mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
e07bc27e3a
Feel free to test :)
329 lines
8.1 KiB
Plaintext
329 lines
8.1 KiB
Plaintext
/*
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DMS_fnc_OnKilled
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Created by eraser1 and Defent
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Influenced by WAI
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Usage:
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[
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[
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_killedUnit,
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_killer
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],
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_side, // "bandit" only for now
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_type // Type of AI: "soldier","static","vehicle","heli", etc.
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] call DMS_fnc_OnKilled;
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*/
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private ["_unit", "_killer", "_side", "_type", "_launcher", "_launcherVar", "_playerObj", "_removeAll", "_rockets", "_grp", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_gunnerIsAlive", "_driverIsAlive", "_grp", "_owner", "_start", "_roadKilled", "_veh", "_boom", "_revealAmount", "_muzzle", "_silencer"];
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if (DMS_DEBUG) then
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{
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(format ["OnKilled :: Logging AI death with parameters: %1",_this]) call DMS_fnc_DebugLog;
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};
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_unit = _this select 0;
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_killer = _this select 1;
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_side = _unit getVariable ["DMS_AI_Side", "bandit"];
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_type = _unit getVariable ["DMS_AI_Type", "soldier"];
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_launcher = secondaryWeapon _unit;
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_launcherVar = _unit getVariable ["DMS_AI_Launcher",""];
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_playerObj = objNull;
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_unit call ([missionNamespace getVariable [_unit getVariable ["DMS_AI_CustomOnKilledFnc",""],{}]] param [0,{},[{}]]);
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// Some of the previously used functions work with non-local argument. Some don't. BIS is annoying
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_removeAll =
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{
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{_this removeWeaponGlobal _x;} forEach (weapons _this);
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{_this unlinkItem _x;} forEach (assignedItems _this);
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{_this removeItem _x;} forEach (items _this);
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removeAllItemsWithMagazines _this;
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removeHeadgear _this;
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removeUniform _this;
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removeVest _this;
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removeBackpackGlobal _this;
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};
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moveOut _unit;
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_unit removeAllEventHandlers "HandleDamage";
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// Remove gear according to configs
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if (DMS_clear_AI_body && {(random 100) <= DMS_clear_AI_body_chance}) then
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{
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_unit call _removeAll;
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};
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if (DMS_ai_remove_launchers && {(_launcherVar != "") || {_launcher != ""}}) then
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{
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// Because arma is stupid sometimes
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if (_launcher=="") then
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{
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_launcher = _launcherVar;
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diag_log "sneaky launchers...";
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_unit spawn
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{
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sleep 0.5;
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{
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_holder = _x;
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{
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if (_x isKindOf ["LauncherCore", configFile >> "CfgWeapons"]) exitWith
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{
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deleteVehicle _holder;
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diag_log "gotcha";
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};
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} forEach (weaponCargo _holder);
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} forEach (nearestObjects [_this, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
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};
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};
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_unit removeWeaponGlobal _launcher;
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{
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if (_x isKindOf ["CA_LauncherMagazine", configFile >> "CfgMagazines"]) then
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{
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_unit removeMagazineGlobal _x;
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};
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} forEach (magazines _unit);
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};
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if(DMS_RemoveNVG) then
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{
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_unit unlinkItem "NVGoggles";
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};
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_grp = group _unit;
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_grpUnits = (units _grp) - [_unit];
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// Give the AI a new leader if the killed unit was the leader
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if (!(_grpUnits isEqualTo []) && {(leader _grp) isEqualTo _unit}) then
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{
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_grp selectLeader (_grpUnits call BIS_fnc_selectRandom);
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};
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_av = _unit getVariable ["DMS_AssignedVeh",objNull];
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if (!isNull _av) then
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{
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// Determine whether or not the vehicle has any active crew remaining.
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_memCount = {[(alive _x),false] select (_unit isEqualTo _x);} count (crew _av);
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// Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle.
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if (_memCount<1) then
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{
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if ((DMS_AI_destroyStaticWeapon && {(random 100)<DMS_AI_destroyStaticWeapon_chance}) || {!(_av isKindOf "StaticWeapon")}) then
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{
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_av setDamage 1;
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_av setVariable ["ExileDiedAt",time];
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_av spawn {sleep 1;_this enableSimulationGlobal false;};
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if (DMS_DEBUG) then
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{
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(format["OnKilled :: Destroying used AI vehicle %1, and disabling simulation.",typeOf _av]) call DMS_fnc_DebugLog;
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};
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};
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}
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else
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{
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// Only check for this stuff for ground vehicles that have guns...
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if ((_av isKindOf "LandVehicle") && {(count (weapons _av))>0}) then
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{
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_gunner = gunner _av;
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_driver = driver _av;
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// The fact that I have to do this in the FUCKING ONKILLED EVENTHANDLER is a testament to why ArmA will make me die prematurely
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_gunnerIsAlive = alive _gunner;
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_driverIsAlive = alive _driver;
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if (_unit isEqualTo _gunner) then
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{
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_gunnerIsAlive = false;
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};
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if (_unit isEqualTo _driver) then
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{
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_driverIsAlive = false;
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};
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// If the gunner is dead but the driver is alive, then the driver becomes the gunner.
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// Helps with troll AI vehicles driving around aimlessly after the gunner is shot off. More realistic imo
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if (!_gunnerIsAlive && {_driverIsAlive}) then
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{
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[_driver,_av,_killer] spawn
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{
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_driver = _this select 0;
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_av = _this select 1;
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_killer = _this select 2;
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_grp = group _driver;
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_owner = groupOwner _grp;
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_grp setVariable ["DMS_LockLocality",true];
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// 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
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if (_owner!=2) then
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{
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diag_log format ["Temporarily setting owner of %1 to server from %2. Success: %3",_grp,_owner,_grp setGroupOwner 2];
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};
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sleep 5+(random 3); // 5 to 8 seconds delay after gunner death
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if !(alive _driver) exitWith {};
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unassignVehicle _driver;
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moveOut _driver;
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_driver disableCollisionWith _av;
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_av setVehicleAmmoDef 1;
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waitUntil
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{
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unassignVehicle _driver;
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doGetOut _driver;
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moveOut _driver;
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(vehicle _driver)==_driver
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};
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_driver assignAsGunner _av;
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[_driver] orderGetIn true;
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sleep 1.5;
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if !(alive _driver) exitWith {};
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_driver moveInGunner _av;
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_driver enableCollisionWith _av;
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if (DMS_DEBUG) then
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{
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(format["OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av]) call DMS_fnc_DebugLog;
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};
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if (_owner!=2) then
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{
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_start = time;
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// Controlling AI... yes. I have to do this
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waitUntil
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{
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_driver assignAsGunner _av;
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[_driver] orderGetIn true;
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_driver moveInGunner _av;
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(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
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};
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sleep 3;
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_start = time;
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waitUntil
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{
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_driver assignAsGunner _av;
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[_driver] orderGetIn true;
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_driver moveInGunner _av;
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(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
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};
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_driver doTarget _killer;
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_driver doFire _killer;
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sleep 15;
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diag_log format ["Resetting ownership of %1 to %2. Success: %3",_grp,_owner,_grp setGroupOwner _owner];
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};
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_grp setVariable ["DMS_LockLocality",false];
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};
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};
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};
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};
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};
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_roadKilled = false;
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if (isPlayer _killer) then
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{
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_veh = vehicle _killer;
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_playerObj = _killer;
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// Fix for players killing AI from mounted vehicle guns
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if (!(_killer isKindOf "Exile_Unit_Player") && {!isNull (gunner _killer)}) then
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{
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_playerObj = gunner _killer;
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};
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if (!(_veh isEqualTo _killer) && {(driver _veh) isEqualTo _killer}) then
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{
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_playerObj = driver _veh;
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_roadKilled = true;
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if (DMS_explode_onRoadkill) then
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{
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_boom = createVehicle ["SLAMDirectionalMine_Wire_Ammo", [0,0,100], [], 0, "CAN_COLLIDE"];
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_boom setPosATL (getPosATL _playerObj);
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_boom setDamage 1;
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if (DMS_DEBUG) then
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{
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(format ["OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer]) call DMS_fnc_DebugLog;
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};
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};
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// Remove gear from roadkills if configured to do so
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if (DMS_remove_roadkill && {(random 100) <= DMS_remove_roadkill_chance}) then
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{
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_unit call _removeAll;
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};
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};
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_unit setVariable ["DMS_KillerID",owner _playerObj];
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// Reveal the killer to the AI units
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if (DMS_ai_share_info) then
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{
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_revealAmount = 4.0;
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_muzzle = currentMuzzle _playerObj;
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if (_muzzle isEqualType "") then
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{
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_silencer = _playerObj weaponAccessories _muzzle select 0;
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if (!isNil "_silencer" && {_silencer != ""}) then
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{
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_revealAmount = 2.0;
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};
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};
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{
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if ((alive _x) && {!(isPlayer _x) && {(_x distance2D _unit) <= DMS_ai_share_info_distance}}) then
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{
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_x reveal [_killer, _revealAmount max (_x knowsAbout _playerObj)];
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};
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} forEach _grpUnits;
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};
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};
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[_playerObj, _unit, _side, _type, _roadKilled] call DMS_fnc_PlayerAwardOnAIKill;
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// Let Exile handle the AI Body cleanup.
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_unit setVariable ["ExileDiedAt",time];
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_unit setVariable ["DMS_KillerObj",[_playerObj,_killer] select (isNull _playerObj)];
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