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#### November 14, 2015 (8:30 PM CST-America): * **NEW CONFIG VALUES:** DMS_AllowStaticReinforcements DMS_MarkerText_ShowAICount_Static DMS_PredefinedMissionLocations_WEIGHTED DMS_AIKill_DistanceBonusMinDistance DMS_AIKill_DistanceBonusCoefficient * You can now manually disable Static Mission AI reinforcements using "DMS_AllowStaticReinforcements" * You can now choose whether or not to show AI count for map markers for both Static and Dynamic missions separately. * DMS will now check to see if the config.sqf didn't load properly, and for the presence of RyanZombies. * You can now make predefined locations weighted. * Some optimization + code clarity. * Added ```taviana_config.sqf``` (identical to ```tavi_config.sqf```) for the latest version of Taviana. * **saltflats mission**: * The AI will now initially spawn randomly across the compound. This should help with the issue of some AI spawning outside of the compound. * Added more static guns: 4 around the flagpole (5 meters north, south, east, and west). One on top of the tower in each corner, and another on the top of the concrete water tower. * When an AI group is offloaded to a client and he gets out of range AND no other viable client is found, the AI locality should now revert to the server (it used to just stay with the original client). * Added extra measures to prevent the creation of 2 markers with the same name. * fn_FillCrate.sqf: * Fixed the issue where DMS would complain about incorrect parameters when using custom code to generate loot. * DMS now has debug logging to tell you exactly what it spawns in the crate when using a crate case or custom code. * "DMS_PredefinedMissionLocations" itself will now be shuffled when finding a position. This should make the generated positions even more random. * Added new Group Reinforcement Types: "armed_vehicle_replace" and "static_gunner" * Potentially resolved the issue with launchers not being deleted from AI bodies when they're killed sometimes. * **fn_PlayerAwardOnAIKill.sqf**: Created a separate function to handle poptabs/respect of a player when he/she kills an AI. * Added a "distance bonus" for respect when killing AI. * Added logging for player rewards on AI kills. * DMS now lets Exile's body cleanup handle dead AIs. * Fixed the issue where DMS would spawn static missions even when "DMS_StaticMission" is set to false. * fn_SetAILocality.sqf now returns true/false if it does/doesn't find an owner. * New function "fn_SpawnAIGroup_MultiPos.sqf". Almost identical to SpawnAIGroup, except it spawns each AI along a list of locations. * **Removed the pre-packed PBO. Too many people were having issues with their PBO tool removing the prefix and repacking it would result in DMS not working.**
291 lines
6.6 KiB
Plaintext
291 lines
6.6 KiB
Plaintext
/*
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"saltflats" static mission for Altis.
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Created by eraser1
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Credits to "Darth Rogue" for creating the base.
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*/
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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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_pos = [23300,18800,0];
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if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
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// The center spawn location is added 3 times so at least 3 AI will spawn initially at the center location, and so that future reinforcements are more likely to spawn at the center.
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_AISoldierSpawnLocations =
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[
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_pos,
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_pos,
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_pos,
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[23500,18750,0.5],
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[23498,18715,0.5],
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[23461,18478.2,0],
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[23443,18495.3,0],
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[23424,18479.4,0],
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[23405.9,18497,0],
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[23387.1,18479.7,0],
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[23378.3,18497.6,0],
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[23359.2,18480,0],
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[23334.9,18479.2,0],
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[23295.1,18515.4,3.12796],
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[23242.7,18793.5,0.5],
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[23387.2,18638.5,0.5],
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[23294.6,18640.8,0.2],
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[23309.1,18683.1,0.6],
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[23308.5,18683,4],
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[23360.5,18686.3,4],
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[23362.9,18679,0.6],
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[23403.1,18685.1,0.6],
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[23420.9,18839.6,4.35],
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[23420.8,18843.4,12.35],
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[23421,18838.6,0.36],
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[23422.2,18823.8,0.4],
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[23502.1,18862.3,15.37],
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[23494.2,18478.6,15.37],
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[23206.6,18493.8,15.37],
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[23239.4,18561.1,0]
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];
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// Create AI
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_AICount = 20 + (round (random 5));
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// I add
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_group =
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[
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_AISoldierSpawnLocations,
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_AICount,
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_difficulty,
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"random",
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_side
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] call DMS_fnc_SpawnAIGroup_MultiPos;
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_veh =
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[
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[
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[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
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_pos
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],
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_group,
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"assault",
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_difficulty,
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_side
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] call DMS_fnc_SpawnAIVehicle;
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_staticGuns =
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[
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[
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//[23424.4,18844.1,15.33], // Top of the construction building. I added this and I thought it may be too much. Your choice if you want to uncomment ;)
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_pos vectorAdd [5,0,0], // 5 meters East of center pos
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_pos vectorAdd [-5,0,0], // 5 meters West of center pos
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_pos vectorAdd [0,5,0], // 5 meters North of center pos
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_pos vectorAdd [0,-5,0], // 5 meters South of center pos
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[23216.3,18863.6,20.5], // Top of NorthWest Tower
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[23506.6,18867.6,20.5], // Top of NorthEast Tower
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[23497.9,18483.8,20.5], // Top of SouthEast Tower
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[23211.1,18489.3,20.5], // Top of SouthWest Tower
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[23509.7,18788.1,22.52] // Top of the concrete water tower thing.
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],
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_group,
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"assault",
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_difficulty,
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"bandit",
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"O_HMG_01_high_F"
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] call DMS_fnc_SpawnAIStaticMG;
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_baseObjs = [];
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if (isNil "DMS_SaltFlatsBaseSpawned") then
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{
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_baseObjs =
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[
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"saltflatsbase"
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] call DMS_fnc_ImportFromM3E_Static;
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DMS_SaltFlatsBaseSpawned = true;
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};
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// Create Crate
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_crate = ["I_CargoNet_01_ammo_F",_pos] call DMS_fnc_SpawnCrate;
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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 the group reinforcements
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_groupReinforcementsInfo =
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[
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[
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_group, // pass the group
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[
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[
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5, // Only 5 "waves" (5 vehicles can spawn as reinforcement)
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0
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],
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[
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-1, // No need to limit the number of units since we're limiting "waves"
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0
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]
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],
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[
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300, // At least a 5 minute delay between reinforcements.
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diag_tickTime
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],
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[
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[23239.7,18865.8,0],
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[23397,18862.8,0],
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[23485.5,18861.3,0],
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[23486,18683.9,0],
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[23493.1,18515.5,0],
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[23873.8,19413.2,0],
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[23211.9,18572.5,0],
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[23212.9,18751.7,0],
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[23211.5,18809.1,0]
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],
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"random",
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_difficulty,
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_side,
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"armed_vehicle",
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[
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7, // Reinforcements will only trigger if there's fewer than 7 members left in the group
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"random" // Select a random armed vehicle from "DMS_ArmedVehicles"
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]
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],
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[
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_group, // pass the group (again)
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[
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[
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0, // Let's limit number of units instead...
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0
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],
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[
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100, // Maximum 100 units can be given as reinforcements.
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0
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]
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],
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[
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240, // About a 4 minute delay between reinforcements.
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diag_tickTime
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],
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_AISoldierSpawnLocations,
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"random",
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_difficulty,
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_side,
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"reinforce",
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[
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10, // Reinforcements will only trigger if there's fewer than 10 members left in the group
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7 // 7 reinforcement units per wave.
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]
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]
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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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_staticGuns+[_veh], // armed AI vehicle and static gun(s). Note, we don't add the base itself because we don't want to delete it and respawn it if the mission respawns.
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[],
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[[_crate,[75,250,25]]]
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00', "A heavily guarded base has been located on the salt flats! There are reports they have a large weapon cache..."];
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// Define Mission Win message
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_msgWIN = ['#0080ff',"Convicts have successfully assaulted the base on the salt flats and secured the cache!"];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"Seems like the guards got bored and left the base, taking the cache with them..."];
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// Define mission name (for map marker and logging)
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_missionName = "AI Base";
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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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(_markers select 1) setMarkerSize [500,500];
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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,100]
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]
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],
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_groupReinforcementsInfo,
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[
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_time,
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DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
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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_Static;
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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_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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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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}; |