DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SelectMission.sqf
eraser1 78aa0f8667 Say bye-bye to the pre-packed PBO ;)
#### 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.**
2015-11-14 20:08:41 -06:00

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/*
DMS_fnc_selectMission
Influenced by WAI
Created by eraser1
Selects/Spawns missions. Takes no arguments, returns nothing.
*/
private "_time";
_time = diag_tickTime;
if (DMS_RunningBMissionCount >= DMS_MaxBanditMissions) then
{
DMS_BMissionLastStart = _time;
};
if ((count DMS_RunningStaticMissions) >= DMS_MaxStaticMissions) then
{
DMS_StaticMissionLastStart = _time;
};
if (diag_fps >= DMS_MinServerFPS && {(count allPlayers) >= DMS_MinPlayerCount}) then
{
if (_time - DMS_BMissionLastStart > DMS_BMissionDelay) then
{
private "_mission";
_mission = DMS_BanditMissionTypesArray call BIS_fnc_selectRandom;
if (DMS_DEBUG) then
{
(format ["SelectMission :: Selected bandit mission: %1"]) call DMS_fnc_DebugLog;
};
[_mission] call DMS_fnc_SpawnBanditMission;
if (DMS_DEBUG) then
{
(format ["SelectMission :: Spawning of bandit mission ""%1"" complete!"]) call DMS_fnc_DebugLog;
};
};
if ((DMS_StaticMission) && {_time - DMS_StaticMissionLastStart > DMS_StaticMissionDelay}) then
{
private ["_mission", "_availableMissions"];
_availableMissions = (DMS_StaticMissionTypesArray - DMS_RunningStaticMissions);
if (_availableMissions isEqualTo []) exitWith
{
DMS_StaticMissionLastStart = _time;
if (DMS_DEBUG) then
{
(format ["SelectMission :: No available missions! Running missions: %1", DMS_RunningStaticMissions]) call DMS_fnc_DebugLog;
};
};
_mission = _availableMissions call BIS_fnc_selectRandom;
if (DMS_DEBUG) then
{
(format ["SelectMission :: Selected static mission: %1", _mission]) call DMS_fnc_DebugLog;
};
[_mission] call DMS_fnc_SpawnStaticMission;
if (DMS_DEBUG) then
{
(format ["SelectMission :: Spawning of static mission ""%1"" complete!", _mission]) call DMS_fnc_DebugLog;
};
};
};