diff --git a/occupation.sqf b/occupation.sqf new file mode 100644 index 0000000..445b6e3 --- /dev/null +++ b/occupation.sqf @@ -0,0 +1,99 @@ +//////////////////////////////////////////////////////////////////////// +// +// 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;