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https://github.com/Defent/DMS_Exile.git
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ed45b5d55c
* **NEW CONFIG VALUES**: |DMS_Show_Kill_Poptabs_Notification| |DMS_Show_Kill_Respect_Notification| |DMS_dynamicText_Duration| |DMS_dynamicText_FadeTime| |DMS_dynamicText_Title_Size| |DMS_dynamicText_Title_Font| |DMS_dynamicText_Message_Color| |DMS_dynamicText_Message_Size| |DMS_dynamicText_Message_Font| |DMS_standardHint_Title_Size| |DMS_standardHint_Title_Font| |DMS_standardHint_Message_Color| |DMS_standardHint_Message_Size| |DMS_standardHint_Message_Font| |DMS_textTiles_Duration| |DMS_textTiles_FadeTime| |DMS_textTiles_Title_Size| |DMS_textTiles_Title_Font| |DMS_textTiles_Message_Color| |DMS_textTiles_Message_Size| |DMS_textTiles_Message_Font| * "DMS_PlayerNotificationTypes" has been adjusted to include "systemChatRequest" and the brand new "textTilesRequest". **NOTE:** Due to the way "text tiles" work, a player can only have one on his screen at a time. As a result, if another text tile is created while the mission message is up, the message will immediately disappear to display the new text tile. Currently, the "Frag Messages" (the ones that say "Player Kill +100") use text tiles. I don't think it should be a major issue (especially if you use "systemChatRequest", so the player can just scroll up), but if I get reports of it being stupid, I will default to "dynamicTextRequest", which should also look pretty damn nice. * These changes should make it much easier for people to use DMS notification functions for other purposes. * Fixed AI waypoints - the AI should now properly circle the objective at the proper radius. * Tweaked "DMS_AI_WP_Radius_moderate" and "DMS_AI_WP_Radius_difficult" (reduced the radii). Due to the AI pathing fix. * Fixed a couple typos in "DMS_fnc_SpawnAISoldier". "_customGearSet" should work now (although I'm fairly certain nobody uses it since nobody ever complained :P ) * Improved "DMS_fnc_SpawnNonPersistentVehicle"; Vehicles should no longer spawn jumbled up in most cases (like cardealer). Also, it's updated to the latest Exile methods to ensure that vehicles have no nightvision/thermal if configured to do so in Exile configs. Also added the "MPKilled" EH used by Exile for non-persistent (persistent vehicles already had it). * You can now choose whether or not you want to display the poptabs or respect kill messages when killing an AI with "DMS_Show_Kill_Poptabs_Notification" and "DMS_Show_Kill_Respect_Notification". Both are enabled by default. * Fixed typos in the "OnKilled" EH (didn't really affect anything) * Fixed cases when "currentMuzzle" would return a number. Thanks to [azmodii](https://github.com/azmodii) for the reminder. * Optimized the "AI share info" function in "OnKilled"
389 lines
10 KiB
Plaintext
389 lines
10 KiB
Plaintext
/*
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DMS_fnc_OnKilled
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Created by eraser1 and Defent
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Influenced by WAI
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Usage:
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[
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[
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_killedUnit,
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_killer
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],
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_side, // "bandit" only for now
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_type // Type of AI: "soldier","static","vehicle","heli", etc.
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] call DMS_fnc_OnKilled;
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*/
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private ["_unit", "_killer", "_side", "_type", "_launcher", "_launcherVar", "_playerObj", "_removeAll", "_rockets", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_gunnerIsAlive", "_driverIsAlive", "_grp", "_owner", "_start", "_roadKilled", "_veh", "_boom", "_revealAmount", "_silencer", "_moneyChange", "_repChange", "_money", "_respect", "_msgType", "_msgParams"];
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG OnKilled :: Logging AI death with parameters: %1",_this];
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};
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_unit = _this select 0 select 0;
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_killer = _this select 0 select 1;
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_side = _this select 1;
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_type = _this select 2;
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_launcher = secondaryWeapon _unit;
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_launcherVar = _unit getVariable ["DMS_AI_Launcher",""];
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_playerObj = objNull;
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// Some of the previously used functions work with non-local argument. Some don't. BIS is annoying
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_removeAll =
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{
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{_this removeWeaponGlobal _x;} forEach (weapons _this);
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{_this unlinkItem _x;} forEach (assignedItems _this);
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{_this removeItem _x;} forEach (items _this);
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removeAllItemsWithMagazines _this;
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removeHeadgear _this;
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removeUniform _this;
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removeVest _this;
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removeBackpackGlobal _this;
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};
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moveOut _unit;
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// Remove gear according to configs
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if (DMS_clear_AI_body && {(random 100) <= DMS_clear_AI_body_chance}) then
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{
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_unit call _removeAll;
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};
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if(DMS_ai_remove_launchers && {(_launcherVar != "") || {_launcher != ""}}) then
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{
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// Because arma is stupid sometimes
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if (_launcher=="") then
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{
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_launcher = _launcherVar;
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diag_log "sneaky launchers...";
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{
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if (_launcherVar in (weaponCargo _x)) exitWith
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{
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deleteVehicle _x;
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diag_log "gotcha";
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};
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} forEach (nearestObjects [_unit, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]);
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};
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_rockets = _launcher call DMS_fnc_selectMagazine;
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_unit removeWeaponGlobal _launcher;
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{
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if(_x == _rockets) then
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{
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_unit removeMagazineGlobal _x;
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};
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} forEach magazines _unit;
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};
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if(DMS_RemoveNVG) then
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{
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_unit unlinkItem "NVGoggles";
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};
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// Give the AI a new leader if the killed unit was the leader
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// credit: https://github.com/SMVampire/VEMF/
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if (((count (units group _unit)) > 1) && {(leader group _unit) == _unit}) then
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{
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_grpUnits = units group _unit;
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_grpUnits = _grpUnits - [_unit];
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(group _unit) selectLeader (_grpUnits call BIS_fnc_selectRandom);
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};
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_av = _unit getVariable ["DMS_AssignedVeh",objNull];
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if (!isNull _av) then
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{
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// Determine whether or not the vehicle has any active crew remaining.
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_memCount = {[(alive _x),false] select (_unit isEqualTo _x);} count (crew _av);
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// Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle.
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if (_memCount<1) then
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{
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_av setDamage 1;
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DMS_CleanUpList pushBack [_av,diag_tickTime,DMS_AIVehCleanUpTime];
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_av spawn {sleep 1;_this enableSimulationGlobal false;};
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if (DMS_DEBUG) then
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{
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diag_log format["DMS_DEBUG OnKilled :: Destroying used AI vehicle %1, disabling simulation, and adding to cleanup.",typeOf _av];
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};
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}
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else
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{
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// Only check for this stuff for ground vehicles that have guns...
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if ((_av isKindOf "LandVehicle") && {(count (weapons _av))>0}) then
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{
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_gunner = gunner _av;
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_driver = driver _av;
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// The fact that I have to do this in the FUCKING ONKILLED EVENTHANDLER is a testament to why ArmA will make me die prematurely
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_gunnerIsAlive = alive _gunner;
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_driverIsAlive = alive _driver;
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if (_unit isEqualTo _gunner) then
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{
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_gunnerIsAlive = false;
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};
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if (_unit isEqualTo _driver) then
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{
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_driverIsAlive = false;
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};
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// If the gunner is dead but the driver is alive, then the driver becomes the gunner.
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// Helps with troll AI vehicles driving around aimlessly after the gunner is shot off. More realistic imo
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if (!_gunnerIsAlive && {_driverIsAlive}) then
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{
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[_driver,_av,_killer] spawn
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{
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_driver = _this select 0;
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_av = _this select 1;
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_killer = _this select 2;
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_grp = group _driver;
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_owner = groupOwner _grp;
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_grp setVariable ["DMS_LockLocality",true];
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// The AI has to be local in order for these commands to work, so I reset locality, just because it's really difficult to deal with otherwise
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if (_owner!=2) then
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{
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diag_log format ["Temporarily setting owner of %1 to server from %2. Success: %3",_grp,_owner,_grp setGroupOwner 2];
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};
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sleep 5+(random 3); // 5 to 8 seconds delay after gunner death
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if !(alive _driver) exitWith {};
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unassignVehicle _driver;
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moveOut _driver;
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_driver disableCollisionWith _av;
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_av setVehicleAmmoDef 1;
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waitUntil
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{
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unassignVehicle _driver;
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doGetOut _driver;
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moveOut _driver;
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(vehicle _driver)==_driver
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};
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_driver assignAsGunner _av;
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[_driver] orderGetIn true;
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sleep 1.5;
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if !(alive _driver) exitWith {};
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_driver moveInGunner _av;
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_driver enableCollisionWith _av;
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if (DMS_DEBUG) then
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{
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diag_log format["DMS_DEBUG OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av];
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};
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if (_owner!=2) then
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{
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_start = time;
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// Controlling AI... yes. I have to do this
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waitUntil
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{
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_driver assignAsGunner _av;
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[_driver] orderGetIn true;
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_driver moveInGunner _av;
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(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
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};
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sleep 3;
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_start = time;
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waitUntil
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{
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_driver assignAsGunner _av;
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[_driver] orderGetIn true;
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_driver moveInGunner _av;
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(((gunner _av) isEqualTo _driver) || {(time-_start)>30})
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};
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_driver doTarget _killer;
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_driver doFire _killer;
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sleep 15;
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diag_log format ["Resetting ownership of %1 to %2. Success: %3",_grp,_owner,_grp setGroupOwner _owner];
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};
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_grp setVariable ["DMS_LockLocality",false];
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};
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};
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};
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};
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};
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_roadKilled = false;
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if (isPlayer _killer) then
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{
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_veh = vehicle _killer;
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_playerObj = _killer;
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// Fix for players killing AI from mounted vehicle guns
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if (!(_killer isKindOf "Exile_Unit_Player") && {!isNull (gunner _killer)}) then
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{
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_playerObj = gunner _killer;
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};
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if (!(_veh isEqualTo _killer) && {(driver _veh) isEqualTo _killer}) then
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{
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_playerObj = driver _veh;
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_roadKilled = true;
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if (DMS_explode_onRoadkill) then
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{
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_boom = createVehicle ["SLAMDirectionalMine_Wire_Ammo", ASLToAGL(getPosWorld _unit), [], 0, "CAN_COLLIDE"];
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_boom setDamage 1;
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer];
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};
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};
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// Remove gear from roadkills if configured to do so
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if (DMS_remove_roadkill && {(random 100) <= DMS_remove_roadkill_chance}) then
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{
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_unit call _removeAll;
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};
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};
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// Reveal the killer to the AI units
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if (DMS_ai_share_info) then
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{
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_revealAmount = 4.0;
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_muzzle = currentMuzzle _playerObj;
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if ((typeName _muzzle)=="STRING") then
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{
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_silencer = _playerObj weaponAccessories _muzzle select 0;
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if (!isNil "_silencer" && {_silencer != ""}) then
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{
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_revealAmount = 2.0;
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};
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};
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{
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if ((alive _x) && {!(isPlayer _x) && {(_x distance2D _unit) <= DMS_ai_share_info_distance}}) then
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{
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_x reveal [_killer, _revealAmount max (_x knowsAbout _playerObj)];
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};
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} forEach allUnits;
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};
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};
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if ((!isNull _playerObj) && {((getPlayerUID _playerObj) != "") && {_playerObj isKindOf "Exile_Unit_Player"}}) then
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{
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_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0];
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_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_side,_type],0];
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if (_roadKilled && {DMS_Diff_RepOrTabs_on_roadkill}) then
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{
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_moneyChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillMoney",_side,_type],0];
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_repChange = missionNamespace getVariable [format ["DMS_%1_%2_RoadkillRep",_side,_type],0];
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};
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if ((_moneyChange!=0) || (_repChange!=0)) then
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{
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_money = _playerObj getVariable ["ExileMoney", 0];
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_respect = _playerObj getVariable ["ExileScore", 0];
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if (_moneyChange!=0) then
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{
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private ["_msgType", "_msgParams"];
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// Set client's money
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// I also make sure that they don't get negative poptabs
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_money = (_money + _moneyChange) max 0;
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_playerObj setVariable ["ExileMoney",_money];
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_msgType = "moneyReceivedRequest";
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_msgParams = [str _money, format ["killing a %1 AI",_type]];
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if (_moneyChange<0) then
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{
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// Change message for players when they're actually LOSING poptabs
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_msgType = "notificationRequest";
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_msgParams = ["Whoops",[format ["Lost %1 poptabs from running over a %2 AI!",abs _moneyChange,_type]]];
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// With the error message the money value won't be updated on the client, so I just directly PVC the value.
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ExileClientPlayerMoney = _money;
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(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
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ExileClientPlayerMoney = nil;
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};
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if (DMS_Show_Kill_Poptabs_Notification) then
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{
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// Send notification and update client's money stats
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[_playerObj, _msgType, _msgParams] call ExileServer_system_network_send_to;
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}
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else
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{
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// Player's money will already be updated for negative values, so let's not create unnecessary network traffic by sending another PVC
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if (_moneyChange>0) then
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{
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ExileClientPlayerMoney = _money;
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(owner _playerObj) publicVariableClient "ExileClientPlayerMoney";
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ExileClientPlayerMoney = nil;
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};
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};
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};
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if (_repChange!=0) then
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{
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// Set client's respect
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_respect = _respect + _repChange;
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_playerObj setVariable ["ExileScore",_respect];
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if (DMS_Show_Kill_Respect_Notification) then
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{
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// Send frag message
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[_playerObj, "showFragRequest", [ [[format ["%1 AI KILL",toUpper _type],_repChange]] ] ] call ExileServer_system_network_send_to;
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};
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// Send updated respect value to client
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ExileClientPlayerScore = _respect;
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(owner _playerObj) publicVariableClient "ExileClientPlayerScore";
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ExileClientPlayerScore = nil;
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};
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// Update client database entry
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format["setAccountMoneyAndRespect:%1:%2:%3", _money, _respect, (getPlayerUID _playerObj)] call ExileServer_system_database_query_fireAndForget;
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};
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};
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DMS_CleanUpList pushBack [_unit,diag_tickTime,DMS_CompletedMissionCleanupTime]; |