Merge remote-tracking branch 'refs/remotes/origin/development'
This commit is contained in:
commit
ab7e8fe9ce
@ -1,4 +1,5 @@
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class CfgPatches {
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class CfgPatches
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{
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class a3_exile_occupation {
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class a3_exile_occupation {
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units[] = {};
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units[] = {};
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weapons[] = {};
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weapons[] = {};
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@ -6,6 +7,7 @@ class CfgPatches {
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author[]= {"second_coming"};
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author[]= {"second_coming"};
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};
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};
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};
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};
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class CfgFunctions {
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class CfgFunctions {
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class yorkshire {
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class yorkshire {
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class main {
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class main {
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@ -17,4 +19,3 @@ class CfgFunctions {
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};
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};
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};
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};
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};
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};
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105
config.sqf
105
config.sqf
@ -2,7 +2,6 @@
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//
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//
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// Server Occupation script by second_coming
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// Server Occupation script by second_coming
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//
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//
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// Version 3
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//
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//
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// http://www.exilemod.com/profile/60-second_coming/
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// http://www.exilemod.com/profile/60-second_coming/
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//
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//
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@ -16,10 +15,10 @@
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_extendedLogging = true; // set to true for additional logging
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SC_extendedLogging = true; // set to true for additional logging
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_infiSTAR_log = false; // true Use infiSTAR logging, false logs to server rpt
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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@ -27,70 +26,82 @@ SC_scaleAI = 10; // any more than _scaleAI players on the server an
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SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
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SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
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// (can affect performance when the AI is spawned and the waypoints are calculated)
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// (can affect performance when the AI is spawned and the waypoints are calculated)
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// Occupation Places (towns, villages & cities roaming AI)
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SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
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SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
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SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building in occupationMilitary.sqf)
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// Occupation Military (roaming AI near military buildings)
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SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
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SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F","Land_i_Barracks_V1_dam_F", "Land_i_Barracks_V2_F",
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"Land_Cargo_House_V1_F","Land_Cargo_HQ_V1_F","Land_Cargo_HQ_V2_F","Land_Cargo_HQ_V3_F","Land_Cargo_Patrol_V2_F",
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|
"Land_Cargo_Patrol_V3_F","Land_Cargo_Tower_V1_F","Land_Cargo_Tower_V1_No1_F","Land_Cargo_Tower_V1_No2_F",
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|
"Land_Cargo_Tower_V1_No3_F","Land_Cargo_Tower_V1_No4_F","Land_Cargo_Tower_V1_No5_F","Land_Cargo_Tower_V1_No6_F",
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"Land_Cargo_Tower_V1_No7_F","Land_Cargo_Tower_V2_F","Land_Cargo_Tower_V3_F","Land_MilOffices_V1_F",
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"Land_Radar_F","Land_Radar_Small_F","Land_Dome_Big_F","Land_Dome_Small_F","Land_Army_hut3_long_int",
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"Land_Army_hut_int","Land_Army_hut2_int"
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|
];
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|
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SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
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SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
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|
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupySky = true; // true if you want to have roaming AI helis
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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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SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
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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 for Namalsk in occupationLootCrates.sqf)
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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 = 4; // 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_numberofGuards (so between 1 and SC_numberofGuards)
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SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
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SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
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|
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|
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
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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_statics = [ [[1178,2524,0],8,250,true] ]; //[[pos],ai count,radius,search buildings]
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SC_statics = [ [[1178,2524,0],4,100,true] ]; //[[pos],ai count,radius,search buildings]
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// Which buildings to patrol with the occupyMilitary option (adding more classnames could affect server performance when the spawning occurs)
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SC_buildings = [ "Land_Cargo_Patrol_V1_F",
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"Land_i_Barracks_V1_F",
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"Land_i_Barracks_V1_dam_F",
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"Land_i_Barracks_V2_F",
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"Land_Cargo_House_V1_F",
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"Land_Cargo_HQ_V1_F",
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"Land_Cargo_HQ_V2_F",
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"Land_Cargo_HQ_V3_F",
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"Land_Cargo_Patrol_V2_F",
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"Land_Cargo_Patrol_V3_F",
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"Land_Cargo_Tower_V1_F",
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"Land_Cargo_Tower_V1_No1_F",
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"Land_Cargo_Tower_V1_No2_F",
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"Land_Cargo_Tower_V1_No3_F",
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"Land_Cargo_Tower_V1_No4_F",
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||||||
"Land_Cargo_Tower_V1_No5_F",
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||||||
"Land_Cargo_Tower_V1_No6_F",
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"Land_Cargo_Tower_V1_No7_F",
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||||||
"Land_Cargo_Tower_V2_F",
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||||||
"Land_Cargo_Tower_V3_F",
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||||||
"Land_MilOffices_V1_F",
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||||||
"Land_Radar_F",
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||||||
"Land_Radar_Small_F",
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||||||
"Land_Dome_Big_F",
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||||||
"Land_Dome_Small_F",
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||||||
"Land_Army_hut3_long_int",
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|
||||||
"Land_Army_hut_int",
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||||||
"Land_Army_hut2_int"
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||||||
];
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|
||||||
|
|
||||||
// Settings for roaming ground vehicle AI
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// Settings for roaming ground vehicle AI
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SC_maxNumberofVehicles = 3;
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SC_maxNumberofVehicles = 4;
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SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Car_UAZ_Open_Green","Exile_Car_Offroad_Guerilla03"];
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SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_Octavius_White"];
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// Settings for roaming airborne AI (non armed helis will just fly around)
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// Settings for roaming airborne AI (non armed helis will just fly around)
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SC_maxNumberofHelis = 1;
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SC_maxNumberofHelis = 1;
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SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
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SC_HeliClassToUse = [ "Exile_Chopper_Huey_Armed_Green"];
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// namalsk specific settings
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// Settings for roaming seaborne AI (non armed boats will just sail around)
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||||||
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SC_maxNumberofBoats = 1;
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SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun_F","O_Boat_Transport_01_F","Exile_Boat_MotorBoat_Police" ];
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// AI Custom Loadouts
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// namalsk specific settings
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||||||
if (worldName == 'Namalsk') then
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if (worldName == 'Namalsk') then
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{
|
{
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SC_maxAIcount = 80;
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SC_maxAIcount = 80;
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SC_occupySky = false;
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SC_occupySky = false;
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SC_maxNumberofVehicles = 2;
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SC_numberofLootCrates = 3;
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SC_numberofHeliCrashes = 2;
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SC_maxNumberofBoats = 1;
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};
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};
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|
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|
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|
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// Don't alter anything below this point
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// Don't alter anything below this point
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SC_liveVehicles = 0;
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SC_liveVehicles = 0;
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publicVariable "SC_liveVehicles";
|
SC_liveVehiclesArray = [];
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SC_liveHelis = 0;
|
SC_liveHelis = 0;
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publicVariable "SC_liveHelis";
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SC_liveHelisArray = [];
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publicVariable "SC_numberofLootCrates";
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SC_liveBoats = 0;
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|
SC_liveBoatsArray = [];
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|
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|
publicVariable "SC_liveVehicles";
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|
publicVariable "SC_liveVehiclesArray";
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|
publicVariable "SC_liveHelis";
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|
publicVariable "SC_liveHelisArray";
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|
publicVariable "SC_liveBoats";
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|
publicVariable "SC_liveBoatsArray";
|
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|
publicVariable "SC_numberofLootCrates";
|
@ -2,7 +2,7 @@
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//
|
//
|
||||||
// Server Occupation script by second_coming
|
// Server Occupation script by second_coming
|
||||||
//
|
//
|
||||||
// Version 3
|
SC_occupationVersion = "v8 (09-04-2016)";
|
||||||
//
|
//
|
||||||
// http://www.exilemod.com/profile/60-second_coming/
|
// http://www.exilemod.com/profile/60-second_coming/
|
||||||
//
|
//
|
||||||
@ -20,22 +20,36 @@
|
|||||||
//
|
//
|
||||||
////////////////////////////////////////////////////////////////////////////////////////////
|
////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
|
|
||||||
SC_occupationVersion = "3.0";
|
[] spawn
|
||||||
|
{
|
||||||
|
waitUntil { !(isNil "DMS_MinMax_Y_Coords") };
|
||||||
|
|
||||||
diag_log format ["[OCCUPATION MOD]:: Occupation v%2 Initialised at %1",time,SC_occupationVersion];
|
diag_log format ["[OCCUPATION MOD]:: Occupation %2 Loading Config at %1",time,SC_occupationVersion];
|
||||||
|
|
||||||
// EventHandlers for AI reactions
|
// Get the config for Occupation
|
||||||
SC_fnc_repairVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\repairVehicle.sqf";
|
call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\config.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_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
|
// Select the log style depending on config settings
|
||||||
call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\config.sqf";
|
SC_fnc_log = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationLog.sqf";
|
||||||
|
|
||||||
// Select the log style depending on config settings
|
// EventHandlers for AI reactions
|
||||||
SC_fnc_log = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationLog.sqf";
|
SC_fnc_repairVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\repairVehicle.sqf";
|
||||||
|
SC_fnc_vehicleDestroyed = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\vehicleDestroyed.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_airHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\airHit.sqf";
|
||||||
|
SC_fnc_boatHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\boatHit.sqf";
|
||||||
|
SC_fnc_getIn = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getIn.sqf";
|
||||||
|
SC_fnc_refuel = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\refuel.sqf";
|
||||||
|
SC_fnc_comeUnstuck = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\comeUnstuck.sqf";
|
||||||
|
|
||||||
// Start Occupation
|
_logDetail = "=============================================================================================================";
|
||||||
[] execVM "\x\addons\a3_exile_occupation\scripts\startOccupation.sqf";
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_logDetail = format ["[OCCUPATION MOD]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_logDetail = "=============================================================================================================";
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
// Start Occupation
|
||||||
|
[] execVM "\x\addons\a3_exile_occupation\scripts\startOccupation.sqf";
|
||||||
|
};
|
@ -1,12 +1,5 @@
|
|||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
|
|
||||||
_numberofCrashes = 5; // this is the number of helicrashes that you want to spawn
|
|
||||||
|
|
||||||
if (worldName == 'Namalsk') then
|
|
||||||
{
|
|
||||||
_numberofCrashes = 2; // lower number for a smaller map
|
|
||||||
};
|
|
||||||
|
|
||||||
_displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
|
_displayMarkers = SC_debug; // only use for debug, no need for actual gameplay
|
||||||
|
|
||||||
private['_position'];
|
private['_position'];
|
||||||
@ -14,7 +7,10 @@ private['_position'];
|
|||||||
_logDetail = format ["[OCCUPATION:HeliCrashes]:: Initialised at %1",time];
|
_logDetail = format ["[OCCUPATION:HeliCrashes]:: Initialised at %1",time];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
for "_i" from 1 to _numberofCrashes do
|
_logDetail = format['[OCCUPATION:HeliCrashes]:: worldname: %1 crashes to spawn: %2',worldName,SC_numberofHeliCrashes];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
for "_i" from 1 to SC_numberofHeliCrashes do
|
||||||
{
|
{
|
||||||
_validspot = false;
|
_validspot = false;
|
||||||
while{!_validspot} do
|
while{!_validspot} do
|
||||||
|
@ -3,11 +3,6 @@ if (!isServer) exitWith {};
|
|||||||
_logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
|
_logDetail = format ["[OCCUPATION:LootCrates]:: Starting Occupation Loot Crates"];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
if (worldName == 'Namalsk') then
|
|
||||||
{
|
|
||||||
SC_numberofLootCrates = 3; // this is the number of crates that you want to spawn
|
|
||||||
};
|
|
||||||
|
|
||||||
_logDetail = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates];
|
_logDetail = format['[OCCUPATION:LootCrates]:: worldname: %1 crates to spawn: %2',worldName,SC_numberofLootCrates];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
@ -43,7 +38,13 @@ for "_i" from 1 to SC_numberofLootCrates do
|
|||||||
};
|
};
|
||||||
|
|
||||||
//Infantry spawn using DMS
|
//Infantry spawn using DMS
|
||||||
_AICount = 1 + (round (random 2));
|
_AICount = SC_LootCrateGuards;
|
||||||
|
|
||||||
|
if(SC_LootCrateGuardsRandomize) then
|
||||||
|
{
|
||||||
|
_AICount = 1 + (round (random (SC_LootCrateGuards-1)));
|
||||||
|
};
|
||||||
|
|
||||||
_spawnPosition = [_position select 0, _position select 1, 0];
|
_spawnPosition = [_position select 0, _position select 1, 0];
|
||||||
_group = [_spawnPosition, _AICount, "random", "random", "bandit"] call DMS_fnc_SpawnAIGroup;
|
_group = [_spawnPosition, _AICount, "random", "random", "bandit"] call DMS_fnc_SpawnAIGroup;
|
||||||
|
|
||||||
@ -55,8 +56,10 @@ for "_i" from 1 to SC_numberofLootCrates do
|
|||||||
_group setBehaviour "AWARE";
|
_group setBehaviour "AWARE";
|
||||||
_group setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
|
|
||||||
_logDetail = text format ["[OCCUPATION:LootCrates]:: Creating crate %3 @ drop zone %1 with %2 guards",_position,_AICount,_i];
|
_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
|
||||||
_box = "CargoNet_01_box_F" createvehicle _position;
|
_box = "CargoNet_01_box_F" createvehicle _position;
|
||||||
clearMagazineCargoGlobal _box;
|
clearMagazineCargoGlobal _box;
|
||||||
clearWeaponCargoGlobal _box;
|
clearWeaponCargoGlobal _box;
|
||||||
@ -84,5 +87,4 @@ for "_i" from 1 to SC_numberofLootCrates do
|
|||||||
_box addItemCargoGlobal ["Exile_Item_WoodWindowKit", 1 + (random 1)];
|
_box addItemCargoGlobal ["Exile_Item_WoodWindowKit", 1 + (random 1)];
|
||||||
_box addItemCargoGlobal ["Exile_Item_WoodDoorwayKit", 1 + (random 1)];
|
_box addItemCargoGlobal ["Exile_Item_WoodDoorwayKit", 1 + (random 1)];
|
||||||
_box addItemCargoGlobal ["Exile_Item_WoodFloorPortKit", 1 + (random 2)];
|
_box addItemCargoGlobal ["Exile_Item_WoodFloorPortKit", 1 + (random 2)];
|
||||||
};
|
};
|
||||||
|
|
@ -42,8 +42,9 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
_logDetail = 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;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_building = _areaToScan nearObjects [_buildings select _i, 750];
|
_currentBuilding = _buildings select _i;
|
||||||
_currentBuilding = _buildings select _i;
|
_building = _areaToScan nearObjects [_currentBuilding, 750];
|
||||||
|
|
||||||
_logDetail = 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;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
@ -145,28 +146,11 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
DMS_ai_use_launchers = true;
|
DMS_ai_use_launchers = true;
|
||||||
|
|
||||||
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
|
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
|
||||||
_group setBehaviour "SAD";
|
_group setBehaviour "COMBAT";
|
||||||
_group setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
||||||
_buildingPositions = [_foundBuilding, 5] 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;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
DMS_ai_use_launchers = false;
|
DMS_ai_use_launchers = false;
|
||||||
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
|
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
|
||||||
@ -179,7 +163,8 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
|
|||||||
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
||||||
if(count _buildingPositions > 0) then
|
if(count _buildingPositions > 0) then
|
||||||
{
|
{
|
||||||
|
_y = _x;
|
||||||
|
|
||||||
// Find Highest Point
|
// Find Highest Point
|
||||||
_highest = [0,0,0];
|
_highest = [0,0,0];
|
||||||
{
|
{
|
||||||
@ -194,12 +179,12 @@ for [{_i = 0},{_i < (count _buildings)},{_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 "AWARE";
|
||||||
_wp setWaypointCombatMode "RED";
|
_wp setWaypointCombatMode "RED";
|
||||||
_wp setWaypointCompletionRadius 1;
|
_wp setWaypointCompletionRadius 1;
|
||||||
_wp waypointAttachObject _x;
|
_wp waypointAttachObject _y;
|
||||||
_wp setwaypointHousePosition _i;
|
_wp setwaypointHousePosition _i;
|
||||||
_wp setWaypointType "MOVE";
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
};
|
};
|
||||||
} foreach _buildings;
|
} foreach _buildings;
|
||||||
|
28
scripts/occupationMonitor.sqf
Normal file
28
scripts/occupationMonitor.sqf
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
_logDetail = format ["[OCCUPATION:Unstick]:: Initialised at %1",time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Unstick]:: Air: %1 is active",_x];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_x setFuel 1;
|
||||||
|
sleep 5;
|
||||||
|
}forEach SC_liveHelisArray;
|
||||||
|
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Unstick]:: Land: %1 is active",_x];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_x setFuel 1;
|
||||||
|
[_x] call SC_fnc_comeUnstuck;
|
||||||
|
sleep 5;
|
||||||
|
}forEach SC_liveVehiclesArray;
|
||||||
|
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Unstick]:: Sea: %1 is active",_x];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
_x setFuel 1;
|
||||||
|
[_x] call SC_fnc_comeUnstuck;
|
||||||
|
sleep 5;
|
||||||
|
}forEach SC_liveBoatsArray;
|
||||||
|
|
||||||
|
_logDetail = format ["[OCCUPATION:Unstick]:: Finished at %1",time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
@ -15,7 +15,8 @@
|
|||||||
private["_wp","_wp2","_wp3"];
|
private["_wp","_wp2","_wp3"];
|
||||||
|
|
||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor"];
|
|
||||||
|
_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor @ %1",time];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_middle = worldSize/2;
|
_middle = worldSize/2;
|
||||||
@ -37,15 +38,21 @@ if(_currentPlayerCount > _scaleAI) then
|
|||||||
// Don't spawn additional AI if the server fps is below _minFPS
|
// Don't spawn additional AI if the server fps is below _minFPS
|
||||||
if(diag_fps < _minFPS) exitWith
|
if(diag_fps < _minFPS) exitWith
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
if(SC_extendedLogging) then
|
||||||
[_logDetail] call SC_fnc_log;
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Places]:: 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]);
|
_aiActive = {alive _x && side _x == EAST} count allUnits;
|
||||||
if(_aiActive > _maxAIcount) exitWith
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: %1 active AI, so not spawning AI this time",_aiActive];
|
if(SC_extendedLogging) then
|
||||||
[_logDetail] call SC_fnc_log;
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Places]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
|
_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
|
||||||
@ -58,7 +65,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
|
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: Testing location name: %1 position: %2",_locationName,_pos];
|
_logDetail = format ["[OCCUPATION:Places]:: Testing location name: %1 position: %2",_locationName,_pos];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -71,7 +78,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];
|
_logDetail = format ["[OCCUPATION:Places]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
@ -83,7 +90,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: %1 is too close to player base",_locationName];
|
_logDetail = format ["[OCCUPATION:Places]:: %1 is too close to player base",_locationName];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
@ -96,7 +103,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: %1 is too close to a %2",_locationName,_nearestMarker];
|
_logDetail = format ["[OCCUPATION:Places]:: %1 is too close to a %2",_locationName,_nearestMarker];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
@ -107,7 +114,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: %1 has players too close",_locationName];
|
_logDetail = format ["[OCCUPATION:Places]:: %1 has players too close",_locationName];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
@ -119,7 +126,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];
|
_logDetail = format ["[OCCUPATION:Places]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
@ -131,9 +138,9 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
_aiCount = 1;
|
_aiCount = 1;
|
||||||
_groupRadius = 100;
|
_groupRadius = 100;
|
||||||
if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; };
|
if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; };
|
||||||
if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)); _groupRadius = 200; };
|
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(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)); _groupRadius = 100; };
|
||||||
|
|
||||||
if(_aiCount < 1) then { _aiCount = 1; };
|
if(_aiCount < 1) then { _aiCount = 1; };
|
||||||
_difficulty = "random";
|
_difficulty = "random";
|
||||||
@ -161,10 +168,13 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
|
|
||||||
_buildings = _pos nearObjects ["building", _groupRadius];
|
_buildings = _pos nearObjects ["building", _groupRadius];
|
||||||
{
|
{
|
||||||
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
_isEnterable = [_x] call BIS_fnc_isBuildingEnterable;
|
||||||
if(count _buildingPositions > 0) then
|
|
||||||
|
if(_isEnterable) then
|
||||||
{
|
{
|
||||||
|
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
||||||
|
_y = _x;
|
||||||
|
|
||||||
// Find Highest Point
|
// Find Highest Point
|
||||||
_highest = [0,0,0];
|
_highest = [0,0,0];
|
||||||
{
|
{
|
||||||
@ -174,15 +184,14 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
};
|
};
|
||||||
|
|
||||||
} foreach _buildingPositions;
|
} foreach _buildingPositions;
|
||||||
_spawnPosition = _highest;
|
_wpPosition = _highest;
|
||||||
|
|
||||||
_i = _buildingPositions find _spawnPosition;
|
_i = _buildingPositions find _wpPosition;
|
||||||
_wp = _group addWaypoint [_spawnPosition, 0] ;
|
_wp = _group addWaypoint [_wpPosition, 0] ;
|
||||||
_wp setWaypointFormation "Column";
|
|
||||||
_wp setWaypointBehaviour "COMBAT";
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
_wp setWaypointCombatMode "RED";
|
_wp setWaypointCombatMode "RED";
|
||||||
_wp setWaypointCompletionRadius 1;
|
_wp setWaypointCompletionRadius 1;
|
||||||
_wp waypointAttachObject _x;
|
_wp waypointAttachObject _y;
|
||||||
_wp setwaypointHousePosition _i;
|
_wp setwaypointHousePosition _i;
|
||||||
_wp setWaypointType "SAD";
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
@ -204,7 +213,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
enableSentences false;
|
enableSentences false;
|
||||||
enableRadio false;
|
enableRadio false;
|
||||||
[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
|
[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
|
||||||
_group2 setBehaviour "DESTROY";
|
_group2 setBehaviour "AWARE";
|
||||||
_group2 setCombatMode "RED";
|
_group2 setCombatMode "RED";
|
||||||
|
|
||||||
};
|
};
|
||||||
@ -222,7 +231,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
|
|||||||
_marker setMarkerText "Occupied Area";
|
_marker setMarkerText "Occupied Area";
|
||||||
};
|
};
|
||||||
|
|
||||||
_logDetail = format ["[OCCUPATION]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
};
|
};
|
||||||
|
181
scripts/occupationSea.sqf
Normal file
181
scripts/occupationSea.sqf
Normal file
@ -0,0 +1,181 @@
|
|||||||
|
_logDetail = format['[OCCUPATION:Sea] Started'];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
if (!isServer) exitWith {};
|
||||||
|
|
||||||
|
// more than _scaleAI players on the server and the max AI count drops per additional player
|
||||||
|
_currentPlayerCount = count playableUnits;
|
||||||
|
_maxAIcount = SC_maxAIcount;
|
||||||
|
|
||||||
|
if(_currentPlayerCount > SC_scaleAI) then
|
||||||
|
{
|
||||||
|
_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Don't spawn additional AI if the server fps is below _minFPS
|
||||||
|
if(diag_fps < SC_minFPS) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sea]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
_aiActive = {alive _x && side _x == EAST} count allUnits;
|
||||||
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sea]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
if(SC_liveBoats >= SC_maxNumberofBoats) exitWith
|
||||||
|
{
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Sea] End check %1 currently active (max %2) @ %3',SC_liveBoats,SC_maxNumberofBoats,time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
|
||||||
|
_vehiclesToSpawn = (SC_maxNumberofBoats - SC_liveBoats);
|
||||||
|
_middle = worldSize/2;
|
||||||
|
_spawnCenter = [_middle,_middle,0];
|
||||||
|
_maxDistance = _middle;
|
||||||
|
|
||||||
|
for "_i" from 1 to _vehiclesToSpawn do
|
||||||
|
{
|
||||||
|
private["_group"];
|
||||||
|
_spawnLocation = [ 250, 0, 1, 1000, 1000, 1000, 1000, 1000, true, true ] call DMS_fnc_findSafePos;
|
||||||
|
_group = createGroup east;
|
||||||
|
_VehicleClassToUse = SC_BoatClassToUse call BIS_fnc_selectRandom;
|
||||||
|
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||||
|
_vehicle setPosASL _spawnLocation;
|
||||||
|
_vehicle setVariable["vehPos",_spawnLocation,true];
|
||||||
|
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
|
||||||
|
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
|
||||||
|
|
||||||
|
// Remove the overpowered weapons from boats
|
||||||
|
_vehicle removeWeaponTurret ["HMG_01",[0]];
|
||||||
|
_vehicle removeWeaponTurret ["GMG_40mm",[0]];
|
||||||
|
|
||||||
|
SC_liveBoats = SC_liveBoats + 1;
|
||||||
|
SC_liveBoatsArray = SC_liveBoatsArray + [_vehicle];
|
||||||
|
|
||||||
|
_vehicle setVehiclePosition [_spawnLocation, [], 0, "NONE"];
|
||||||
|
_vehicle setVariable ["vehicleID", _spawnLocation, true];
|
||||||
|
_vehicle setFuel 1;
|
||||||
|
_vehicle setDamage 0;
|
||||||
|
_vehicle engineOn true;
|
||||||
|
_vehicle lock 0;
|
||||||
|
_vehicle setVehicleLock "UNLOCKED";
|
||||||
|
_vehicle setVariable ["ExileIsLocked", 0, true];
|
||||||
|
_vehicle action ["LightOn", _vehicle];
|
||||||
|
sleep 0.2;
|
||||||
|
_group addVehicle _vehicle;
|
||||||
|
|
||||||
|
|
||||||
|
// Calculate the crew requried
|
||||||
|
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
|
||||||
|
{
|
||||||
|
_unitPlaced = false;
|
||||||
|
_vehicleRole = _x select 0;
|
||||||
|
_vehicleSeat = _x select 1;
|
||||||
|
if(_vehicleRole == "Driver") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit assignAsDriver _vehicle;
|
||||||
|
_unit moveInDriver _vehicle;
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unitPlaced = true;
|
||||||
|
};
|
||||||
|
if(_vehicleRole == "Turret") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit moveInTurret [_vehicle, _vehicleSeat];
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unitPlaced = true;
|
||||||
|
};
|
||||||
|
if(_vehicleRole == "CARGO") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit assignAsCargo _vehicle;
|
||||||
|
_unit moveInCargo _vehicle;
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unitPlaced = true;
|
||||||
|
};
|
||||||
|
if(SC_extendedLogging && _unitPlaced) then
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
} forEach _vehicleRoles;
|
||||||
|
|
||||||
|
|
||||||
|
if(SC_infiSTAR_log) then
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Sea] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
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",
|
||||||
|
"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;
|
||||||
|
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
|
||||||
|
|
||||||
|
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
|
||||||
|
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
[_group, _spawnLocation, 4000] call bis_fnc_taskPatrol;
|
||||||
|
_group setBehaviour "AWARE";
|
||||||
|
_group setCombatMode "RED";
|
||||||
|
_vehicle addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
|
||||||
|
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
|
||||||
|
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_boatHit;"];
|
||||||
|
_vehicle setVariable ["SC_crewEjected", false,true];
|
||||||
|
sleep 0.2;
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
_logDetail = format['[OCCUPATION:Sea] Running'];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
@ -3,14 +3,36 @@ _logDetail = format['[OCCUPATION:Sky] Started'];
|
|||||||
|
|
||||||
if (!isServer) exitWith {};
|
if (!isServer) exitWith {};
|
||||||
|
|
||||||
|
// more than _scaleAI players on the server and the max AI count drops per additional player
|
||||||
|
_currentPlayerCount = count playableUnits;
|
||||||
|
_maxAIcount = SC_maxAIcount;
|
||||||
|
|
||||||
|
if(_currentPlayerCount > SC_scaleAI) then
|
||||||
|
{
|
||||||
|
_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Don't spawn additional AI if the server fps is below _minFPS
|
||||||
|
if(diag_fps < SC_minFPS) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sky]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
_aiActive = {alive _x && side _x == EAST} count allUnits;
|
||||||
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
if(SC_liveHelis >= SC_maxNumberofHelis) exitWith
|
if(SC_liveHelis >= SC_maxNumberofHelis) exitWith
|
||||||
{
|
{
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format['[OCCUPATION:Sky] End check %1 currently active (max %2) @ %3',SC_liveHelis,SC_maxNumberofHelis,time];
|
_logDetail = format['[OCCUPATION:Sky] End check %1 currently active (max %2) @ %3',SC_liveHelis,SC_maxNumberofHelis,time];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
_vehiclesToSpawn = (SC_maxNumberofHelis - SC_liveHelis);
|
_vehiclesToSpawn = (SC_maxNumberofHelis - SC_liveHelis);
|
||||||
@ -42,39 +64,91 @@ for "_i" from 1 to _vehiclesToSpawn do
|
|||||||
_Location = _locations call BIS_fnc_selectRandom;
|
_Location = _locations call BIS_fnc_selectRandom;
|
||||||
_pos = position _Location;
|
_pos = position _Location;
|
||||||
_position = [_pos select 0, _pos select 1, 300];
|
_position = [_pos select 0, _pos select 1, 300];
|
||||||
_spawnLocation = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
|
_safePos = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
|
||||||
_height = 250 + (round (random 200));
|
_height = 350 + (round (random 200));
|
||||||
_helispawnLocation = [_spawnLocation select 0, _spawnLocation select 1, _height];
|
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
|
||||||
|
|
||||||
_group = createGroup east;
|
_group = createGroup east;
|
||||||
_HeliClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
_VehicleClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
|
||||||
_vehicle1 = [ [_helispawnLocation], _group, "assault", "difficult", "bandit", _HeliClassToUse ] call DMS_fnc_SpawnAIVehicle;
|
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||||
SC_liveHelis = SC_liveHelis + 1;
|
_group addVehicle _vehicle;
|
||||||
_vehicle1 setVehicleLock "UNLOCKED";
|
_vehicle setVariable["vehPos",_spawnLocation,true];
|
||||||
_vehicle1 setVariable ["ExileIsLocked", 0, true];
|
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
|
||||||
|
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
|
||||||
|
|
||||||
|
SC_liveHelis = SC_liveHelis + 1;
|
||||||
|
SC_liveHelisArray = SC_liveHelisArray + [_vehicle];
|
||||||
|
|
||||||
|
_vehicle setVehiclePosition [_spawnLocation, [], 0, "FLY"];
|
||||||
|
_vehicle setVariable ["vehicleID", _spawnLocation, true];
|
||||||
|
_vehicle setFuel 1;
|
||||||
|
_vehicle setDamage 0;
|
||||||
|
_vehicle engineOn true;
|
||||||
|
_vehicle flyInHeight 150;
|
||||||
|
_vehicle lock 0;
|
||||||
|
_vehicle setVehicleLock "UNLOCKED";
|
||||||
|
_vehicle setVariable ["ExileIsLocked", 0, true];
|
||||||
|
_vehicle action ["LightOn", _vehicle];
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Calculate the crew requried
|
||||||
|
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
|
||||||
|
{
|
||||||
|
_vehicleRole = _x select 0;
|
||||||
|
_vehicleSeat = _x select 1;
|
||||||
|
if(_vehicleRole == "Driver") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit assignAsDriver _vehicle;
|
||||||
|
_unit moveInDriver _vehicle;
|
||||||
|
_vehicle lockDriver true;
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
removeBackpackGlobal _unit;
|
||||||
|
_unit addBackpackGlobal "B_Parachute";
|
||||||
|
};
|
||||||
|
if(_vehicleRole == "Turret") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit moveInTurret [_vehicle, _vehicleSeat];
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
removeBackpackGlobal _unit;
|
||||||
|
_unit addBackpackGlobal "B_Parachute";
|
||||||
|
};
|
||||||
|
if(_vehicleRole == "CARGO") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit assignAsCargo _vehicle;
|
||||||
|
_unit moveInCargo _vehicle;
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
removeBackpackGlobal _unit;
|
||||||
|
_unit addBackpackGlobal "B_Parachute";
|
||||||
|
};
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
} forEach _vehicleRoles;
|
||||||
|
|
||||||
|
|
||||||
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',_VehicleClassToUse,_spawnLocation];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_vehicle1 setVehiclePosition [_spawnLocation, [], 0, "FLY"];
|
|
||||||
_vehicle1 setVariable ["vehicleID", _spawnLocation, true];
|
|
||||||
_vehicle1 setFuel 1;
|
|
||||||
_vehicle1 setDamage 0;
|
|
||||||
_vehicle1 engineOn true;
|
|
||||||
_vehicle1 flyInHeight 150;
|
|
||||||
sleep 0.2;
|
|
||||||
|
|
||||||
|
|
||||||
clearMagazineCargoGlobal _vehicle1;
|
clearMagazineCargoGlobal _vehicle;
|
||||||
clearWeaponCargoGlobal _vehicle1;
|
clearWeaponCargoGlobal _vehicle;
|
||||||
clearItemCargoGlobal _vehicle1;
|
clearItemCargoGlobal _vehicle;
|
||||||
|
|
||||||
_vehicle1 addMagazineCargoGlobal ["HandGrenade", (random 2)];
|
_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
|
||||||
_vehicle1 addItemCargoGlobal ["ItemGPS", (random 1)];
|
_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
|
||||||
_vehicle1 addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
|
_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
|
||||||
_vehicle1 addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
|
_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
|
||||||
_vehicle1 addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
|
_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
|
||||||
|
|
||||||
// Add weapons with ammo to the vehicle
|
// Add weapons with ammo to the vehicle
|
||||||
_possibleWeapons =
|
_possibleWeapons =
|
||||||
@ -108,20 +182,20 @@ for "_i" from 1 to _vehiclesToSpawn do
|
|||||||
for "_i" from 1 to _amountOfWeapons do
|
for "_i" from 1 to _amountOfWeapons do
|
||||||
{
|
{
|
||||||
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
|
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
|
||||||
_vehicle1 addWeaponCargoGlobal [_weaponToAdd,1];
|
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
|
||||||
|
|
||||||
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
|
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
|
||||||
_vehicle1 addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
|
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
||||||
_group setBehaviour "CARELESS";
|
_group setBehaviour "AWARE";
|
||||||
_group setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
_vehicle1 addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
|
_vehicle addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
|
||||||
_vehicle1 addMPEventHandler ["mpkilled", "SC_liveHelis = SC_liveHelis - 1;"];
|
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
|
||||||
_vehicle1 addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
||||||
_vehicle1 setVariable ["SC_crewEjected", false,true];
|
_vehicle setVariable ["SC_crewEjected", false,true];
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
@ -45,9 +45,8 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
_aiCount = _currentStatic select 1;
|
_aiCount = _currentStatic select 1;
|
||||||
_radius = _currentStatic select 2;
|
_radius = _currentStatic select 2;
|
||||||
_staticSearch = _currentStatic select 3;
|
_staticSearch = _currentStatic select 3;
|
||||||
_underground = _currentStatic select 4;
|
|
||||||
|
|
||||||
_logDetail = format ["[OCCUPATION Static]:: Adding %2 AI to static spawn @ %1",_spawnPosition,_aiCount];
|
_logDetail = format ["[OCCUPATION Static]:: Checking static spawn @ %1",_spawnPosition,_aiCount];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
_okToSpawn = true;
|
_okToSpawn = true;
|
||||||
@ -57,7 +56,7 @@ 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", 250]);
|
||||||
if(_aiNear > 0) exitwith
|
if(_aiNear > 0) exitwith
|
||||||
{
|
{
|
||||||
_okToSpawn = false;
|
_okToSpawn = false;
|
||||||
@ -89,7 +88,7 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
_side = "bandit";
|
_side = "bandit";
|
||||||
|
|
||||||
DMS_ai_use_launchers = false;
|
DMS_ai_use_launchers = false;
|
||||||
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
|
_group = [_spawnPosition, _aiCount, _difficulty, "assault", _side] call DMS_fnc_SpawnAIGroup;
|
||||||
[ _group,_spawnPosition,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior;
|
[ _group,_spawnPosition,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior;
|
||||||
DMS_ai_use_launchers = true;
|
DMS_ai_use_launchers = true;
|
||||||
|
|
||||||
@ -107,51 +106,47 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
_buildings = _spawnPosition nearObjects ["building", _groupRadius];
|
_buildings = _spawnPosition nearObjects ["building", _groupRadius];
|
||||||
{
|
{
|
||||||
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
_isEnterable = [_x] call BIS_fnc_isBuildingEnterable;
|
||||||
if(count _buildingPositions > 0) then
|
|
||||||
|
if(_isEnterable) then
|
||||||
{
|
{
|
||||||
|
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
|
||||||
|
_y = _x;
|
||||||
// Find Highest Point
|
// Find Highest Point
|
||||||
_highest = [0,0,0];
|
_highest = [0,0,0];
|
||||||
{
|
{
|
||||||
if(_x select 2 > _highest select 2) then
|
if(_x select 2 > _highest select 2) then
|
||||||
{
|
{
|
||||||
_highest = _x;
|
_highest = _x;
|
||||||
};
|
};
|
||||||
|
|
||||||
} foreach _buildingPositions;
|
} foreach _buildingPositions;
|
||||||
_spawnPosition = _highest;
|
_wpPosition = _highest;
|
||||||
|
//diag_log format ["Static Patrol %3 waypoint added - building: %1 position: %2",_y,_highest,_group];
|
||||||
_i = _buildingPositions find _spawnPosition;
|
_i = _buildingPositions find _wpPosition;
|
||||||
_wp = _group addWaypoint [_spawnPosition, 0] ;
|
_wp = _group addWaypoint [_wpPosition, 0] ;
|
||||||
_wp setWaypointFormation "Column";
|
_wp setWaypointBehaviour "AWARE";
|
||||||
_wp setWaypointBehaviour "COMBAT";
|
|
||||||
_wp setWaypointCombatMode "RED";
|
_wp setWaypointCombatMode "RED";
|
||||||
_wp setWaypointCompletionRadius 1;
|
_wp setWaypointCompletionRadius 1;
|
||||||
_wp waypointAttachObject _x;
|
_wp waypointAttachObject _y;
|
||||||
_wp setwaypointHousePosition _i;
|
_wp setwaypointHousePosition _i;
|
||||||
_wp setWaypointType "SAD";
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
};
|
};
|
||||||
} foreach _buildings;
|
} foreach _buildings;
|
||||||
if(count _buildings > 0 ) then
|
if(count _buildings > 0 && !isNil "_wp") then
|
||||||
{
|
{
|
||||||
_wp setWaypointType "CYCLE";
|
_wp setWaypointType "CYCLE";
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
_logDetail = 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;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
if(SC_mapMarkers) then
|
if(SC_mapMarkers && !isNil "_foundBuilding") then
|
||||||
{
|
{
|
||||||
_marker = createMarker [format ["%1", _foundBuilding],_spawnPosition];
|
_marker = createMarker [format ["%1", _foundBuilding],_spawnPosition];
|
||||||
_marker setMarkerShape "Icon";
|
_marker setMarkerShape "Icon";
|
||||||
|
@ -3,6 +3,30 @@ if (!isServer) exitWith {};
|
|||||||
_logDetail = format['[OCCUPATION:Vehicle] Started'];
|
_logDetail = format['[OCCUPATION:Vehicle] Started'];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
|
||||||
|
// more than _scaleAI players on the server and the max AI count drops per additional player
|
||||||
|
_currentPlayerCount = count playableUnits;
|
||||||
|
_maxAIcount = SC_maxAIcount;
|
||||||
|
|
||||||
|
if(_currentPlayerCount > SC_scaleAI) then
|
||||||
|
{
|
||||||
|
_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ;
|
||||||
|
};
|
||||||
|
|
||||||
|
// Don't spawn additional AI if the server fps is below _minFPS
|
||||||
|
if(diag_fps < SC_minFPS) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Vehicle]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
_aiActive = {alive _x && side _x == EAST} count allUnits;
|
||||||
|
if(_aiActive > _maxAIcount) exitWith
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith
|
if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith
|
||||||
{
|
{
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
@ -59,7 +83,7 @@ if(_vehiclesToSpawn >= 1) then
|
|||||||
private["_group"];
|
private["_group"];
|
||||||
_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,10,250,5,0,20,0] call BIS_fnc_findSafePos;
|
||||||
|
|
||||||
|
|
||||||
// Get position of nearest roads
|
// Get position of nearest roads
|
||||||
@ -69,9 +93,16 @@ if(_vehiclesToSpawn >= 1) then
|
|||||||
_spawnLocation = [_nearestRoad select 0, _pos select 1, 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;
|
||||||
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
|
||||||
|
_group addVehicle _vehicle;
|
||||||
|
|
||||||
|
SC_liveVehicles = SC_liveVehicles + 1;
|
||||||
|
SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
|
||||||
|
|
||||||
|
_vehicle setVariable["vehPos",_spawnLocation,true];
|
||||||
|
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
|
||||||
|
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
|
||||||
_vehicle setFuel 1;
|
_vehicle setFuel 1;
|
||||||
_vehicle engineOn true;
|
_vehicle engineOn true;
|
||||||
_vehicle lock 0;
|
_vehicle lock 0;
|
||||||
@ -81,40 +112,60 @@ if(_vehiclesToSpawn >= 1) then
|
|||||||
_vehicle limitSpeed 60;
|
_vehicle limitSpeed 60;
|
||||||
_vehicle action ["LightOn", _vehicle];
|
_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;
|
|
||||||
|
|
||||||
|
|
||||||
|
// Calculate the crew requried
|
||||||
|
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
|
||||||
|
{
|
||||||
|
_unitPlaced = false;
|
||||||
|
_vehicleRole = _x select 0;
|
||||||
|
_vehicleSeat = _x select 1;
|
||||||
|
if(_vehicleRole == "Driver") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit disableAI "TARGET";
|
||||||
|
_unit disableAI "AUTOTARGET";
|
||||||
|
_unit disableAI "AUTOCOMBAT";
|
||||||
|
_unit disableAI "COVER";
|
||||||
|
_unit disableAI "SUPPRESSION";
|
||||||
|
sleep 0.1;
|
||||||
|
if(SC_debug) then
|
||||||
|
{
|
||||||
|
_tag = createVehicle ["Sign_Arrow_Green_F", position _unit, [], 0, "CAN_COLLIDE"];
|
||||||
|
_tag attachTo [_unit,[0,0,0.6],"Head"];
|
||||||
|
};
|
||||||
|
sleep 0.1;
|
||||||
|
_unit assignAsDriver _vehicle;
|
||||||
|
_unit moveInDriver _vehicle;
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unit setVariable ["SC_drivenVehicle", _vehicle,true];
|
||||||
|
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
|
||||||
|
_vehicle setVariable ["SC_assignedDriver", _unit,true];
|
||||||
|
_vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"];
|
||||||
|
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
|
||||||
|
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
||||||
|
};
|
||||||
|
if(_vehicleRole == "Turret") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit moveInTurret [_vehicle, _vehicleSeat];
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unitPlaced = true;
|
||||||
|
};
|
||||||
|
if(_vehicleRole == "CARGO") then
|
||||||
|
{
|
||||||
|
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
|
||||||
|
_unit assignAsCargo _vehicle;
|
||||||
|
_unit moveInCargo _vehicle;
|
||||||
|
_unit setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_unitPlaced = true;
|
||||||
|
};
|
||||||
|
if(SC_extendedLogging && _unitPlaced) then
|
||||||
|
{
|
||||||
|
_logDetail = format['[OCCUPATION:Vehicle] %1 added to vehicle %2',_vehicleRole,_vehicle];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
} forEach _vehicleRoles;
|
||||||
|
|
||||||
|
|
||||||
// Get the AI to shut the fuck up :)
|
// Get the AI to shut the fuck up :)
|
||||||
enableSentences false;
|
enableSentences false;
|
||||||
|
@ -24,7 +24,12 @@ _damagedEssentials = 0;
|
|||||||
{
|
{
|
||||||
if ((_heli getHitPointDamage _x) > 0) then
|
if ((_heli getHitPointDamage _x) > 0) then
|
||||||
{
|
{
|
||||||
_damage = _heli getHitPointDamage _x;
|
if(_x == "HitFuel" && _heliDamage < 1) then
|
||||||
|
{
|
||||||
|
_heli setHitPointDamage ["HitFuel", 0];
|
||||||
|
_heli setFuel 1;
|
||||||
|
};
|
||||||
|
_damage = _heli getHitPointDamage _x;
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Sky]:: Heli %1 checking part %2 (damage: %4) @ %3",_heli, _x, time,_damage];
|
_logDetail = format ["[OCCUPATION:Sky]:: Heli %1 checking part %2 (damage: %4) @ %3",_heli, _x, time,_damage];
|
||||||
@ -35,70 +40,78 @@ _damagedEssentials = 0;
|
|||||||
} forEach _essentials;
|
} forEach _essentials;
|
||||||
|
|
||||||
|
|
||||||
if(_damagedEssentials > 0 && !_crewEjected && _ejectChance > 80) then
|
if(_heliDamage > 0.2 && _damagedEssentials > 0 && !_crewEjected && _ejectChance > 100) then
|
||||||
{
|
{
|
||||||
|
_target = _this select 1;
|
||||||
[_heli ] spawn
|
[_heli, _target] spawn
|
||||||
{
|
{
|
||||||
_veh = _this select 0;
|
_veh = _this select 0;
|
||||||
{
|
_group2 = createGroup east;
|
||||||
if(SC_extendedLogging) 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,_veh,_heliPosition];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_unit = _x select 0;
|
{
|
||||||
if (isNull driver _veh) then
|
_unit = _x;
|
||||||
{
|
_unit joinSilent _group2;
|
||||||
_unit action ["EJECT", _veh];
|
_unit action ["EJECT", _veh];
|
||||||
};
|
} forEach (assignedCargo _veh);
|
||||||
} forEach (fullCrew _veh);
|
|
||||||
|
_target = _this select 1;
|
||||||
|
_group2 reveal [_target,1.5];
|
||||||
|
|
||||||
|
_destination = getPos _target;
|
||||||
|
_group2 allowFleeing 0;
|
||||||
|
_wp = _group2 addWaypoint [_destination, 0] ;
|
||||||
|
_wp setWaypointFormation "Column";
|
||||||
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
|
_wp setWaypointCombatMode "RED";
|
||||||
|
_wp setWaypointCompletionRadius 1;
|
||||||
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
|
[_group2, _destination, 500] call bis_fnc_taskPatrol;
|
||||||
|
_group2 allowFleeing 0;
|
||||||
|
_group2 setBehaviour "AWARE";
|
||||||
|
_group2 setCombatMode "RED";
|
||||||
};
|
};
|
||||||
_heli setVariable ["SC_crewEjected", true,true];
|
_heli setVariable ["SC_crewEjected", true,true];
|
||||||
_target = _this select 1;
|
|
||||||
_pilot = driver _heli;
|
|
||||||
_group = group _heli;
|
|
||||||
_group reveal [_target,1.5];
|
|
||||||
|
|
||||||
_destination = getPos _target;
|
|
||||||
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
|
||||||
_group allowFleeing 0;
|
|
||||||
_group setBehaviour "AWARE";
|
|
||||||
_group setSpeedMode "FULL";
|
|
||||||
_group setCombatMode "RED";
|
|
||||||
_heli addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
_heli addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
if(_heliDamage > 0.5 && _damagedEssentials > 0) then
|
if(_heliDamage > 0.7 && _damagedEssentials > 0) then
|
||||||
{
|
{
|
||||||
if(SC_extendedLogging) 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];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
_heli removeAllMPEventHandlers "mphit";
|
|
||||||
_heli removeAllMPEventHandlers "mpkilled";
|
[_heli] call SC_fnc_vehicleDestroyed;
|
||||||
_currentHeliPos = getPos _heli;
|
_currentHeliPos = getPos _heli;
|
||||||
_destination = [_currentHeliPos, 1, 150, 10, 0, 20, 0] call BIS_fnc_findSafePos;
|
_destination = [_currentHeliPos, 1, 150, 10, 0, 20, 0] call BIS_fnc_findSafePos;
|
||||||
SC_liveHelis = SC_liveHelis - 1;
|
|
||||||
_heli land "LAND";
|
|
||||||
_heli setVehicleLock "UNLOCKED";
|
_heli setVehicleLock "UNLOCKED";
|
||||||
_target = _this select 1;
|
_target = _this select 1;
|
||||||
_pilot = driver _heli;
|
|
||||||
_group = group _heli;
|
_group = group _heli;
|
||||||
_group reveal [_target,1.5];
|
_group reveal [_target,2.5];
|
||||||
|
_destination = position _target;
|
||||||
|
|
||||||
_group allowFleeing 0;
|
_heli land "LAND";
|
||||||
_wp = _group addWaypoint [_destination, 0] ;
|
_group2 = createGroup east;
|
||||||
_wp setWaypointFormation "Column";
|
{
|
||||||
|
_x join _group2;
|
||||||
|
} forEach (fullCrew _heli);
|
||||||
|
|
||||||
|
_group2 allowFleeing 0;
|
||||||
|
_wp = _group2 addWaypoint [_destination, 0] ;
|
||||||
_wp setWaypointBehaviour "COMBAT";
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
_wp setWaypointCombatMode "RED";
|
_wp setWaypointCombatMode "RED";
|
||||||
_wp setWaypointCompletionRadius 1;
|
_wp setWaypointCompletionRadius 10;
|
||||||
_wp setWaypointType "SAD";
|
_wp setWaypointType "GETOUT";
|
||||||
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
|
||||||
_group setBehaviour "COMBAT";
|
[_group2, _destination, 250] call bis_fnc_taskPatrol;
|
||||||
_group setCombatMode "RED";
|
_group2 setBehaviour "COMBAT";
|
||||||
|
_group2 setCombatMode "RED";
|
||||||
};
|
};
|
123
scripts/reactions/boatHit.sqf
Normal file
123
scripts/reactions/boatHit.sqf
Normal file
@ -0,0 +1,123 @@
|
|||||||
|
_boat = _this select 0;
|
||||||
|
_boat removeAllMPEventHandlers "mphit";
|
||||||
|
_boatDamage = getDammage _boat;
|
||||||
|
_boatPosition = getPosASL _boat;
|
||||||
|
_boatHeight = getPosASL _boat select 2;
|
||||||
|
_crewEjected = _boat getVariable "SC_crewEjected";
|
||||||
|
|
||||||
|
_damageLimit = 0.2;
|
||||||
|
_engineDamage = false;
|
||||||
|
_fueltankDamage = false;
|
||||||
|
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sea]:: Sea unit %2 hit by %3 at %1 (damage: %4)",time,_this select 0,_this select 1,_boatDamage];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
_ejectChance = round (random 100) + (_boatDamage * 100);
|
||||||
|
|
||||||
|
|
||||||
|
_essentials = [ "HitAvionics","HitEngine1","HitEngine2","HitEngine","HitHRotor","HitVRotor","HitTransmission",
|
||||||
|
"HitHydraulics","HitGear","HitHStabilizerL1","HitHStabilizerR1","HitVStabilizer1","HitFuel"];
|
||||||
|
|
||||||
|
_damagedEssentials = 0;
|
||||||
|
{
|
||||||
|
if ((_boat getHitPointDamage _x) > 0) then
|
||||||
|
{
|
||||||
|
if(_x == "HitFuel") then
|
||||||
|
{
|
||||||
|
_boat setHitPointDamage ["HitFuel", 0];
|
||||||
|
_boat setFuel 1;
|
||||||
|
};
|
||||||
|
_damage = _boat getHitPointDamage _x;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Sea]:: Boat %1 checking part %2 (damage: %4) @ %3",_boat, _x, time,_damage];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
if(_damage > 0) then { _damagedEssentials = _damagedEssentials + 1; };
|
||||||
|
};
|
||||||
|
} forEach _essentials;
|
||||||
|
|
||||||
|
|
||||||
|
if(_boatDamage > 0.2 && _damagedEssentials > 0 && !_crewEjected && _ejectChance > 80) then
|
||||||
|
{
|
||||||
|
|
||||||
|
[_boat ] spawn
|
||||||
|
{
|
||||||
|
_veh = _this select 0;
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_boatPosition = getPosATL _veh;
|
||||||
|
_logDetail = format ["[OCCUPATION:Sea]:: Sea unit %2 ejecting passengers at %3 (time: %1)",time,_veh,_boatPosition];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
{
|
||||||
|
|
||||||
|
_unit = _x select 0;
|
||||||
|
|
||||||
|
if (!(_unit == gunner _veh) && !(_unit == driver _veh)) then
|
||||||
|
{
|
||||||
|
_unit action ["EJECT", _veh];
|
||||||
|
};
|
||||||
|
} forEach (fullCrew _veh);
|
||||||
|
|
||||||
|
};
|
||||||
|
_boat setVariable ["SC_crewEjected", true,true];
|
||||||
|
_target = _this select 1;
|
||||||
|
_pilot = driver _boat;
|
||||||
|
_group = group _boat;
|
||||||
|
_group reveal [_target,1.5];
|
||||||
|
|
||||||
|
_destination = getPos _target;
|
||||||
|
_group allowFleeing 0;
|
||||||
|
_wp = _group addWaypoint [_destination, 0] ;
|
||||||
|
_wp setWaypointFormation "Column";
|
||||||
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
|
_wp setWaypointCombatMode "RED";
|
||||||
|
_wp setWaypointCompletionRadius 1;
|
||||||
|
_wp setWaypointType "SAD";
|
||||||
|
|
||||||
|
|
||||||
|
[_group, _destination, 250] call bis_fnc_taskPatrol;
|
||||||
|
_group allowFleeing 0;
|
||||||
|
_group setBehaviour "AWARE";
|
||||||
|
_group setCombatMode "RED";
|
||||||
|
_boat addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
if(_boatDamage > 0.7 && _damagedEssentials > 0) 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,_boatPosition];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
[_boat] call SC_fnc_vehicleDestroyed;
|
||||||
|
_currentHeliPos = getPos _boat;
|
||||||
|
_destination = [_currentHeliPos, 1, 150, 10, 0, 20, 0] call BIS_fnc_findSafePos;
|
||||||
|
_boat setVehicleLock "UNLOCKED";
|
||||||
|
_target = _this select 1;
|
||||||
|
_group = group _boat;
|
||||||
|
_group reveal [_target,2.5];
|
||||||
|
_destination = position _target;
|
||||||
|
|
||||||
|
_boat land "LAND";
|
||||||
|
_group2 = createGroup east;
|
||||||
|
{
|
||||||
|
_x join _group2;
|
||||||
|
} forEach (fullCrew _boat);
|
||||||
|
|
||||||
|
_group2 allowFleeing 0;
|
||||||
|
_wp = _group2 addWaypoint [_destination, 0] ;
|
||||||
|
_wp setWaypointBehaviour "COMBAT";
|
||||||
|
_wp setWaypointCombatMode "RED";
|
||||||
|
_wp setWaypointCompletionRadius 10;
|
||||||
|
_wp setWaypointType "GETOUT";
|
||||||
|
|
||||||
|
[_group2, _destination, 250] call bis_fnc_taskPatrol;
|
||||||
|
_group2 setBehaviour "COMBAT";
|
||||||
|
_group2 setCombatMode "RED";
|
||||||
|
};
|
78
scripts/reactions/comeUnstuck.sqf
Normal file
78
scripts/reactions/comeUnstuck.sqf
Normal file
@ -0,0 +1,78 @@
|
|||||||
|
// Unstuck based on a function written by Chris (infiSTAR)
|
||||||
|
// http://pastebin.com/73pjvXPw
|
||||||
|
|
||||||
|
|
||||||
|
private["_vehicle","_curPos","_oldvehPos","_engineTime","_newPos"];
|
||||||
|
_vehicle = _this select 0;
|
||||||
|
|
||||||
|
if(isNil "_vehicle") exitWith{};
|
||||||
|
|
||||||
|
if(count(crew _vehicle) > 0)then
|
||||||
|
{
|
||||||
|
_curPos = position _vehicle;
|
||||||
|
_newPos = _curPos;
|
||||||
|
_oldvehPos = _vehicle getVariable["vehPos",[0,0,0]];
|
||||||
|
if(isNil "_oldvehPos") then { _oldvehPos = [0,0,0]; };
|
||||||
|
if(str _oldvehPos != "[0,0,0]")then
|
||||||
|
{
|
||||||
|
if(_curPos distance _oldvehPos < 2)then
|
||||||
|
{
|
||||||
|
_engineTime = _vehicle getVariable["engineTime",-1];
|
||||||
|
if(_engineTime < 0)then
|
||||||
|
{
|
||||||
|
_vehicle setVariable["engineTime",time];
|
||||||
|
};
|
||||||
|
if(time - _engineTime > 10)then
|
||||||
|
{
|
||||||
|
|
||||||
|
_logDetail = format ["[OCCUPATION:Unstuck]:: %1 is stuck,attempting to unstick from %2 @ %3",_vehicle,_curPos,time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
_vehicle setVariable["engineTime",-1];
|
||||||
|
|
||||||
|
_vehicle setVectorUp [0,0,1];
|
||||||
|
|
||||||
|
_originalSpawnLocation = _vehicle getVariable "SC_vehicleSpawnLocation";
|
||||||
|
_group = group _vehicle;
|
||||||
|
//_vehClass = _vehicle getVariable "vehClass";
|
||||||
|
_vehClass = typeOf _vehicle;
|
||||||
|
|
||||||
|
if(_vehicle isKindOf "LandVehicle") then
|
||||||
|
{
|
||||||
|
//_newPos = [ _curPos, 1, 50, [ 0, 0, 1, 0, 0, 0, 0, 0, true] ] call DMS_fnc_FindSafePos_InRange;
|
||||||
|
//_newPos = [_curPos, 5, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos;
|
||||||
|
_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
|
||||||
|
_newPos = [_tempPos select 0, _tempPos select 1, 0];
|
||||||
|
//_newPos = _curPos;
|
||||||
|
//_vehicle setDamage 0.2;
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_vehicle isKindOf "Ship") then
|
||||||
|
{
|
||||||
|
//_newPos = [ _curPos, 1,50, [ 0, 0, 1, 0, 0, 0, 0, 0, true, true ] ] call DMS_fnc_FindSafePos_InRange;
|
||||||
|
_newPos = [_curPos, 5, 100, 3, 2, 20, 0] call BIS_fnc_findSafePos;
|
||||||
|
//_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
|
||||||
|
//_newPos = [_tempPos select 0, _tempPos select 1, 0];
|
||||||
|
_newPos = _curPos;
|
||||||
|
_vehicle setDamage 0.2;
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_vehicle isKindOf "Air") then
|
||||||
|
{
|
||||||
|
_newPos = _curPos;
|
||||||
|
};
|
||||||
|
_GroupLeader = leader (group _vehicle);
|
||||||
|
_GroupLeader doMove _originalSpawnLocation;
|
||||||
|
[_group, _originalSpawnLocation, 2000] call bis_fnc_taskPatrol;
|
||||||
|
_group setBehaviour "AWARE";
|
||||||
|
_group setCombatMode "RED";
|
||||||
|
|
||||||
|
_logDetail = format ["[OCCUPATION:Unstuck]:: %1 was stuck and was moved from %2 to %3 @ %4",_vehicle,_curPos,_newPos, time];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
};
|
||||||
|
};
|
||||||
|
};
|
||||||
|
_vehicle setVariable["vehPos",_newPos];
|
||||||
|
};
|
||||||
|
|
@ -9,7 +9,7 @@ if(SC_extendedLogging) then
|
|||||||
|
|
||||||
_deadDriver = _this select 0;
|
_deadDriver = _this select 0;
|
||||||
_deadDriver removeAllMPEventHandlers "mpkilled";
|
_deadDriver removeAllMPEventHandlers "mpkilled";
|
||||||
_vehicleDriven = _deadDriver getVariable "SC_drivenVehicle";
|
_vehicle = _deadDriver getVariable "SC_drivenVehicle";
|
||||||
|
|
||||||
|
|
||||||
if(SC_debug) then
|
if(SC_debug) then
|
||||||
@ -18,55 +18,62 @@ if(SC_debug) then
|
|||||||
};
|
};
|
||||||
|
|
||||||
// Select a replacement driver
|
// Select a replacement driver
|
||||||
_vehicleDriven removeAllMPEventHandlers "mphit";
|
_vehicle removeAllMPEventHandlers "mphit";
|
||||||
_vehGroup = group _vehicleDriven;
|
_group = group _vehicle;
|
||||||
[_deadDriver] join grpNull;
|
|
||||||
if(count units _vehGroup > 0) then
|
// Remove dead units from the group
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Vehicle]:: vehicle: %1 group: %2 units left:%3",_vehicleDriven,_vehGroup,count units _vehGroup];
|
if(!alive _x) then { [_x] join grpNull; };
|
||||||
[_logDetail] call SC_fnc_log;
|
}forEach units _group;
|
||||||
_groupMembers = units _vehGroup;
|
|
||||||
_replacementDriver = _groupMembers call BIS_fnc_selectRandom;
|
if(count units _group > 0) then
|
||||||
|
{
|
||||||
|
if(SC_extendedLogging) then
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Vehicle]:: vehicle: %1 group: %2 units left:%3",_vehicle,_group,count units _group];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
if(!alive _replacementDriver) exitWith { [_replacementDriver] call SC_fnc_driverKilled; };
|
_groupMembers = units _group;
|
||||||
|
_driver = _groupMembers call BIS_fnc_selectRandom;
|
||||||
if (isNil "_replacementDriver") exitWith
|
|
||||||
{
|
_driver disableAI "TARGET";
|
||||||
_logDetail = format ["[OCCUPATION:Vehicle]:: No replacement Driver found for vehicle %1",_vehicleDriven];
|
_driver disableAI "AUTOTARGET";
|
||||||
[_logDetail] call SC_fnc_log;
|
_driver disableAI "AUTOCOMBAT";
|
||||||
};
|
_driver disableAI "COVER";
|
||||||
|
|
||||||
|
_driver assignAsDriver _vehicle;
|
||||||
|
_driver setVariable ["DMS_AssignedVeh",_vehicle];
|
||||||
|
_driver setVariable ["SC_drivenVehicle", _vehicle,true];
|
||||||
|
_vehicle setVariable ["SC_assignedDriver", _driver,true];
|
||||||
|
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
|
||||||
|
_driver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
|
||||||
|
|
||||||
if(SC_debug) then
|
if(SC_debug) then
|
||||||
{
|
{
|
||||||
_tag = createVehicle ["Sign_Arrow_Green_F", position _replacementDriver, [], 0, "CAN_COLLIDE"];
|
_tag = createVehicle ["Sign_Arrow_Green_F", position _driver, [], 0, "CAN_COLLIDE"];
|
||||||
_tag attachTo [_replacementDriver,[0,0,0.6],"Head"];
|
_tag attachTo [_driver,[0,0,0.6],"Head"];
|
||||||
};
|
};
|
||||||
|
|
||||||
_replacementDriver disableAI "TARGET";
|
_driver doMove (position _vehicle);
|
||||||
_replacementDriver disableAI "AUTOTARGET";
|
_driver action ["movetodriver", _vehicle];
|
||||||
_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
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
_logDetail = format ["[OCCUPATION:Vehicle]:: Replacement Driver found (%1) for vehicle %2",_replacementDriver,_vehicleDriven];
|
_logDetail = format ["[OCCUPATION:Vehicle]:: Replacement Driver found (%1) for vehicle %2",_driver,_vehicle];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
|
||||||
if(damage _vehicleDriven > 0) then
|
if(damage _vehicle > 0) then
|
||||||
{
|
{
|
||||||
[_replacementDriver] call SC_fnc_repairVehicle;
|
[_vehicle] call SC_fnc_repairVehicle;
|
||||||
|
|
||||||
};
|
};
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_logDetail = format ["[OCCUPATION:Vehicle]:: No replacement Driver found for vehicle %1",_vehicle];
|
||||||
|
[_logDetail] call SC_fnc_log;
|
||||||
};
|
};
|
||||||
|
@ -6,9 +6,7 @@ _unit = _this select 0;
|
|||||||
if(isPlayer _unit) then
|
if(isPlayer _unit) then
|
||||||
{
|
{
|
||||||
_vehicle = vehicle _unit;
|
_vehicle = vehicle _unit;
|
||||||
_vehicle removeAllMPEventHandlers "mphit";
|
[_vehicle] call SC_fnc_vehicleDestroyed;
|
||||||
_vehicle removeAllMPEventHandlers "mpkilled";
|
|
||||||
SC_liveVehicles = SC_liveVehicles - 1;
|
|
||||||
|
|
||||||
if(SC_extendedLogging) then
|
if(SC_extendedLogging) then
|
||||||
{
|
{
|
||||||
|
18
scripts/reactions/refuel.sqf
Normal file
18
scripts/reactions/refuel.sqf
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
// Triggered when a vehicle runs out of fuel but only if not damaged
|
||||||
|
|
||||||
|
_vehicle = _this select 0;
|
||||||
|
_fuel = _this select 1;
|
||||||
|
|
||||||
|
diag_log format["[OCCUPATION:refuelcheck] _vehicle: %1 ---- _fuel: %2 ",_vehicle,_fuel];
|
||||||
|
/*
|
||||||
|
if(!isNil "_vehicle" && !isNil "_fuel") then
|
||||||
|
{
|
||||||
|
_damage = getdammage _vehicle;
|
||||||
|
|
||||||
|
if(_damage <> 0 && !_fuel) then
|
||||||
|
{
|
||||||
|
_vehicle setFuel 1;
|
||||||
|
_vehicle engineOn true;
|
||||||
|
};
|
||||||
|
};
|
||||||
|
*/
|
@ -47,9 +47,15 @@ if(_damagedWheels > 0 OR _engineDamage OR _fueltankDamage) then
|
|||||||
[_vehicle,_assignedDriver ] spawn
|
[_vehicle,_assignedDriver ] spawn
|
||||||
{
|
{
|
||||||
_vehicle = _this select 0;
|
_vehicle = _this select 0;
|
||||||
_vehicle forceSpeed 0;
|
_vehicle forceSpeed 0;
|
||||||
_vehGroup = group _vehicle;
|
_group = group _vehicle;
|
||||||
_driver = _this select 1;
|
_driver = _this select 1;
|
||||||
|
_driver disableAI "TARGET";
|
||||||
|
_driver disableAI "AUTOTARGET";
|
||||||
|
_driver disableAI "AUTOCOMBAT";
|
||||||
|
_driver disableAI "COVER";
|
||||||
|
_driver disableAI "SUPPRESSION";
|
||||||
|
sleep 1;
|
||||||
_driver action ["getOut", _vehicle];
|
_driver action ["getOut", _vehicle];
|
||||||
|
|
||||||
if(SC_debug) then
|
if(SC_debug) then
|
||||||
@ -58,41 +64,34 @@ if(_damagedWheels > 0 OR _engineDamage OR _fueltankDamage) then
|
|||||||
_tag attachTo [_driver,[0,0,0.6],"Head"];
|
_tag attachTo [_driver,[0,0,0.6],"Head"];
|
||||||
};
|
};
|
||||||
sleep 0.2;
|
sleep 0.2;
|
||||||
_driver doMove (position _vehicle);
|
_driver doMove (position _vehicle);
|
||||||
_driver disableAI "TARGET";
|
|
||||||
_driver disableAI "AUTOTARGET";
|
|
||||||
_driver disableAI "AUTOCOMBAT";
|
|
||||||
_driver disableAI "COVER";
|
|
||||||
_driverDir = _driver getDir _vehicle;
|
_driverDir = _driver getDir _vehicle;
|
||||||
//_driver setDir _driverDir + 180;
|
|
||||||
_driver setUnitPos "MIDDLE";
|
_driver setUnitPos "MIDDLE";
|
||||||
sleep 0.5;
|
sleep 0.5;
|
||||||
_driver playMoveNow "Acts_carFixingWheel";
|
_driver playMoveNow "Acts_carFixingWheel";
|
||||||
sleep 2;
|
sleep 8;
|
||||||
_driver playMoveNow "Acts_carFixingWheel";
|
|
||||||
sleep 2;
|
|
||||||
_driver playMoveNow "Acts_carFixingWheel";
|
|
||||||
sleep 2;
|
|
||||||
_driver switchMove "";
|
_driver switchMove "";
|
||||||
if(alive _driver) then
|
if(alive _driver) then
|
||||||
{
|
{
|
||||||
_vehicle setDamage 0;
|
_vehicle setDamage 0;
|
||||||
_driver playMoveNow "Acts_carFixingWheel";
|
_driver playMoveNow "Acts_carFixingWheel";
|
||||||
sleep 2;
|
sleep 2;
|
||||||
|
_driver switchMove "";
|
||||||
_driver assignAsDriver _vehicle;
|
_driver assignAsDriver _vehicle;
|
||||||
|
_driver moveInDriver _vehicle;
|
||||||
_driver action ["movetodriver", _vehicle];
|
_driver action ["movetodriver", _vehicle];
|
||||||
};
|
};
|
||||||
_wp = _vehGroup addWaypoint [position _vehicle, 0] ;
|
_wp = _group addWaypoint [position _vehicle, 0] ;
|
||||||
_wp setWaypointFormation "Column";
|
_wp setWaypointFormation "Column";
|
||||||
_wp setWaypointCompletionRadius 1;
|
_wp setWaypointCompletionRadius 1;
|
||||||
_wp setWaypointType "GETIN";
|
_wp setWaypointType "GETIN";
|
||||||
sleep 10;
|
sleep 5;
|
||||||
_spawnLocation = _vehicle getVariable "SC_vehicleSpawnLocation";
|
_spawnLocation = _vehicle getVariable "SC_vehicleSpawnLocation";
|
||||||
_driver action ["movetodriver", _vehicle];
|
_driver action ["movetodriver", _vehicle];
|
||||||
_vehicle forceSpeed -1;
|
_vehicle forceSpeed -1;
|
||||||
[_vehGroup, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
|
||||||
_vehGroup setBehaviour "AWARE";
|
_group setBehaviour "AWARE";
|
||||||
_vehGroup setCombatMode "RED";
|
_group setCombatMode "RED";
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -0,0 +1,24 @@
|
|||||||
|
// SC_liveVehicles = count of vehicle
|
||||||
|
// SC_liveVehiclesArray = array of active vehicles
|
||||||
|
|
||||||
|
_vehicle = _this select 0;
|
||||||
|
_vehicle removeAllMPEventHandlers "mphit";
|
||||||
|
_vehicle removeAllMPEventHandlers "mpkilled";
|
||||||
|
|
||||||
|
if(_vehicle isKindOf "LandVehicle") then
|
||||||
|
{
|
||||||
|
SC_liveVehicles = SC_liveVehicles - 1;
|
||||||
|
SC_liveVehiclesArray = SC_liveVehiclesArray - [_vehicle];
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_vehicle isKindOf "Air") then
|
||||||
|
{
|
||||||
|
SC_liveHelis = SC_liveHelis - 1;
|
||||||
|
SC_liveHelisArray = SC_liveHelisArray - [_vehicle];
|
||||||
|
};
|
||||||
|
|
||||||
|
if(_vehicle isKindOf "Ship") then
|
||||||
|
{
|
||||||
|
SC_liveBoatss = SC_liveBoatss - 1;
|
||||||
|
SC_liveBoatsArray = SC_liveBoatsArray - [_vehicle];
|
||||||
|
};
|
@ -1,7 +1,7 @@
|
|||||||
_logDetail = format ["[OCCUPATION]:: Occupation v%2 Giving the server time to start before starting [OCCUPATION] (%1)",time,SC_occupationVersion];
|
_logDetail = format ["[OCCUPATION]:: Occupation %2 Giving the server time to start before starting [OCCUPATION] (%1)",time,SC_occupationVersion];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
uiSleep 30;
|
uiSleep 60;
|
||||||
_logDetail = format ["[OCCUPATION]:: Occupation v%2 Initialised at %1",time,SC_occupationVersion];
|
_logDetail = format ["[OCCUPATION]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
||||||
|
|
||||||
|
|
||||||
@ -28,37 +28,48 @@ if(SC_occupyHeliCrashes) then
|
|||||||
if(SC_occupyStatic) then
|
if(SC_occupyStatic) then
|
||||||
{
|
{
|
||||||
uiSleep 15; // delay the start
|
uiSleep 15; // delay the start
|
||||||
fnc_occupationStaticMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationStatic.sqf";
|
fnc_occupationStatic = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationStatic.sqf";
|
||||||
[SC_refreshTime, fnc_occupationStaticMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationStatic, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
if(SC_occupySky) then
|
if(SC_occupySky) then
|
||||||
{
|
{
|
||||||
uiSleep 15; // delay the start
|
uiSleep 15; // delay the start
|
||||||
fnc_occupationSkyMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationSky.sqf";
|
fnc_occupationSky = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationSky.sqf";
|
||||||
[SC_refreshTime, fnc_occupationSkyMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationSky, [], true] call ExileServer_system_thread_addTask;
|
||||||
|
};
|
||||||
|
|
||||||
|
if(SC_occupySea) then
|
||||||
|
{
|
||||||
|
uiSleep 15; // delay the start
|
||||||
|
fnc_occupationSea = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationSea.sqf";
|
||||||
|
[SC_refreshTime, fnc_occupationSea, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
if(SC_occupyVehicle) then
|
if(SC_occupyVehicle) then
|
||||||
{
|
{
|
||||||
uiSleep 15; // delay the start
|
uiSleep 15; // delay the start
|
||||||
fnc_occupationVehicleMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationVehicle.sqf";
|
fnc_occupationVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationVehicle.sqf";
|
||||||
[SC_refreshTime, fnc_occupationVehicleMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationVehicle, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
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\occupationPlaces.sqf";
|
fnc_occupationPlaces = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationPlaces.sqf";
|
||||||
[SC_refreshTime, fnc_occupationMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationPlaces, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
if(SC_occupyMilitary) then
|
if(SC_occupyMilitary) then
|
||||||
{
|
{
|
||||||
uiSleep 15; // delay the start
|
uiSleep 15; // delay the start
|
||||||
fnc_occupationMilitaryMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationMilitary.sqf";
|
fnc_occupationMilitary = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationMilitary.sqf";
|
||||||
[SC_refreshTime, fnc_occupationMilitaryMonitor, [], true] call ExileServer_system_thread_addTask;
|
[SC_refreshTime, fnc_occupationMilitary, [], true] call ExileServer_system_thread_addTask;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
uiSleep 15; // delay the start
|
||||||
|
fnc_occupationMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationMonitor.sqf";
|
||||||
|
[SC_refreshTime, fnc_occupationMonitor, [], true] call ExileServer_system_thread_addTask;
|
||||||
|
|
||||||
_logDetail = format ["[OCCUPATION]:: threads added at %1",time];
|
_logDetail = format ["[OCCUPATION]:: threads added at %1",time];
|
||||||
[_logDetail] call SC_fnc_log;
|
[_logDetail] call SC_fnc_log;
|
Loading…
Reference in New Issue
Block a user