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* NEW CONFIG VALUE: DMS_SpawnMinefieldForEveryMission * You can now force-spawn an AT mine minefield on every mission with the above config. These mines will only blow up on Tanks, APCs, and MRAPs (Ifrits, Hunters, Striders). * ALL MISSIONS HAVE BEEN EDITED TO MATCH THE NEW STANDARD FOR DMS_fnc_AddMissionToMonitor. **If you have made any custom missions or modified any of the current mission scripts, make sure you merge your changes**! * Adjusted the placement of the armed car in "bandits" mission. It should no longer spawn right on the crate. * Marker and message names for the "foodtransport" mission have been adjusted. * Added the AI vehicle to the "mercbase" mission. * Removed some RPT spam... * Standardize ATL for DMS_fnc_importFromM3E_Convert * When revealing a player to AI, the reveal amount will be reduced if the player has a suppressor. * DMS_fnc_SetGroupBehavior will now remove all previous waypoints from the AI group. * Improved logging message for DMS_fnc_SpawnMinefield. Also, the mine warning signs should be on a random offset (instead of always spawning at 0, 90, 180, and 270 degrees)
103 lines
2.9 KiB
Plaintext
103 lines
2.9 KiB
Plaintext
/*
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DMS_fnc_SpawnMinefield
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Created by eraser1
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Usage:
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[
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_centerPos, // ARRAY: Position to spawn the minefield around
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_difficulty, // STRING or ARRAY: The "difficulty" level of the minefield. Determines the number of mines and the radius it spawns at. String refers to a difficulty set in config, array is defined as [_mineCount,_radius];
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_side, // STRING: The "side" for which the mines should spawn. The spawned mines will be revealed to the AI so they don't run into it.
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_spawnWarningSign, // (OPTIONAL) BOOL: Whether or not to spawn the warning signs around the minefield (at maximum radius, to the North/West/East/South)
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_mineClassname // (OPTIONAL) STRING: The classname of the mine to spawn.
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] call DMS_fnc_SpawnMinefield;
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*/
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private ["_centerPos", "_difficulty", "_side", "_mines", "_minesInfo", "_AISide", "_mineCount", "_radius", "_randDirOffset", "_sign"];
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_mines = [];
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if (DMS_SpawnMinesAroundMissions) then
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{
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_OK = params
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[
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["_centerPos","",[[]],[2,3]],
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["_difficulty","",["",[]],[2]],
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["_side","",[""]]
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];
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if (!_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnMinefield with invalid parameters: %1",_this];
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};
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_spawnWarningSign = DMS_SpawnMineWarningSigns;
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_mineClassname = "ATMine";
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if ((count _this)>3) then
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{
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_spawnWarningSign = param [3,DMS_SpawnMineWarningSigns,[true]];
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if ((count _this)>4) then
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{
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_mineClassname = param [4,"ATMine",[true]];
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};
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};
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_minesInfo = _difficulty;
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if ((typeName _difficulty)=="STRING") then
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{
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_minesInfo = missionNamespace getVariable [format ["DMS_MineInfo_%1", _difficulty], [10,50]];
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};
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_AISide = missionNamespace getVariable [format ["DMS_%1Side", _side], EAST];
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_mineCount = _minesInfo select 0;
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_radius = _minesInfo select 1;
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for "_i" from 1 to _mineCount do
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{
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private ["_minePos", "_mine"];
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_minePos = [_centerPos,random _radius,random 360] call DMS_fnc_SelectOffsetPos;
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_mine = createMine ["ATMine", _minePos, [], 0];
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// Fixes players shooting the mine and causing premature 'splosions
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if (DMS_BulletProofMines) then
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{
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_mine allowDamage false;
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};
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//In case you're using directional mines such as tripwires/SLAMs
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_mine setDir (random 360);
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_AISide revealMine _mine;
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_mines pushBack _mine;
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};
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if (_spawnWarningSign) then
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{
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_randDirOffset = random 45;
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for "_i" from 0 to 359 step 90 do
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{
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_sign = createVehicle ["Land_Sign_Mines_F",[_centerPos, _radius+2, _randDirOffset+_i] call DMS_fnc_SelectOffsetPos, [], 0, "CAN_COLLIDE"];
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_sign setDir _i;
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_sign setVectorUp [0,0,1];
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// _mines array is for only cleanup atm, so just add them to the list
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_mines pushBack _sign;
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};
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};
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG SpawnMinefield :: Spawned %1 mines around %2 with _minesInfo: %3 | Warning signs spawned: %5 | _mines: %4",_mineCount,_centerPos,_minesInfo,_mines,_spawnWarningSign];
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};
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};
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_mines |