a3_exile_occupation/occupation.sqf

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2016-03-13 15:52:11 +00:00
////////////////////////////////////////////////////////////////////////
//
// Server Occupation script by second_coming
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
//
// http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////
if (!isServer) exitWith {};
diag_log format ["[OCCUPATION]:: Starting Occupation Monitor"];
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0];
_max = _middle;
_maxAIcount = 100;
_minFPS = 15;
_debug = false;
_currentPlayerCount = count playableUnits;
if(_currentPlayerCount > 10) then
{
_maxAIcount = _maxAIcount - _currentPlayerCount ;
};
// Don't spawn additional AI if the server fps is below 8
if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", 20000]);
if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION]:: %1 active AI, so not spawning AI this time",_aiActive]; };
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _max]);
{
_okToSpawn = true;
_temppos = position _x;
_locationName = text _x;
_locationType = type _x;
_pos = [_temppos select 0, _temppos select 1, 0];
if(_debug) then { diag_log format ["[OCCUPATION]:: Testing location name: %1 position: %2",_locationName,_pos];};
while{_okToSpawn} do
{
// Percentage chance to spawn (roll 80 or more to spawn AI)
_spawnChance = round (random 100);
if(_spawnChance < 80) exitWith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];};};
// Don't spawn if too near a player base
_nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0;
if (!isNil "_nearBase") exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 is too close to player base",_locationName];};};
// Don't spawn AI near traders and spawn zones
_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
_posNearestMarker = getMarkerPos _nearestMarker;
if(_pos distance _posNearestMarker < 500) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 is too close to a %2",_locationName,_nearestMarker];}; };
// Don't spawn additional AI if there are already AI in range
_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];}; };
if(_okToSpawn) then
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Get AI to patrol the town
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_aiCount = 1;
_groupRadius = 100;
if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 4 + (round (random 5)) - _aiNear; _groupRadius = 300; };
if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)) - _aiNear; _groupRadius = 200; };
if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)) - _aiNear; _groupRadius = 100; };
if(_aiCount < 1) then { _aiCount = 1; };
_difficulty = "random";
_side = "bandit";
_spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = true;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group setBehaviour "SAFE";
_group setCombatMode "RED";
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
diag_log format ["[OCCUPATION]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
_okToSpawn = false;
};
};
} forEach _locations;