DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SpawnNonPersistentVehicle.sqf
eraser1 70fae7bc44 Merry Xmas :D
* **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).
2015-12-24 13:45:20 -06:00

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/*
DMS_fnc_SpawnNonPersistentVehicle
Spawns a vehicle, but it isn't saved to database by this function.
This function takes into consideration Exile config settings for enabling/disabling Night Vision and Thermal Equipment on a vehicle.
It will also apply all regular Exile EventHandlers, as well as an additional "RopeAttach" EventHandler that will enable simulation on a vehicle that is about to be lifted to prevent issues. (Only for helis)
The vehicle is LOCKED, has godmode, disabled simulation, and is not able to be slingloaded on spawn.
NOTE: This function only takes ATL, and will not necessarily spawn directly on the given pos. It will attempt to find a clear position for the given vehicle, and then spawn it at the "clear" position.
If you want the vehicle to be placed precisely at the position provided, you will have to do a setPosXXX at that position on the vehicle after spawning.
Created by Zupa
Edited by eraser1
Usage:
[
_vehicleClass, // STRING: Classname of the vehicle
_pos // ARRAY: Position to spawn it at (roughly)
] call DMS_fnc_SpawnNonPersistentVehicle;
Returns the vehicle object of the created vehicle.
EXAMPLE:
_exampleVeh = ['Exile_Chopper_Hummingbird_Green',_pos] call DMS_fnc_SpawnNonPersistentVehicle;
*/
private ["_vehicleClass","_position","_vehpos","_maxDistance","_vehObj"];
if !(params
[
["_vehicleClass","",[""]],
["_position","",[[]],[2,3]]
])
exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnNonPersistentVehicle with invalid parameters: %1",_this];
objNull
};
if !(isClass (configFile >> "CfgVehicles" >> _vehicleClass)) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnNonPersistentVehicle with non-existent vehicle className: %1",_vehicleClass];
objNull
};
_vehpos = [];
_maxDistance = 5;
while{count _vehpos < 1} do
{
_vehpos = _position findEmptyPosition [0,_maxDistance,_vehicleClass];
_maxDistance = (_maxDistance + 5);
};
_vehpos set [2, 0.1];
_vehObj = createVehicle [_vehicleClass, _vehpos, [], 0, "CAN_COLLIDE"];
clearBackpackCargoGlobal _vehObj;
clearItemCargoGlobal _vehObj;
clearMagazineCargoGlobal _vehObj;
clearWeaponCargoGlobal _vehObj;
if (_vehicleClass isKindOf "I_UGV_01_F") then
{
createVehicleCrew _vehObj;
};
if (getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "nightVision") isEqualTo 0) then
{
_vehObj disableNVGEquipment true;
};
if (getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "thermalVision") isEqualTo 0) then
{
_vehObj disableTIEquipment true;
};
_vehObj setFuel (0.75+(random 0.25));
_vehObj setDir (random 360);
if ((getTerrainHeightASL _vehpos)>0) then
{
_vehObj setVectorUp (surfaceNormal _vehpos);
};
_vehObj setVariable ["ExileIsPersistent", false];
_vehObj addMPEventHandler ["MPKilled", { if !(isServer) exitWith {}; _this call ExileServer_object_vehicle_event_onMPKilled;}];
_vehObj addEventHandler ["GetIn", {_this call ExileServer_object_vehicle_event_onGetIn}];
if (_vehObj isKindOf "Helicopter") then
{
_vehObj addEventHandler ["RopeAttach",
{
private "_vehicle";
_vehicle = _this select 2;
if !(simulationEnabled _vehicle) then
{
_vehicle enableSimulationGlobal true;
};
}];
};
if (!isNil "AVS_Version") then
{
_vehObj call AVS_fnc_sanitizeVehicle;
};
_vehObj lock 2;
_vehObj allowDamage false;
_vehObj enableRopeAttach false;
_vehObj enableSimulationGlobal false;
_vehObj setVariable ["ExileIsSimulationMonitored", false];
if (DMS_DEBUG) then
{
(format ["SpawnNonPersistentVehicle :: Created %1 at %2 with calling parameters: %3",_vehObj,_vehpos,_this]) call DMS_fnc_DebugLog;
};
_vehObj