V61 Fixes
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@ -1,3 +1,9 @@
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=================================================================================
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V61 (24-08-2016)
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=================================================================================
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Fixes for the eventhandler on ground vehicles that were causing server freezing
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other additional tweaks (can't remember exactly what :o )
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=================================================================================
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V60 (15-08-2016)
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=================================================================================
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@ -4,7 +4,7 @@ class CfgPatches
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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a3_exile_occupation_version = "V60 (15-08-2016)";
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a3_exile_occupation_version = "V61 (24-08-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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@ -46,7 +46,7 @@ SC_occupyStatic = false; // true if you want to add AI in specifi
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SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_occupyRandomSpawn = true; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
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SC_occupyMilitary = true; // true if you want military buildings patrolled
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SC_occupyMilitary = false; // true if you want military buildings patrolled
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SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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@ -243,11 +243,11 @@ SC_maximumCrewAmount = 3; // Maximum amount of AI allowed in a vehi
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
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SC_occupyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
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SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
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SC_occupyVehicleUseFixedPos = true; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
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// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
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// they will also ignore any blacklisted areas
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@ -397,16 +397,6 @@ SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mca
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// Map Specific Overrides
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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if (worldName == 'Namalsk' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 80;
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SC_occupySky = false;
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SC_maxNumberofVehicles = 2;
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SC_numberofLootCrates = 3;
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SC_numberofHeliCrashes = 2;
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SC_maxNumberofBoats = 1;
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SC_occupyTransportClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
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};
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if (worldName == 'Napf' AND SC_useMapOverrides) then
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{
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@ -423,6 +413,7 @@ if (worldName == 'Chernarus' AND SC_useMapOverrides) then
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if (worldName == 'Tanoa' AND SC_useMapOverrides) then
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{
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SC_useApexClasses = true;
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SC_maxAIcount = 80;
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};
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@ -460,7 +451,7 @@ if (SC_debug) then
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SC_processReporter = true;
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SC_mapMarkers = true;
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SC_occupyPlaces = true;
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SC_occupyVehicle = true;
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SC_occupyVehicle = false;
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SC_occupyMilitary = true;
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SC_occupyRandomSpawn = true;
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SC_occupyStatic = false;
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@ -11,6 +11,7 @@ if(isPlayer _unit) then
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if(!alive _x) then { _x action ["EJECT", _vehicle]; };
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}forEach units _group;
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_vehicle setVariable ["SC_vehicleSpawnLocation", nil,true];
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[_vehicle] call SC_fnc_vehicleDestroyed;
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if(SC_extendedLogging) then
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@ -7,25 +7,28 @@ _repairStatus = _vehicle getVariable "SC_repairStatus";
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if(_repairStatus) exitWith {};
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// Mark the vehicle as currently being repaired
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_vehicle setVariable ["SC_repairStatus",true];
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_vehicle setVariable ["SC_repairStatus",true,true];
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_vehicleDamage = damage _vehicle;
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_damagedWheels = 0;
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_damageLimit = 1;
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_damageLimit = 0.2;
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_engineDamage = false;
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_fueltankDamage = false;
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_wheelDamage = false;
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_assignedDriver = _vehicle getVariable "SC_assignedDriver";
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_group = group _vehicle;
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// Remove dead units from the group
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{
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if(!alive _x) then { [_x] join grpNull; };
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}forEach units _group;
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if(count(units _group) == 0) exitWith { [_vehicle] call SC_fnc_vehicleDestroyed; };
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if(isNil "_assignedDriver") then
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{
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_group = group _vehicle;
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// Remove dead units from the group
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{
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if(!alive _x) then { [_x] join grpNull; };
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}forEach units _group;
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_groupMembers = units _group;
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_assignedDriver = _groupMembers call BIS_fnc_selectRandom;
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@ -59,12 +62,12 @@ _wheels = ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitLBWheel","H
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Vehicle %1 checking wheel %2 (damage: %4) @ %3",_vehicle, _x, time,_partDamage];
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[_logDetail] call SC_fnc_log;
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};
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if(_partDamage > 0.3) then { _wheelDamage = true; };
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if(_partDamage == 1) then { _wheelDamage = true; };
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};
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} forEach _wheels;
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// Check Engine
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if ((_vehicle getHitPointDamage "HitEngine") >= _damageLimit) then { _engineDamage = true; };
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if ((_vehicle getHitPointDamage "HitEngine") == 1) then { _engineDamage = true; };
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// Check Fuel Tank
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if ((_vehicle getHitPointDamage "HitFuel") > 0) then { _fueltankDamage = true; };
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@ -131,12 +134,12 @@ if(_wheelDamage OR _engineDamage OR _fueltankDamage) then
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_driver enableAI "FSM";
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};
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// Mark the vehicle as not currently being repaired
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_vehicle setVariable ["SC_repairStatus",false];
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_vehicle setVariable ["SC_repairStatus",false,true];
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}
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else
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{
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Not repairing %2, driver is %3 at %1",time,_vehicle,_assignedDriver];
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// Mark the vehicle as not currently being repaired
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_vehicle setVariable ["SC_repairStatus",false,true];
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Not enough damage to disable %2, driver is %3 at %1",time,_vehicle,_assignedDriver];
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[_logDetail] call SC_fnc_log;
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Vehicle: %1 damage: %2 engine: %3 fuelTank: %4",_vehicle,_vehicleDamage,_engineDamage,_fueltankDamage];
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[_logDetail] call SC_fnc_log;
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};
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@ -5,20 +5,33 @@ if((damage _vehicle) < 1) then
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_vehicle removeAllMPEventHandlers "mphit";
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};
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if(_vehicle isKindOf "LandVehicle") then
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SC_liveVehiclesArray = [];
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SC_liveHelisArray = [];
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SC_liveBoatsArray = [];
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{
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SC_liveVehiclesArray = SC_liveVehiclesArray - [_vehicle];
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SC_liveVehicles = count(SC_liveVehiclesArray);
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};
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_vehicle = _x;
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_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
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_transport = _x getVariable "SC_transport";
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if(_vehicle isKindOf "Air") then
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{
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SC_liveHelisArray = SC_liveHelisArray - [_vehicle];
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SC_liveHelis = count(SC_liveHelisArray);
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};
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if(!isNil "_vehLocation") then
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{
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if(_vehicle isKindOf "LandVehicle") then
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{
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SC_liveVehiclesArray pushBack _vehicle;
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SC_liveVehicles = count(SC_liveVehiclesArray);
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};
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if(_vehicle isKindOf "Ship") then
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{
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SC_liveBoatsArray = SC_liveBoatsArray - [_vehicle];
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SC_liveBoatss = count(SC_liveBoatsArray);
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};
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if(_vehicle isKindOf "Air" && isNil "_transport") then
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{
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SC_liveHelisArray pushBack _vehicle;
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SC_liveHelis = count(SC_liveHelisArray);
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};
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if(_vehicle isKindOf "Ship") then
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{
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SC_liveBoatsArray pushBack _vehicle;
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SC_liveBoatss = count(SC_liveBoatsArray);
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};
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};
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}forEach vehicles;
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@ -87,7 +87,7 @@ if(count(crew _vehicle) > 0)then
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_unit enableAI "MOVE";
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reload _unit;
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}foreach units _group;
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deleteGroup _group;
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_GroupLeader = leader (group _vehicle);
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_GroupLeader doMove _originalSpawnLocation;
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@ -103,10 +103,11 @@ if(count(crew _vehicle) > 0)then
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_vehicle setVariable["vehPos",_newPos];
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};
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if(count units _group > 0) then
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if(count units _group == 0) then
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{
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_vehicle lock 0;
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle setVariable ["ExileIsLocked", 0, true];
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[_vehicle] call SC_fnc_vehicleDestroyed;
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};
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@ -90,7 +90,7 @@ for "_i" from 1 to SC_numberofLootCrates do
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[_unit] joinSilent _group;
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_unit setCaptive false;
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}foreach units _initialGroup;
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deleteGroup _initialGroup;
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[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
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_group setBehaviour "STEALTH";
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@ -107,9 +107,15 @@ if(_aiActive > _maxAIcount) exitWith
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if(!SC_useWaypoints) then
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{
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
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_groupInitial = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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_group = createGroup SC_BanditSide;
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_group setVariable ["DMS_AllowFreezing",true];
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_group setVariable ["DMS_LockLocality",false];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", "bandit"];
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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@ -132,9 +138,15 @@ if(_aiActive > _maxAIcount) exitWith
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{
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
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_groupInitial = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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_group = createGroup SC_BanditSide;
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_group setVariable ["DMS_AllowFreezing",true];
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_group setVariable ["DMS_LockLocality",false];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", "bandit"];
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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@ -146,7 +158,8 @@ if(_aiActive > _maxAIcount) exitWith
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_tag = createVehicle ["Sign_Arrow_Blue_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 _group;
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}foreach units _groupInitial;
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deleteGroup _groupInitial;
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[ _group,_pos,_difficulty,"STEALTH" ] call DMS_fnc_SetGroupBehavior;
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@ -1,6 +1,37 @@
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_logDetail = format ["[OCCUPATION:Unstick]:: Initialised at %1",time];
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[_logDetail] call SC_fnc_log;
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SC_liveVehiclesArray = [];
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SC_liveHelisArray = [];
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SC_liveBoatsArray = [];
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{
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_vehicle = _x;
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_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
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_transport = _x getVariable "SC_transport";
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if(!isNil "_vehLocation") then
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{
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if(_vehicle isKindOf "LandVehicle") then
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{
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SC_liveVehiclesArray pushBack _vehicle;
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SC_liveVehicles = count(SC_liveVehiclesArray);
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};
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if(_vehicle isKindOf "Air" && isNil "_transport") then
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{
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SC_liveHelisArray pushBack _vehicle;
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SC_liveHelis = count(SC_liveHelisArray);
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};
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if(_vehicle isKindOf "Ship") then
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{
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SC_liveBoatsArray pushBack _vehicle;
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SC_liveBoatss = count(SC_liveBoatsArray);
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};
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};
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}forEach vehicles;
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SC_liveHelis = count(SC_liveHelisArray);
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{
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if(isNull _x) exitWith { SC_liveHelisArray = SC_liveHelisArray - [_x]; };
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@ -10,6 +41,7 @@ SC_liveHelis = count(SC_liveHelisArray);
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sleep 2;
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_tempLocation = _x getVariable "SC_vehicleSpawnLocation";
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_originalSpawnLocation = _tempLocation select 0;
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diag_log format ["[occupationMonitor] _tempLocation: %1 _originalSpawnLocation: %2",_tempLocation,_originalSpawnLocation];
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_radius = _tempLocation select 1;
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_pos = position _x;
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@ -110,7 +110,9 @@ for "_i" from 1 to _vehiclesToSpawn do
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_vehicle setPosASL _spawnLocation;
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_vehicle setVariable["vehPos",_spawnLocation,true];
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_vehicle setVariable["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["SC_vehicleSpawnLocation", [_spawnLocation,_radius,worldName],true];
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_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
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_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
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// Remove the overpowered weapons from boats
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_vehicle removeWeaponTurret ["HMG_01",[0]];
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@ -27,6 +27,8 @@ if(_aiActive > _maxAIcount) exitWith
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[_logDetail] call SC_fnc_log;
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};
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SC_liveHelis = count(SC_liveHelisArray);
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if(SC_liveHelis >= SC_maxNumberofHelis) exitWith
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{
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if(SC_extendedLogging) then
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@ -73,7 +75,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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if(SC_occupyHeliUseFixedPos) then
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{
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{
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_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
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_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
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_locationArray = _locationArray - _vehLocation;
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}forEach SC_liveHelisArray;
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@ -138,7 +140,9 @@ for "_i" from 1 to _vehiclesToSpawn do
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_group addVehicle _vehicle;
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_vehicle setVariable["vehPos",_spawnLocation,true];
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_vehicle setVariable["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["SC_vehicleSpawnLocation", [_spawnLocation,_radius,worldName],true];
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_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
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diag_log format ["[occupationSky] _SC_vehicleSpawnLocation: %1",_SC_vehicleSpawnLocation];
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_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
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SC_liveHelis = SC_liveHelis + 1;
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SC_liveHelisArray = SC_liveHelisArray + [_vehicle];
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@ -28,6 +28,8 @@ if((_aiActive > _maxAIcount) && !SC_occupyVehicleIgnoreCount) exitWith
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[_logDetail] call SC_fnc_log;
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};
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SC_liveVehicles = count(SC_liveVehiclesArray);
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if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith
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{
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_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
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@ -143,13 +145,13 @@ if(_vehiclesToSpawn > 0) then
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{
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_group addVehicle _vehicle;
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SC_liveVehicles = SC_liveVehicles + 1;
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SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
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_vehicle setVariable ["vehPos",_spawnLocation,true];
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_vehicle setVariable ["SC_repairStatus",false];
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_vehicle setVariable ["SC_repairStatus",false,true];
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_vehicle setVariable ["vehPos",_spawnLocation,true];
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_vehicle setVariable ["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["SC_vehicleSpawnLocation", [_spawnLocation,_radius,worldName],true];
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_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
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_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
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_vehicle setFuel 1;
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_vehicle engineOn true;
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@ -257,6 +259,10 @@ if(_vehiclesToSpawn > 0) then
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_unit = _x;
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_unit enableAI "FSM";
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_unit enableAI "MOVE";
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_unit enableAI "TARGET";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "AUTOCOMBAT";
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_unit allowCrewInImmobile false;
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reload _unit;
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_unitName = [_side] call SC_fnc_selectName;
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if(!isNil "_unitName") then { _unit setName _unitName; };
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@ -267,7 +273,7 @@ if(_vehiclesToSpawn > 0) then
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sleep 10;
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[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
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_group setBehaviour "SAFE";
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_group setBehaviour "AWARE";
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_group setCombatMode "RED";
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sleep 0.2;
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||||
@ -309,6 +315,6 @@ if(_vehiclesToSpawn > 0) then
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
SC_liveVehicles = count(SC_liveVehiclesArray);
|
||||
_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
|
||||
[_logDetail] call SC_fnc_log;
|
Loading…
Reference in New Issue
Block a user