V60 Fixes & Tweaks
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@ -1,3 +1,8 @@
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=================================================================================
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V60 (15-08-2016)
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=================================================================================
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Bug fixes and tweaks
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=================================================================================
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V59 (12-08-2016)
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=================================================================================
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@ -4,7 +4,7 @@ class CfgPatches
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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a3_exile_occupation_version = "V59 (12-08-2016)";
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a3_exile_occupation_version = "V60 (15-08-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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@ -45,8 +45,8 @@ SC_occupyTraders = true; // true if you want to create trader c
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SC_occupyStatic = false; // true if you want to add AI in specific locations
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SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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SC_occupyRandomSpawn = true; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
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SC_occupyMilitary = false; // true if you want military buildings patrolled
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SC_occupyRandomSpawn = true; // (WORK IN PROGRESS) true if you want random spawning AI that hunt for nearby players
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SC_occupyMilitary = true; // true if you want military buildings patrolled
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SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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@ -243,11 +243,11 @@ SC_maximumCrewAmount = 3; // Maximum amount of AI allowed in a vehi
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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SC_maxNumberofVehicles = 3; // How many roaming vehicles to spawn
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SC_occupyVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehicleIgnoreCount = false; // true if you want spawn vehicles regardless of overall AI count
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SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehicleSurvivors = false; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
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SC_occupyVehicleUseFixedPos = true; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
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SC_occupyVehicleUseFixedPos = false; // True if you want to specify the patrol positions and radius of the area to patrol / false for random
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// if you set SC_maxNumberofVehicles higher than the number of static positions, the remainder will be random
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// they will also ignore any blacklisted areas
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@ -410,19 +410,20 @@ if (worldName == 'Namalsk' AND SC_useMapOverrides) then
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if (worldName == 'Napf' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 160;
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SC_maxAIcount = 120;
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SC_maxNumberofVehicles = 5;
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};
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if (worldName == 'Chernarus' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 160;
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SC_maxAIcount = 120;
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SC_maxNumberofVehicles = 5;
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};
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if (worldName == 'Tanoa' AND SC_useMapOverrides) then
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{
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SC_useApexClasses = true;
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};
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -458,18 +459,18 @@ if (SC_debug) then
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SC_extendedLogging = true;
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SC_processReporter = true;
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SC_mapMarkers = true;
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SC_occupyPlaces = false;
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SC_occupyVehicle = false;
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SC_occupyMilitary = false;
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SC_occupyPlaces = true;
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SC_occupyVehicle = true;
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SC_occupyMilitary = true;
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SC_occupyRandomSpawn = true;
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SC_occupyStatic = false;
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SC_occupySky = false;
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SC_occupySky = true;
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SC_occupySea = false;
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SC_occupyTraders = false;
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SC_occupyTransport = false;
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SC_occupyLootCrates = false;
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SC_occupyHeliCrashes = false;
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SC_maxAIcount = 200;
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SC_occupyTraders = true;
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SC_occupyTransport = true;
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SC_occupyLootCrates = true;
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SC_occupyHeliCrashes = true;
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SC_maxAIcount = 100;
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SC_maxNumberofVehicles = 5;
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SC_maxNumberofBoats = 5;
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SC_maxNumberofHelis = 5;
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@ -16,7 +16,6 @@ if(SC_debug) then
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};
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// Select a replacement driver
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_vehicle removeAllMPEventHandlers "mphit";
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_group = group _vehicle;
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// Remove dead units from the group
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@ -31,8 +30,7 @@ if(count units _group > 0) then
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_logDetail = format ["[OCCUPATION:Vehicle]:: vehicle: %1 group: %2 units left:%3",_vehicle,_group,count units _group];
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[_logDetail] call SC_fnc_log;
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};
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_groupMembers = units _group;
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_driver = _groupMembers call BIS_fnc_selectRandom;
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@ -68,5 +66,6 @@ else
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[_logDetail] call SC_fnc_log;
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_vehicle lock 0;
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle setVariable ["ExileIsLocked", 0, true];
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[_vehicle] call SC_fnc_vehicleDestroyed;
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};
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@ -1,8 +1,13 @@
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// Triggered when a ground vehicle takes damage
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// Attempts to get the current vehicle driver to repair the vehicle
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_vehicle = _this select 0;
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_vehicle removeAllMPEventHandlers "mphit";
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_vehicle = _this select 0;
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_repairStatus = _vehicle getVariable "SC_repairStatus";
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if(_repairStatus) exitWith {};
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// Mark the vehicle as currently being repaired
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_vehicle setVariable ["SC_repairStatus",true];
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_vehicleDamage = damage _vehicle;
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_damagedWheels = 0;
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@ -35,8 +40,7 @@ if(isNil "_assignedDriver") then
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_assignedDriver setVariable ["DMS_AssignedVeh",_vehicle];
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_assignedDriver setVariable ["SC_drivenVehicle", _vehicle,true];
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_assignedDriver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
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_vehicle setVariable ["SC_assignedDriver", _assignedDriver,true];
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_vehicle setVariable ["SC_assignedDriver", _assignedDriver,true];
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};
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@ -68,13 +72,9 @@ if ((_vehicle getHitPointDamage "HitFuel") > 0) then { _fueltankDamage = true; }
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if(_wheelDamage OR _engineDamage OR _fueltankDamage) then
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{
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Unit %2 repairing vehicle at %1",time,_assignedDriver];
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[_logDetail] call SC_fnc_log;
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};
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Unit %2 repairing vehicle at %1",time,_assignedDriver];
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[_logDetail] call SC_fnc_log;
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[_vehicle,_assignedDriver ] spawn
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{
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_vehicle = _this select 0;
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@ -111,11 +111,8 @@ if(_wheelDamage OR _engineDamage OR _fueltankDamage) then
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_driver assignAsDriver _vehicle;
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_driver moveInDriver _vehicle;
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_driver action ["movetodriver", _vehicle];
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if(SC_extendedLogging) then
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{
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Unit %2 finished repairing vehicle %3 at %1",time,_driver,_vehicle];
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[_logDetail] call SC_fnc_log;
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};
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Unit %2 finished repairing vehicle %3 at %1",time,_driver,_vehicle];
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[_logDetail] call SC_fnc_log;
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};
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_wp = _group addWaypoint [position _vehicle, 0] ;
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_wp setWaypointFormation "Column";
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@ -132,18 +129,14 @@ if(_wheelDamage OR _engineDamage OR _fueltankDamage) then
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_group setCombatMode "RED";
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_driver enableAI "MOVE";
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_driver enableAI "FSM";
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_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_hitLand;"];
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};
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};
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// Mark the vehicle as not currently being repaired
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_vehicle setVariable ["SC_repairStatus",false];
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}
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else
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{
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Not repairing %2, driver is %3 at %1",time,_vehicle,_assignedDriver];
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[_logDetail] call SC_fnc_log;
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_logDetail = format ["[OCCUPATION:repairVehicle]:: Vehicle: %1 damage: %2 engine: %3 fuelTank: %4",_vehicle,_vehicleDamage,_engineDamage,_fueltankDamage];
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[_logDetail] call SC_fnc_log;
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[] spawn
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{
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sleep 2;
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};
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_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_hitLand;"];
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};
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[_logDetail] call SC_fnc_log;
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};
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@ -6,11 +6,6 @@ _logDetail = format['[OCCUPATION:Vehicle] Started'];
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// set the default side for bandit AI
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_side = "bandit";
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if(SC_occupyVehicleSurvivors) then
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{
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if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
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};
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// more than _scaleAI players on the server and the max AI count drops per additional player
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_currentPlayerCount = count playableUnits;
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_maxAIcount = SC_maxAIcount;
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@ -35,35 +30,16 @@ if((_aiActive > _maxAIcount) && !SC_occupyVehicleIgnoreCount) exitWith
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if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith
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{
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if(SC_extendedLogging) then
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{
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_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log;
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};
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_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log;
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};
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_vehiclesToSpawn = (SC_maxNumberofVehicles - SC_liveVehicles);
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if(SC_extendedLogging) then
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{
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if(_vehiclesToSpawn > 0) then
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{
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_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) spawning %1 extra vehicle(s) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,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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_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log;
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};
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};
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0];
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_maxDistance = _middle;
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if(_vehiclesToSpawn >= 1) then
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if(_vehiclesToSpawn > 0) then
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{
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if(SC_occupyVehicleSurvivors) then
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{
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@ -88,8 +64,8 @@ if(_vehiclesToSpawn >= 1) then
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if(SC_occupyVehicleUseFixedPos) then
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{
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{
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_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
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_locationArray = _locationArray - _vehLocation;
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_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
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_locationArray = _locationArray - [_vehLocation];
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}forEach SC_liveVehiclesArray;
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if(count _locationArray > 0) then
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@ -98,7 +74,7 @@ if(_vehiclesToSpawn >= 1) then
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diag_log format["_randomLocation: %1",_randomLocation];
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_spawnLocation = _randomLocation select 0;
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_radius = _randomLocation select 1;
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_locationArray = _locationArray - _randomLocation;
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_locationArray = _locationArray - [_randomLocation];
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}
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else
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{
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@ -120,7 +96,7 @@ if(_vehiclesToSpawn >= 1) then
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_group = createGroup SC_SurvivorSide;
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};
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_group setVariable ["DMS_AllowFreezing",false];
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_group setVariable ["DMS_LockLocality",true];
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_group setVariable ["DMS_LockLocality",false];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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@ -170,8 +146,9 @@ if(_vehiclesToSpawn >= 1) then
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SC_liveVehicles = SC_liveVehicles + 1;
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SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
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_vehicle setVariable["vehPos",_spawnLocation,true];
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_vehicle setVariable["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["vehPos",_spawnLocation,true];
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_vehicle setVariable ["SC_repairStatus",false];
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_vehicle setVariable ["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["SC_vehicleSpawnLocation", [_spawnLocation,_radius,worldName],true];
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_vehicle setFuel 1;
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_vehicle engineOn true;
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