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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).
86 lines
2.0 KiB
Plaintext
86 lines
2.0 KiB
Plaintext
/*
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DMS_fnc_SpawnAIStaticMG
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Created by eraser1
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Influenced by WAI
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Usage:
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[
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[ // Array of static gun positions
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_pos1,
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_pos2,
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...
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_pos3
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],
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_group, // GROUP: Group to which the AI unit(s) belongs to
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_class, // STRING: "random","assault","MG","sniper" or "unarmed"
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_difficulty, // STRING: "random","static","hardcore","difficult","moderate", or "easy"
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_side, // STRING: "bandit","hero", etc.
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_MGClass // (OPTIONAL) STRING: classname of the MG. Use "random" to select a random one from DMS_static_weapons
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] call DMS_fnc_SpawnAIStaticMG;
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Returns an array of static gun objects.
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*/
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private ["_OK", "_guns", "_pos", "_MGClassInput", "_MGClass", "_gun", "_unit", "_group", "_class", "_difficulty", "_side", "_positions"];
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if !(params
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[
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["_positions",[],[[]]],
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["_group",grpNull,[grpNull]],
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["_class","random",[""]],
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["_difficulty","static",[""]],
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["_side","bandit",[""]]
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])
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exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIStaticMG with invalid parameters: %1",_this];
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};
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_MGClassInput = "random";
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if ((count _this)>5) then
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{
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_MGClassInput = param [5,"random",[""]];
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};
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_guns = [];
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{
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_pos = _x;
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_MGClass = _MGClassInput;
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if (_MGClass == "random") then
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{
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_MGClass = DMS_static_weapons call BIS_fnc_selectRandom;
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};
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_gun = createVehicle [_MGClass, [0,0,0], [], 0, "CAN_COLLIDE"];
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_gun setDir (random 360);
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_gun setPosATL _pos;
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_gun addEventHandler ["GetOut",{(_this select 0) setDamage 1;}];
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_gun lock 2;
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_group addVehicle _gun;
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_guns pushBack _gun;
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_unit = [_group,_pos,_class,_difficulty,_side,"Static"] call DMS_fnc_SpawnAISoldier;
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_unit moveInGunner _gun;
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reload _unit;
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_unit setVariable ["DMS_AssignedVeh",_gun];
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if (DMS_DEBUG) then
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{
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(format ["SpawnAIStaticMG :: Created unit %1 at %2 as static gunner in %3",_unit,_pos,_gun]) call DMS_fnc_DebugLog;
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};
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} forEach _positions;
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if (DMS_DEBUG) then
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{
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(format ["SpawnAIStaticMG :: Created %1 static AI with parameters: %2",count _positions,_this]) call DMS_fnc_DebugLog;
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};
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_guns |