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#### October 17, 2015 (2:30 PM CST-America): * **NEW CONFIG VALUES**: |DMS_TimeToFirstMission| |DMS_ShowDifficultyColorLegend| |DMS_TerritoryNearBlacklist| |DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed) |DMS_ai_launchers_per_group| * **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU KNOW WHAT YOU'RE DOING** * RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have been very tired when I named it... * DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis and Bornholm (since they're relatively large/flat maps). Esseker is still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you would take the arc-cosine of the surfaceNormal, and that will give you the degrees from horizontal. For example, arccos(0.9) is about 25 degrees. Google: "arccos(0.9) in degrees" * Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn chances are the same, they're just reduced in order to prevent the creation of arrays that are far larger than they need to be. * You can now manually define how long it takes for the first mission to spawn after a restart. * DMS will now by default create markers on the bottom left of the map to show which colors correspond to which difficulty. It isn't very pretty, but it gets the point across. * DMS will now manually calculate the center of the map and its radius, if it isn't preconfigured by DMS. * You can now specify the vehicles to spawn for missions: "bandits", "cardealer", "construction", "donthasslethehoff", and "thieves". * You can now specify the spawning location of any mission (and whether or not to use an alternative location if the provided location is invalid). This will allow for easy integration of DMS into admin tools. * Added support for scripts to be executed on mission completion or mission failure (this will allow you to have "multi-part" missions, where you would simply spawn the next part of the mission if the previous is completed). * Restructured DMS_DEBUG from the previous patch in favor of a more "optimized" method. * DMS_fnc_findSafePos is completely overhauled; DMS no longer uses "BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on repeated failure. You can now determine whether or not the mission should spawn on water (however, I don't suggest you use this function for water spawns yet). * You can also now define a minimum distance from other territories for missions. * DMS_fnc_IsValidPosition will now check for water depth if the provided position is meant to be checked as a "water spawn". It will now also check for nearby missions from A3XAI or VEMF (untested). * DMS_fnc_IsValidPosition now checks whether or not the position is outside of the map borders. * DMS_fnc_SelectOffsetPos will now return the 3rd element of the provided position as-is. * You can now have multiple AI within a group with a launcher. * AI now have a 5-second godmode after spawning. * You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also make sure that the provided classname is valid. * Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and "DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided classname is valid. * "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning. * Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS. * General optimization.
178 lines
4.6 KiB
Plaintext
178 lines
4.6 KiB
Plaintext
/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_group", "_pos", "_side", "_OK", "_difficulty", "_AICount", "_type", "_launcher", "_crate1", "_wreck", "_crate_loot_values1", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// 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.
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// It also allows anybody to modify the default calling parameters easily.
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if ((isNil "_this") || {_this isEqualTo [] || {(typeName _this)!="ARRAY"}}) then
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{
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_this =
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[
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[10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
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[
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[]
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],
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_this
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];
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};
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// Check calling parameters for manually defined mission position.
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// This mission doesn't use "_extraParams" in any way currently.
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_OK = (_this call DMS_fnc_MissionParams) params
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[
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["_pos",[],[[]],[3]],
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["_extraParams",[]]
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];
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if !(_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Called MISSION blackhawkdown.sqf with invalid parameters: %1",_this];
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};
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// Set general mission difficulty
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_difficulty = "difficult";
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// Create AI
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_AICount = 6 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"random", // "random","hardcore","difficult","moderate", or "easy"
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"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
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_side // "bandit","hero", etc.
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] call DMS_fnc_SpawnAIGroup;
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// Create Crates
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_wreck = createVehicle ["Land_UWreck_Heli_Attack_02_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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// Set crate loot values
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_crate_loot_values1 =
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[
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8, // Weapons
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4, // Items
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2 // Backpacks
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];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[_wreck],
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[],
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[[_crate1,_crate_loot_values1]]
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00',"We got a Blackhawk down, Super 6-1 is down, secure the perimeter and claim what can be claimed!"];
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// Define Mission Win message
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_msgWIN = ['#0080ff',"Convicts have secured the blackhawk and claimed the remaining loot!"];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"The blackhawk has been seized by the enemy and the loot has been destroyed!"];
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// Define mission name (for map marker and logging)
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_missionName = "Blackhawk Down";
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// Create Markers
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_markers =
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[
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_pos,
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_missionName,
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_difficulty
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] call DMS_fnc_CreateMarker;
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// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
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_time = diag_tickTime;
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// Parse and add mission info to missions monitor
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_added =
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[
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_pos,
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[
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[
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"kill",
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_group
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius]
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]
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],
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[
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_time,
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(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
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],
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_missionAIUnits,
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_missionObjs,
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[_missionName,_msgWIN,_msgLOSE],
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_markers,
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_side,
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_difficulty,
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[]
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] call DMS_fnc_AddMissionToMonitor;
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// Check to see if it was added correctly, otherwise delete the stuff
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if !(_added) exitWith
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{
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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];
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// 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)
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_cleanup = [];
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{
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_cleanup pushBack _x;
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} forEach _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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{
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_cleanup pushBack (_x select 0);
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} foreach (_missionObjs select 2);
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_cleanup call DMS_fnc_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;} forEach _markers;
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// Reset the mission count
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DMS_MissionCount = DMS_MissionCount - 1;
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};
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// Notify players
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[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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(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;
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}; |