DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_TargetsKilled.sqf
eraser1 afb4833a65 Fixes + Tweaks + Features
#### September 13, 2015 (11:45 PM CST-America):
* NEW CONFIG VALUES: DMS_MaxAIDistance and DMS_AIDistanceCheckFrequency
* You can now use the above config values to kill AI that flee from
their spawn position. Only "Soldier" AI will be killed.
* Removed "O_HMG_01_F" from AI Static Weapons. AI were pretty useless on
it... unless the AI were facing the right direction.
* Reduced AI count and removed the "playerNear" parameter from
testmission for easier testing.
* NEW: When an AI vehicle gunner is killed, and the driver is still
alive, after a little delay, the driver is then switched to the gunner
seat. You should no longer have AI vehicles with a dead gunner that's
driving around aimlessly :) There is a 5-8 second delay to simulate
reaction time. Then the driver is ejected, then after 1.5 seconds the AI
is then forced into the  gunner seat.
* NOTE: The above feature only works when the AI is still local (not
offloaded). If the AI is offloaded, the AI is simply ejected and becomes
a foot soldier.
* AI assigned vehicles are destroyed when the crew is empty. Simulation
is also disabled on them.
* Reduced some of the "params" RPT spam, from DMS_fnc_SetGroupBehavior.
* Tweaked AI Vehicle spawning logic. The AI are initially assigned to a
temporary group and then behavior is set, then they join the assigned
group to prevent overriding behavior of other ground units.
* Non-persistent vehicles should now be fit properly to the terrain.
2015-09-16 22:37:17 -05:00

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/*
DMS_fnc_TargetsKilled
Created by eraser1
Usage:
[
_unit,
_group,
_object
] call DMS_fnc_TargetsKilled;
Will accept non-array argument of group, unit, or object.
*/
if ((typeName _this) in ["GROUP","OBJECT"]) then
{
_this = [_this];
};
if (_this isEqualTo []) exitWith
{
diag_log "DMS ERROR :: Calling DMS_TargetsKilled with empty array!";
};
private "_killed";
_killed = false;
try
{
{
if (((typeName _x) == "OBJECT") && {!isNull _x && {alive _x}}) then
{
// It only seems long... but it's only evaluating 3 conditions.
if ((DMS_MaxAIDistance>0) && {((time - (_x getVariable ["DMS_LastAIDistanceCheck",time]))>DMS_AIDistanceCheckFrequency) && {((getPosWorld _x) distance2D (_x getVariable ["DMS_AISpawnPos",getPosWorld _x]))>DMS_MaxAIDistance}}) then
{
_x setDamage 1;
diag_log format ["Killed a runaway unit! |%1| was more than %2m away from its spawn position %3!",_x,DMS_MaxAIDistance,_x getVariable "DMS_AISpawnPos"];
}
else
{
throw _x;
};
}
else
{
if ((typeName _x) != "GROUP") exitWith
{
diag_log format ["DMS ERROR :: %1 is neither OBJECT nor GROUP!",_x];
};
{
if ((DMS_MaxAIDistance>0) && {((time - (_x getVariable ["DMS_LastAIDistanceCheck",time]))>DMS_AIDistanceCheckFrequency) && {((getPosWorld _x) distance2D (_x getVariable ["DMS_AISpawnPos",getPosWorld _x]))>DMS_MaxAIDistance}}) then
{
_x setDamage 1;
diag_log format ["Killed a runaway unit! |%1| was more than %2m away from its spawn position %3!",_x,DMS_MaxAIDistance,_x getVariable "DMS_AISpawnPos"];
}
else
{
throw _x;
};
} forEach (units _x);
};
} forEach _this;
_killed = true;
}
catch
{
if (DMS_DEBUG) then {
diag_log format ["DMS_DEBUG TargetsKilled :: %1 is still alive! All of %2 are not yet killed!",_exception,_this];
};
};
_killed;