DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_OnKilled.sqf
eraser1 c512ef72d2 Finally another update...
* NEW CONFIG VALUE: "DMS_HideBox".
* Loot vehicles cannot be lifted, pushed, or damaged until the mission
is completed successfully. Then the vehicle will be added to the Exile
simulation monitor.
* AI in vehicles will be automatically ejected on death.
* Another potential fix for launchers not despawning off of AI
sometimes.
* When an AI gunner from an armed ground vehicle is killed, the driver
will be switched to the gunner seat after 5-10 seconds. This prevents
the driver from driving around aimlessly and trolling.
* The above feature should now also work on AI that have been offloaded
now (doing so was a major, major pain in the ass, and is the reason why
there was no update yesterday).
2015-09-18 18:26:41 -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", "_playerObj", "_rockets", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_veh", "_moneyGain", "_repGain", "_money", "_respect"];
if (DMS_DEBUG) then
{
diag_log format ["DMS_DEBUG OnKilled :: Logging AI death with parameters: %1",_this];
};
_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 _unit;
removeHeadgear _unit;
removeUniform _unit;
removeVest _unit;
removeBackpackGlobal _unit;
};
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;};
if (DMS_DEBUG) then
{
diag_log format["DMS_DEBUG OnKilled :: Destroying used AI vehicle %1, disabling simulation, and adding to cleanup.",typeOf _av];
};
}
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
{
diag_log format["DMS_DEBUG OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av];
};
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];
};
};
};
};
};
if (isPlayer _killer) then
{
_veh = vehicle _killer;
_playerObj = _killer;
// Reveal the killer to the AI units
if (DMS_ai_share_info) then
{
{
if (((position _x) distance2D (position _unit)) <= DMS_ai_share_info_distance ) then
{
_x reveal [_killer, 4.0];
};
} forEach allUnits;
};
// 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;
// Don't reward players with poptabs/respect if configured to do so
if !(DMS_credit_roadkill) then
{
_playerObj = objNull;
};
// Remove gear from roadkills if configured to do so
if (DMS_remove_roadkill && {(random 100) <= DMS_remove_roadkill_chance}) then
{
_unit call _removeAll;
};
};
};
if ((!isNull _playerObj) && {((getPlayerUID _playerObj) != "") && {_playerObj isKindOf "Exile_Unit_Player"}}) then
{
_moneyGain = missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0];
_repGain = missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_side,_type],0];
if ((_moneyGain>0) || (_repGain>0)) then
{
_money = _playerObj getVariable ["ExileMoney", 0];
_respect = _playerObj getVariable ["ExileScore", 0];
if (_moneyGain>0) then
{
// Set client's money
_money = _money + _moneyGain;
_playerObj setVariable ["ExileMoney",_money];
// Send notification and update client's money stats
// Somebody done fucked up so you don't see the sender for the money sending ;)
[_playerObj, "moneyReceivedRequest", [str _money, "killing AI"]] call ExileServer_system_network_send_to;
};
if (_repGain>0) then
{
// Set client's respect
_respect = _respect + _repGain;
_playerObj setVariable ["ExileScore",_respect];
// Send frag message
[_playerObj, "showFragRequest", [ [["AI KILL",_repGain]] ] ] 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];