DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_FillCrate.sqf
eraser1 9b8e4e1573 Static Missions! And MORE!
* ** NEW CONFIG VALUES:

|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-30 21:18:58 -05:00

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/*
DMS_fnc_FillCrate
Original credit goes to WAI: https://github.com/nerdalertdk/WICKED-AI
Edited by eraser1
Usage:
[
_crate, // OBJECT: The crate object
_lootValues, // ARRAY, STRING, or NUMBER: String or number refers to a crate case in config.cfg; array determines random crate weapons/items/backpacks
_rareLootChance // (OPTIONAL) NUMBER: Manually define the percentage chance of spawning some rare items.
] call DMS_fnc_FillCrate;
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.
Otherwise, the "_lootValues" parameter must be defined as:
[
_weapons,
_items,
_backpacks
]
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.
For example, _weapons could simply be a number, in which case the given number of weapons are selected from "DMS_boxWeapons",
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.
OR:
[
_customLootFunctionParams,
_customLootFunction
]
In this case, "_customLootFunctionParams" is passed to "_customLootFunction", and the custom loot function must return the loot in the form:
[
[
weapon1,
weapon2,
[weapon_that_appears_twice,2],
...
weaponN
],
[
item1,
item2,
[item_that_appears_5_times,5],
...
itemN
],
[
backpack1,
backpack2,
[backpack_that_appears_3_times,3],
...
backpackN
]
]
*/
private ["_crate","_lootValues","_wepCount","_weps","_itemCount","_items","_backpackCount","_backpacks","_weapon","_ammo","_item","_backpack","_crateValues","_rareLootChance","_marker"];
_OK = params
[
["_crate",objNull,[objNull]],
["_lootValues","",[0,"",[]],[3]]
];
if (!_OK || {isNull _crate}) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_FillCrate with invalid parameters: %1",_this];
};
if !(DMS_GodmodeCrates) then
{
_crate allowDamage true;
};
_crate hideObjectGlobal false;
if (((typeName _lootValues)=="ARRAY") && {(typeName (_lootValues select 1))!="CODE"}) then
{
// Weapons
if(typeName (_lootValues select 0) == "ARRAY") then
{
_wepCount = (_lootValues select 0) select 0;
_weps = (_lootValues select 0) select 1;
}
else
{
_wepCount = _lootValues select 0;
_weps = DMS_boxWeapons;
};
// Items
if(typeName (_lootValues select 1) == "ARRAY") then
{
_itemCount = (_lootValues select 1) select 0;
_items = (_lootValues select 1) select 1;
}
else
{
_itemCount = _lootValues select 1;
_items = DMS_boxItems;
};
// Backpacks
if(typeName (_lootValues select 2) == "ARRAY") then
{
_backpackCount = (_lootValues select 2) select 0;
_backpacks = (_lootValues select 2) select 1;
}
else
{
_backpackCount = _lootValues select 2;
_backpacks = DMS_boxBackpacks;
};
if (DMS_DEBUG) then
{
(format["FillCrate :: Filling %4 with %1 guns, %2 items and %3 backpacks",_wepCount,_itemCount,_backpackCount,_crate]) call DMS_fnc_DebugLog;
};
if ((_wepCount>0) && {count _weps>0}) then
{
// Add weapons + mags
for "_i" from 1 to _wepCount do
{
_weapon = _weps call BIS_fnc_selectRandom;
_ammo = _weapon call DMS_fnc_selectMagazine;
if ((typeName _weapon)=="STRING") then
{
_weapon = [_weapon,1];
};
_crate addWeaponCargoGlobal _weapon;
_crate addItemCargoGlobal [_ammo, (4 + floor(random 3))];
};
};
if ((_itemCount > 0) && {count _items>0}) then
{
// Add items
for "_i" from 1 to _itemCount do
{
_item = _items call BIS_fnc_selectRandom;
if ((typeName _item)=="STRING") then
{
_item = [_item,1];
};
_crate addItemCargoGlobal _item;
};
};
if ((_backpackCount > 0) && {count _backpacks>0}) then
{
// Add backpacks
for "_i" from 1 to _backpackCount do
{
_backpack = _backpacks call BIS_fnc_selectRandom;
if ((typeName _backpack)=="STRING") then
{
_backpack = [_backpack,1];
};
_crate addBackpackCargoGlobal _backpack;
};
};
}
else
{
_crateValues =
if ((typeName _lootValues)=="ARRAY") then
{
(_lootValues select 0) call (_lootValues select 1)
}
else
{
missionNamespace getVariable (format ["DMS_CrateCase_%1",_lootValues])
};
if !(_crateValues params
[
["_weps", [], [[]]],
["_items", [], [[]]],
["_backpacks", [], [[]]]
])
exitWith
{
diag_log format ["DMS ERROR :: Invalid ""_crateValues"" (%1) generated from _lootValues: %2",_crateValues,_lootValues];
};
// Weapons
{
if ((typeName _x)=="STRING") then
{
_x = [_x,1];
};
_crate addWeaponCargoGlobal _x;
} forEach _weps;
// Items/Mags
{
if ((typeName _x)=="STRING") then
{
_x = [_x,1];
};
_crate addItemCargoGlobal _x;
} forEach _items;
// Backpacks
{
if ((typeName _x)=="STRING") then
{
_x = [_x,1];
};
_crate addBackpackCargoGlobal _x;
} forEach _backpacks;
};
if(DMS_RareLoot && {count DMS_RareLootList>0}) then
{
_rareLootChance =
if ((count _this)>2) then
{
_this param [2,DMS_RareLootChance,[0]]
}
else
{
DMS_RareLootChance
};
// (Maybe) Add rare loot
if(random 100 < _rareLootChance) then
{
_item = DMS_RareLootList call BIS_fnc_selectRandom;
if ((typeName _item)=="STRING") then
{
_item = [_item,1];
};
_crate addItemCargoGlobal _item;
};
};
// In case somebody wants to use fillCrate on a vehicle but also wants to use smoke, don't create smoke/IR strobe unless it's a crate
if (_crate isKindOf "ReammoBox_F") then
{
if(DMS_SpawnBoxSmoke && {sunOrMoon == 1}) then
{
_marker = "SmokeShellPurple" createVehicle getPosATL _crate;
_marker setPosATL (getPosATL _crate);
_marker attachTo [_crate,[0,0,0]];
};
if (DMS_SpawnBoxIRGrenade && {sunOrMoon != 1}) then
{
_marker = "B_IRStrobe" createVehicle getPosATL _crate;
_marker setPosATL (getPosATL _crate);
_marker attachTo [_crate, [0,0,0.5]];
};
};