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https://github.com/Defent/DMS_Exile.git
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70fae7bc44
* **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).
310 lines
6.6 KiB
Plaintext
310 lines
6.6 KiB
Plaintext
/*
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DMS_fnc_FillCrate
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Original credit goes to WAI: https://github.com/nerdalertdk/WICKED-AI
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Edited by eraser1
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Usage:
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[
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_crate, // OBJECT: The crate object
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_lootValues, // ARRAY, STRING, or NUMBER: String or number refers to a crate case in config.cfg; array determines random crate weapons/items/backpacks
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_rareLootChance // (OPTIONAL) NUMBER: Manually define the percentage chance of spawning some rare items.
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] call DMS_fnc_FillCrate;
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If the "_lootValues" parameter is a number or a string, the function will look for a value defined as "DMS_CrateCase_*", where the "*" is replaced by the "_lootValues" parameter. EG: DMS_CrateCase_Sniper.
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Otherwise, the "_lootValues" parameter must be defined as:
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[
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_weapons,
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_items,
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_backpacks
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]
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Each loot argument can be an explicitly defined array of weapons with a number to spawn, or simply a number and weapons defined in the config.sqf are used.
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For example, if you want to configure the list from which weapons, items, and backpacks are selected, it should be of the form:
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[
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[
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_number_of_weapons,
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[
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"wepClassname1",
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"wepClassname2",
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...
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"wepClassnameN"
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]
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],
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[
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_number_of_items,
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[
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"itemClassname1",
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"itemClassname2",
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...
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"itemClassnameN"
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]
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],
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[
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_number_of_backpacks,
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[
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"backpackClassname1",
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"backpackClassname2",
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...
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"backpackClassnameN"
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]
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]
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]
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For example, _weapons could simply be a number, in which case the given number of weapons are selected from "DMS_boxWeapons",
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or an array as [_wepCount,_weps], where _wepCount is the number of weapons, and _weps is an array of weapons from which the guns are randomly selected.
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OR:
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[
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_customLootFunctionParams,
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_customLootFunction
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]
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In this case, "_customLootFunctionParams" is passed to "_customLootFunction", and the custom loot function must return the loot in the form:
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[
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[
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weapon1,
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weapon2,
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[weapon_that_appears_twice,2],
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...
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weaponN
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],
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[
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item1,
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item2,
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[item_that_appears_5_times,5],
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...
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itemN
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],
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[
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backpack1,
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backpack2,
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[backpack_that_appears_3_times,3],
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...
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backpackN
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]
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]
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*/
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private ["_crate","_lootValues","_wepCount","_weps","_itemCount","_items","_backpackCount","_backpacks","_weapon","_ammo","_item","_backpack","_crateValues","_rareLootChance","_marker"];
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if (!(params
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[
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["_crate",objNull,[objNull]],
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["_lootValues","",[0,"",[]],[2,3]]
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])
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||
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{isNull _crate})
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exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_FillCrate with invalid parameters: %1",_this];
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};
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_crate hideObjectGlobal false;
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if !(DMS_GodmodeCrates) then
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{
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_crate allowDamage true;
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};
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if (DMS_EnableBoxMoving) then
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{
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_crate enableSimulationGlobal true;
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_crate enableRopeAttach true;
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};
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if ((_lootValues isEqualType []) && {!((_lootValues select 1) isEqualType {})}) then
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{
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// Weapons
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if ((_lootValues select 0) isEqualType []) then
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{
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_wepCount = (_lootValues select 0) select 0;
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_weps = (_lootValues select 0) select 1;
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}
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else
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{
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_wepCount = _lootValues select 0;
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_weps = DMS_boxWeapons;
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};
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// Items
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if ((_lootValues select 1) isEqualType []) then
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{
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_itemCount = (_lootValues select 1) select 0;
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_items = (_lootValues select 1) select 1;
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}
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else
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{
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_itemCount = _lootValues select 1;
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_items = DMS_boxItems;
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};
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// Backpacks
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if ((_lootValues select 2) isEqualType []) then
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{
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_backpackCount = (_lootValues select 2) select 0;
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_backpacks = (_lootValues select 2) select 1;
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}
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else
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{
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_backpackCount = _lootValues select 2;
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_backpacks = DMS_boxBackpacks;
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};
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if (DMS_DEBUG) then
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{
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(format["FillCrate :: Filling %4 with %1 guns, %2 items and %3 backpacks",_wepCount,_itemCount,_backpackCount,_crate]) call DMS_fnc_DebugLog;
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};
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if ((_wepCount>0) && {count _weps>0}) then
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{
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// Add weapons + mags
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for "_i" from 1 to _wepCount do
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{
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_weapon = _weps call BIS_fnc_selectRandom;
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_ammo = _weapon call DMS_fnc_selectMagazine;
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if (_weapon isEqualType "") then
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{
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_weapon = [_weapon,1];
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};
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_crate addWeaponCargoGlobal _weapon;
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_crate addItemCargoGlobal [_ammo, (4 + floor(random 3))];
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};
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};
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if ((_itemCount > 0) && {count _items>0}) then
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{
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// Add items
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for "_i" from 1 to _itemCount do
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{
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_item = _items call BIS_fnc_selectRandom;
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if (_item isEqualType "") then
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{
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_item = [_item,1];
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};
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_crate addItemCargoGlobal _item;
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};
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};
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if ((_backpackCount > 0) && {count _backpacks>0}) then
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{
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// Add backpacks
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for "_i" from 1 to _backpackCount do
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{
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_backpack = _backpacks call BIS_fnc_selectRandom;
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if (_backpack isEqualType "") then
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{
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_backpack = [_backpack,1];
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};
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_crate addBackpackCargoGlobal _backpack;
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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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_crateValues =
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if (_lootValues isEqualType []) then
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{
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(_lootValues select 0) call (_lootValues select 1)
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}
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else
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{
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missionNamespace getVariable (format ["DMS_CrateCase_%1",_lootValues])
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};
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if !((_crateValues params
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[
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["_weps", [], [[]]],
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["_items", [], [[]]],
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["_backpacks", [], [[]]]
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]))
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exitWith
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{
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diag_log format ["DMS ERROR :: Invalid ""_crateValues"" (%1) generated from _lootValues: %2",_crateValues,_lootValues];
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};
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// Weapons
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{
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if (_x isEqualType "") then
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{
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_x = [_x,1];
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};
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_crate addWeaponCargoGlobal _x;
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} forEach _weps;
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// Items/Mags
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{
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if (_x isEqualType "") then
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{
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_x = [_x,1];
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};
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_crate addItemCargoGlobal _x;
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} forEach _items;
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// Backpacks
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{
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if (_x isEqualType "") then
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{
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_x = [_x,1];
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};
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_crate addBackpackCargoGlobal _x;
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} forEach _backpacks;
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if (DMS_DEBUG) then
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{
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(format["FillCrate :: Filled crate %1 (at %5) with weapons |%2|, items |%3|, and backpacks |%4|",_crate, _weps, _items, _backpacks, getPosATL _crate]) call DMS_fnc_DebugLog;
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};
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};
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if(DMS_RareLoot && {count DMS_RareLootList>0}) then
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{
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_rareLootChance =
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if ((count _this)>2) then
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{
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_this param [2,DMS_RareLootChance,[0]]
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}
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else
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{
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DMS_RareLootChance
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};
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// (Maybe) Add rare loot
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if(random 100 < _rareLootChance) then
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{
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_item = DMS_RareLootList call BIS_fnc_selectRandom;
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if (_item isEqualType "") then
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{
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_item = [_item,1];
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};
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_crate addItemCargoGlobal _item;
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};
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};
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// You can choose if you want to enable/disable smoke individually using setVariable.
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if (_crate getVariable ["DMS_AllowSmoke", true]) then
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{
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if(DMS_SpawnBoxSmoke && {sunOrMoon == 1}) then
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{
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_marker = "SmokeShellPurple" createVehicle getPosATL _crate;
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_marker setPosATL (getPosATL _crate);
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_marker attachTo [_crate,[0,0,0]];
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};
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if (DMS_SpawnBoxIRGrenade && {sunOrMoon != 1}) then
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{
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_marker = "B_IRStrobe" createVehicle getPosATL _crate;
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_marker setPosATL (getPosATL _crate);
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_marker attachTo [_crate, [0,0,0.5]];
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};
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}; |