a3_exile_occupation/scripts/occupationVehicle.sqf

290 lines
12 KiB
Plaintext
Raw Normal View History

if (!isServer) exitWith {};
2016-04-02 19:06:53 +00:00
_logDetail = format['[OCCUPATION:Vehicle] Started'];
[_logDetail] call SC_fnc_log;
// set the default side for bandit AI
_side = "bandit";
if(SC_occupyVehicleSurvivors) then
{
if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
};
2016-04-08 13:48:25 +00:00
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
_maxAIcount = SC_maxAIcount;
if(_currentPlayerCount > SC_scaleAI) then
{
_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ;
};
// Don't spawn additional AI if the server fps is below _minFPS
if(diag_fps < SC_minFPS) exitWith
{
_logDetail = format ["[OCCUPATION:Vehicle]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
2016-04-08 13:48:25 +00:00
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;
};
2016-04-02 19:06:53 +00:00
if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith
{
if(SC_extendedLogging) then
{
_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
[_logDetail] call SC_fnc_log;
};
};
_vehiclesToSpawn = (SC_maxNumberofVehicles - SC_liveVehicles);
2016-03-30 11:53:03 +00:00
2016-04-02 19:06:53 +00:00
if(SC_extendedLogging) then
2016-03-30 11:53:03 +00:00
{
2016-04-02 19:06:53 +00:00
if(_vehiclesToSpawn > 0) then
{
_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) spawning %1 extra vehicle(s) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
[_logDetail] call SC_fnc_log;
}
else
{
_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
[_logDetail] call SC_fnc_log;
};
2016-03-30 11:53:03 +00:00
};
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0];
_maxDistance = _middle;
if(_vehiclesToSpawn >= 1) then
{
2016-04-14 08:47:40 +00:00
if(SC_occupyVehicleSurvivors) then
{
// decide which side to spawn
_sideToSpawn = random 100;
if(_sideToSpawn <= SC_SurvivorsChance) then
{
_side = "survivor";
2016-04-14 08:47:40 +00:00
};
};
2016-04-02 19:06:53 +00:00
_useLaunchers = DMS_ai_use_launchers;
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
_i = 0;
{
_okToUse = true;
_pos = position _x;
_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
_posNearestMarker = getMarkerPos _nearestMarker;
if(_pos distance _posNearestMarker < 2500) exitwith { _okToUse = false; };
if(!_okToUse) then
{
_locations deleteAt _i;
};
_i = _i + 1;
sleep 0.2;
} forEach _locations;
for "_j" from 1 to _vehiclesToSpawn do
{
private["_group"];
_Location = _locations call BIS_fnc_selectRandom;
_position = position _Location;
_pos = [_position,10,250,5,0,20,0] call BIS_fnc_findSafePos;
2016-04-02 19:06:53 +00:00
// Get position of nearest roads
2016-04-29 11:58:10 +00:00
_nearRoads = _pos nearRoads 2000;
_nearestRoad = _nearRoads select 0;
_nearestRoad = position (_nearRoads select 0);
2016-04-02 19:06:53 +00:00
_spawnLocation = [_nearestRoad select 0, _pos select 1, 0];
2016-04-26 09:29:50 +00:00
_VehicleClassToUse = SC_VehicleClassToUse call BIS_fnc_selectRandom;
// Percentage chance to spawn a rare vehicle
_rareChance = round (random 100);
if(_rareChance >= 90) then
{
_VehicleClassToUse = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
};
2016-04-02 19:06:53 +00:00
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
2016-04-29 11:58:10 +00:00
if(!isNil "_vehicle") then
2016-04-11 20:17:34 +00:00
{
2016-04-29 11:58:10 +00:00
_group = createGroup SC_BanditSide;
if(_side == "survivor") then
{
deleteGroup _group;
_group = createGroup SC_SurvivorSide;
};
_group setVariable ["DMS_LockLocality",nil];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
_group addVehicle _vehicle;
2016-04-26 09:29:50 +00:00
2016-04-29 11:58:10 +00:00
SC_liveVehicles = SC_liveVehicles + 1;
SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
_vehicle setFuel 1;
_vehicle engineOn true;
if(SC_occupyVehiclesLocked) then
2016-04-08 13:48:25 +00:00
{
2016-04-29 11:58:10 +00:00
_vehicle lock 2;
_vehicle setVehicleLock "LOCKED";
_vehicle setVariable ["ExileIsLocked", 1, true];
}
else
2016-04-08 13:48:25 +00:00
{
2016-04-29 11:58:10 +00:00
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
2016-04-08 13:48:25 +00:00
};
2016-04-29 11:58:10 +00:00
_vehicle setSpeedMode "LIMITED";
_vehicle limitSpeed 60;
_vehicle action ["LightOn", _vehicle];
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
2016-04-08 13:48:25 +00:00
{
2016-04-29 11:58:10 +00:00
_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
{
_unitPlaced = false;
_vehicleRole = _x select 0;
_vehicleSeat = _x select 1;
if(_vehicleRole == "Driver") then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit disableAI "FSM";
[_side,_unit] call SC_fnc_addMarker;
_unit removeAllMPEventHandlers "mphit";
_unit removeAllMPEventHandlers "mpkilled";
_unit disableAI "TARGET";
_unit disableAI "AUTOTARGET";
_unit disableAI "AUTOCOMBAT";
_unit disableAI "COVER";
_unit disableAI "SUPPRESSION";
_unit assignAsDriver _vehicle;
_unit moveInDriver _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit setVariable ["SC_drivenVehicle", _vehicle,true];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
_vehicle setVariable ["SC_assignedDriver", _unit,true];
_vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"];
_vehicle addEventHandler ["getout", "_this call SC_fnc_getOut;"];
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
};
if(_vehicleRole == "Turret" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
[_side,_unit] call SC_fnc_addMarker;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
[_side,_unit] call SC_fnc_addMarker;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
_unitPlaced = true;
};
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Vehicle] %1 %2 added to vehicle %3',_side,_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
if(_amountOfCrew == _crewRequired) exitWith{};
} forEach _vehicleRoles;
2016-04-02 19:06:53 +00:00
2016-04-29 11:58:10 +00:00
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
2016-04-02 19:06:53 +00:00
2016-04-29 11:58:10 +00:00
_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
[_logDetail] call SC_fnc_log;
sleep 15;
{
_x enableAI "FSM";
}forEach units _group;
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "SAFE";
_group setCombatMode "RED";
sleep 0.2;
clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearItemCargoGlobal _vehicle;
2016-04-02 19:06:53 +00:00
2016-04-29 11:58:10 +00:00
_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
// Add weapons with ammo to the vehicle
_possibleWeapons =
[
"arifle_MXM_Black_F",
"arifle_MXM_F",
"arifle_MX_SW_Black_F",
"arifle_MX_SW_F",
"LMG_Mk200_F",
"LMG_Zafir_F"
];
_amountOfWeapons = 1 + (random 3);
for "_i" from 1 to _amountOfWeapons do
{
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
};
}
else
{
_logDetail = format['[OCCUPATION:Vehicle] Vehicle %1 failed to spawn @ %2',_VehicleClassToUse, _spawnLocation];
[_logDetail] call SC_fnc_log;
};
};
};
_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
[_logDetail] call SC_fnc_log;