Update occupationMilitary.sqf
added waypoint option
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@ -1,6 +1,9 @@
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////////////////////////////////////////////////////////////////////////
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//
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// Server Occupation script by second_coming
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//
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// Version 2.0
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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// This script uses the fantastic DMS by Defent and eraser1
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@ -12,15 +15,15 @@
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if (!isServer) exitWith {};
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diag_log format ["[OCCUPATION Military]:: Starting Monitor"];
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_middle = worldSize/2;
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0]; // Centre point for the map
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_maxDistance = _middle; // Max radius for the map
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_maxDistance = _middle; // Max radius for the map
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_maxAIcount = maxAIcount;
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_minFPS = minFPS;
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_debug = debug;
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_useLaunchers = DMS_ai_use_launchers;
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_scaleAI = scaleAI;
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_minFPS = minFPS;
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_debug = debug;
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_useLaunchers = DMS_ai_use_launchers;
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_scaleAI = scaleAI;
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_buildings = ["Land_Cargo_Patrol_V1_F"]; // Class names for the military buildings to patrol
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_building = [];
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@ -33,7 +36,7 @@ if(_currentPlayerCount > _scaleAI) then
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// Select an area to scan as nearObjects on the entire map is slooooooooow
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_areaToScan = [ 0, 10, 1, 1000, 1000, 0, 0, 0, true, false ] call DMS_fnc_findSafePos;
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_areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSafePos;
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// Don't spawn additional AI if the server fps is below 8
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if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
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@ -93,34 +96,86 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
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_side = "bandit";
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_spawnPosition = _pos;
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_buildingPositions = [_foundBuilding, 5] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_spawnPosition = _highest;
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};
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = true;
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "DESTROY";
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_group setCombatMode "RED";
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if(!useWaypoints) then
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{
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = true;
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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "DESTROY";
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_group setCombatMode "RED";
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}
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else
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{
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_buildingPositions = [_foundBuilding, 5] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_spawnPosition = _highest;
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};
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = true;
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[ _group,_pos,_difficulty,"DESTROY" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["house", _groupRadius];
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_spawnPosition = _highest;
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_i = _buildingPositions find _spawnPosition;
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_wp = _group addWaypoint [_spawnPosition, 0] ;
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_wp setWaypointFormation "Column";
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_wp setWaypointBehaviour "DESTROY";
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_wp setWaypointCombatMode "RED";
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_wp setWaypointCompletionRadius 1;
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_wp waypointAttachObject _x;
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_wp setwaypointHousePosition _i;
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_wp setWaypointType "MOVE";
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};
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} foreach _buildings;
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if(count _buildings > 0 ) then
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{
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_wp setWaypointType "CYCLE";
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};
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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