V49
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@ -1,3 +1,21 @@
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=================================================================================
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V49 (22-06-2016)
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=================================================================================
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Changed the map marker names for loot crates to stop clashing with a previously
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released loot crate script
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Fixed a bug in the unstick script which was resulting in the patrol order being
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wiped after the vehicle was unstuck
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Added SC_useApexClasses to config (allow or disallow use of Apex items in Occupation)
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Added SC_colourTransport to config (allow or disallow the changing of the colour
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of the public transport)
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Added SC_secureTransport to config (allow or disallow damage to the public transport
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and its driver, set to false to allow damage). If the driver dies then the vehicle
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will explode.
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=================================================================================
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V48 (16-06-2016)
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=================================================================================
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@ -4,7 +4,6 @@ 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 = "v48 (16-06-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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33
config.sqf
33
config.sqf
@ -15,7 +15,8 @@
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_useMapOverrides = false; // set to true to enable over riding options per map (see the bottom of this file for examples)
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SC_useApexClasses = false; // true if you want to use the Apex class list, false to use vanilla Arma
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SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
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SC_extendedLogging = false; // set to true for additional logging
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SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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@ -26,9 +27,9 @@ SC_scaleAI = 10; // any more than _scaleAI players on the server an
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SC_removeUserMapMarkers = true; // true to delete map markers placed by players every 10 seconds
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SC_fastNights = false; // true if you want night time to go faster than daytime
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SC_fastNights = true; // true if you want night time to go faster than daytime
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SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
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SC_fastNightsMultiplierNight= 16; // the time multiplier to use at night (12 = 12x speed)
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SC_fastNightsMultiplierNight= 24; // the time multiplier to use at night (12 = 12x speed)
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SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
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SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
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@ -93,6 +94,7 @@ SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"];
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SC_BanditLauncher = [];
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SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
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SC_occupyStatic = false; // true if you want to add AI in specific locations
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SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
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@ -105,7 +107,9 @@ 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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SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
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SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA","Exile_Chopper_Mohawk_FIA","Exile_Car_LandRover_Urban"]; // to always use the same vehicle, specify one option only
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SC_colourTransport = true; // true if you want the public transport coloured
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SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
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SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA"]; // to always use the same vehicle, specify one option only
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SC_occupyTransportStartPos = []; // if empty defaults to map centre
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SC_occupyTransportAnnounce = false; // true if you want the pilot/driver to talk to passengers in vehicle chat, false if not
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@ -116,8 +120,8 @@ SC_occupyTransportMessages = [];
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
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SC_LootCrateGuards = 7; // number of AI to spawn at each crate
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SC_LootCrateGuardsRandomize = false; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
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SC_LootCrateGuards = 3; // number of AI to spawn at each crate
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SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
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SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
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SC_ropeAttach = false; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
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@ -158,7 +162,7 @@ SC_blackListedAreas = [
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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SC_numberofHeliCrashesFire = true; // true if you want the crash on fire, false if you just want smoke
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)
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SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates
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// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
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// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
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@ -292,19 +296,32 @@ if (worldName == 'Napf' AND SC_useMapOverrides) then
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if (worldName == 'Tanoa' AND SC_useMapOverrides) then
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{
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SC_occupyTraders = true;
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SC_useApexClasses = true;
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};
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// Overrides to use Apex weapons, gear and vehicles if SC_useApexClasses = true
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if(SC_useApexClasses) then
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{
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SC_BanditWeapon = [ "arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MX_SW_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F",
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"arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
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"arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
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"arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F"];
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SC_BanditUniforms = [ "U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F",
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"U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
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SC_VehicleClassToUse = [
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SC_VehicleClassToUse = [
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["B_GEN_Offroad_01_gen_F",0],
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["C_Offroad_02_unarmed_F",0],
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["I_C_Offroad_02_unarmed_F",0]
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];
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SC_VehicleClassToUseRare = [
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["B_LSV_01_unarmed_black_F",1],
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["O_T_LSV_02_unarmed_black_F",1],
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["O_T_Truck_03_device_ghex_F",1]
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];
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SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA","C_Offroad_02_unarmed_black_F","B_LSV_01_unarmed_black_F"];
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};
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if (SC_debug) then
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{
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SC_extendedLogging = true;
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@ -72,4 +72,4 @@ while{!_validspot} do
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if (isNil "_validspot") then { _validspot = false; };
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};
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_position
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_position
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@ -75,7 +75,7 @@ if(count(crew _vehicle) > 0)then
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_GroupLeader = leader (group _vehicle);
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_GroupLeader doMove _originalSpawnLocation;
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[_group, _originalSpawnLocation, 2000] call bis_fnc_taskPatrol;
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[_group2, _originalSpawnLocation, 2000] call bis_fnc_taskPatrol;
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_group2 setBehaviour "AWARE";
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_group2 setCombatMode "RED";
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@ -132,4 +132,4 @@ for "_i" from 1 to SC_numberofLootCrates do
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};
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}forEach SC_LootCrateItems;
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};
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};
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@ -1,244 +1,259 @@
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if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION:transport]:: Starting @ %1",time];
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[_logDetail] call SC_fnc_log;
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private["_spawnLocation","_transport","_transportSpeed","_transportType","_wp","_transportBehaviour","_transportWaitingTime","_transportGunner"];
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if( count SC_occupyTransportStartPos == 0) then
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while {true} do
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{
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0];
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SC_occupyTransportStartPos = _spawnCenter;
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};
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SC_occupyTransportClassToUse = SC_occupyTransportClass call BIS_fnc_selectRandom;
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if!(SC_occupyTransportClassToUse isKindOf "LandVehicle" OR SC_occupyTransportClassToUse isKindOf "Air") exitWith
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{
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_logDetail = format ["[OCCUPATION:transport]:: Only land vehicles or helicopters can be used as public transport"];
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[_logDetail] call SC_fnc_log;
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};
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if(SC_occupyTransportClassToUse isKindOf "LandVehicle") then
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{
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_transportType = "land";
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_logDetail = format ["[OCCUPATION:transport]:: Spawning near map centre %1 @ %2",SC_occupyTransportStartPos,time];
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_logDetail = format ["[OCCUPATION:transport]:: Starting @ %1",time];
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[_logDetail] call SC_fnc_log;
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_positionOftransport = [SC_occupyTransportStartPos,0,500,25,0,10,0] call BIS_fnc_findSafePos;
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private["_spawnLocation","_transport","_transportSpeed","_transportType","_wp","_transportBehaviour","_transportWaitingTime","_transportGunner"];
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// Get position of nearest roads
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_nearRoads = _positionOftransport nearRoads 2000;
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_nearestRoad = _nearRoads select 0;
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_nearestRoadPos = position (_nearRoads select 0);
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_spawnLocation = [_nearestRoadPos select 0, _nearestRoadPos select 1, 0];
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_transportSpeed = "LIMITED";
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_transportBehaviour = "SAFE";
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_transportWaitingTime = 10;
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}
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else
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{
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_transportType = "heli";
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_spawnLocation = [SC_occupyTransportStartPos select 0, SC_occupyTransportStartPos select 1, 200];
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_transportSpeed = "NORMAL";
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_transportBehaviour = "CARELESS";
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_transportWaitingTime = 60;
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};
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// Check there are enough waypoints to use
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_markerCount = 0;
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{
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_markerName = _x;
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_markerPos = getMarkerPos _markerName;
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if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
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{
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_markerCount = _markerCount + 1;
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if( count SC_occupyTransportStartPos == 0) then
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{
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0];
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SC_occupyTransportStartPos = _spawnCenter;
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};
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} forEach allMapMarkers;
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SC_occupyTransportClassToUse = SC_occupyTransportClass call BIS_fnc_selectRandom;
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if(_markerCount < 2) then
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{
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_logDetail = format ["[OCCUPATION:transport]:: failed to find more than 1 ExileTraderZone or o_unknown map markers @ %1",time];
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[_logDetail] call SC_fnc_log;
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}
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else
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{
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// Create the driver/pilot and ensure he doest react to gunfire or being shot at.
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_group = createGroup resistance;
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_group setCombatMode "BLUE";
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_group setVariable ["DMS_AllowFreezing",false,true];
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// Spawn Vehicle
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if(_transportType == "heli") then
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{
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_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "NONE"];
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_transport setVehiclePosition [_spawnLocation, [], 0, "FLY"];
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_transport setVariable ["vehicleID", _spawnLocation, true];
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_transport setFuel 1;
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_transport setDamage 0;
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_transport engineOn true;
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_transport flyInHeight 100;
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}
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else
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{
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_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "CAN_COLLIDE"];
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};
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sleep 0.2;
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if(isNull _transport) exitWith
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if!(SC_occupyTransportClassToUse isKindOf "LandVehicle" OR SC_occupyTransportClassToUse isKindOf "Air") exitWith
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{
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_logDetail = format ["[OCCUPATION:transport]:: %1 failed to spawn, check it is a valid vehicle class name",SC_occupyTransportClassToUse];
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_logDetail = format ["[OCCUPATION:transport]:: Only land vehicles or helicopters can be used as public transport"];
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[_logDetail] call SC_fnc_log;
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};
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if(SC_occupyTransportClassToUse isKindOf "LandVehicle") then
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{
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_transportType = "land";
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_logDetail = format ["[OCCUPATION:transport]:: Spawning near map centre %1 @ %2",SC_occupyTransportStartPos,time];
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[_logDetail] call SC_fnc_log;
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};
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_transport addEventHandler ["handleDamage", { false }];
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_transport allowdamage false;
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_positionOftransport = [SC_occupyTransportStartPos,0,500,25,0,10,0] call BIS_fnc_findSafePos;
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if( _transportType == "land") then
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{
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//_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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}
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// Get position of nearest roads
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_nearRoads = _positionOftransport nearRoads 2000;
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_nearestRoad = _nearRoads select 0;
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_nearestRoadPos = position (_nearRoads select 0);
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_spawnLocation = [_nearestRoadPos select 0, _nearestRoadPos select 1, 0];
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_transportSpeed = "LIMITED";
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_transportBehaviour = "SAFE";
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_transportWaitingTime = 10;
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}
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else
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{
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_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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_transport setObjectTextureGlobal [1,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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_transport setObjectTextureGlobal [2,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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};
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_group addVehicle _transport;
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_transport enableCopilot false;
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_transportDriver = _group createUnit [DMS_AI_Classname, _spawnLocation, [], 0,"FORM"];
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removeGoggles _transportDriver;
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_transportDriver forceAddUniform "U_IG_Guerilla3_1";
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_transportDriver addVest "V_TacVest_blk_POLICE";
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_transportDriver addHeadgear "H_Cap_blk";
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removeBackpackGlobal _transportDriver;
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_transportDriver addBackpackGlobal "B_Parachute";
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_transportDriver disableAI 'AUTOTARGET';
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_transportDriver disableAI 'TARGET';
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_transportDriver disableAI 'SUPPRESSION';
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_transportDriver setCaptive true;
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_transportDriver allowDamage false;
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_transportDriver assignasdriver _transport;
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_transportDriver moveInDriver _transport;
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[_transportDriver] orderGetin true;
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_transport lockDriver true;
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_transport lockTurret [[0],true];
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SC_transportArray = SC_transportArray + [_transport];
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_transport setVariable ["SC_assignedDriver", _transportDriver,true];
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_transport setVariable ["SC_transport", true,true];
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_transport setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
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_transportDriver setVariable ["DMS_AssignedVeh",_transport];
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_transportDriver setVariable ["SC_lastSpoke", time, true];
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_transport addEventHandler ["getin", "_this call SC_fnc_getOnBus;"];
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_transport addEventHandler ["getout", "_this call SC_fnc_getOffBus;"];
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clearBackpackCargoGlobal _transport;
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clearItemCargoGlobal _transport;
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clearMagazineCargoGlobal _transport;
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clearWeaponCargoGlobal _transport;
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_transport setVariable ["ExileIsPersistent", false];
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_transport setVariable["vehPos",_spawnLocation,true];
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_transport setFuel 1;
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_logDetail = format['[OCCUPATION:transport] Vehicle %1 spawned @ %2',SC_occupyTransportClassToUse,_spawnLocation];
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[_logDetail] call SC_fnc_log;
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_logDetail = format ["[OCCUPATION:transport]:: Found %1 markers to use as pickup points @ %2",_markerCount,time];
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[_logDetail] call SC_fnc_log;
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_textures = getObjectTextures _transport;
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_logDetail = format ["[OCCUPATION:transport]:: textures for vehicle are: %1",_textures];
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[_logDetail] call SC_fnc_log;
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{
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_transportType = "heli";
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_spawnLocation = [SC_occupyTransportStartPos select 0, SC_occupyTransportStartPos select 1, 200];
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_transportSpeed = "NORMAL";
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_transportBehaviour = "CARELESS";
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_transportWaitingTime = 60;
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};
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// Check there are enough waypoints to use
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_markerCount = 0;
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{
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_markerName = _x;
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_markerPos = getMarkerPos _markerName;
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if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
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{
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_wp = _group addWaypoint [_markerPos, 100];
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_wp setWaypointType "MOVE";
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_wp setWaypointBehaviour _transportBehaviour;
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_wp setWaypointspeed _transportSpeed;
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_wp = _group addWaypoint [_markerPos, 25];
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_wp setWaypointType "TR UNLOAD";
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_wp setWaypointBehaviour "SAFE";
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_wp setWaypointspeed "LIMITED";
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_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
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||||
{
|
||||
_markerCount = _markerCount + 1;
|
||||
};
|
||||
|
||||
|
||||
} forEach allMapMarkers;
|
||||
|
||||
|
||||
|
||||
// Add a final CYCLE
|
||||
_wp = _group addWaypoint [_spawnLocation, 20];
|
||||
_wp setWaypointType "CYCLE";
|
||||
_wp setWaypointBehaviour _transportBehaviour;
|
||||
_wp setWaypointspeed _transportSpeed;
|
||||
_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
|
||||
|
||||
_transportPos = position _transport;
|
||||
_mk = createMarker ["transportLocation",_transportPos];
|
||||
|
||||
if(_transportType == "land") then
|
||||
{
|
||||
"transportLocation" setMarkerType "loc_BusStop";
|
||||
"transportLocation" setMarkerText "Occupation Public Bus";
|
||||
if(_markerCount < 2) then
|
||||
{
|
||||
_logDetail = format ["[OCCUPATION:transport]:: failed to find more than 1 ExileTraderZone or o_unknown map markers @ %1",time];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
}
|
||||
else
|
||||
{
|
||||
"transportLocation" setMarkerType "c_air";
|
||||
"transportLocation" setMarkerText "Occupation Airlines";
|
||||
"transportLocation" setMarkerColor "ColorBLUFOR";
|
||||
};
|
||||
// Create the driver/pilot and ensure he doest react to gunfire or being shot at.
|
||||
_group = createGroup resistance;
|
||||
_group setCombatMode "BLUE";
|
||||
_group setVariable ["DMS_AllowFreezing",false,true];
|
||||
|
||||
// Spawn Vehicle
|
||||
|
||||
diag_log format['[OCCUPATION:transport] Running'];
|
||||
_transportDriver = _transport getVariable "SC_assignedDriver";
|
||||
|
||||
// Make _transportDriver stop when players near him.
|
||||
while {true} do
|
||||
{
|
||||
|
||||
_pos = position _transport;
|
||||
_mk setMarkerPos _pos;
|
||||
_nearPlayers = (count (_pos nearEntities [['Exile_Unit_Player'],25]));
|
||||
|
||||
if (_nearPlayers >= 1 && _transportType == "land") then
|
||||
if(_transportType == "heli") then
|
||||
{
|
||||
uiSleep 0.5;
|
||||
_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||
_transport setVehiclePosition [_spawnLocation, [], 0, "FLY"];
|
||||
_transport setVariable ["vehicleID", _spawnLocation, true];
|
||||
_transport setFuel 1;
|
||||
_transport setVehicleAmmo 1;
|
||||
_transportDriver disableAI "MOVE";
|
||||
uiSleep 3;
|
||||
_transport setDamage 0;
|
||||
_transport engineOn true;
|
||||
_transport flyInHeight 100;
|
||||
}
|
||||
else
|
||||
{
|
||||
_transport setFuel 1;
|
||||
_transport setVehicleAmmo 1;
|
||||
uiSleep 3;
|
||||
_transportDriver enableAI "MOVE";
|
||||
{
|
||||
_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "CAN_COLLIDE"];
|
||||
};
|
||||
if(!Alive _transportDriver) exitWith {};
|
||||
uiSleep 5;
|
||||
};
|
||||
deleteMarker _mk;
|
||||
};
|
||||
_logDetail = format ["[OCCUPATION:transport]:: Ended @ %1",time];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
sleep 0.2;
|
||||
|
||||
if(isNull _transport) exitWith
|
||||
{
|
||||
_logDetail = format ["[OCCUPATION:transport]:: %1 failed to spawn, check it is a valid vehicle class name",SC_occupyTransportClassToUse];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
};
|
||||
|
||||
if(SC_secureTransport) then
|
||||
{
|
||||
_transport addEventHandler ["handleDamage", { false }];
|
||||
_transport allowdamage false;
|
||||
};
|
||||
|
||||
|
||||
if( _transportType == "land" && SC_colourTransport) then
|
||||
{
|
||||
//_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
|
||||
}
|
||||
else
|
||||
{
|
||||
_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
|
||||
_transport setObjectTextureGlobal [1,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
|
||||
_transport setObjectTextureGlobal [2,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
|
||||
};
|
||||
|
||||
|
||||
_group addVehicle _transport;
|
||||
|
||||
_transport enableCopilot false;
|
||||
|
||||
_transportDriver = _group createUnit [DMS_AI_Classname, _spawnLocation, [], 0,"FORM"];
|
||||
removeGoggles _transportDriver;
|
||||
_transportDriver forceAddUniform "U_IG_Guerilla3_1";
|
||||
_transportDriver addVest "V_TacVest_blk_POLICE";
|
||||
_transportDriver addHeadgear "H_Cap_blk";
|
||||
removeBackpackGlobal _transportDriver;
|
||||
_transportDriver addBackpackGlobal "B_Parachute";
|
||||
_transportDriver disableAI 'AUTOTARGET';
|
||||
_transportDriver disableAI 'TARGET';
|
||||
_transportDriver disableAI 'SUPPRESSION';
|
||||
_transportDriver setCaptive true;
|
||||
_transportDriver assignasdriver _transport;
|
||||
_transportDriver moveInDriver _transport;
|
||||
[_transportDriver] orderGetin true;
|
||||
_transport lockDriver true;
|
||||
_transport lockTurret [[0],true];
|
||||
|
||||
if(SC_secureTransport) then
|
||||
{
|
||||
_transportDriver allowDamage false;
|
||||
};
|
||||
|
||||
SC_transportArray = SC_transportArray + [_transport];
|
||||
_transport setVariable ["SC_assignedDriver", _transportDriver,true];
|
||||
_transport setVariable ["SC_transport", true,true];
|
||||
_transport setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
|
||||
_transportDriver setVariable ["DMS_AssignedVeh",_transport];
|
||||
_transportDriver setVariable ["SC_lastSpoke", time, true];
|
||||
_transport addEventHandler ["getin", "_this call SC_fnc_getOnBus;"];
|
||||
_transport addEventHandler ["getout", "_this call SC_fnc_getOffBus;"];
|
||||
|
||||
clearBackpackCargoGlobal _transport;
|
||||
clearItemCargoGlobal _transport;
|
||||
clearMagazineCargoGlobal _transport;
|
||||
clearWeaponCargoGlobal _transport;
|
||||
_transport setVariable ["ExileIsPersistent", false];
|
||||
_transport setVariable["vehPos",_spawnLocation,true];
|
||||
_transport setFuel 1;
|
||||
|
||||
_logDetail = format['[OCCUPATION:transport] Vehicle %1 spawned @ %2',SC_occupyTransportClassToUse,_spawnLocation];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
_logDetail = format ["[OCCUPATION:transport]:: Found %1 markers to use as pickup points @ %2",_markerCount,time];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
_textures = getObjectTextures _transport;
|
||||
|
||||
_logDetail = format ["[OCCUPATION:transport]:: textures for vehicle are: %1",_textures];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
|
||||
|
||||
_markerCount = 0;
|
||||
{
|
||||
_markerName = _x;
|
||||
_markerPos = getMarkerPos _markerName;
|
||||
if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
|
||||
{
|
||||
_wp = _group addWaypoint [_markerPos, 100];
|
||||
_wp setWaypointType "MOVE";
|
||||
_wp setWaypointBehaviour _transportBehaviour;
|
||||
_wp setWaypointspeed _transportSpeed;
|
||||
|
||||
_wp = _group addWaypoint [_markerPos, 25];
|
||||
_wp setWaypointType "TR UNLOAD";
|
||||
_wp setWaypointBehaviour "SAFE";
|
||||
_wp setWaypointspeed "LIMITED";
|
||||
_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
|
||||
_markerCount = _markerCount + 1;
|
||||
};
|
||||
|
||||
} forEach allMapMarkers;
|
||||
|
||||
|
||||
|
||||
// Add a final CYCLE
|
||||
_wp = _group addWaypoint [_spawnLocation, 20];
|
||||
_wp setWaypointType "CYCLE";
|
||||
_wp setWaypointBehaviour _transportBehaviour;
|
||||
_wp setWaypointspeed _transportSpeed;
|
||||
_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
|
||||
|
||||
_transportPos = position _transport;
|
||||
_mk = createMarker ["transportLocation",_transportPos];
|
||||
|
||||
if(_transportType == "land") then
|
||||
{
|
||||
"transportLocation" setMarkerType "loc_BusStop";
|
||||
"transportLocation" setMarkerText "Occupation Public Bus";
|
||||
}
|
||||
else
|
||||
{
|
||||
"transportLocation" setMarkerType "c_air";
|
||||
"transportLocation" setMarkerText "Occupation Airlines";
|
||||
"transportLocation" setMarkerColor "ColorBLUFOR";
|
||||
};
|
||||
|
||||
|
||||
diag_log format['[OCCUPATION:transport] Running'];
|
||||
_transportDriver = _transport getVariable "SC_assignedDriver";
|
||||
|
||||
// Make _transportDriver stop when players near him.
|
||||
while {alive _transportDriver} do
|
||||
{
|
||||
|
||||
_pos = position _transport;
|
||||
_mk setMarkerPos _pos;
|
||||
_nearPlayers = (count (_pos nearEntities [['Exile_Unit_Player'],25]));
|
||||
|
||||
if (_nearPlayers >= 1 && _transportType == "land") then
|
||||
{
|
||||
uiSleep 0.5;
|
||||
_transport setFuel 1;
|
||||
_transport setVehicleAmmo 1;
|
||||
_transportDriver disableAI "MOVE";
|
||||
uiSleep 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
_transport setFuel 1;
|
||||
_transport setVehicleAmmo 1;
|
||||
uiSleep 3;
|
||||
_transportDriver enableAI "MOVE";
|
||||
};
|
||||
if(!Alive _transportDriver) exitWith {};
|
||||
uiSleep 5;
|
||||
};
|
||||
deleteMarker _mk;
|
||||
_transport setDamage 1;
|
||||
};
|
||||
_logDetail = format ["[OCCUPATION:transport]:: Transport destroyed @ %1 (%2)",_pos,time];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
// Spawn another heli
|
||||
uiSleep 15; // delay the start
|
||||
};
|
Loading…
Reference in New Issue
Block a user