This commit is contained in:
second_coming 2016-06-22 16:13:23 +01:00
parent b5a231269c
commit 6dadd52817
7 changed files with 270 additions and 221 deletions

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@ -1,3 +1,21 @@
=================================================================================
V49 (22-06-2016)
=================================================================================
Changed the map marker names for loot crates to stop clashing with a previously
released loot crate script
Fixed a bug in the unstick script which was resulting in the patrol order being
wiped after the vehicle was unstuck
Added SC_useApexClasses to config (allow or disallow use of Apex items in Occupation)
Added SC_colourTransport to config (allow or disallow the changing of the colour
of the public transport)
Added SC_secureTransport to config (allow or disallow damage to the public transport
and its driver, set to false to allow damage). If the driver dies then the vehicle
will explode.
=================================================================================
V48 (16-06-2016)
=================================================================================

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@ -4,7 +4,6 @@ class CfgPatches
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
a3_exile_occupation_version = "v48 (16-06-2016)";
requiredAddons[] = {"a3_dms"};
author[]= {"second_coming"};
};

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@ -15,7 +15,8 @@
SC_debug = false; // set to true to turn on debug features (not for live servers)
SC_useMapOverrides = false; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_useApexClasses = false; // true if you want to use the Apex class list, false to use vanilla Arma
SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_extendedLogging = false; // set to true for additional logging
SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
@ -26,9 +27,9 @@ SC_scaleAI = 10; // any more than _scaleAI players on the server an
SC_removeUserMapMarkers = true; // true to delete map markers placed by players every 10 seconds
SC_fastNights = false; // true if you want night time to go faster than daytime
SC_fastNights = true; // true if you want night time to go faster than daytime
SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
SC_fastNightsMultiplierNight= 16; // the time multiplier to use at night (12 = 12x speed)
SC_fastNightsMultiplierNight= 24; // the time multiplier to use at night (12 = 12x speed)
SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
SC_fastNightsMultiplierDay = 4; // the time multiplier to use during daylight hours (4 = 4x speed)
@ -93,6 +94,7 @@ SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"];
SC_BanditLauncher = [];
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"];
SC_occupyStatic = false; // true if you want to add AI in specific locations
SC_staticBandits = [ //[[pos],ai count,radius,search buildings]
@ -105,7 +107,9 @@ SC_occupySky = true; // true if you want to have roaming AI helis
SC_occupySea = false; // true if you want to have roaming AI boats
SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA","Exile_Chopper_Mohawk_FIA","Exile_Car_LandRover_Urban"]; // to always use the same vehicle, specify one option only
SC_colourTransport = true; // true if you want the public transport coloured
SC_secureTransport = true; // true if you want the public transport and pilot to be indestructible
SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA"]; // to always use the same vehicle, specify one option only
SC_occupyTransportStartPos = []; // if empty defaults to map centre
SC_occupyTransportAnnounce = false; // true if you want the pilot/driver to talk to passengers in vehicle chat, false if not
@ -116,8 +120,8 @@ SC_occupyTransportMessages = [];
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 below for Namalsk)
SC_LootCrateGuards = 7; // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = false; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_LootCrateGuards = 3; // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
SC_ropeAttach = false; // Allow lootcrates to be airlifted (for SC_occupyLootCrates and SC_occupyHeliCrashes)
@ -158,7 +162,7 @@ SC_blackListedAreas = [
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
SC_numberofHeliCrashesFire = true; // true if you want the crash on fire, false if you just want smoke
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates
// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
@ -292,6 +296,12 @@ if (worldName == 'Napf' AND SC_useMapOverrides) then
if (worldName == 'Tanoa' AND SC_useMapOverrides) then
{
SC_occupyTraders = true;
SC_useApexClasses = true;
};
// Overrides to use Apex weapons, gear and vehicles if SC_useApexClasses = true
if(SC_useApexClasses) then
{
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",
"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",
"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",
@ -303,8 +313,15 @@ if (worldName == 'Tanoa' AND SC_useMapOverrides) then
["C_Offroad_02_unarmed_F",0],
["I_C_Offroad_02_unarmed_F",0]
];
SC_VehicleClassToUseRare = [
["B_LSV_01_unarmed_black_F",1],
["O_T_LSV_02_unarmed_black_F",1],
["O_T_Truck_03_device_ghex_F",1]
];
SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA","C_Offroad_02_unarmed_black_F","B_LSV_01_unarmed_black_F"];
};
if (SC_debug) then
{
SC_extendedLogging = true;

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@ -75,7 +75,7 @@ if(count(crew _vehicle) > 0)then
_GroupLeader = leader (group _vehicle);
_GroupLeader doMove _originalSpawnLocation;
[_group, _originalSpawnLocation, 2000] call bis_fnc_taskPatrol;
[_group2, _originalSpawnLocation, 2000] call bis_fnc_taskPatrol;
_group2 setBehaviour "AWARE";
_group2 setCombatMode "RED";

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@ -1,27 +1,29 @@
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION:transport]:: Starting @ %1",time];
[_logDetail] call SC_fnc_log;
private["_spawnLocation","_transport","_transportSpeed","_transportType","_wp","_transportBehaviour","_transportWaitingTime","_transportGunner"];
if( count SC_occupyTransportStartPos == 0) then
while {true} do
{
_logDetail = format ["[OCCUPATION:transport]:: Starting @ %1",time];
[_logDetail] call SC_fnc_log;
private["_spawnLocation","_transport","_transportSpeed","_transportType","_wp","_transportBehaviour","_transportWaitingTime","_transportGunner"];
if( count SC_occupyTransportStartPos == 0) then
{
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0];
SC_occupyTransportStartPos = _spawnCenter;
};
};
SC_occupyTransportClassToUse = SC_occupyTransportClass call BIS_fnc_selectRandom;
SC_occupyTransportClassToUse = SC_occupyTransportClass call BIS_fnc_selectRandom;
if!(SC_occupyTransportClassToUse isKindOf "LandVehicle" OR SC_occupyTransportClassToUse isKindOf "Air") exitWith
{
if!(SC_occupyTransportClassToUse isKindOf "LandVehicle" OR SC_occupyTransportClassToUse isKindOf "Air") exitWith
{
_logDetail = format ["[OCCUPATION:transport]:: Only land vehicles or helicopters can be used as public transport"];
[_logDetail] call SC_fnc_log;
};
};
if(SC_occupyTransportClassToUse isKindOf "LandVehicle") then
{
if(SC_occupyTransportClassToUse isKindOf "LandVehicle") then
{
_transportType = "land";
_logDetail = format ["[OCCUPATION:transport]:: Spawning near map centre %1 @ %2",SC_occupyTransportStartPos,time];
[_logDetail] call SC_fnc_log;
@ -36,20 +38,20 @@ if(SC_occupyTransportClassToUse isKindOf "LandVehicle") then
_transportSpeed = "LIMITED";
_transportBehaviour = "SAFE";
_transportWaitingTime = 10;
}
else
{
}
else
{
_transportType = "heli";
_spawnLocation = [SC_occupyTransportStartPos select 0, SC_occupyTransportStartPos select 1, 200];
_transportSpeed = "NORMAL";
_transportBehaviour = "CARELESS";
_transportWaitingTime = 60;
};
};
// Check there are enough waypoints to use
_markerCount = 0;
{
// Check there are enough waypoints to use
_markerCount = 0;
{
_markerName = _x;
_markerPos = getMarkerPos _markerName;
if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
@ -57,15 +59,15 @@ _markerCount = 0;
_markerCount = _markerCount + 1;
};
} forEach allMapMarkers;
} forEach allMapMarkers;
if(_markerCount < 2) then
{
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
{
}
else
{
// Create the driver/pilot and ensure he doest react to gunfire or being shot at.
_group = createGroup resistance;
_group setCombatMode "BLUE";
@ -96,10 +98,14 @@ else
[_logDetail] call SC_fnc_log;
};
if(SC_secureTransport) then
{
_transport addEventHandler ["handleDamage", { false }];
_transport allowdamage false;
};
if( _transportType == "land") then
if( _transportType == "land" && SC_colourTransport) then
{
//_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
}
@ -126,13 +132,17 @@ else
_transportDriver disableAI 'TARGET';
_transportDriver disableAI 'SUPPRESSION';
_transportDriver setCaptive true;
_transportDriver allowDamage false;
_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];
@ -213,7 +223,7 @@ else
_transportDriver = _transport getVariable "SC_assignedDriver";
// Make _transportDriver stop when players near him.
while {true} do
while {alive _transportDriver} do
{
_pos = position _transport;
@ -239,6 +249,11 @@ else
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
};
_logDetail = format ["[OCCUPATION:transport]:: Ended @ %1",time];
[_logDetail] call SC_fnc_log;