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* **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
253 lines
5.7 KiB
Plaintext
253 lines
5.7 KiB
Plaintext
/*
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"slums" static mission for Altis.
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Created by eraser1
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Credits to "William" for creating the base.
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*/
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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_pos = [15981.6,16253.2,0];
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if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
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// The center spawn location is added 3 times so at least 3 AI will spawn initially at the center location, and so that future reinforcements are more likely to spawn at the center.
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_AISoldierSpawnLocations =
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[
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[16082.4,16192,0.79],
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[16072.2,16191.5,0],
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[16076.5,16189.9,0],
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[15941,16289.9,0.33],
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[16021.3,16241.4,0.31],
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[16040.2,16254.3,0.17],
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[16046,16253.5,0.09],
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[16065.6,16250.7,0],
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[16080.2,16248.5,0],
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[16098.5,16242.6,0],
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[16069.4,16206.7,3.6],
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[16058,16207.3,4]
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];
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// Create AI
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_AICount = 20 + (round (random 5));
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_group =
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[
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_AISoldierSpawnLocations+[_pos,_pos,_pos], // Pass the regular spawn locations as well as the center pos 3x
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_AICount,
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_difficulty,
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"random",
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_side
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] call DMS_fnc_SpawnAIGroup_MultiPos;
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_staticGuns =
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[
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[
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[15914.6,16284.2,0],
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[15919.9,16271.2,0],
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[16087.8,16229.4,1.4],
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[16088.7,16192.4,0.15],
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[16100.4,16225.1,0],
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[16019.2,16216.5,2.93]
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],
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_group,
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"assault",
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_difficulty,
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"bandit",
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"random"
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] call DMS_fnc_SpawnAIStaticMG;
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// Define the classnames and locations where the crates can spawn (at least 2, since we're spawning 2 crates)
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_crateClasses_and_Positions =
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[
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[[16018,16210,0.61],"I_CargoNet_01_ammo_F"],
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[[15916,16262,0],"I_CargoNet_01_ammo_F"],
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[[15975,16223.5,0.2],"I_CargoNet_01_ammo_F"],
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[[16014,16242.5,4.5],"I_CargoNet_01_ammo_F"],
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[[16026,16226.5,0.72],"I_CargoNet_01_ammo_F"]
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];
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{
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deleteVehicle (nearestObject _x); // Make sure to remove any previous crates.
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} forEach _crateClasses_and_Positions;
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// Shuffle the list
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_crateClasses_and_Positions = _crateClasses_and_Positions call ExileClient_util_array_shuffle;
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// Create Crates
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_crate0 = [_crateClasses_and_Positions select 0 select 1, _crateClasses_and_Positions select 0 select 0] call DMS_fnc_SpawnCrate;
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_crate1 = [_crateClasses_and_Positions select 1 select 1, _crateClasses_and_Positions select 1 select 0] call DMS_fnc_SpawnCrate;
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// Disable smoke on the crates so that the players have to search for them >:D
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{
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_x setVariable ["DMS_AllowSmoke", false];
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} forEach [_crate0,_crate1];
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/*
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// Don't think an armed AI vehicle fit the idea behind the mission. You're welcome to uncomment this if you want.
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_veh =
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[
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[
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[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
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_pos
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],
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_group,
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"assault",
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_difficulty,
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_side
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] call DMS_fnc_SpawnAIVehicle;
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*/
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define the group reinforcements
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_groupReinforcementsInfo =
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[
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[
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_group, // pass the group
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[
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[
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0, // Let's limit number of units instead...
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0
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],
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[
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100, // Maximum 100 units can be given as reinforcements.
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0
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]
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],
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[
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240, // About a 4 minute delay between reinforcements.
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diag_tickTime
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],
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_AISoldierSpawnLocations,
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"random",
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_difficulty,
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_side,
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"reinforce",
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[
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10, // Reinforcements will only trigger if there's fewer than 10 members left in the group
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7 // 7 reinforcement units per wave.
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]
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]
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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_staticGuns, // static gun(s). Note, we don't add the base itself because it already spawns on server start.
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[],
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[[_crate0,[50,100,2]],[_crate1,[3,150,15]]]
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00', "A large group of mercenaries are trying to hide in some slums! They were seen stockpiling multiple crates..."];
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// Define Mission Win message
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_msgWIN = ['#0080ff',"Convicts have successfully rooted out the mercenaries and claimed the caches for themselves!"];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"The mercenaries got spooked and left..."];
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// Define mission name (for map marker and logging)
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_missionName = "Slums Base";
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// Create Markers
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_markers =
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[
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_pos,
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_missionName,
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_difficulty
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] call DMS_fnc_CreateMarker;
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_circle = _markers select 1;
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_circle setMarkerDir 20;
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_circle setMarkerSize [150,50];
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_time = diag_tickTime;
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// Parse and add mission info to missions monitor
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_added =
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[
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_pos,
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[
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[
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"kill",
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_group
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],
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[
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"playerNear",
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[_pos,100]
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]
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],
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_groupReinforcementsInfo,
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[
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_time,
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DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
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],
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_missionAIUnits,
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_missionObjs,
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[_missionName,_msgWIN,_msgLOSE],
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_markers,
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_side,
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_difficulty,
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[[],[]]
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] call DMS_fnc_AddMissionToMonitor_Static;
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// Check to see if it was added correctly, otherwise delete the stuff
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if !(_added) exitWith
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{
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diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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_cleanup = [];
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{
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_cleanup pushBack _x;
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} forEach _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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{
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_cleanup pushBack (_x select 0);
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} foreach (_missionObjs select 2);
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_cleanup call DMS_fnc_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;} forEach _markers;
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// Reset the mission count
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DMS_MissionCount = DMS_MissionCount - 1;
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};
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// Notify players
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[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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(format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
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}; |