mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
355 lines
8.8 KiB
Plaintext
355 lines
8.8 KiB
Plaintext
/*
|
|
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", "_grp", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_gunnerIsAlive", "_driverIsAlive", "_grp", "_owner", "_start", "_roadKilled", "_veh", "_boom", "_revealAmount", "_muzzle", "_silencer"];
|
|
|
|
|
|
if (DMS_DEBUG) then
|
|
{
|
|
(format ["OnKilled :: Logging AI death with parameters: %1",_this]) call DMS_fnc_DebugLog;
|
|
};
|
|
|
|
_unit = _this select 0;
|
|
_killer = _this select 1;
|
|
_side = _unit getVariable ["DMS_AI_Side", "bandit"];
|
|
_type = _unit getVariable ["DMS_AI_Type", "soldier"];
|
|
_launcher = secondaryWeapon _unit;
|
|
_launcherVar = _unit getVariable ["DMS_AI_Launcher",""];
|
|
_playerObj = objNull;
|
|
|
|
_unit call ([missionNamespace getVariable [_unit getVariable ["DMS_AI_CustomOnKilledFnc",""],{}]] param [0,{},[{}]]);
|
|
|
|
// 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;
|
|
|
|
_unit removeAllEventHandlers "HandleDamage";
|
|
|
|
// 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 isEqualTo "") then
|
|
{
|
|
_launcher = _launcherVar;
|
|
|
|
diag_log "sneaky launchers...";
|
|
|
|
_unit spawn
|
|
{
|
|
sleep 0.5;
|
|
|
|
{
|
|
_holder = _x;
|
|
{
|
|
if (_x isKindOf ["LauncherCore", configFile >> "CfgWeapons"]) exitWith
|
|
{
|
|
deleteVehicle _holder;
|
|
diag_log "gotcha";
|
|
};
|
|
} forEach (weaponCargo _holder);
|
|
} forEach (nearestObjects [_this, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
|
|
};
|
|
};
|
|
|
|
_unit removeWeaponGlobal _launcher;
|
|
|
|
{
|
|
if (_x isKindOf ["CA_LauncherMagazine", configFile >> "CfgMagazines"]) then
|
|
{
|
|
_unit removeMagazineGlobal _x;
|
|
};
|
|
} forEach (magazines _unit);
|
|
};
|
|
|
|
if(DMS_RemoveNVG) then
|
|
{
|
|
_unit unlinkItem "NVGoggles";
|
|
};
|
|
|
|
_grp = group _unit;
|
|
_grpUnits = (units _grp) - [_unit];
|
|
// Give the AI a new leader if the killed unit was the leader
|
|
if (!(_grpUnits isEqualTo []) && {(leader _grp) isEqualTo _unit}) then
|
|
{
|
|
_grp selectLeader (selectRandom _grpUnits);
|
|
};
|
|
|
|
_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 isEqualTo 0) then
|
|
{
|
|
/*
|
|
I know what you're probably thinking:
|
|
What the hell is this? An "if-statement" evaluated for an "if-statement"?! What madness is this?! Does this guy know what he's doing? There has to be a better way!
|
|
|
|
To which I (eraser1) reply...
|
|
I know it looks funky, and there are prettier and slicker ways to do this (such as using "select") BUT I tested extensively and found out that this way is the fastest way, so... yeah...
|
|
*/
|
|
if
|
|
(
|
|
if (_av isKindOf "StaticWeapon") then
|
|
{
|
|
DMS_AI_destroyStaticWeapon && {(random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyStaticWeapon_chance])}
|
|
}
|
|
else
|
|
{
|
|
(random 100)<(_av getVariable ["DMS_DestructionChance",DMS_AI_destroyVehicleChance])
|
|
}
|
|
) then
|
|
{
|
|
_av setDamage 1;
|
|
_av setVariable ["ExileDiedAt",time];
|
|
_av spawn {sleep 1;_this enableSimulationGlobal false;};
|
|
|
|
|
|
if (DMS_DEBUG) then
|
|
{
|
|
(format["OnKilled :: Destroying used AI vehicle %1, and disabling simulation.",typeOf _av]) call DMS_fnc_DebugLog;
|
|
};
|
|
}
|
|
else
|
|
{
|
|
_av lock 1;
|
|
|
|
if (DMS_DEBUG) then
|
|
{
|
|
(format["OnKilled :: Unlocking used AI vehicle (%1).",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;
|
|
|
|
if (DMS_DEBUG) then
|
|
{
|
|
(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", [0,0,100], [], 0, "CAN_COLLIDE"];
|
|
_boom setPosATL (getPosATL _playerObj);
|
|
_boom setDamage 1;
|
|
if (DMS_DEBUG) then
|
|
{
|
|
(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;
|
|
};
|
|
};
|
|
|
|
_unit setVariable ["DMS_KillerID",owner _playerObj];
|
|
|
|
|
|
// Reveal the killer to the AI units
|
|
if (DMS_ai_share_info) then
|
|
{
|
|
_revealAmount = 4.0;
|
|
|
|
_muzzle = currentMuzzle _playerObj;
|
|
|
|
if (_muzzle isEqualType "") 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 _grpUnits;
|
|
};
|
|
};
|
|
|
|
|
|
[_playerObj, _unit, _side, _type, _roadKilled] call DMS_fnc_PlayerAwardOnAIKill;
|
|
|
|
|
|
// Let Exile handle the AI Body cleanup.
|
|
_unit setVariable ["ExileDiedAt",time];
|
|
_unit setVariable ["DMS_KillerObj",[_playerObj,_killer] select (isNull _playerObj)];
|