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https://github.com/Defent/DMS_Exile.git
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39af7c584c
* NEW CONFIG VALUES: DMS_SpawnMinesAroundMissions DMS_despawnMines_onCompletion DMS_MineInfo_easy DMS_MineInfo_moderate DMS_MineInfo_difficult DMS_MineInfo_hardcore DMS_explode_onRoadkill * You can now spawn randomly generated minefields around missions! Numberof mines and radius is dependent on difficulty. * Also, you can now spawn an explosion on an AI when it is roadkilled, causing a wheel or two of the roadkilling vehicle to break. * Commented out the spawning of static-relative conversion of base objects in test mission. * Included example of how to spawn the minefield in the test mission. * Reduced some of the RPT spam. * Smoke/IR grenades will only spawn on proper crates - you can now safely use DMS_fnc_FillCrate with non-crate objects but still have smoke available.
357 lines
9.4 KiB
Plaintext
357 lines
9.4 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", "_playerObj", "_rockets", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_veh", "_moneyChange", "_repChange", "_money", "_respect", "_roadKilled"];
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG OnKilled :: Logging AI death with parameters: %1",_this];
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};
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_unit = _this select 0 select 0;
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_killer = _this select 0 select 1;
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_side = _this select 1;
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_type = _this select 2;
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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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// 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 _unit;
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removeHeadgear _unit;
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removeUniform _unit;
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removeVest _unit;
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removeBackpackGlobal _unit;
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};
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moveOut _unit;
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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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{
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if (_launcherVar in (weaponCargo _x)) exitWith
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{
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deleteVehicle _x;
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diag_log "gotcha";
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};
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} forEach (nearestObjects [_unit, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
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};
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_rockets = _launcher call DMS_fnc_selectMagazine;
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_unit removeWeaponGlobal _launcher;
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{
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if(_x == _rockets) 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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// Give the AI a new leader if the killed unit was the leader
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// credit: https://github.com/SMVampire/VEMF/
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if (((count (units group _unit)) > 1) && {(leader group _unit) == _unit}) then
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{
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_grpUnits = units group _unit;
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_grpUnits = _grpUnits - [_unit];
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(group _unit) 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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_av setDamage 1;
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DMS_CleanUpList pushBack [_av,diag_tickTime,DMS_AIVehCleanUpTime];
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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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diag_log format["DMS_DEBUG OnKilled :: Destroying used AI vehicle %1, disabling simulation, and adding to cleanup.",typeOf _av];
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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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diag_log format["DMS_DEBUG OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av];
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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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// 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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{
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if (((position _x) distance2D (position _unit)) <= DMS_ai_share_info_distance ) then
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{
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_x reveal [_killer, 4.0];
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};
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} forEach allUnits;
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};
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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", ASLToAGL(getPosWorld _unit), [], 0, "CAN_COLLIDE"];
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_boom setDamage 1;
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer];
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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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};
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if ((!isNull _playerObj) && {((getPlayerUID _playerObj) != "") && {_playerObj isKindOf "Exile_Unit_Player"}}) then
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{
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_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0];
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_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_side,_type],0];
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if (_roadKilled && {DMS_Diff_RepOrTabs_on_roadkill}) then
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{
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_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillMoney",_side,_type],0];
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_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillRep",_side,_type],0];
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};
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if ((_moneyChange!=0) || (_repChange!=0)) then
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{
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_money = _playerObj getVariable ["ExileMoney", 0];
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_respect = _playerObj getVariable ["ExileScore", 0];
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if (_moneyChange!=0) then
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{
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private ["_msgType", "_msgParams"];
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// Set client's money
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// I also make sure that they don't get negative poptabs
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_money = (_money + _moneyChange) max 0;
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_playerObj setVariable ["ExileMoney",_money];
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// Change message for players when they're actually LOSING poptabs
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_msgType = "moneyReceivedRequest";
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_msgParams = [str _money, format ["killing a %1 AI",_type]];
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if (_moneyChange<0) then
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{
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_msgType = "notificationRequest";
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_msgParams = ["Whoops",[format ["Lost %1 poptabs from running over a %2 AI!",abs _moneyChange,_type]]];
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// With the error message the money value won't be updated on the client, so I just directly PVC the value.
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ExileClientPlayerMoney = _money;
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(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
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ExileClientPlayerMoney = nil;
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};
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// Send notification and update client's money stats
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[_playerObj, _msgType, _msgParams] call ExileServer_system_network_send_to;
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};
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if (_repChange!=0) then
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{
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// Set client's respect
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_respect = _respect + _repChange;
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_playerObj setVariable ["ExileScore",_respect];
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// Send frag message
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[_playerObj, "showFragRequest", [ [[format ["%1 AI KILL",toUpper _type],_repChange]] ] ] call ExileServer_system_network_send_to;
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// Send updated respect value to client
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ExileClientPlayerScore = _respect;
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(owner _playerObj) publicVariableClient "ExileClientPlayerScore";
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ExileClientPlayerScore = nil;
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};
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// Update client database entry
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format["setAccountMoneyAndRespect:%1:%2:%3", _money, _respect, (getPlayerUID _playerObj)] call ExileServer_system_database_query_fireAndForget;
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};
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};
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DMS_CleanUpList pushBack [_unit,diag_tickTime,DMS_CompletedMissionCleanupTime]; |