v16 tweaks & fixes
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@ -12,7 +12,7 @@
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// Shared Config for each occupation monitor
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_debug = true; // set to true to turn on debug features (not for live servers)
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SC_extendedLogging = false; // set to true for additional logging
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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@ -70,7 +70,7 @@ SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
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];
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SC_occupyStatic = false; // true if you want to garrison AI in specific locations
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SC_occupyStatic = true; // true if you want to garrison AI in specific locations
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@ -2,7 +2,7 @@
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//
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// Server Occupation script by second_coming
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//
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SC_occupationVersion = "v15 (14-04-2016)";
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SC_occupationVersion = "v16 (14-04-2016)";
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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@ -39,9 +39,9 @@ if(_aiActive > _maxAIcount) exitWith
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[_logDetail] call SC_fnc_log;
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};
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for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
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{
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_currentStatic = _statics select _i;
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_currentStatic = _x;
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_spawnPosition = _currentStatic select 0;
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_aiCount = _currentStatic select 1;
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_radius = _currentStatic select 2;
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@ -57,8 +57,8 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
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{
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// Don't spawn additional AI if there are already AI in range
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_aiNear = count(_spawnPosition nearEntities ["O_recon_F", 250]);
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if(_aiNear > 0) exitwith
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_nearEastAI = { side _x == EAST AND _x distance _pos < 250 } count allUnits;
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if(_nearEastAI > 0) exitwith
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{
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_okToSpawn = false;
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if(_debug) then
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@ -69,7 +69,7 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
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};
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// Don't spawn additional AI if there are players in range
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if([_spawnPosition, 400] call ExileClient_util_world_isAlivePlayerInRange) exitwith
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if([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
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{
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_okToSpawn = false;
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if(_debug) then
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@ -89,23 +89,32 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
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_side = "bandit";
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "assault", _side] call DMS_fnc_SpawnAIGroup;
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_initialGroup = [_spawnPosition, _aiCount, _difficulty, "assault", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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_initialGroup setCombatMode "BLUE";
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_initialGroup setBehaviour "SAFE";
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_group = createGroup EAST;
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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}foreach units _group;
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if(SC_debug) then
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{
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_tag = createVehicle ["Sign_Arrow_F", position _unit, [], 0, "CAN_COLLIDE"];
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_tag attachTo [_unit,[0,0,0.6],"Head"];
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};
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}foreach units _initialGroup;
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[ _group,_spawnPosition,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior;
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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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if(!_staticSearch) then
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{
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[_group, _spawnPosition, _groupRadius] call bis_fnc_taskPatrol;
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@ -170,6 +179,7 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
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};
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};
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};
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}forEach _statics;
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_logDetail = "[OCCUPATION Static]: Ended";
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[_logDetail] call SC_fnc_log;
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@ -165,6 +165,7 @@ if(_vehiclesToSpawn >= 1) then
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if(_vehicleRole == "Driver") then
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{
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_unit = [_group,_spawnLocation,"assault","random",_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
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_unit disableAI "FSM";
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if(_side == "survivor") then
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{
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removeUniform _unit;
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@ -233,6 +234,11 @@ if(_vehiclesToSpawn >= 1) then
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_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
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[_logDetail] call SC_fnc_log;
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sleep 15;
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{
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_x enableAI "FSM";
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}forEach units _group;
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[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
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_group setBehaviour "SAFE";
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_group setCombatMode "RED";
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