||
"U_O_V_Soldier_Viper_F",
|
||||
"U_I_C_Soldier_Bandit_2_F",
|
||||
"U_I_C_Soldier_Camo_F",
|
||||
"U_B_CTRG_Soldier_urb_1_F",
|
||||
#endif
|
||||
"U_O_CombatUniform_ocamo",
|
||||
"U_O_PilotCoveralls",
|
||||
"U_B_Wetsuit",
|
||||
//"U_B_Wetsuit",
|
||||
"U_BG_Guerilla3_1",
|
||||
"U_BG_Guerilla2_3",
|
||||
"U_BG_Guerilla2_2",
|
||||
@ -534,6 +578,14 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"U_I_G_resistanceLeader_F"
|
||||
];
|
||||
DMS_assault_vests = [ // Vests for Assault Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"V_TacChestrig_grn_F",
|
||||
"V_PlateCarrier2_tna_F",
|
||||
"V_PlateCarrierSpec_tna_F",
|
||||
"V_PlateCarrierGL_tna_F",
|
||||
"V_TacVest_gen_F",
|
||||
"V_PlateCarrier1_rgr_noflag_F",
|
||||
#endif
|
||||
"V_PlateCarrierH_CTRG",
|
||||
"V_PlateCarrierSpec_rgr",
|
||||
"V_PlateCarrierGL_blk",
|
||||
@ -546,6 +598,11 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"V_PlateCarrierIA2_dgtl"
|
||||
];
|
||||
DMS_assault_backpacks = [ // Backpacks for Assault Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"B_Bergen_tna_F",
|
||||
"B_FieldPack_ghex_F",
|
||||
"B_ViperLightHarness_khk_F",
|
||||
#endif
|
||||
"B_Bergen_rgr",
|
||||
"B_Carryall_oli",
|
||||
"B_Kitbag_mcamo",
|
||||
@ -561,6 +618,10 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"MMG_01_hex_F",
|
||||
"MMG_02_black_F",
|
||||
#endif
|
||||
|
||||
#ifdef GIVE_AI_APEX_WEAPONS
|
||||
"LMG_03_F",
|
||||
#endif
|
||||
"LMG_Zafir_F",
|
||||
"LMG_Mk200_F",
|
||||
"arifle_MX_SW_Black_F",
|
||||
@ -579,6 +640,11 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Weapon_TaurusGold"
|
||||
];
|
||||
DMS_MG_optics = [ // Optics for MG Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"optic_ERCO_khk_F",
|
||||
"optic_DMS_ghex_F",
|
||||
"optic_Arco_blk_F",
|
||||
#endif
|
||||
"optic_Hamr",
|
||||
"optic_Aco",
|
||||
"optic_Holosight",
|
||||
@ -607,6 +673,13 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Item_Instadoc"
|
||||
];
|
||||
DMS_MG_helmets = [ // Helmets for MG Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"H_HelmetB_TI_tna_F",
|
||||
"H_HelmetB_Enh_tna_F",
|
||||
"H_HelmetSpecO_ghex_F",
|
||||
"H_HelmetLeaderO_ghex_F",
|
||||
"H_HelmetCrew_O_ghex_F",
|
||||
#endif
|
||||
"H_PilotHelmetHeli_I",
|
||||
"H_PilotHelmetHeli_O",
|
||||
"H_PilotHelmetFighter_I",
|
||||
@ -619,9 +692,18 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"H_HelmetLeaderO_oucamo"
|
||||
];
|
||||
DMS_MG_clothes = [ // Uniforms for MG Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"U_B_T_Soldier_F",
|
||||
"U_B_T_Soldier_SL_F",
|
||||
"U_B_CTRG_Soldier_F",
|
||||
"U_O_V_Soldier_Viper_F",
|
||||
"U_I_C_Soldier_Bandit_2_F",
|
||||
"U_I_C_Soldier_Camo_F",
|
||||
"U_B_CTRG_Soldier_urb_1_F",
|
||||
#endif
|
||||
"U_O_CombatUniform_ocamo",
|
||||
"U_O_PilotCoveralls",
|
||||
"U_B_Wetsuit",
|
||||
//"U_B_Wetsuit",
|
||||
"U_BG_Guerilla3_1",
|
||||
"U_BG_Guerilla2_3",
|
||||
"U_BG_Guerilla2_2",
|
||||
@ -634,6 +716,14 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"U_I_G_resistanceLeader_F"
|
||||
];
|
||||
DMS_MG_vests = [ // Vests for MG Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"V_TacChestrig_grn_F",
|
||||
"V_PlateCarrier2_tna_F",
|
||||
"V_PlateCarrierSpec_tna_F",
|
||||
"V_PlateCarrierGL_tna_F",
|
||||
"V_TacVest_gen_F",
|
||||
"V_PlateCarrier1_rgr_noflag_F",
|
||||
#endif
|
||||
"V_PlateCarrierH_CTRG",
|
||||
"V_PlateCarrierSpec_rgr",
|
||||
"V_PlateCarrierGL_blk",
|
||||
@ -648,6 +738,12 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"V_HarnessO_gry"
|
||||
];
|
||||
DMS_MG_backpacks = [ // Backpacks for MG Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"B_Bergen_tna_F",
|
||||
"B_Carryall_ghex_F",
|
||||
"B_ViperHarness_ghex_F",
|
||||
"B_ViperLightHarness_ghex_F",
|
||||
#endif
|
||||
"B_Bergen_rgr",
|
||||
"B_Carryall_oli",
|
||||
"B_Kitbag_mcamo",
|
||||
@ -669,11 +765,18 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"srifle_DMR_05_blk_F",
|
||||
"srifle_DMR_06_olive_F",
|
||||
#endif
|
||||
|
||||
#ifdef GIVE_AI_APEX_WEAPONS
|
||||
"srifle_DMR_07_ghex_F",
|
||||
#endif
|
||||
"Exile_Weapon_DMR",
|
||||
"Exile_Weapon_SVD",
|
||||
"Exile_Weapon_VSSVintorez"
|
||||
];
|
||||
DMS_sniper_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
|
||||
#ifdef GIVE_AI_APEX_WEAPONS
|
||||
"hgun_Pistol_01_F",
|
||||
#endif
|
||||
"hgun_ACPC2_F",
|
||||
"hgun_Rook40_F",
|
||||
"hgun_P07_F",
|
||||
@ -685,6 +788,15 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Weapon_TaurusGold"
|
||||
];
|
||||
DMS_sniper_optics = [ // Optics for Sniper Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"optic_SOS_khk_F",
|
||||
"optic_DMS_ghex_F",
|
||||
"optic_LRPS_tna_F",
|
||||
#endif
|
||||
|
||||
#ifdef GIVE_AI_MARKSMAN_DLC_WEAPONS
|
||||
"optic_AMS_khk",
|
||||
#endif
|
||||
"optic_SOS",
|
||||
"optic_DMS",
|
||||
"optic_LRPS"
|
||||
@ -713,12 +825,24 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"Exile_Item_DuctTape"
|
||||
];
|
||||
DMS_sniper_helmets = [ // Helmets for Sniper Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
//"H_HelmetO_ViperSP_ghex_F", // Special helmet with in-built NVGs and thermal :o
|
||||
"H_HelmetB_Enh_tna_F",
|
||||
"H_HelmetSpecO_ghex_F",
|
||||
"H_HelmetLeaderO_ghex_F",
|
||||
#endif
|
||||
"H_HelmetSpecB_paint1",
|
||||
"H_HelmetIA_camo",
|
||||
"H_HelmetLeaderO_ocamo",
|
||||
"H_HelmetLeaderO_oucamo"
|
||||
];
|
||||
DMS_sniper_clothes = [ // Uniforms for Sniper Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"U_B_T_Sniper_F",
|
||||
"U_B_T_FullGhillie_tna_F", // Invisible to thermal? 0_o
|
||||
"U_O_T_Sniper_F",
|
||||
"U_O_T_FullGhillie_tna_F",
|
||||
#endif
|
||||
"U_O_GhillieSuit",
|
||||
"U_B_FullGhillie_ard",
|
||||
"U_B_FullGhillie_lsh",
|
||||
@ -733,6 +857,12 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"U_O_FullGhillie_sard"
|
||||
];
|
||||
DMS_sniper_vests = [ // Vests for Sniper Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"V_PlateCarrier2_tna_F",
|
||||
"V_PlateCarrierSpec_tna_F",
|
||||
"V_PlateCarrierGL_tna_F",
|
||||
"V_PlateCarrier2_rgr_noflag_F",
|
||||
#endif
|
||||
"V_PlateCarrierH_CTRG",
|
||||
"V_PlateCarrierSpec_rgr",
|
||||
"V_PlateCarrierGL_blk",
|
||||
@ -747,6 +877,15 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"V_HarnessO_gry"
|
||||
];
|
||||
DMS_sniper_backpacks = [ // Backpacks for Sniper Class
|
||||
#ifdef GIVE_AI_APEX_GEAR
|
||||
"B_Bergen_tna_F",
|
||||
"B_Bergen_hex_F",
|
||||
"B_Carryall_ghex_F",
|
||||
"B_ViperHarness_ghex_F",
|
||||
"B_ViperHarness_blk_F",
|
||||
"B_ViperLightHarness_ghex_F",
|
||||
"B_ViperLightHarness_khk_F",
|
||||
#endif
|
||||
"B_Bergen_rgr",
|
||||
"B_Carryall_oli",
|
||||
"B_Kitbag_mcamo",
|
||||
@ -800,6 +939,9 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
DMS_ai_remove_launchers = true; // Remove rocket launchers on AI death
|
||||
|
||||
DMS_AI_wep_launchers_AT = [ // AT Launchers
|
||||
#ifdef GIVE_AI_APEX_WEAPONS
|
||||
"launch_RPG7_F",
|
||||
#endif
|
||||
"launch_NLAW_F",
|
||||
"launch_RPG32_F",
|
||||
"launch_B_Titan_short_F"
|
||||
@ -869,6 +1011,16 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
"MMG_01_hex_F",
|
||||
"MMG_02_black_F",
|
||||
#endif
|
||||
|
||||
#ifdef USE_APEX_WEAPONS_IN_CRATES
|
||||
"arifle_AK12_F",
|
||||
"arifle_ARX_ghex_F",
|
||||
"arifle_CTAR_blk_F",
|
||||
"arifle_SPAR_01_khk_F",
|
||||
"arifle_SPAR_03_khk_F",
|
||||
//"srifle_DMR_07_ghex_F", // Oh great, a 6.5mm 20 round sniper rifle... because everybody wanted a nerfed MXM :p
|
||||
"LMG_03_F",
|
||||
#endif
|
||||
"Exile_Melee_Axe",
|
||||
"Exile_Melee_SledgeHammmer",
|
||||
"Exile_Item_Shovel",
|
||||
@ -1040,10 +1192,18 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
|
||||
// Vehicles
|
||||
DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
|
||||
#ifdef USE_APEX_VEHICLES
|
||||
"B_T_LSV_01_armed_F",
|
||||
"O_T_LSV_02_armed_F",
|
||||
#endif
|
||||
"Exile_Car_Offroad_Armed_Guerilla01"
|
||||
];
|
||||
|
||||
DMS_MilitaryVehicles = [ // List of military vehicles that can spawn
|
||||
DMS_MilitaryVehicles = [ // List of (unarmed) military vehicles that can spawn
|
||||
#ifdef USE_APEX_VEHICLES
|
||||
"B_T_LSV_01_unarmed_F",
|
||||
"O_T_LSV_02_unarmed_F",
|
||||
#endif
|
||||
"Exile_Car_Strider",
|
||||
"Exile_Car_Hunter",
|
||||
"Exile_Car_Ifrit"
|
||||
@ -1068,6 +1228,10 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
];
|
||||
|
||||
DMS_CivilianVehicles = [ // List of civilian vehicles that can spawn
|
||||
#ifdef USE_APEX_VEHICLES
|
||||
"C_Offroad_02_unarmed_F",
|
||||
"I_C_Van_01_transport_F",
|
||||
#endif
|
||||
"Exile_Car_SUV_Red",
|
||||
"Exile_Car_Hatchback_Rusty1",
|
||||
"Exile_Car_Hatchback_Rusty2",
|
||||
@ -1078,6 +1242,10 @@ DMS_SpawnMissions_Scheduled = false; // Whether or not to spawn missions in a sc
|
||||
];
|
||||
|
||||
DMS_TransportHelis = [ // List of transport helis that can spawn
|
||||
#ifdef USE_APEX_VEHICLES
|
||||
"B_T_VTOL_01_infantry_F",
|
||||
"O_T_VTOL_02_infantry_F",
|
||||
#endif
|
||||
"Exile_Chopper_Hummingbird_Green",
|
||||
"Exile_Chopper_Orca_BlackCustom",
|
||||
"Exile_Chopper_Mohawk_FIA",
|
||||
|
@ -64,7 +64,7 @@ _crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
_vehClass =
|
||||
if (_extraParams isEqualTo []) then
|
||||
{
|
||||
"Exile_Car_Offroad_Armed_Guerilla01"
|
||||
selectRandom DMS_ArmedVehicles
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -80,7 +80,7 @@ _vehClass =
|
||||
}
|
||||
else
|
||||
{
|
||||
"Exile_Car_Offroad_Armed_Guerilla01"
|
||||
selectRandom DMS_ArmedVehicles
|
||||
};
|
||||
};
|
||||
};
|
||||
|
@ -59,7 +59,7 @@ _difficulty = selectRandom _PossibleDifficulty;
|
||||
|
||||
switch (_difficulty) do
|
||||
{
|
||||
case:
|
||||
case "easy":
|
||||
{
|
||||
_AICount = (4 + (round (random 4)));
|
||||
_crate_weapons = (1 + (round (random 1)));
|
||||
|
@ -1,7 +1,6 @@
|
||||
/*
|
||||
"saltflats" static mission for Altis.
|
||||
"Underwater Stash" mission for Tanoa
|
||||
Created by eraser1
|
||||
Credits to "Darth Rogue" for creating the base.
|
||||
*/
|
||||
|
||||
// For logging purposes
|
||||
|
@ -36,7 +36,7 @@ then
|
||||
}
|
||||
else
|
||||
{
|
||||
(getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines")) select 0
|
||||
_weapon call DMS_fnc_selectMagazine
|
||||
};
|
||||
|
||||
for "_i" from 1 to _magazineCount do
|
||||
|
@ -14,7 +14,7 @@ private _recentlyUnfrozen = [];
|
||||
{
|
||||
if (isNull _x) then
|
||||
{
|
||||
diag_log format["DMS ERROR :: Null Group found in DMS_FrozenAIGroups! Index: %1",_forEachIndex];
|
||||
diag_log format["DMS SORT OF AN ERROR :: Null Group found in DMS_FrozenAIGroups! Index: %1",_forEachIndex];
|
||||
DMS_FrozenAIGroups deleteAt _forEachIndex;
|
||||
}
|
||||
else
|
||||
|
@ -318,7 +318,7 @@ if (isPlayer _killer) then
|
||||
// Reveal the killer to the AI units
|
||||
if (_unit getVariable ["DMS_ai_share_info",DMS_ai_share_info]) then
|
||||
{
|
||||
private _revealAmount = 4.0;
|
||||
private _revealAmount = 3;
|
||||
|
||||
private _muzzle = currentMuzzle _playerObj;
|
||||
|
||||
@ -327,7 +327,7 @@ if (isPlayer _killer) then
|
||||
private _silencer = _playerObj weaponAccessories _muzzle select 0;
|
||||
if (!isNil "_silencer" && {_silencer != ""}) then
|
||||
{
|
||||
_revealAmount = 2.0;
|
||||
_revealAmount = 1.5;
|
||||
};
|
||||
};
|
||||
|
||||
|
@ -9,11 +9,11 @@
|
||||
*/
|
||||
|
||||
private _result = "";
|
||||
private _ammoArray = getArray (configFile >> "CfgWeapons" >> _this >> "magazines");
|
||||
private _magArray = getArray (configFile >> "CfgWeapons" >> _this >> "magazines");
|
||||
|
||||
if (count _ammoArray > 0) then
|
||||
if (count _magArray > 0) then
|
||||
{
|
||||
_result = _ammoArray select 0;
|
||||
_result = _magArray select 0;
|
||||
};
|
||||
|
||||
_result
|
||||
|
@ -81,7 +81,7 @@ for "_i" from 1 to _count do
|
||||
};
|
||||
|
||||
// An AI will definitely spawn with a launcher if you define type
|
||||
if ((DMS_ai_use_launchers && {DMS_ai_launchers_per_group>0}) || {!(_launcherType isEqualTo "")}) then
|
||||
if ((DMS_ai_use_launchers || {!(_launcherType isEqualTo "")}) then
|
||||
{
|
||||
if (_launcherType isEqualTo "") then
|
||||
{
|
||||
@ -89,9 +89,9 @@ if ((DMS_ai_use_launchers && {DMS_ai_launchers_per_group>0}) || {!(_launcherType
|
||||
};
|
||||
|
||||
private _units = units _group;
|
||||
private _launchers = missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["launch_NLAW_F"]];
|
||||
private _launchers = missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],DMS_AI_wep_launchers_AT];
|
||||
|
||||
for "_i" from 0 to (((DMS_ai_launchers_per_group min _count)-1) max 0) do
|
||||
for "_i" from 0 to ((DMS_ai_launchers_per_group min _count)-1) do
|
||||
{
|
||||
if ((random 100)<DMS_ai_use_launchers_chance) then
|
||||
{
|
||||
@ -101,15 +101,14 @@ if ((DMS_ai_use_launchers && {DMS_ai_launchers_per_group>0}) || {!(_launcherType
|
||||
|
||||
removeBackpackGlobal _unit;
|
||||
_unit addBackpack "B_Carryall_mcamo";
|
||||
private _rocket = _launcher call DMS_fnc_selectMagazine;
|
||||
|
||||
[_unit, _launcher, DMS_AI_launcher_ammo_count,_rocket] call BIS_fnc_addWeapon;
|
||||
[_unit, _launcher, DMS_AI_launcher_ammo_count] call DMS_fnc_addWeapon;
|
||||
|
||||
_unit setVariable ["DMS_AI_Launcher",_launcher];
|
||||
|
||||
if (DMS_DEBUG) then
|
||||
{
|
||||
(format["SpawnAIGroup :: Giving %1 a %2 launcher with %3 %4 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count,_rocket]) call DMS_fnc_DebugLog;
|
||||
(format["SpawnAIGroup :: Giving %1 a %2 launcher with %3 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count]) call DMS_fnc_DebugLog;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
31
README.md
31
README.md
@ -73,12 +73,12 @@ after "7 createVehicle"
|
||||
3. Pack the a3_dms folder with a PBO tool ([PBO Manager](http://www.armaholic.com/page.php?id=16369), [Eliteness](https://dev.withsix.com/projects/mikero-pbodll/files), or [the Arma 3 Tools suite](http://store.steampowered.com/app/233800/))
|
||||
4. Put the generated PBO in your ```@ExileServer\addons\``` directory. It should be alongside ```exile_server.pbo``` and ```exile_server_config.pbo```.
|
||||
|
||||
|
||||
<br>
|
||||
## infiSTAR:
|
||||
* If you are using infiSTAR and want to keep ```CGM = true;```, then set ```UMW = true;```.
|
||||
* Add ```'O_HMG_01_high_F'``` to ```_VehicleWhiteList```, as well as any other vehicles you add to DMS that are not whitelisted.
|
||||
|
||||
|
||||
<br><br>
|
||||
### Vilayer or other Game Server Providers Instructions:
|
||||
|
||||
If you are using Vilayer or some other GameServer hosting service, and/or the above steps did not work, then follow these instructions:
|
||||
@ -87,18 +87,19 @@ If you are using Vilayer or some other GameServer hosting service, and/or the ab
|
||||
2. Create a subfolder called "addons".
|
||||
3. Place the "a3_dms.pbo" in the "addons" subfolder.
|
||||
4. Edit your startup parameters/modline to include "@a3_dms". For example: ```-serverMod=@ExileServer;@a3_dms;```
|
||||
|
||||
|
||||
### HEADLESS CLIENT:
|
||||
|
||||
**DMS does not currently support headless client. Do not attempt to use HC with DMS unless you know what you are doing.**
|
||||
|
||||
<br><br>
|
||||
## Troubleshooting:
|
||||
If you're having any issues with DMS, check your RPT for errors and make sure PBO is packed correctly by unpacking it and ensuring the folder structure is "\x\addons\a3_DMS\...".
|
||||
|
||||
If you can't figure it out, leave a post on [the DMS thread on exile forums](http://www.exilemod.com/topic/61-dms-defents-mission-system/?do=findComment&comment=242). **Make sure to include your RPT, config.sqf, as well as any changed files. Please use [pastebin](http://pastebin.com/), spoilers, or something similar; DO NOT PASTE EVERYTHING DIRECTLY INTO THE POST (without putting it in a spoiler)**
|
||||
|
||||
<br><br>
|
||||
### HEADLESS CLIENT:
|
||||
|
||||
**DMS does not currently support headless client. Do not attempt to use HC with DMS unless you know what you are doing.**
|
||||
|
||||
___
|
||||
<br><br>
|
||||
|
||||
# Credits:
|
||||
### Authors:
|
||||
@ -125,6 +126,7 @@ ___
|
||||
- [CEN from ATD Gaming](http://atdgaming.com/)
|
||||
|
||||
___
|
||||
<br><br><br>
|
||||
|
||||
# Roadmap:
|
||||
#### Convoy Mission:
|
||||
@ -144,12 +146,23 @@ ___
|
||||
* AI will still be offloaded to clients (ideally); strictly DMS functions will be handled by the HC.
|
||||
|
||||
|
||||
|
||||
___
|
||||
<br><br><br>
|
||||
|
||||
# Changelog:
|
||||
|
||||
### Main Branch
|
||||
### July 5, 2016 (8:15 PM CST-America):
|
||||
* Fixed a typo in the config (the second ```DMS_Survivor_Vehicle_MoneyGain``` should be ```DMS_Survivor_Vehicle_SpawnMoney```).
|
||||
* Added Apex weapons, equipment, and vehicles to config (disabled by default).
|
||||
* Reduced ```DMS_ai_share_info_distance``` default value drastically, from 300 meters to 25 (it was overpowered and unrealistic).
|
||||
* "Armed Bandits" mission will select a random vehicle from "DMS_ArmedVehicles" instead of the armed offroad every time.
|
||||
* Fixed a typo in the "nedbuilding1_mission".
|
||||
* "DMS_fnc_AddWeapon" now uses "DMS_fnc_selectMagazine" to select a magazine instead of looking in the weapon config directly (the "DMS_fnc_selectMagazine" function does that).
|
||||
* Reduced the "reveal amount" for both suppressed and non-suppressed weapons when "DMS_ai_share_info" is enabled.
|
||||
* The "SpawnAIGroup" functions will now use "DMS_fnc_addWeapon" instead of the BIS variant to add launchers.
|
||||
* Slight tweaks of function/mission comments and error logs.
|
||||
|
||||
### July 3, 2016 (8:15 PM CST-America):
|
||||
* Player money will be saved on kill.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user