DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_OnKilled.sqf
eraser1 0544cfe9e7 Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)

* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-09 20:35:07 -05:00

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/*
DMS_fnc_OnKilled
Created by eraser1 and Defent
Influenced by WAI
Usage:
[
[
_killedUnit,
_killer
],
_side, // "bandit" only for now
_type // Type of AI: "soldier","static","vehicle","heli", etc.
] call DMS_fnc_OnKilled;
*/
private ["_unit", "_killer", "_side", "_type", "_launcher", "_launcherVar", "_playerObj", "_removeAll", "_rockets", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_gunnerIsAlive", "_driverIsAlive", "_grp", "_owner", "_start", "_roadKilled", "_veh", "_boom", "_revealAmount", "_silencer", "_moneyChange", "_repChange", "_money", "_respect", "_msgType", "_msgParams"];
(format ["OnKilled :: Logging AI death with parameters: %1",_this]) call DMS_fnc_DebugLog;
_unit = _this select 0 select 0;
_killer = _this select 0 select 1;
_side = _this select 1;
_type = _this select 2;
_launcher = secondaryWeapon _unit;
_launcherVar = _unit getVariable ["DMS_AI_Launcher",""];
_playerObj = objNull;
// Some of the previously used functions work with non-local argument. Some don't. BIS is annoying
_removeAll =
{
{_this removeWeaponGlobal _x;} forEach (weapons _this);
{_this unlinkItem _x;} forEach (assignedItems _this);
{_this removeItem _x;} forEach (items _this);
removeAllItemsWithMagazines _this;
removeHeadgear _this;
removeUniform _this;
removeVest _this;
removeBackpackGlobal _this;
};
moveOut _unit;
// Remove gear according to configs
if (DMS_clear_AI_body && {(random 100) <= DMS_clear_AI_body_chance}) then
{
_unit call _removeAll;
};
if(DMS_ai_remove_launchers && {(_launcherVar != "") || {_launcher != ""}}) then
{
// Because arma is stupid sometimes
if (_launcher=="") then
{
_launcher = _launcherVar;
diag_log "sneaky launchers...";
{
if (_launcherVar in (weaponCargo _x)) exitWith
{
deleteVehicle _x;
diag_log "gotcha";
};
} forEach (nearestObjects [_unit, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
};
_rockets = _launcher call DMS_fnc_selectMagazine;
_unit removeWeaponGlobal _launcher;
{
if(_x == _rockets) then
{
_unit removeMagazineGlobal _x;
};
} forEach magazines _unit;
};
if(DMS_RemoveNVG) then
{
_unit unlinkItem "NVGoggles";
};
// Give the AI a new leader if the killed unit was the leader
// credit: https://github.com/SMVampire/VEMF/
if (((count (units group _unit)) > 1) && {(leader group _unit) == _unit}) then
{
_grpUnits = units group _unit;
_grpUnits = _grpUnits - [_unit];
(group _unit) selectLeader (_grpUnits call BIS_fnc_selectRandom);
};
_av = _unit getVariable ["DMS_AssignedVeh",objNull];
if (!isNull _av) then
{
// Determine whether or not the vehicle has any active crew remaining.
_memCount = {[(alive _x),false] select (_unit isEqualTo _x);} count (crew _av);
// Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle.
if (_memCount<1) then
{
_av setDamage 1;
DMS_CleanUpList pushBack [_av,diag_tickTime,DMS_AIVehCleanUpTime];
_av spawn {sleep 1;_this enableSimulationGlobal false;};
(format["OnKilled :: Destroying used AI vehicle %1, disabling simulation, and adding to cleanup.",typeOf _av]) call DMS_fnc_DebugLog;
}
else
{
// Only check for this stuff for ground vehicles that have guns...
if ((_av isKindOf "LandVehicle") && {(count (weapons _av))>0}) then
{
_gunner = gunner _av;
_driver = driver _av;
// The fact that I have to do this in the FUCKING ONKILLED EVENTHANDLER is a testament to why ArmA will make me die prematurely
_gunnerIsAlive = alive _gunner;
_driverIsAlive = alive _driver;
if (_unit isEqualTo _gunner) then
{
_gunnerIsAlive = false;
};
if (_unit isEqualTo _driver) then
{
_driverIsAlive = false;
};
// If the gunner is dead but the driver is alive, then the driver becomes the gunner.
// Helps with troll AI vehicles driving around aimlessly after the gunner is shot off. More realistic imo
if (!_gunnerIsAlive && {_driverIsAlive}) then
{
[_driver,_av,_killer] spawn
{
_driver = _this select 0;
_av = _this select 1;
_killer = _this select 2;
_grp = group _driver;
_owner = groupOwner _grp;
_grp setVariable ["DMS_LockLocality",true];
// The AI has to be local in order for these commands to work, so I reset locality, just because it's really difficult to deal with otherwise
if (_owner!=2) then
{
diag_log format ["Temporarily setting owner of %1 to server from %2. Success: %3",_grp,_owner,_grp setGroupOwner 2];
};
sleep 5+(random 3); // 5 to 8 seconds delay after gunner death
if !(alive _driver) exitWith {};
unassignVehicle _driver;
moveOut _driver;
_driver disableCollisionWith _av;
_av setVehicleAmmoDef 1;
waitUntil
{
unassignVehicle _driver;
doGetOut _driver;
moveOut _driver;
(vehicle _driver)==_driver
};
_driver assignAsGunner _av;
[_driver] orderGetIn true;
sleep 1.5;
if !(alive _driver) exitWith {};
_driver moveInGunner _av;
_driver enableCollisionWith _av;
(format["OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av]) call DMS_fnc_DebugLog;
if (_owner!=2) then
{
_start = time;
// Controlling AI... yes. I have to do this
waitUntil
{
_driver assignAsGunner _av;
[_driver] orderGetIn true;
_driver moveInGunner _av;
(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
};
sleep 3;
_start = time;
waitUntil
{
_driver assignAsGunner _av;
[_driver] orderGetIn true;
_driver moveInGunner _av;
(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
};
_driver doTarget _killer;
_driver doFire _killer;
sleep 15;
diag_log format ["Resetting ownership of %1 to %2. Success: %3",_grp,_owner,_grp setGroupOwner _owner];
};
_grp setVariable ["DMS_LockLocality",false];
};
};
};
};
};
_roadKilled = false;
if (isPlayer _killer) then
{
_veh = vehicle _killer;
_playerObj = _killer;
// Fix for players killing AI from mounted vehicle guns
if (!(_killer isKindOf "Exile_Unit_Player") && {!isNull (gunner _killer)}) then
{
_playerObj = gunner _killer;
};
if (!(_veh isEqualTo _killer) && {(driver _veh) isEqualTo _killer}) then
{
_playerObj = driver _veh;
_roadKilled = true;
if (DMS_explode_onRoadkill) then
{
_boom = createVehicle ["SLAMDirectionalMine_Wire_Ammo", ASLToAGL(getPosWorld _unit), [], 0, "CAN_COLLIDE"];
_boom setDamage 1;
(format ["OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer]) call DMS_fnc_DebugLog;
};
// Remove gear from roadkills if configured to do so
if (DMS_remove_roadkill && {(random 100) <= DMS_remove_roadkill_chance}) then
{
_unit call _removeAll;
};
};
// Reveal the killer to the AI units
if (DMS_ai_share_info) then
{
_revealAmount = 4.0;
_muzzle = currentMuzzle _playerObj;
if ((typeName _muzzle)=="STRING") then
{
_silencer = _playerObj weaponAccessories _muzzle select 0;
if (!isNil "_silencer" && {_silencer != ""}) then
{
_revealAmount = 2.0;
};
};
{
if ((alive _x) && {!(isPlayer _x) && {(_x distance2D _unit) <= DMS_ai_share_info_distance}}) then
{
_x reveal [_killer, _revealAmount max (_x knowsAbout _playerObj)];
};
} forEach allUnits;
};
};
if ((!isNull _playerObj) && {((getPlayerUID _playerObj) != "") && {_playerObj isKindOf "Exile_Unit_Player"}}) then
{
_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0];
_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_side,_type],0];
if (_roadKilled && {DMS_Diff_RepOrTabs_on_roadkill}) then
{
_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillMoney",_side,_type],0];
_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillRep",_side,_type],0];
};
if ((_moneyChange!=0) || (_repChange!=0)) then
{
_money = _playerObj getVariable ["ExileMoney", 0];
_respect = _playerObj getVariable ["ExileScore", 0];
if (_moneyChange!=0) then
{
private ["_msgType", "_msgParams"];
// Set client's money
// I also make sure that they don't get negative poptabs
_money = (_money + _moneyChange) max 0;
_playerObj setVariable ["ExileMoney",_money];
_msgType = "moneyReceivedRequest";
_msgParams = [str _money, format ["killing a %1 AI",_type]];
if (_moneyChange<0) then
{
// Change message for players when they're actually LOSING poptabs
_msgType = "notificationRequest";
_msgParams = ["Whoops",[format ["Lost %1 poptabs from running over a %2 AI!",abs _moneyChange,_type]]];
// With the error message the money value won't be updated on the client, so I just directly PVC the value.
ExileClientPlayerMoney = _money;
(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
ExileClientPlayerMoney = nil;
};
if (DMS_Show_Kill_Poptabs_Notification) then
{
// Send notification and update client's money stats
[_playerObj, _msgType, _msgParams] call ExileServer_system_network_send_to;
}
else
{
// Player's money will already be updated for negative values, so let's not create unnecessary network traffic by sending another PVC
if (_moneyChange>0) then
{
ExileClientPlayerMoney = _money;
(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
ExileClientPlayerMoney = nil;
};
};
};
if (_repChange!=0) then
{
// Set client's respect
_respect = _respect + _repChange;
_playerObj setVariable ["ExileScore",_respect];
if (DMS_Show_Kill_Respect_Notification) then
{
// Send frag message
[_playerObj, "showFragRequest", [ [[format ["%1 AI KILL",toUpper _type],_repChange]] ] ] call ExileServer_system_network_send_to;
};
// Send updated respect value to client
ExileClientPlayerScore = _respect;
(owner _playerObj) publicVariableClient "ExileClientPlayerScore";
ExileClientPlayerScore = nil;
};
// Update client database entry
format["setAccountMoneyAndRespect:%1:%2:%3", _money, _respect, (getPlayerUID _playerObj)] call ExileServer_system_database_query_fireAndForget;
};
};
DMS_CleanUpList pushBack [_unit,diag_tickTime,DMS_CompletedMissionCleanupTime];