all the updates
This commit is contained in:
parent
51e6d47e43
commit
6044ec5432
52
config.sqf
52
config.sqf
@ -2,7 +2,7 @@
|
|||||||
//
|
//
|
||||||
// Server Occupation script by second_coming
|
// Server Occupation script by second_coming
|
||||||
//
|
//
|
||||||
// Version 2.1
|
// Version 3
|
||||||
//
|
//
|
||||||
// http://www.exilemod.com/profile/60-second_coming/
|
// http://www.exilemod.com/profile/60-second_coming/
|
||||||
//
|
//
|
||||||
@ -14,30 +14,30 @@
|
|||||||
|
|
||||||
// Shared Config for each occupation monitor
|
// Shared Config for each occupation monitor
|
||||||
|
|
||||||
SC_debug = false; // set to true for additional logging and to speed up the spawn rate for testing
|
SC_debug = false; // set to true to turn on debug features (not for live servers)
|
||||||
SC_infiSTAR_log = true; // Use infiSTAR logging
|
SC_extendedLogging = true; // set to true for additional logging
|
||||||
SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
|
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
|
||||||
|
SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
|
||||||
|
|
||||||
SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
|
SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
|
||||||
SC_minFPS = 8; // any lower than minFPS on the server and additional AI won't spawn
|
SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
|
||||||
|
|
||||||
SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
|
SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
|
||||||
|
|
||||||
SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
|
SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
|
||||||
// (can affect performance when the AI is spawned and the waypoints are calculated)
|
// (can affect performance when the AI is spawned and the waypoints are calculated)
|
||||||
|
|
||||||
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
|
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
|
||||||
SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
|
SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
|
||||||
SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
|
SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
|
||||||
SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
|
SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
|
||||||
SC_occupySky = true; // true if you want to have roaming AI helis
|
SC_occupySky = true; // true if you want to have roaming AI helis
|
||||||
SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
|
SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
|
||||||
|
SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided for Namalsk in occupationLootCrates.sqf)
|
||||||
SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
|
SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
|
||||||
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
|
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
|
||||||
|
|
||||||
SC_statics = [
|
SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings]
|
||||||
[[1178,2524,0],4,100,true]
|
|
||||||
]; //[[pos],ai count,radius,search buildings]
|
|
||||||
|
|
||||||
// Which buildings to patrol with the occupyMilitary option (adding more classnames could affect server performance when the spawning occurs)
|
// Which buildings to patrol with the occupyMilitary option (adding more classnames could affect server performance when the spawning occurs)
|
||||||
SC_buildings = [ "Land_Cargo_Patrol_V1_F",
|
SC_buildings = [ "Land_Cargo_Patrol_V1_F",
|
||||||
@ -71,17 +71,13 @@ SC_buildings = [ "Land_Cargo_Patrol_V1_F",
|
|||||||
];
|
];
|
||||||
|
|
||||||
// Settings for roaming ground vehicle AI
|
// Settings for roaming ground vehicle AI
|
||||||
SC_maxNumberofVehicles = 3; // Number of roaming vehicles required, randomly selected from VehicleClassToUse
|
SC_maxNumberofVehicles = 3;
|
||||||
SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green",
|
SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Guerilla03"];
|
||||||
"Exile_Car_UAZ_Open_Green",
|
|
||||||
"Exile_Car_UAZ_Green",
|
|
||||||
"Exile_Car_Offroad_Guerilla03"
|
|
||||||
];
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Settings for roaming airborne AI
|
// Settings for roaming airborne AI (non armed helis will just fly around)
|
||||||
SC_maxNumberofHelis = 1; // Number of roaming vehicles required, randomly selected from HeliClassToUse (only use armed helis for now)
|
SC_maxNumberofHelis = 1;
|
||||||
SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
|
SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
|
||||||
|
|
||||||
|
|
||||||
@ -89,12 +85,12 @@ SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
|
|||||||
if (worldName == 'Namalsk') then
|
if (worldName == 'Namalsk') then
|
||||||
{
|
{
|
||||||
SC_maxAIcount = 80;
|
SC_maxAIcount = 80;
|
||||||
SC_occupySky = false;
|
SC_occupySky = false;
|
||||||
};
|
};
|
||||||
|
|
||||||
// Don't alter anything below this point
|
// Don't alter anything below this point
|
||||||
SC_liveVehicles = 0;
|
SC_liveVehicles = 0;
|
||||||
publicVariable "SC_liveVehicles";
|
publicVariable "SC_liveVehicles";
|
||||||
SC_liveHelis = 0;
|
SC_liveHelis = 0;
|
||||||
publicVariable "SC_liveHelis";
|
publicVariable "SC_liveHelis";
|
||||||
publicVariable "SC_numberofLootCrates";
|
publicVariable "SC_numberofLootCrates";
|
@ -2,7 +2,7 @@
|
|||||||
//
|
//
|
||||||
// Server Occupation script by second_coming
|
// Server Occupation script by second_coming
|
||||||
//
|
//
|
||||||
// Version 2.1
|
// Version 3
|
||||||
//
|
//
|
||||||
// http://www.exilemod.com/profile/60-second_coming/
|
// http://www.exilemod.com/profile/60-second_coming/
|
||||||
//
|
//
|
||||||
@ -20,16 +20,22 @@
|
|||||||
//
|
//
|
||||||
////////////////////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
diag_log format ["[OCCUPATION MOD]:: Initialised at %1",time];
|
SC_occupationVersion = "3.0";
|
||||||
|
|
||||||
|
diag_log format ["[OCCUPATION MOD]:: Occupation v%2 Initialised at %1",time,SC_occupationVersion];
|
||||||
|
|
||||||
// EventHandlers for AI reactions
|
// EventHandlers for AI reactions
|
||||||
SC_fnc_repairVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\repairVehicle.sqf";
|
SC_fnc_repairVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\repairVehicle.sqf";
|
||||||
SC_fnc_reactUnit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\reactUnit.sqf";
|
SC_fnc_reactUnit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\reactUnit.sqf";
|
||||||
SC_fnc_driverKilled = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\driverKilled.sqf";
|
SC_fnc_driverKilled = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\driverKilled.sqf";
|
||||||
SC_fnc_airHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\airHit.sqf";
|
SC_fnc_airHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\airHit.sqf";
|
||||||
|
SC_fnc_getIn = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getIn.sqf";
|
||||||
|
|
||||||
// Get the config for Occupation
|
// Get the config for Occupation
|
||||||
call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\config.sqf";
|
call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\config.sqf";
|
||||||
|
|
||||||
|
// Select the log style depending on config settings
|
||||||
|
SC_fnc_log = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationLog.sqf";
|
||||||
|
|
||||||
// Start Occupation
|
// Start Occupation
|
||||||
[] execVM "\x\addons\a3_exile_occupation\scripts\startOccupation.sqf";
|
[] execVM "\x\addons\a3_exile_occupation\scripts\startOccupation.sqf";
|
@ -1,3 +1,5 @@
|
|||||||
|
// Delete the map marker on a loot crate when a player gets in range
|
||||||
|
|
||||||
for "_i" from 1 to SC_numberofLootCrates do
|
for "_i" from 1 to SC_numberofLootCrates do
|
||||||
{
|
{
|
||||||
_markerName = format ["loot_marker_%1", _i];
|
_markerName = format ["loot_marker_%1", _i];
|
||||||
@ -9,7 +11,8 @@ for "_i" from 1 to SC_numberofLootCrates do
|
|||||||
if(_nearPlayers > 0) then
|
if(_nearPlayers > 0) then
|
||||||
{
|
{
|
||||||
deleteMarker _markerName;
|
deleteMarker _markerName;
|
||||||
diag_log format ["[OCCUPATION:LootCrates]:: marker %1 removed at %2",_markerName,time];
|
_logDetail = format ["[OCCUPATION:LootCrates]:: marker %1 removed at %2",_markerName,time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
};
|
};
|
||||||
|
@ -7,19 +7,12 @@ if (worldName == 'Namalsk') then
|
|||||||
_numberofCrashes = 2; // lower number for a smaller map
|
_numberofCrashes = 2; // lower number for a smaller map
|
||||||
};
|
};
|
||||||
|
|
||||||
_middle = worldSize/2;
|
_displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
|
||||||
_spawnCenter = [_middle,_middle,0];
|
|
||||||
_max = _middle;
|
|
||||||
_min = 0; // minimum distance from the center position (Number) in meters
|
|
||||||
_mindist = 15; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters..
|
|
||||||
_water = 0; // water mode (Number) 0: cannot be in water , 1: can either be in water or not , 2: must be in water
|
|
||||||
_shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore
|
|
||||||
_markersize = 100; // Radius of the marker in meters
|
|
||||||
_displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
|
|
||||||
|
|
||||||
private['_position'];
|
private['_position'];
|
||||||
|
|
||||||
diag_log format ["[OCCUPATION:HeliCrashes]:: Initialised at %1",time];
|
_logDetail = format ["[OCCUPATION:HeliCrashes]:: Initialised at %1",time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
for "_i" from 1 to _numberofCrashes do
|
for "_i" from 1 to _numberofCrashes do
|
||||||
{
|
{
|
||||||
@ -27,7 +20,7 @@ for "_i" from 1 to _numberofCrashes do
|
|||||||
while{!_validspot} do
|
while{!_validspot} do
|
||||||
{
|
{
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
_position = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos;
|
_position = [ 0, 50, 1, 500, 500, 200, 200, 200, true, false ] call DMS_fnc_findSafePos;
|
||||||
_validspot = true;
|
_validspot = true;
|
||||||
|
|
||||||
// Check for nearby spawn points and traders
|
// Check for nearby spawn points and traders
|
||||||
@ -49,7 +42,9 @@ for "_i" from 1 to _numberofCrashes do
|
|||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
diag_log format['[OCCUPATION:HeliCrashes] Crash %1 : Location %2',_i,_position];
|
_logDetail = format['[OCCUPATION:HeliCrashes] Crash %1 : Location %2',_i,_position];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_helicopter = "Land_UWreck_MV22_F";
|
_helicopter = "Land_UWreck_MV22_F";
|
||||||
_vehHeli = _helicopter createVehicle [0,0,0];
|
_vehHeli = _helicopter createVehicle [0,0,0];
|
||||||
_heliFire = "test_EmptyObjectForFireBig" createVehicle (position _vehHeli);
|
_heliFire = "test_EmptyObjectForFireBig" createVehicle (position _vehHeli);
|
||||||
|
12
scripts/occupationLog.sqf
Normal file
12
scripts/occupationLog.sqf
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
// Logging function to use either infiSTAR logging function or server RPT
|
||||||
|
|
||||||
|
_logDetail = _this select 0;
|
||||||
|
|
||||||
|
if(SC_infiSTAR_log) then
|
||||||
|
{
|
||||||
|
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
diag_log _logDetail;
|
||||||
|
};
|
@ -1,69 +1,36 @@
|
|||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
|
|
||||||
diag_log format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
|
_logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_middle = worldSize/2;
|
if (worldName == 'Namalsk') then
|
||||||
_spawnCenter = [_middle,_middle,0];
|
|
||||||
_max = _middle;
|
|
||||||
_numberofcrates = 3; // this is the number of crates that you want to spawn
|
|
||||||
|
|
||||||
if (worldName == 'Altis') then
|
|
||||||
{
|
{
|
||||||
_spawnCenter = [15834.2,15787.8,0];
|
SC_numberofLootCrates = 3; // this is the number of crates that you want to spawn
|
||||||
_max = 16000;
|
|
||||||
_numberofcrates = 6; // this is the number of crates that you want to spawn
|
|
||||||
};
|
|
||||||
if (worldName == 'Chernarus') then
|
|
||||||
{
|
|
||||||
_spawnCenter = [7652.9634, 7870.8076,0];
|
|
||||||
_max = 7500;
|
|
||||||
_numberofcrates = 6; // this is the number of crates that you want to spawn
|
|
||||||
};
|
|
||||||
if (worldName == 'Taviana') then
|
|
||||||
{
|
|
||||||
_spawnCenter = [12800, 12800,0];
|
|
||||||
_max = 12800;
|
|
||||||
_numberofcrates = 6; // this is the number of crates that you want to spawn
|
|
||||||
};
|
};
|
||||||
|
|
||||||
SC_numberofLootCrates = _numberofcrates;
|
_logDetail = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
diag_log format['[OCCUPATION:LootCrates]:: worldname: %1 Centre: %2 radius: %3',worldName,_spawnCenter,_max];
|
|
||||||
|
|
||||||
_min = 0; // minimum distance from the center position (Number) in meters
|
|
||||||
_mindist = 15; // minimum distance from the nearest object (Number) in meters, ie. spawn at least this distance away from anything within x meters..
|
|
||||||
_water = 0; // water mode (Number) 0: cannot be in water , 1: can either be in water or not , 2: must be in water
|
|
||||||
_shoremode = 0; // 0: does not have to be at a shore , 1: must be at a shore
|
|
||||||
_marker = SC_occupyLootCratesMarkers; // Draw a green circle in which the crate will be spawned randomly
|
|
||||||
|
|
||||||
private['_position'];
|
private['_position'];
|
||||||
|
|
||||||
for "_i" from 1 to _numberofcrates do
|
for "_i" from 1 to SC_numberofLootCrates do
|
||||||
{
|
{
|
||||||
_validspot = false;
|
_validspot = false;
|
||||||
while{!_validspot} do
|
while{!_validspot} do
|
||||||
{
|
{
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
_position = [_spawnCenter,_min,_max,_mindist,_water,20,_shoremode] call BIS_fnc_findSafePos;
|
_position = [ 0, 50, 1, 500, 500, 200, 200, 200, true, false ] call DMS_fnc_findSafePos;
|
||||||
_validspot = true;
|
_validspot = true;
|
||||||
|
|
||||||
// Check for nearby spawn points and traders
|
|
||||||
_nearestMarker = [allMapMarkers, _position] call BIS_fnc_nearestPosition;
|
|
||||||
_posNearestMarker = getMarkerPos _nearestMarker;
|
|
||||||
if(_position distance _posNearestMarker < 500) then { _validspot = false; };
|
|
||||||
|
|
||||||
//Check if near another crate site
|
//Check if near another crate site
|
||||||
_nearOtherCrate = (nearestObjects [_position,["CargoNet_01_box_F"],500]) select 0;
|
_nearOtherCrate = (nearestObjects [_position,["CargoNet_01_box_F"],500]) select 0;
|
||||||
if (!isNil "_nearOtherCrate") then { _validspot = false; };
|
if (!isNil "_nearOtherCrate") then { _validspot = false; };
|
||||||
|
|
||||||
//Check if near player base
|
|
||||||
_nearBase = (nearestObjects [_position,["Exile_Construction_Flag_Static"],350]) select 0;
|
|
||||||
if (!isNil "_nearBase") then { _validspot = false; };
|
|
||||||
};
|
};
|
||||||
|
|
||||||
_mapMarkerName = format ["loot_marker_%1", _i];
|
_mapMarkerName = format ["loot_marker_%1", _i];
|
||||||
|
|
||||||
if (_marker) then
|
if (SC_occupyLootCratesMarkers) then
|
||||||
{
|
{
|
||||||
|
|
||||||
_event_marker = createMarker [ format ["loot_marker_%1", _i], _position];
|
_event_marker = createMarker [ format ["loot_marker_%1", _i], _position];
|
||||||
@ -88,7 +55,7 @@ for "_i" from 1 to _numberofcrates do
|
|||||||
_group setBehaviour "AWARE";
|
_group setBehaviour "AWARE";
|
||||||
_group setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
|
|
||||||
diag_log text format ["[OCCUPATION:LootCrates]:: Creating crate %3 @ drop zone %1 with %2 guards",_position,_AICount,_i];
|
_logDetail = text format ["[OCCUPATION:LootCrates]:: Creating crate %3 @ drop zone %1 with %2 guards",_position,_AICount,_i];
|
||||||
|
|
||||||
_box = "CargoNet_01_box_F" createvehicle _position;
|
_box = "CargoNet_01_box_F" createvehicle _position;
|
||||||
clearMagazineCargoGlobal _box;
|
clearMagazineCargoGlobal _box;
|
||||||
|
@ -1,17 +1,13 @@
|
|||||||
private["_wp","_wp2","_wp3"];
|
private["_wp","_wp2","_wp3"];
|
||||||
|
|
||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
diag_log format ["[OCCUPATION Military]:: Starting Monitor"];
|
_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_middle = worldSize/2;
|
_maxAIcount = SC_maxAIcount;
|
||||||
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
|
_minFPS = SC_minFPS;
|
||||||
_maxDistance = _middle; // Max radius for the map
|
|
||||||
|
|
||||||
_maxAIcount = SC_maxAIcount;
|
|
||||||
_minFPS = SC_minFPS;
|
|
||||||
_debug = SC_debug;
|
|
||||||
_useLaunchers = DMS_ai_use_launchers;
|
_useLaunchers = DMS_ai_use_launchers;
|
||||||
_scaleAI = SC_scaleAI;
|
_scaleAI = SC_scaleAI;
|
||||||
|
|
||||||
_buildings = SC_buildings; // Class names for the military buildings to patrol
|
_buildings = SC_buildings; // Class names for the military buildings to patrol
|
||||||
_building = [];
|
_building = [];
|
||||||
@ -22,23 +18,34 @@ if(_currentPlayerCount > _scaleAI) then
|
|||||||
_maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ;
|
_maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
// Select an area to scan as nearObjects on the entire map is slooooooooow
|
// Select an area to scan as nearObjects on the entire map is slooooooooow
|
||||||
_areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSafePos;
|
_areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSafePos;
|
||||||
|
|
||||||
// Don't spawn additional AI if the server fps is below 8
|
// Don't spawn additional AI if the server fps is below 8
|
||||||
if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
|
if(diag_fps < _minFPS) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
|
_aiActive = {alive _x && side _x == EAST} count allUnits;
|
||||||
if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive]; };
|
|
||||||
|
//_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
|
||||||
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
||||||
{
|
{
|
||||||
diag_log format ["[OCCUPATION Military]:: scanning buildings around %2 started at %1",time,_areaToScan];
|
_logDetail = format ["[OCCUPATION Military]:: scanning buildings around %2 started at %1",time,_areaToScan];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_building = _areaToScan nearObjects [_buildings select _i, 750];
|
_building = _areaToScan nearObjects [_buildings select _i, 750];
|
||||||
_currentBuilding = _buildings select _i;
|
_currentBuilding = _buildings select _i;
|
||||||
diag_log format ["[OCCUPATION Military]:: scan for %2 building finished at %1",time,_currentBuilding];
|
_logDetail = format ["[OCCUPATION Military]:: scan for %2 building finished at %1",time,_currentBuilding];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
for [{_n = 0},{_n < (count _building)-1},{_n =_n + 1}] do
|
for [{_n = 0},{_n < (count _building)-1},{_n =_n + 1}] do
|
||||||
{
|
{
|
||||||
@ -48,29 +55,73 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
_location = getPos _foundBuilding;
|
_location = getPos _foundBuilding;
|
||||||
_pos = [_location select 0, _location select 1, 0];
|
_pos = [_location select 0, _location select 1, 0];
|
||||||
|
|
||||||
if(_debug) then { diag_log format ["[OCCUPATION Military]:: Testing position: %1",_pos];};
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: Testing position: %1",_pos];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
while{_okToSpawn} do
|
while{_okToSpawn} do
|
||||||
{
|
{
|
||||||
// Percentage chance to spawn (roll 60 or more to spawn AI)
|
// Percentage chance to spawn (roll 60 or more to spawn AI)
|
||||||
_spawnChance = round (random 100);
|
_spawnChance = round (random 100);
|
||||||
if(_spawnChance < 60) exitWith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: Rolled %1 so not spawning AI this time",_spawnChance];};};
|
if(_spawnChance < 60) exitWith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: Rolled %1 so not spawning AI this time",_spawnChance];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
// Don't spawn if too near a player base
|
// Don't spawn if too near a player base
|
||||||
_nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0;
|
_nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0;
|
||||||
if (!isNil "_nearBase") exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 is too close to player base",_pos];};};
|
if (!isNil "_nearBase") exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: %1 is too close to player base",_pos];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
// Don't spawn AI near traders and spawn zones
|
// Don't spawn AI near traders and spawn zones
|
||||||
_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
|
_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
|
||||||
_posNearestMarker = getMarkerPos _nearestMarker;
|
_posNearestMarker = getMarkerPos _nearestMarker;
|
||||||
if(_pos distance _posNearestMarker < 500) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 is too close to a %2",_pos,_nearestMarker];}; };
|
if(_pos distance _posNearestMarker < 500) exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: %1 is too close to a %2",_pos,_nearestMarker];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
// Don't spawn additional AI if there are already AI in range
|
// Don't spawn additional AI if there are already AI in range
|
||||||
_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
|
_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
|
||||||
if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];}; };
|
if(_aiNear > 0) exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
// Don't spawn additional AI if there are players in range
|
// Don't spawn additional AI if there are players in range
|
||||||
if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 has players too close",_pos];}; };
|
if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Military]:: %1 has players too close",_pos];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
if(_okToSpawn) then
|
if(_okToSpawn) then
|
||||||
{
|
{
|
||||||
@ -83,14 +134,10 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
_side = "bandit";
|
_side = "bandit";
|
||||||
_spawnPosition = _pos;
|
_spawnPosition = _pos;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Get the AI to shut the fuck up :)
|
// Get the AI to shut the fuck up :)
|
||||||
enableSentences false;
|
enableSentences false;
|
||||||
enableRadio false;
|
enableRadio false;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if(!SC_useWaypoints) then
|
if(!SC_useWaypoints) then
|
||||||
{
|
{
|
||||||
DMS_ai_use_launchers = false;
|
DMS_ai_use_launchers = false;
|
||||||
@ -162,11 +209,9 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
diag_log format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
|
_logDetail = format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
if(SC_mapMarkers) then
|
if(SC_mapMarkers) then
|
||||||
{
|
{
|
||||||
@ -179,10 +224,10 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
_marker setMarkerColor "ColorRed";
|
_marker setMarkerColor "ColorRed";
|
||||||
_marker setMarkerText "Occupied Military Area";
|
_marker setMarkerText "Occupied Military Area";
|
||||||
};
|
};
|
||||||
|
|
||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
diag_log "[OCCUPATION Military]: Ended";
|
_logDetail = "[OCCUPATION Military]: Ended";
|
||||||
|
[_logDetail] call SC_fnc_log;
|
232
scripts/occupationPlaces.sqf
Normal file
232
scripts/occupationPlaces.sqf
Normal file
@ -0,0 +1,232 @@
|
|||||||
|
////////////////////////////////////////////////////////////////////////
|
||||||
|
//
|
||||||
|
// Server Occupation script by second_coming
|
||||||
|
//
|
||||||
|
// Version 2.0
|
||||||
|
//
|
||||||
|
// 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/
|
||||||
|
//
|
||||||
|
////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
private["_wp","_wp2","_wp3"];
|
||||||
|
|
||||||
|
if (!isServer) exitWith {};
|
||||||
|
_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor"];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
_middle = worldSize/2;
|
||||||
|
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
|
||||||
|
_maxDistance = _middle; // Max radius for the map
|
||||||
|
|
||||||
|
_maxAIcount = SC_maxAIcount;
|
||||||
|
_minFPS = SC_minFPS;
|
||||||
|
_useLaunchers = DMS_ai_use_launchers;
|
||||||
|
_scaleAI = SC_scaleAI;
|
||||||
|
|
||||||
|
// more than _scaleAI players on the server and the max AI count drops per additional player
|
||||||
|
_currentPlayerCount = count playableUnits;
|
||||||
|
if(_currentPlayerCount > _scaleAI) then
|
||||||
|
{
|
||||||
|
_maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Don't spawn additional AI if the server fps is below _minFPS
|
||||||
|
if(diag_fps < _minFPS) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", 20000]);
|
||||||
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
|
||||||
|
{
|
||||||
|
_okToSpawn = true;
|
||||||
|
_temppos = position _x;
|
||||||
|
_locationName = text _x;
|
||||||
|
_locationType = type _x;
|
||||||
|
_pos = [_temppos select 0, _temppos select 1, 0];
|
||||||
|
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: Testing location name: %1 position: %2",_locationName,_pos];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
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(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: %1 is too close to player base",_locationName];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: %1 is too close to a %2",_locationName,_nearestMarker];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// Don't spawn additional AI if there are players in range
|
||||||
|
if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: %1 has players too close",_locationName];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
// 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(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_okToSpawn) then
|
||||||
|
{
|
||||||
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
// Get AI to patrol the town
|
||||||
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
_aiCount = 1;
|
||||||
|
_groupRadius = 100;
|
||||||
|
if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; };
|
||||||
|
if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)); _groupRadius = 200; };
|
||||||
|
if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)); _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, "randomEasy", "assault", _side] call DMS_fnc_SpawnAIGroup;
|
||||||
|
DMS_ai_use_launchers = _useLaunchers;
|
||||||
|
|
||||||
|
// Get the AI to shut the fuck up :)
|
||||||
|
enableSentences false;
|
||||||
|
enableRadio false;
|
||||||
|
|
||||||
|
if(!SC_useWaypoints) then
|
||||||
|
{
|
||||||
|
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
|
||||||
|
_group setBehaviour "COMBAT";
|
||||||
|
_group setCombatMode "RED";
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
|
||||||
|
|
||||||
|
_buildings = _pos nearObjects ["building", _groupRadius];
|
||||||
|
{
|
||||||
|
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
||||||
|
if(count _buildingPositions > 0) then
|
||||||
|
{
|
||||||
|
|
||||||
|
// Find Highest Point
|
||||||
|
_highest = [0,0,0];
|
||||||
|
{
|
||||||
|
if(_x select 2 > _highest select 2) then
|
||||||
|
{
|
||||||
|
_highest = _x;
|
||||||
|
};
|
||||||
|
|
||||||
|
} foreach _buildingPositions;
|
||||||
|
_spawnPosition = _highest;
|
||||||
|
|
||||||
|
_i = _buildingPositions find _spawnPosition;
|
||||||
|
_wp = _group addWaypoint [_spawnPosition, 0] ;
|
||||||
|
_wp setWaypointFormation "Column";
|
||||||
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
|
_wp setWaypointCombatMode "RED";
|
||||||
|
_wp setWaypointCompletionRadius 1;
|
||||||
|
_wp waypointAttachObject _x;
|
||||||
|
_wp setwaypointHousePosition _i;
|
||||||
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
|
};
|
||||||
|
} foreach _buildings;
|
||||||
|
if(count _buildings > 0 && !isNil "_wp") then
|
||||||
|
{
|
||||||
|
_wp setWaypointType "CYCLE";
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_locationType isEqualTo "NameCityCapital") then
|
||||||
|
{
|
||||||
|
DMS_ai_use_launchers = false;
|
||||||
|
_group2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
|
||||||
|
DMS_ai_use_launchers = _useLaunchers;
|
||||||
|
|
||||||
|
// Get the AI to shut the fuck up :)
|
||||||
|
enableSentences false;
|
||||||
|
enableRadio false;
|
||||||
|
[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
|
||||||
|
_group2 setBehaviour "DESTROY";
|
||||||
|
_group2 setCombatMode "RED";
|
||||||
|
|
||||||
|
};
|
||||||
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
|
if(SC_mapMarkers) then
|
||||||
|
{
|
||||||
|
_marker = createMarker [format ["%1", _spawnPosition],_pos];
|
||||||
|
_marker setMarkerShape "Icon";
|
||||||
|
_marker setMarkerSize [3,3];
|
||||||
|
_marker setMarkerType "mil_dot";
|
||||||
|
_marker setMarkerBrush "Solid";
|
||||||
|
_marker setMarkerAlpha 0.5;
|
||||||
|
_marker setMarkerColor "ColorOrange";
|
||||||
|
_marker setMarkerText "Occupied Area";
|
||||||
|
};
|
||||||
|
|
||||||
|
_logDetail = format ["[OCCUPATION]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_okToSpawn = false;
|
||||||
|
};
|
||||||
|
|
||||||
|
};
|
||||||
|
sleep 0.2;
|
||||||
|
} forEach _locations;
|
@ -1,8 +1,17 @@
|
|||||||
diag_log format['[OCCUPATION:Sky] Started'];
|
_logDetail = format['[OCCUPATION:Sky] Started'];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
|
|
||||||
if(SC_liveHelis >= SC_maxNumberofHelis) exitWith {};
|
if(SC_liveHelis >= SC_maxNumberofHelis) exitWith
|
||||||
|
{
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Sky] End check %1 currently active (max %2) @ %3',SC_liveHelis,SC_maxNumberofHelis,time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
_vehiclesToSpawn = (SC_maxNumberofHelis - SC_liveHelis);
|
_vehiclesToSpawn = (SC_maxNumberofHelis - SC_liveHelis);
|
||||||
_middle = worldSize/2;
|
_middle = worldSize/2;
|
||||||
@ -29,20 +38,24 @@ _i = 0;
|
|||||||
|
|
||||||
for "_i" from 1 to _vehiclesToSpawn do
|
for "_i" from 1 to _vehiclesToSpawn do
|
||||||
{
|
{
|
||||||
private["_group"];
|
private["_group"];
|
||||||
_Location = _locations call BIS_fnc_selectRandom;
|
_Location = _locations call BIS_fnc_selectRandom;
|
||||||
|
_pos = position _Location;
|
||||||
_position = position _Location;
|
_position = [_pos select 0, _pos select 1, 300];
|
||||||
_spawnLocation = [_position select 0, _position select 1, 300];
|
_spawnLocation = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
|
||||||
|
_height = 250 + (round (random 200));
|
||||||
|
_helispawnLocation = [_spawnLocation select 0, _spawnLocation select 1, _height];
|
||||||
|
|
||||||
_group = createGroup east;
|
_group = createGroup east;
|
||||||
_HeliClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
_HeliClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
||||||
_vehicle1 = [ [_spawnLocation], _group, "assault", "difficult", "resistance", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle;
|
_vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "resistance", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle;
|
||||||
|
SC_liveHelis = SC_liveHelis + 1;
|
||||||
_vehicle1 setVehicleLock "UNLOCKED";
|
_vehicle1 setVehicleLock "UNLOCKED";
|
||||||
|
_vehicle1 setVariable ["ExileIsLocked", 0, true];
|
||||||
if(SC_infiSTAR_log) then
|
if(SC_infiSTAR_log) then
|
||||||
{
|
{
|
||||||
_logDetail = format['[OCCUPATION:Sky] %1 spawned @ %2',_HeliClassToUse,_spawnLocation];
|
_logDetail = format['[OCCUPATION:Sky] %1 spawned @ %2',_HeliClassToUse,_spawnLocation];
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_vehicle1 setVehiclePosition [_spawnLocation, [], 0, "FLY"];
|
_vehicle1 setVehiclePosition [_spawnLocation, [], 0, "FLY"];
|
||||||
_vehicle1 setVariable ["vehicleID", _spawnLocation, true];
|
_vehicle1 setVariable ["vehicleID", _spawnLocation, true];
|
||||||
@ -52,10 +65,60 @@ for "_i" from 1 to _vehiclesToSpawn do
|
|||||||
_vehicle1 flyInHeight 150;
|
_vehicle1 flyInHeight 150;
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
|
|
||||||
|
|
||||||
|
clearMagazineCargoGlobal _vehicle1;
|
||||||
|
clearWeaponCargoGlobal _vehicle1;
|
||||||
|
clearItemCargoGlobal _vehicle1;
|
||||||
|
|
||||||
|
_vehicle1 addMagazineCargoGlobal ["HandGrenade", (random 2)];
|
||||||
|
_vehicle1 addItemCargoGlobal ["ItemGPS", (random 1)];
|
||||||
|
_vehicle1 addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
|
||||||
|
_vehicle1 addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
|
||||||
|
_vehicle1 addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
|
||||||
|
|
||||||
|
// Add weapons with ammo to the vehicle
|
||||||
|
_possibleWeapons =
|
||||||
|
[
|
||||||
|
"arifle_MXM_Black_F",
|
||||||
|
"arifle_MXM_F",
|
||||||
|
"srifle_DMR_01_F",
|
||||||
|
"srifle_DMR_02_camo_F",
|
||||||
|
"srifle_DMR_02_F",
|
||||||
|
"srifle_DMR_02_sniper_F",
|
||||||
|
"srifle_DMR_03_F",
|
||||||
|
"srifle_DMR_03_khaki_F",
|
||||||
|
"srifle_DMR_03_multicam_F",
|
||||||
|
"srifle_DMR_03_tan_F",
|
||||||
|
"srifle_DMR_03_woodland_F",
|
||||||
|
"srifle_DMR_04_F",
|
||||||
|
"srifle_DMR_04_Tan_F",
|
||||||
|
"srifle_DMR_05_blk_F",
|
||||||
|
"srifle_DMR_05_hex_F",
|
||||||
|
"srifle_DMR_05_tan_f",
|
||||||
|
"srifle_DMR_06_camo_F",
|
||||||
|
"srifle_DMR_06_olive_F",
|
||||||
|
"srifle_EBR_F",
|
||||||
|
"srifle_GM6_camo_F",
|
||||||
|
"srifle_GM6_F",
|
||||||
|
"srifle_LRR_camo_F",
|
||||||
|
"srifle_LRR_F"
|
||||||
|
];
|
||||||
|
_amountOfWeapons = 1 + (random 3);
|
||||||
|
|
||||||
|
for "_i" from 1 to _amountOfWeapons do
|
||||||
|
{
|
||||||
|
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
|
||||||
|
_vehicle1 addWeaponCargoGlobal [_weaponToAdd,1];
|
||||||
|
|
||||||
|
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
|
||||||
|
_vehicle1 addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
||||||
_group setBehaviour "AWARE";
|
_group setBehaviour "CARELESS";
|
||||||
_group setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
SC_liveHelis = SC_liveHelis + 1;
|
_vehicle1 addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
|
||||||
_vehicle1 addMPEventHandler ["mpkilled", "SC_liveHelis = SC_liveHelis - 1;"];
|
_vehicle1 addMPEventHandler ["mpkilled", "SC_liveHelis = SC_liveHelis - 1;"];
|
||||||
_vehicle1 addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
_vehicle1 addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
||||||
_vehicle1 setVariable ["SC_crewEjected", false,true];
|
_vehicle1 setVariable ["SC_crewEjected", false,true];
|
||||||
@ -64,4 +127,5 @@ for "_i" from 1 to _vehiclesToSpawn do
|
|||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
diag_log format['[OCCUPATION:Sky] Running'];
|
_logDetail = format['[OCCUPATION:Sky] Running'];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
@ -1,20 +1,21 @@
|
|||||||
private["_wp","_wp2","_wp3"];
|
private["_wp","_wp2","_wp3"];
|
||||||
|
|
||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
diag_log format ["[OCCUPATION Static]:: Starting Monitor"];
|
_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_middle = worldSize/2;
|
_middle = worldSize/2;
|
||||||
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
|
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
|
||||||
_maxDistance = _middle; // Max radius for the map
|
_maxDistance = _middle; // Max radius for the map
|
||||||
|
|
||||||
_maxAIcount = SC_maxAIcount;
|
_maxAIcount = SC_maxAIcount;
|
||||||
_minFPS = SC_minFPS;
|
_minFPS = SC_minFPS;
|
||||||
_debug = SC_debug;
|
_debug = SC_debug;
|
||||||
_useLaunchers = DMS_ai_use_launchers;
|
_useLaunchers = DMS_ai_use_launchers;
|
||||||
_scaleAI = SC_scaleAI;
|
_scaleAI = SC_scaleAI;
|
||||||
|
|
||||||
_statics = SC_statics; // details for the static spawns
|
_statics = SC_statics; // details for the static spawns
|
||||||
_static = [];
|
_static = [];
|
||||||
|
|
||||||
_currentPlayerCount = count playableUnits;
|
_currentPlayerCount = count playableUnits;
|
||||||
if(_currentPlayerCount > _scaleAI) then
|
if(_currentPlayerCount > _scaleAI) then
|
||||||
@ -24,10 +25,18 @@ if(_currentPlayerCount > _scaleAI) then
|
|||||||
|
|
||||||
|
|
||||||
// Don't spawn additional AI if the server fps is below 8
|
// Don't spawn additional AI if the server fps is below 8
|
||||||
if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION Static]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
|
if(diag_fps < _minFPS) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Static]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
|
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
|
||||||
if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive]; };
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
||||||
{
|
{
|
||||||
@ -38,7 +47,8 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
_staticSearch = _currentStatic select 3;
|
_staticSearch = _currentStatic select 3;
|
||||||
_underground = _currentStatic select 4;
|
_underground = _currentStatic select 4;
|
||||||
|
|
||||||
diag_log format ["[OCCUPATION Static]:: Adding %2 AI to static spawn @ %1",_spawnPosition,_aiCount];
|
_logDetail = format ["[OCCUPATION Static]:: Adding %2 AI to static spawn @ %1",_spawnPosition,_aiCount];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_okToSpawn = true;
|
_okToSpawn = true;
|
||||||
Sleep 0.1;
|
Sleep 0.1;
|
||||||
@ -48,10 +58,26 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
|
|
||||||
// Don't spawn additional AI if there are already AI in range
|
// Don't spawn additional AI if there are already AI in range
|
||||||
_aiNear = count(_spawnPosition nearEntities ["O_recon_F", 125]);
|
_aiNear = count(_spawnPosition nearEntities ["O_recon_F", 125]);
|
||||||
if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Static]:: %1 already has %2 active AI patrolling",_spawnPosition,_aiNear];}; };
|
if(_aiNear > 0) exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(_debug) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Static]:: %1 already has %2 active AI patrolling",_spawnPosition,_aiNear];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
// Don't spawn additional AI if there are players in range
|
// Don't spawn additional AI if there are players in range
|
||||||
if([_spawnPosition, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Static]:: %1 has players too close",_spawnPosition];}; };
|
if([_spawnPosition, 400] call ExileClient_util_world_isAlivePlayerInRange) exitwith
|
||||||
|
{
|
||||||
|
_okToSpawn = false;
|
||||||
|
if(_debug) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION Static]:: %1 has players too close",_spawnPosition];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
if(_okToSpawn) then
|
if(_okToSpawn) then
|
||||||
{
|
{
|
||||||
@ -103,12 +129,12 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
_i = _buildingPositions find _spawnPosition;
|
_i = _buildingPositions find _spawnPosition;
|
||||||
_wp = _group addWaypoint [_spawnPosition, 0] ;
|
_wp = _group addWaypoint [_spawnPosition, 0] ;
|
||||||
_wp setWaypointFormation "Column";
|
_wp setWaypointFormation "Column";
|
||||||
_wp setWaypointBehaviour "SAD";
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
_wp setWaypointCombatMode "RED";
|
_wp setWaypointCombatMode "RED";
|
||||||
_wp setWaypointCompletionRadius 1;
|
_wp setWaypointCompletionRadius 1;
|
||||||
_wp waypointAttachObject _x;
|
_wp waypointAttachObject _x;
|
||||||
_wp setwaypointHousePosition _i;
|
_wp setwaypointHousePosition _i;
|
||||||
_wp setWaypointType "MOVE";
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
};
|
};
|
||||||
} foreach _buildings;
|
} foreach _buildings;
|
||||||
@ -122,7 +148,8 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
|
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
diag_log format ["[OCCUPATION Static]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
|
_logDetail = format ["[OCCUPATION Static]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
if(SC_mapMarkers) then
|
if(SC_mapMarkers) then
|
||||||
{
|
{
|
||||||
@ -141,4 +168,5 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
};
|
};
|
||||||
|
|
||||||
};
|
};
|
||||||
diag_log "[OCCUPATION Static]: Ended";
|
_logDetail = "[OCCUPATION Static]: Ended";
|
||||||
|
[_logDetail] call SC_fnc_log;
|
@ -1,18 +1,33 @@
|
|||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
|
|
||||||
if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith {};
|
_logDetail = format['[OCCUPATION:Vehicle] Started'];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
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);
|
_vehiclesToSpawn = (SC_maxNumberofVehicles - SC_liveVehicles);
|
||||||
|
|
||||||
if(_vehiclesToSpawn > 0) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
diag_log format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) spawning %1 extra vehicle(s) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
|
if(_vehiclesToSpawn > 0) then
|
||||||
}
|
{
|
||||||
else
|
_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;
|
||||||
diag_log format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
|
}
|
||||||
};
|
else
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
_middle = worldSize/2;
|
_middle = worldSize/2;
|
||||||
_spawnCenter = [_middle,_middle,0];
|
_spawnCenter = [_middle,_middle,0];
|
||||||
@ -20,7 +35,7 @@ _maxDistance = _middle;
|
|||||||
|
|
||||||
if(_vehiclesToSpawn >= 1) then
|
if(_vehiclesToSpawn >= 1) then
|
||||||
{
|
{
|
||||||
|
_useLaunchers = DMS_ai_use_launchers;
|
||||||
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
|
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
|
||||||
_i = 0;
|
_i = 0;
|
||||||
{
|
{
|
||||||
@ -45,41 +60,113 @@ if(_vehiclesToSpawn >= 1) then
|
|||||||
_Location = _locations call BIS_fnc_selectRandom;
|
_Location = _locations call BIS_fnc_selectRandom;
|
||||||
_position = position _Location;
|
_position = position _Location;
|
||||||
_pos = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
|
_pos = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
|
||||||
_spawnLocation = [_pos select 0, _pos select 1, 150];
|
|
||||||
|
|
||||||
// Get position of nearest roads
|
// Get position of nearest roads
|
||||||
_nearRoads = _spawnLocation nearRoads 500;
|
_nearRoads = _pos nearRoads 500;
|
||||||
_nearestRoad = _nearRoads select 0;
|
_nearestRoad = _nearRoads select 0;
|
||||||
_nearestRoad = position (_nearRoads select 0);
|
_nearestRoad = position (_nearRoads select 0);
|
||||||
|
_spawnLocation = [_nearestRoad select 0, _pos select 1, 0];
|
||||||
|
|
||||||
_group = createGroup east;
|
_group = createGroup east;
|
||||||
|
SC_liveVehicles = SC_liveVehicles + 1;
|
||||||
_VehicleClassToUse = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
_VehicleClassToUse = SC_VehicleClassToUse call BIS_fnc_selectRandom;
|
||||||
_vehicleObject = [ [_nearestRoad], _group, "assault", "random", "bandit",_VehicleClassToUse ] call DMS_fnc_SpawnAIVehicle;
|
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||||
_vehicleObject setVehicleLock "UNLOCKED";
|
_vehicle setFuel 1;
|
||||||
|
_vehicle engineOn true;
|
||||||
|
_vehicle lock 0;
|
||||||
|
_vehicle setVehicleLock "UNLOCKED";
|
||||||
|
_vehicle setVariable ["ExileIsLocked", 0, true];
|
||||||
|
_vehicle setSpeedMode "LIMITED";
|
||||||
|
_vehicle limitSpeed 60;
|
||||||
|
_vehicle action ["LightOn", _vehicle];
|
||||||
|
|
||||||
|
_vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"];
|
||||||
|
_vehicle addMPEventHandler ["mpkilled", "SC_liveVehicles = SC_liveVehicles - 1;"];
|
||||||
|
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
||||||
|
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
|
||||||
|
|
||||||
|
_group addVehicle _vehicle;
|
||||||
|
_driver = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
if(SC_debug) then
|
||||||
|
{
|
||||||
|
_tag = createVehicle ["Sign_Arrow_Green_F", position _driver, [], 0, "CAN_COLLIDE"];
|
||||||
|
_tag attachTo [_driver,[0,0,0.6],"Head"];
|
||||||
|
};
|
||||||
|
sleep 1;
|
||||||
|
_driver setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_driver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
|
||||||
|
_driver setVariable ["SC_drivenVehicle", _vehicle,true];
|
||||||
|
_vehicle setVariable ["SC_assignedDriver", _driver,true];
|
||||||
|
_driver action ["movetodriver", _vehicle];
|
||||||
|
_driver assignAsDriver _vehicle;
|
||||||
|
sleep 0.2;
|
||||||
|
_crewCount =
|
||||||
|
{
|
||||||
|
private _unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit moveInTurret [_vehicle, _x];
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unit assignAsCargo _vehicle;
|
||||||
|
sleep 0.2;
|
||||||
|
true
|
||||||
|
} count (allTurrets [_vehicle, true]);
|
||||||
|
_group setBehaviour "CARELESS";
|
||||||
|
_group setCombatMode "BLUE";
|
||||||
|
sleep 10;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Get the AI to shut the fuck up :)
|
// Get the AI to shut the fuck up :)
|
||||||
enableSentences false;
|
enableSentences false;
|
||||||
enableRadio false;
|
enableRadio false;
|
||||||
|
|
||||||
diag_log format['[OCCUPATION:Vehicle] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
|
if(SC_extendedLogging) then
|
||||||
_vehicleObject addMPEventHandler ["mpkilled", "SC_liveVehicles = SC_liveVehicles - 1;"];
|
{
|
||||||
_vehicleObject addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
_logDetail = format['[OCCUPATION:Vehicle] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
_driverVeh = driver _vehicleObject;
|
};
|
||||||
_driverVeh addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
|
|
||||||
_driverVeh setVariable ["SC_drivenVehicle", _vehicleObject,true];
|
|
||||||
|
|
||||||
|
|
||||||
_vehicleObject setSpeedMode "LIMITED";
|
|
||||||
_vehicleObject limitSpeed 60;
|
|
||||||
_vehicleObject action ["LightOn", _vehicleObject];
|
|
||||||
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
||||||
_group setBehaviour "AWARE";
|
_group setBehaviour "AWARE";
|
||||||
_group setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
|
|
||||||
SC_liveVehicles = SC_liveVehicles + 1;
|
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
|
|
||||||
|
clearMagazineCargoGlobal _vehicle;
|
||||||
|
clearWeaponCargoGlobal _vehicle;
|
||||||
|
clearItemCargoGlobal _vehicle;
|
||||||
|
|
||||||
|
_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];
|
||||||
|
};
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
diag_log format['[OCCUPATION:Vehicle] Running'];
|
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;
|
||||||
|
};
|
@ -1,40 +1,57 @@
|
|||||||
_heli = _this select 0;
|
_heli = _this select 0;
|
||||||
|
_heli removeAllMPEventHandlers "mphit";
|
||||||
_heliDamage = getDammage _heli;
|
_heliDamage = getDammage _heli;
|
||||||
_heliPosition = getPosATL _heli;
|
_heliPosition = getPosATL _heli;
|
||||||
_heliHeight = getPosATL _heli select 2;
|
_heliHeight = getPosATL _heli select 2;
|
||||||
_crewEjected = _heli getVariable "SC_crewEjected";
|
_crewEjected = _heli getVariable "SC_crewEjected";
|
||||||
if(SC_infiSTAR_log) then
|
|
||||||
|
_damageLimit = 0.2;
|
||||||
|
_engineDamage = false;
|
||||||
|
_fueltankDamage = false;
|
||||||
|
|
||||||
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Sky]:: Air unit %2 hit by %3 at %1 (damage: %4)",time,_this select 0,_this select 1,_heliDamage];
|
_logDetail = format ["[OCCUPATION:Sky]:: Air unit %2 hit by %3 at %1 (damage: %4)",time,_this select 0,_this select 1,_heliDamage];
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_ejectChance = round (random 100) + (_heliDamage * 100);
|
_ejectChance = round (random 100) + (_heliDamage * 100);
|
||||||
|
|
||||||
if(_heliDamage > 0 && _ejectChance > 70 && !_crewEjected) then
|
|
||||||
|
_essentials = [ "HitAvionics","HitEngine1","HitEngine2","HitEngine","HitHRotor","HitVRotor","HitTransmission",
|
||||||
|
"HitHydraulics","HitGear","HitHStabilizerL1","HitHStabilizerR1","HitVStabilizer1","HitFuel"];
|
||||||
|
|
||||||
|
_damagedEssentials = 0;
|
||||||
{
|
{
|
||||||
_heli removeAllMPEventHandlers "mphit";
|
if ((_heli getHitPointDamage _x) > 0) then
|
||||||
|
{
|
||||||
|
_damage = _heli getHitPointDamage _x;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sky]:: Heli %1 checking part %2 (damage: %4) @ %3",_heli, _x, time,_damage];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
if(_damage > 0) then { _damagedEssentials = _damagedEssentials + 1; };
|
||||||
|
};
|
||||||
|
} forEach _essentials;
|
||||||
|
|
||||||
|
|
||||||
|
if(_damagedEssentials > 0 && !_crewEjected && _ejectChance > 80) then
|
||||||
|
{
|
||||||
|
|
||||||
[_heli ] spawn
|
[_heli ] spawn
|
||||||
{
|
{
|
||||||
_veh = _this select 0;
|
_veh = _this select 0;
|
||||||
{
|
{
|
||||||
if(SC_infiSTAR_log) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_heliPosition = getPosATL _veh;
|
_heliPosition = getPosATL _veh;
|
||||||
_logDetail = format ["[OCCUPATION:Sky]:: Air unit %2 ejecting passengers at %3 (time: %1)",time,_this select 0,_this select 1,_heliPosition];
|
_logDetail = format ["[OCCUPATION:Sky]:: Air unit %2 ejecting passengers at %3 (time: %1)",time,_this select 0,_this select 1,_heliPosition];
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_unit = _x select 0;
|
_unit = _x select 0;
|
||||||
if (isNull driver _veh) then
|
if (isNull driver _veh) then
|
||||||
{
|
{
|
||||||
//moveOut _unit;
|
_unit action ["EJECT", _veh];
|
||||||
_parachute = "Steerable_Parachute_F" createVehicle getPos _unit;
|
|
||||||
_parachute setDir (getDir _unit);
|
|
||||||
_unit moveInDriver _parachute;
|
|
||||||
_heliPosition = getPosATL _heli;
|
|
||||||
_parachutePosition = [_heliPosition select 0, _heliPosition select 1, (_heliPosition select 2)-5];
|
|
||||||
_parachute setPos _parachutePosition;
|
|
||||||
sleep 0.1;
|
|
||||||
_parachute enableSimulationGlobal true;
|
|
||||||
};
|
};
|
||||||
} forEach (fullCrew _veh);
|
} forEach (fullCrew _veh);
|
||||||
|
|
||||||
@ -42,15 +59,11 @@ if(_heliDamage > 0 && _ejectChance > 70 && !_crewEjected) then
|
|||||||
_heli setVariable ["SC_crewEjected", true,true];
|
_heli setVariable ["SC_crewEjected", true,true];
|
||||||
_target = _this select 1;
|
_target = _this select 1;
|
||||||
_pilot = driver _heli;
|
_pilot = driver _heli;
|
||||||
_group = group _pilot;
|
_group = group _heli;
|
||||||
_group reveal [_target,1.5];
|
_group reveal [_target,1.5];
|
||||||
|
|
||||||
_destination = getPos _target;
|
_destination = getPos _target;
|
||||||
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
||||||
_group setBehaviour "COMBAT";
|
|
||||||
_group setCombatMode "RED";
|
|
||||||
|
|
||||||
|
|
||||||
_group allowFleeing 0;
|
_group allowFleeing 0;
|
||||||
_group setBehaviour "AWARE";
|
_group setBehaviour "AWARE";
|
||||||
_group setSpeedMode "FULL";
|
_group setSpeedMode "FULL";
|
||||||
@ -58,37 +71,34 @@ if(_heliDamage > 0 && _ejectChance > 70 && !_crewEjected) then
|
|||||||
_heli addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
_heli addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
||||||
};
|
};
|
||||||
|
|
||||||
if(_heliDamage >= 0.5) then
|
|
||||||
|
if(_heliDamage > 0.5 && _damagedEssentials > 0) then
|
||||||
{
|
{
|
||||||
if(SC_infiSTAR_log) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Sky]:: Air unit %2 damaged and force landing at %3 (time: %1)",time,_this select 0,_this select 1,_heliPosition];
|
_logDetail = format ["[OCCUPATION:Sky]:: Air unit %2 damaged and force landing at %3 (time: %1)",time,_this select 0,_this select 1,_heliPosition];
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_heli removeAllMPEventHandlers "mphit";
|
_heli removeAllMPEventHandlers "mphit";
|
||||||
_heli removeAllMPEventHandlers "mpkilled";
|
_heli removeAllMPEventHandlers "mpkilled";
|
||||||
|
_currentHeliPos = getPos _heli;
|
||||||
|
_destination = [_currentHeliPos, 1, 150, 10, 0, 20, 0] call BIS_fnc_findSafePos;
|
||||||
SC_liveHelis = SC_liveHelis - 1;
|
SC_liveHelis = SC_liveHelis - 1;
|
||||||
_heli land "LAND";
|
_heli land "LAND";
|
||||||
_heli setVehicleLock "UNLOCKED";
|
_heli setVehicleLock "UNLOCKED";
|
||||||
_target = _this select 1;
|
_target = _this select 1;
|
||||||
_pilot = driver _heli;
|
_pilot = driver _heli;
|
||||||
_group = group _pilot;
|
_group = group _heli;
|
||||||
_group reveal [_target,1.5];
|
_group reveal [_target,1.5];
|
||||||
|
|
||||||
_destination = getPos _target;
|
|
||||||
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
|
||||||
_group setBehaviour "COMBAT";
|
|
||||||
_group setCombatMode "RED";
|
|
||||||
|
|
||||||
|
|
||||||
_group allowFleeing 0;
|
_group allowFleeing 0;
|
||||||
_group setBehaviour "AWARE";
|
_wp = _group addWaypoint [_destination, 0] ;
|
||||||
_group setSpeedMode "FULL";
|
_wp setWaypointFormation "Column";
|
||||||
_group setCombatMode "RED";
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
|
_wp setWaypointCombatMode "RED";
|
||||||
|
_wp setWaypointCompletionRadius 1;
|
||||||
|
_wp setWaypointType "SAD";
|
||||||
|
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
||||||
|
_group setBehaviour "COMBAT";
|
||||||
|
_group setCombatMode "RED";
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -1,46 +1,72 @@
|
|||||||
if(SC_infiSTAR_log) then
|
// Triggered when the designated driver for a vehicle is killed
|
||||||
|
// Attempts to select a new driver from the same group
|
||||||
|
|
||||||
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Vehicle]:: Unit %2 (driver) killed at %1",time,_this select 0];
|
_logDetail = format ["[OCCUPATION:Vehicle]:: Unit %2 (driver) killed at %1",time,_this select 0];
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
_deadDriver = _this select 0;
|
_deadDriver = _this select 0;
|
||||||
|
|
||||||
_deadDriver removeAllMPEventHandlers "mpkilled";
|
_deadDriver removeAllMPEventHandlers "mpkilled";
|
||||||
_deadDriver removeAllMPEventHandlers "mphit";
|
_vehicleDriven = _deadDriver getVariable "SC_drivenVehicle";
|
||||||
|
|
||||||
|
|
||||||
|
if(SC_debug) then
|
||||||
|
{
|
||||||
|
{ detach _x; deleteVehicle _x; } forEach attachedObjects _deadDriver;
|
||||||
|
};
|
||||||
|
|
||||||
// Select a replacement driver
|
// Select a replacement driver
|
||||||
_vehicleDriven = _deadDriver getVariable "SC_drivenVehicle";
|
|
||||||
_vehGroup = group _deadDriver;
|
|
||||||
[_deadDriver] join grpNull;
|
|
||||||
_nearAI = (position _vehicleDriven) nearEntities [["O_recon_F"], 100];
|
|
||||||
_replacementDriver = _nearAI call BIS_fnc_selectRandom;
|
|
||||||
|
|
||||||
if(SC_infiSTAR_log) then
|
|
||||||
{
|
|
||||||
_logDetail = format ["[OCCUPATION:Vehicle]:: Replacement Driver found (%1) for vehicle %2",_replacementDriver,_vehicleDriven];
|
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
|
||||||
};
|
|
||||||
|
|
||||||
// add event handlers for the new driver
|
|
||||||
_replacementDriver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
|
|
||||||
_replacementDriver setVariable ["SC_drivenVehicle", _vehicleDriven,true];
|
|
||||||
_vehicleDriven removeAllMPEventHandlers "mphit";
|
_vehicleDriven removeAllMPEventHandlers "mphit";
|
||||||
_vehicleDriven addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
_vehGroup = group _vehicleDriven;
|
||||||
|
[_deadDriver] join grpNull;
|
||||||
_replacementDriver assignAsDriver _vehicleDriven;
|
if(count units _vehGroup > 0) then
|
||||||
_vehicleDamage = getDammage _vehicleDriven;
|
|
||||||
|
|
||||||
// If the vehicle is already damaged then fix it, otherwise get in as the driver
|
|
||||||
if(_vehicleDamage > 0) then
|
|
||||||
{
|
{
|
||||||
[_vehicleDriven] call SC_fnc_repairVehicle;
|
_logDetail = format ["[OCCUPATION:Vehicle]:: vehicle: %1 group: %2 units left:%3",_vehicleDriven,_vehGroup,count units _vehGroup];
|
||||||
}
|
[_logDetail] call SC_fnc_log;
|
||||||
else
|
_groupMembers = units _vehGroup;
|
||||||
{
|
_replacementDriver = _groupMembers call BIS_fnc_selectRandom;
|
||||||
[_replacementDriver] orderGetIn true;
|
|
||||||
//_replacementDriver moveInDriver _vehicleDriven;
|
if(!alive _replacementDriver) exitWith { [_replacementDriver] call SC_fnc_driverKilled; };
|
||||||
|
|
||||||
|
if (isNil "_replacementDriver") exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Vehicle]:: No replacement Driver found for vehicle %1",_vehicleDriven];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
if(SC_debug) then
|
||||||
|
{
|
||||||
|
_tag = createVehicle ["Sign_Arrow_Green_F", position _replacementDriver, [], 0, "CAN_COLLIDE"];
|
||||||
|
_tag attachTo [_replacementDriver,[0,0,0.6],"Head"];
|
||||||
|
};
|
||||||
|
|
||||||
|
_replacementDriver disableAI "TARGET";
|
||||||
|
_replacementDriver disableAI "AUTOTARGET";
|
||||||
|
_replacementDriver disableAI "AUTOCOMBAT";
|
||||||
|
_replacementDriver disableAI "COVER";
|
||||||
|
|
||||||
|
_replacementDriver assignAsDriver _vehicleDriven;
|
||||||
|
|
||||||
|
_vehicleDriven addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
||||||
|
_replacementDriver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
|
||||||
|
_replacementDriver setVariable ["DMS_AssignedVeh",_vehicleDriven];
|
||||||
|
_replacementDriver setVariable ["SC_drivenVehicle", _vehicleDriven,true];
|
||||||
|
_vehicleDriven setVariable ["SC_assignedDriver", _replacementDriver,true];
|
||||||
|
_replacementDriver doMove (position _vehicleDriven);
|
||||||
|
_replacementDriver action ["movetodriver", _vehicleDriven];
|
||||||
|
|
||||||
|
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Vehicle]:: Replacement Driver found (%1) for vehicle %2",_replacementDriver,_vehicleDriven];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
if(damage _vehicleDriven > 0) then
|
||||||
|
{
|
||||||
|
[_replacementDriver] call SC_fnc_repairVehicle;
|
||||||
|
|
||||||
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
23
scripts/reactions/getIn.sqf
Normal file
23
scripts/reactions/getIn.sqf
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
// Triggered if a player gets in a captured AI vehicle
|
||||||
|
// Marks the vehicle as claimed by a player and frees up a slot to spawn another AI controlled vehicle
|
||||||
|
|
||||||
|
_unit = _this select 0;
|
||||||
|
|
||||||
|
if(isPlayer _unit) then
|
||||||
|
{
|
||||||
|
_vehicle = vehicle _unit;
|
||||||
|
_vehicle removeAllMPEventHandlers "mphit";
|
||||||
|
_vehicle removeAllMPEventHandlers "mpkilled";
|
||||||
|
SC_liveVehicles = SC_liveVehicles - 1;
|
||||||
|
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:claimVehicle]:: Unit %3 has claimed vehicle %2 at %1",time,_vehicle,_unit];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
@ -1 +1,7 @@
|
|||||||
diag_log format ["[OCCUPATION]:: Unit %2 killed at %1",time,_this];
|
_logDetail = format ["[OCCUPATION]:: Unit %2 killed at %1",time,_this];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
// Get the variables from the event handler
|
||||||
|
_unit = _this select 0;
|
||||||
|
_weaponFired = _this select 1;
|
||||||
|
|
||||||
|
@ -1,44 +1,106 @@
|
|||||||
_vehicle = _this select 0;
|
// Triggered when a ground vehicle takes damage
|
||||||
_vehicleDamage = getDammage _vehicle;
|
// Attempts to get the current vehicle driver to repair the vehicle
|
||||||
|
|
||||||
_wheels = ["HitLF2Wheel","HitLFWheel","HitRFWheel","HitRF2Wheel"];
|
_vehicle = _this select 0;
|
||||||
|
_vehicle removeAllMPEventHandlers "mphit";
|
||||||
|
|
||||||
|
_vehicleDamage = damage _vehicle;
|
||||||
|
_damagedWheels = 0;
|
||||||
|
_damageLimit = 0.2;
|
||||||
|
_engineDamage = false;
|
||||||
|
_fueltankDamage = false;
|
||||||
|
_assignedDriver = _vehicle getVariable "SC_assignedDriver";
|
||||||
|
|
||||||
|
if(isNull assignedDriver _vehicle) exitWith { [_assignedDriver] call SC_fnc_driverKilled; };
|
||||||
|
|
||||||
|
_wheels = ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitLBWheel","HitLMWheel","HitRBWheel","HitRMWheel"];
|
||||||
_damagedWheels = 0;
|
_damagedWheels = 0;
|
||||||
{
|
{
|
||||||
if ((_vehicle getHitPointDamage _x) >= 0.5) then
|
if ((_vehicle getHitPointDamage _x) > 0) then
|
||||||
{
|
{
|
||||||
_damagedWheels = _damagedWheels + 1;
|
_damage = _vehicle getHitPointDamage _x;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:repairVehicle]:: Vehicle %1 checking wheel %2 (damage: %4) @ %3",_vehicle, _x, time,_damage];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
if(_damage > 0) then { _damagedWheels = _damagedWheels + 1; };
|
||||||
};
|
};
|
||||||
} forEach _wheels;
|
} forEach _wheels;
|
||||||
|
|
||||||
if(_damagedWheels >= 1 && alive (driver _vehicle)) then
|
// Check Engine
|
||||||
|
if ((_vehicle getHitPointDamage "HitEngine") >= _damageLimit) then { _engineDamage = true; };
|
||||||
|
|
||||||
|
// Check Fuel Tank
|
||||||
|
if ((_vehicle getHitPointDamage "HitFuel") > 0) then { _fueltankDamage = true; };
|
||||||
|
|
||||||
|
|
||||||
|
if(_damagedWheels > 0 OR _engineDamage OR _fueltankDamage) then
|
||||||
{
|
{
|
||||||
if(SC_infiSTAR_log) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:repairVehicle]:: Unit %2 repairing vehicle at %1",time,_this select 0];
|
_logDetail = format ["[OCCUPATION:repairVehicle]:: Unit %2 repairing vehicle at %1",time,_assignedDriver];
|
||||||
['A3_EXILE_OCCUPATION',_logDetail] call FNC_A3_CUSTOMLOG;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
_vehicle removeAllMPEventHandlers "mphit";
|
|
||||||
[_vehicle ] spawn
|
[_vehicle,_assignedDriver ] spawn
|
||||||
{
|
{
|
||||||
_vehicleToFix = _this select 0;
|
_vehicle = _this select 0;
|
||||||
_driverVeh = driver _vehicleToFix;
|
_vehicle forceSpeed 0;
|
||||||
_vehicleToFix forceSpeed 0;
|
_vehGroup = group _vehicle;
|
||||||
sleep 2;
|
_driver = _this select 1;
|
||||||
_driverVeh action ["Eject", _vehicleToFix];
|
_driver action ["getOut", _vehicle];
|
||||||
_driverVeh doWatch (position _vehicleToFix);
|
|
||||||
_driverVeh playActionNow "medicStart";
|
if(SC_debug) then
|
||||||
sleep 10;
|
{
|
||||||
_driverVeh switchMove "";
|
_tag = createVehicle ["Sign_Arrow_Green_F", position _driver, [], 0, "CAN_COLLIDE"];
|
||||||
_driverVeh playActionNow "medicStart";
|
_tag attachTo [_driver,[0,0,0.6],"Head"];
|
||||||
sleep 4;
|
};
|
||||||
_vehicleToFix setDamage 0;
|
sleep 0.2;
|
||||||
_driverVeh switchMove "";
|
_driver doMove (position _vehicle);
|
||||||
_driverVeh playActionNow "medicStop";
|
_driver disableAI "TARGET";
|
||||||
sleep 2;
|
_driver disableAI "AUTOTARGET";
|
||||||
_driverVeh assignAsDriver _vehicleToFix;
|
_driver disableAI "AUTOCOMBAT";
|
||||||
_driverVeh moveInDriver _vehicleToFix;
|
_driver disableAI "COVER";
|
||||||
_vehicleToFix forceSpeed -1;
|
_driverDir = _driver getDir _vehicle;
|
||||||
_vehicleToFix addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
//_driver setDir _driverDir + 180;
|
||||||
|
_driver setUnitPos "MIDDLE";
|
||||||
|
sleep 0.5;
|
||||||
|
_driver playMoveNow "Acts_carFixingWheel";
|
||||||
|
sleep 2;
|
||||||
|
_driver playMoveNow "Acts_carFixingWheel";
|
||||||
|
sleep 2;
|
||||||
|
_driver playMoveNow "Acts_carFixingWheel";
|
||||||
|
sleep 2;
|
||||||
|
_driver switchMove "";
|
||||||
|
if(alive _driver) then
|
||||||
|
{
|
||||||
|
_vehicle setDamage 0;
|
||||||
|
_driver playMoveNow "Acts_carFixingWheel";
|
||||||
|
sleep 2;
|
||||||
|
_driver assignAsDriver _vehicle;
|
||||||
|
_driver action ["movetodriver", _vehicle];
|
||||||
|
};
|
||||||
|
_wp = _vehGroup addWaypoint [position _vehicle, 0] ;
|
||||||
|
_wp setWaypointFormation "Column";
|
||||||
|
_wp setWaypointCompletionRadius 1;
|
||||||
|
_wp setWaypointType "GETIN";
|
||||||
|
sleep 10;
|
||||||
|
_spawnLocation = _vehicle getVariable "SC_vehicleSpawnLocation";
|
||||||
|
_driver action ["movetodriver", _vehicle];
|
||||||
|
_vehicle forceSpeed -1;
|
||||||
|
[_vehGroup, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
||||||
|
_vehGroup setBehaviour "AWARE";
|
||||||
|
_vehGroup setCombatMode "RED";
|
||||||
|
|
||||||
};
|
};
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:repairVehicle]:: Not repairing %2, driver is %3 at %1",time,_vehicle,_assignedDriver];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_logDetail = format ["[OCCUPATION:repairVehicle]:: vehicle:%1 damage:%2 engine:%3 fuelTank:%4",_vehicle,_vehicleDamage,_engineDamage,_fueltankDamage];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
0
scripts/reactions/vehicleDestroyed.sqf
Normal file
0
scripts/reactions/vehicleDestroyed.sqf
Normal file
@ -1,6 +1,8 @@
|
|||||||
diag_log format ["[OCCUPATION]:: Giving the server time to start before starting [OCCUPATION] (%1)",time];
|
_logDetail = format ["[OCCUPATION]:: Occupation v%2 Giving the server time to start before starting [OCCUPATION] (%1)",time,SC_occupationVersion];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
uiSleep 30;
|
uiSleep 30;
|
||||||
diag_log format ["[OCCUPATION]:: Initialised at %1",time];
|
_logDetail = format ["[OCCUPATION]:: Occupation v%2 Initialised at %1",time,SC_occupationVersion];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
|
||||||
if(SC_debug) then { SC_refreshTime = 60; }else{ SC_refreshTime = 300; };
|
if(SC_debug) then { SC_refreshTime = 60; }else{ SC_refreshTime = 300; };
|
||||||
@ -19,7 +21,8 @@ if(SC_occupyLootCrates) then
|
|||||||
|
|
||||||
if(SC_occupyHeliCrashes) then
|
if(SC_occupyHeliCrashes) then
|
||||||
{
|
{
|
||||||
call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationHeliCrashes.sqf";
|
uiSleep 15; // delay the start
|
||||||
|
call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationHeliCrashes.sqf";
|
||||||
};
|
};
|
||||||
|
|
||||||
if(SC_occupyStatic) then
|
if(SC_occupyStatic) then
|
||||||
@ -46,12 +49,10 @@ if(SC_occupyVehicle) then
|
|||||||
if(SC_occupyPlaces) then
|
if(SC_occupyPlaces) then
|
||||||
{
|
{
|
||||||
uiSleep 15; // delay the start
|
uiSleep 15; // delay the start
|
||||||
fnc_occupationMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupation.sqf";
|
fnc_occupationMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationPlaces.sqf";
|
||||||
[SC_refreshTime, fnc_occupationMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationMonitor, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if(SC_occupyMilitary) then
|
if(SC_occupyMilitary) then
|
||||||
{
|
{
|
||||||
uiSleep 15; // delay the start
|
uiSleep 15; // delay the start
|
||||||
@ -59,7 +60,5 @@ if(SC_occupyMilitary) then
|
|||||||
[SC_refreshTime, fnc_occupationMilitaryMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationMilitaryMonitor, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
_logDetail = format ["[OCCUPATION]:: threads added at %1",time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
diag_log format ["[OCCUPATION]:: threads added at %1",time];
|
|
Loading…
Reference in New Issue
Block a user