mirror of
https://github.com/Defent/DMS_Exile.git
synced 2024-08-30 16:52:12 +00:00
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).
193 lines
5.1 KiB
Plaintext
193 lines
5.1 KiB
Plaintext
/*
|
|
Sample mission (duplicate for testing purposes)
|
|
*/
|
|
|
|
private ["_num", "_side", "_OK", "_group", "_pos", "_difficulty", "_AICount", "_type", "_launcher", "_class", "_pinCode", "_vehicle", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
|
|
|
|
// For logging purposes
|
|
_num = DMS_MissionCount;
|
|
|
|
|
|
// Set mission side (only "bandit" is supported for now)
|
|
_side = "bandit";
|
|
|
|
|
|
// This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos.
|
|
// It also allows anybody to modify the default calling parameters easily.
|
|
if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
|
|
{
|
|
_this =
|
|
[
|
|
[15,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
|
|
[
|
|
[]
|
|
],
|
|
_this
|
|
];
|
|
};
|
|
|
|
// Check calling parameters for manually defined mission position.
|
|
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname]
|
|
_OK = (_this call DMS_fnc_MissionParams) params
|
|
[
|
|
["_pos",[],[[]],[3]],
|
|
["_extraParams",[]]
|
|
];
|
|
|
|
if !(_OK) exitWith
|
|
{
|
|
diag_log format ["DMS ERROR :: Called MISSION thieves.sqf with invalid parameters: %1",_this];
|
|
};
|
|
|
|
|
|
// Set general mission difficulty
|
|
_difficulty = "easy";
|
|
|
|
|
|
// Create AI
|
|
_AICount = 3 + (round (random 1));
|
|
|
|
_group =
|
|
[
|
|
_pos, // Position of AI
|
|
_AICount, // Number of AI
|
|
"hardcore", // "random","hardcore","difficult","moderate", or "easy"
|
|
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
|
|
_side // "bandit","hero", etc.
|
|
] call DMS_fnc_SpawnAIGroup;
|
|
|
|
|
|
_class =
|
|
if (_extraParams isEqualTo []) then
|
|
{
|
|
(DMS_MilitaryVehicles+DMS_TransportTrucks) call BIS_fnc_SelectRandom
|
|
}
|
|
else
|
|
{
|
|
if (_extraParams isEqualType "") then
|
|
{
|
|
_extraParams
|
|
}
|
|
else
|
|
{
|
|
if ((_extraParams isEqualType []) && {(_extraParams select 0) isEqualType ""}) then
|
|
{
|
|
_extraParams select 0
|
|
}
|
|
else
|
|
{
|
|
(DMS_MilitaryVehicles+DMS_TransportTrucks) call BIS_fnc_SelectRandom
|
|
};
|
|
};
|
|
};
|
|
|
|
//DMS_fnc_SpawnPersistentVehicle will automatically turn the pincode into a string and format it.
|
|
_pinCode = round (random 9999);
|
|
|
|
_vehicle = [_class,_pos,_pinCode] call DMS_fnc_SpawnPersistentVehicle;
|
|
|
|
|
|
|
|
// Define mission-spawned AI Units
|
|
_missionAIUnits =
|
|
[
|
|
_group // We only spawned the single group for this mission
|
|
];
|
|
|
|
// Define mission-spawned objects
|
|
_missionObjs =
|
|
[
|
|
[], // No spawned buildings
|
|
[_vehicle],
|
|
[]
|
|
];
|
|
|
|
// Define Mission Start message
|
|
_msgStart = ['#FFFF00',format ["A band of thieves are attempting to break into a %1. Eliminate them and you might get the car for yourself!",getText (configFile >> "CfgVehicles" >> _class >> "displayName")]];
|
|
|
|
// Define Mission Win message
|
|
_msgWIN = ['#0080ff',format ["Convicts have eliminated the thieves! Looks like the thieves managed to figure out that the code was %1...",_pinCode]];
|
|
|
|
// Define Mission Lose message
|
|
_msgLOSE = ['#FF0000',"The thieves cracked the code and drove off!"];
|
|
|
|
// Define mission name (for map markers, mission messages, and logging)
|
|
_missionName = "Car Thieves";
|
|
|
|
// Create Markers
|
|
_markers =
|
|
[
|
|
_pos,
|
|
_missionName,
|
|
_difficulty
|
|
] call DMS_fnc_CreateMarker;
|
|
|
|
// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
|
|
_time = diag_tickTime;
|
|
|
|
// Parse and add mission info to missions monitor
|
|
_added =
|
|
[
|
|
_pos,
|
|
[
|
|
[
|
|
"kill",
|
|
_group,
|
|
true
|
|
],
|
|
[
|
|
"playerNear",
|
|
[_pos,DMS_playerNearRadius]
|
|
]
|
|
],
|
|
[
|
|
_time,
|
|
(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
|
|
],
|
|
_missionAIUnits,
|
|
_missionObjs,
|
|
[_missionName,_msgWIN,_msgLOSE],
|
|
_markers,
|
|
_side,
|
|
_difficulty,
|
|
[]
|
|
] call DMS_fnc_AddMissionToMonitor;
|
|
|
|
// Check to see if it was added correctly, otherwise delete the stuff
|
|
if !(_added) exitWith
|
|
{
|
|
diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
|
|
|
|
// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
|
|
_cleanup = [];
|
|
{
|
|
_cleanup pushBack _x;
|
|
} forEach _missionAIUnits;
|
|
|
|
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
|
|
|
{
|
|
_cleanup pushBack (_x select 0);
|
|
} foreach (_missionObjs select 2);
|
|
|
|
_cleanup call DMS_fnc_CleanUp;
|
|
|
|
|
|
// Delete the markers directly
|
|
{deleteMarker _x;} forEach _markers;
|
|
|
|
|
|
// Reset the mission count
|
|
DMS_MissionCount = DMS_MissionCount - 1;
|
|
};
|
|
|
|
|
|
// Notify players
|
|
[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
|
|
|
|
|
|
|
|
if (DMS_DEBUG) then
|
|
{
|
|
(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;
|
|
}; |