v65a Bug Fixes and Modifications

The fixes are:

* Fixed OccupyVehicles spawning out of control
* Tidied up the config
* Corrected a few typos
* Corrected a few variable names

The modifications are:

* Static Heli Crashes postions
* Heli Crash guards
* Survivor and Bandit vehicles are now separate
* Added Random Spawn AI Custom Loadout
* Enable/disable naming the Random AI targeted player
* Enable/disable Loot Crate and Heli Crash guards
* Fixed Loot Crates and Heli Crashes spawning on the edge of Chernarus map
* Version number updated to reflect changes
This commit is contained in:
kuplion 2017-03-08 14:53:29 +00:00 committed by GitHub
parent 1bec9af295
commit c46f217663
13 changed files with 995 additions and 772 deletions

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@ -1,26 +1,28 @@
# Exile Occupation (a3_exile_occupation)
![Arma 1.62](https://img.shields.io/badge/Arma-1.62-blue.svg) ![Exile 1.0.1 Sweet Potato](https://img.shields.io/badge/Exile-1.0.1%20Sweet%20Potato-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
http://www.exilemod.com/topic/61-dms-defents-mission-system/
Download the pbo version here:
https://github.com/secondcoming/a3_exile_occupation/blob/development/pre-packaged%20pbo/a3_exile_occupation.pbo
To install place the pbo into the @ExileServer/addons folder
For more info:
http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
###License Overview:
This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)](http://creativecommons.org/licenses/by-nc-sa/4.0/). By using, downloading, or copying any of the work contained, you agree to the license included.
<a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" /></a><br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Text" property="dct:title" rel="dct:type">Exile Occupation</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="https://github.com/secondcoming/a3_exile_occupation" property="cc:attributionName" rel="cc:attributionURL">second_coming</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.
### Donations:
Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
All donations go towards coffee to keep me awake :)
# Exile Occupation (a3_exile_occupation)
![v65a Bug Fix](https://img.shields.io/badge/v65a-Bug%20Fix-red.svg) ![Arma 1.66](https://img.shields.io/badge/Arma-1.66-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
http://www.exilemod.com/topic/61-dms-defents-mission-system/
How to install?
To install place the pbo into the @ExileServer/addons folder
How edit and compile?
You'll find the files in the source folder. Edit the config as you need and then compile the PBO with PBO Manager 1.4b:
http://www.armaholic.com/page.php?id=16369 - (Please note, only use the x64 version)
For more info:
http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
###License Overview:
This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)](http://creativecommons.org/licenses/by-nc-sa/4.0/). By using, downloading, or copying any of the work contained, you agree to the license included.
<a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" /></a><br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Text" property="dct:title" rel="dct:type">Exile Occupation</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="https://github.com/secondcoming/a3_exile_occupation" property="cc:attributionName" rel="cc:attributionURL">second_coming</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.
### Donations:
Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
All donations go towards coffee to keep me awake :)
###Updated and modified by [FPS]kuplion

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@ -1,26 +1,28 @@
# Exile Occupation (a3_exile_occupation)
![Arma 1.62](https://img.shields.io/badge/Arma-1.62-blue.svg) ![Exile 1.0.0 Potato](https://img.shields.io/badge/Exile-1.0.1%20Sweet%20Potato-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
http://www.exilemod.com/topic/61-dms-defents-mission-system/
Download the pbo version here:
https://github.com/secondcoming/a3_exile_occupation/blob/development/pre-packaged%20pbo/a3_exile_occupation.pbo
To install place the pbo into the @ExileServer/addons folder
For more info:
http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
###License Overview:
This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)](http://creativecommons.org/licenses/by-nc-sa/4.0/). By using, downloading, or copying any of the work contained, you agree to the license included.
<a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" /></a><br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Text" property="dct:title" rel="dct:type">Exile Occupation</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="https://github.com/secondcoming/a3_exile_occupation" property="cc:attributionName" rel="cc:attributionURL">second_coming</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.
### Donations:
Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
All donations go towards coffee to keep me awake :)
# Exile Occupation (a3_exile_occupation)
![v65a Bug Fix](https://img.shields.io/badge/v65a-Bug%20Fix-red.svg) ![Arma 1.66](https://img.shields.io/badge/Arma-1.66-blue.svg) ![Exile 1.0.2 Sweet Potato](https://img.shields.io/badge/Exile-1.0.2%20Sweet%20Potato-C72651.svg)
WTF is Occupation?
An AI spawner and monitor to be used in conjunction with DMS and will not work without it:
http://www.exilemod.com/topic/61-dms-defents-mission-system/
How to install?
To install place the pbo into the @ExileServer/addons folder
How edit and compile?
You'll find the files in the source folder. Edit the config as you need and then compile the PBO with PBO Manager 1.4b:
http://www.armaholic.com/page.php?id=16369 - (Please note, only use the x64 version)
For more info:
http://www.exilemod.com/topic/12517-release-exile-occupation-roaming-ai
###License Overview:
This work is protected by [Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)](http://creativecommons.org/licenses/by-nc-sa/4.0/). By using, downloading, or copying any of the work contained, you agree to the license included.
<a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/"><img alt="Creative Commons License" style="border-width:0" src="https://i.creativecommons.org/l/by-sa/4.0/88x31.png" /></a><br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Text" property="dct:title" rel="dct:type">Exile Occupation</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="https://github.com/secondcoming/a3_exile_occupation" property="cc:attributionName" rel="cc:attributionURL">second_coming</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.
### Donations:
Anyone wishing to donate can do so here http://exileyorkshire.co.uk/
All donations go towards coffee to keep me awake :)
###Updated and modified by [FPS]kuplion

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@ -4,9 +4,9 @@ class CfgPatches
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
a3_exile_occupation_version = "V65 (30-08-2016)";
a3_exile_occupation_version = "V65a (04-03-2017)";
requiredAddons[] = {"a3_dms"};
author[]= {"second_coming"};
author[]= {"second_coming - modified by [FPS]kuplion"};
};
};

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@ -13,20 +13,18 @@
// Shared Config for each occupation monitor
SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
SC_debug = false; // set to true to turn on debug features (not recommended for live servers)
SC_extendedLogging = false; // set to true for additional
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
SC_useApexClasses = true; // true if you want to use the Apex class list over rides, false to use vanilla Arma gear
SC_useMapOverrides = true; // set to true to enable over riding options per map (see the bottom of this file for examples)
SC_extendedLogging = false; // set to true for additional logging
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
SC_removeUserMapMarkers = true; // true to delete map markers placed by players every 10 seconds
// Distance limits for selecting safe places to spawn AI
SC_minDistanceToSpawnZones = 750; // Minimum distance in metres to the nearest spawn zone
SC_minDistanceToTraders = 750; // Minimum distance in metres to the nearest trader zone
SC_minDistanceToTerritory = 350; // Minimum distance in metres to the nearest player territory
@ -50,6 +48,7 @@ SC_occupyMilitary = false; // true if you want military buildings
SC_occupyVehicle = true; // true if you want to have roaming AI land vehicles
SC_occupySky = true; // true if you want to have roaming AI helis
SC_occupySea = false; // true if you want to have roaming AI boats
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Fast nights Setup
@ -71,11 +70,11 @@ SC_randomSpawnMaxGroupSize = 5; // Maximum amount of ra
SC_randomSpawnChance = 12; // Percentage chance of spawning if suitable player found
SC_randomSpawnIgnoreCount = true; // true if you want spawn random AI groups regardless of overall AI count (they still count towards the total though)
SC_randomSpawnFrequency = 3600; // time in seconds between the possibility of random AI hunting the same player (1800 for 30 minutes)
SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
SC_randomSpawnNearBases = true; // true if you want to allow random spawns in range of territories
SC_randomSpawnNearSpawns = false; // true if you want to allow random spawns in range of spawn zones
SC_randomSpawnTargetBambis = false; // true if you want to allow random spawns to target bambis
SC_randomSpawnAnnounce = true; // true if you want a warning toast issued to all players when AI spawns
SC_randomSpawnNameTarget = false; // true if you want to name the targeted player
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Occupy Places Setup
@ -90,7 +89,7 @@ SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn sur
SC_occupyTraderDetails = [
//["Tanoa","Lifou Traders",[7317,7217,0],"trader1.sqf",true],
//["Tanoa","Lijnhaven Traders",[11580,2051,0],"trader1.sqf",true],
["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
//["Napf","Hafen Traders",[9286,17606,0],"trader1.sqf",true]
]; //["mapname","Name",[x,y,z],"filename",true] trader name, location, safezone true/false
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -141,6 +140,7 @@ SC_occupyLootCratesLocations = [
[3000,3000,0],
[4000,4000,0]
];
SC_SpawnLootCrateGuards = true; // true if you want to enable AI guards
SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards = 2; // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_LootCrateGuards (so between 1 and SC_LootCrateGuards)
@ -196,9 +196,18 @@ SC_blackListedAreas = [
// Heli Crash Setup
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
SC_numberofHeliCrashesFire = true; // true if you want the crash on fire, false if you just want smoke
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates
SC_occupyHeliCrashesStatic = false; // true if you want to have random Heli Crash spawn in pre-defined locations set in SC_occupyHeliCrashesLocations
SC_occupyHeliCrashesLocations = [
[1000,1000,0],
[2000,2000,0],
[3000,3000,0],
[4000,4000,0]
];
SC_HeliCrashesOnFire = true; // true if you want the crash on fire, false if you just want smoke
SC_SpawnHeliCrashGuards = true; // true if you want to enable AI guards
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many Heli Crashes
SC_HeliCrashGuards = 6; // number of AI to spawn at each crate
SC_HeliCrashGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_HeliCrashGuards (so between 1 and SC_HeliCrashGuards)
// Array of possible common items to go in heli crash crates ["classname",fixed amount,random amount] NOT INCLUDING WEAPONS
// ["HandGrenade",0,2] this example would add between 0 and 2 HandGrenade to the crate (fixed 0 plus 0-2 random)
@ -272,6 +281,21 @@ SC_VehicleClassToUseRare = [
["Exile_Car_Offroad_Armed_Guerilla03",1],
["Exile_Car_Tempest",1]
];
// Array of arrays of ground vehicles which can be used by Survivor AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
SC_SurvivorVehicleClassToUse = [
["Exile_Car_LandRover_Green",0],
["Exile_Bike_QuadBike_Black",2],
["Exile_Car_UAZ_Open_Green",2]
];
SC_SurvivorVehicleClassToUseRare = [
["Exile_Car_Hunter",1],
["Exile_Car_HEMMT",1],
["Exile_Car_Zamak",1],
["Exile_Car_Offroad_Armed_Guerilla12",1],
["Exile_Car_Offroad_Armed_Guerilla03",1],
["Exile_Car_Tempest",1]
];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Roaming Aircraft Setup
@ -391,7 +415,21 @@ SC_BanditPistol = ["hgun_ACPC2_F","hgun_P07_F","hgun_Pistol_heavy_0
SC_BanditPistolAttachments = [];
SC_BanditAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_BanditLauncher = [];
SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
SC_BanditBackpack = ["B_HuntingBackpack","B_Kitbag_cbr","B_Kitbag_mcamo","B_Kitbag_sgg","B_OutdoorPack_blk","B_OutdoorPack_blu","B_OutdoorPack_tan","B_TacticalPack_blk","B_TacticalPack_mcamo","B_TacticalPack_ocamo","B_TacticalPack_oli","B_TacticalPack_rgr"];
// Possible equipment for random ai to spawn with
// spawning random ai without vests or backpacks will result in them having no ammunition
SC_RandomUniforms = ["U_B_GEN_Soldier_F"];
SC_RandomVests = ["V_TacVest_gen_F"];
SC_RandomHeadgear = ["H_Cap_police"];
SC_RandomWeapon = ["SMG_05_F"];
SC_RandomWeaponAttachments = ["muzzle_snds_L"];
SC_RandomMagazines = ["Exile_Item_InstaDoc","Exile_Item_Vishpirin","Exile_Item_Bandage","Exile_Item_DuctTape","Exile_Item_PlasticBottleFreshWater","Exile_Item_Energydrink","Exile_Item_EMRE","Exile_Item_Cheathas","Exile_Item_Noodles","Exile_Item_BBQSandwich","Exile_Item_Catfood"];
SC_RandomPistol = ["hgun_Rook40_F"];
SC_RandomPistolAttachments = ["muzzle_snds_L"];
SC_RandomAssignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"]; // all these items will be added
SC_RandomLauncher = [];
SC_RandomBackpack = ["B_AssaultPack_blk"];
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Map Specific Overrides
@ -424,22 +462,64 @@ if (worldName == 'Tanoa' AND SC_useMapOverrides) then
if(SC_useApexClasses) then
{
SC_BanditWeapon = [ "arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MX_SW_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F",
"arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
"arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
"arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F"];
SC_BanditUniforms = [ "U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
SC_VehicleClassToUse = [
SC_BanditWeapon = [
"arifle_MX_khk_F",
"arifle_MX_GL_khk_F",
"arifle_MX_SW_khk_F",
"arifle_MXC_khk_F",
"arifle_MXM_khk_F",
"arifle_AK12_F",
"arifle_AK12_GL_F",
"arifle_AKM_F",
"arifle_AKS_F",
"arifle_ARX_blk_F",
"arifle_ARX_ghex_F",
"arifle_ARX_hex_F",
"arifle_CTAR_blk_F",
"arifle_CTAR_GL_blk_F",
"arifle_CTARS_blk_F",
"arifle_SPAR_01_blk_F",
"arifle_SPAR_01_khk_F",
"arifle_SPAR_01_snd_F",
"arifle_SPAR_01_GL_blk_F",
"arifle_SPAR_01_GL_khk_F",
"arifle_SPAR_01_GL_snd_F",
"arifle_SPAR_02_blk_F",
"arifle_SPAR_02_khk_F",
"arifle_SPAR_02_snd_F",
"arifle_SPAR_03_blk_F",
"arifle_SPAR_03_khk_F",
"arifle_SPAR_03_snd_F"
];
SC_BanditUniforms = [
"U_I_C_Soldier_Para_1_F",
"U_I_C_Soldier_Para_2_F",
"U_I_C_Soldier_Para_3_F",
"U_I_C_Soldier_Para_4_F",
"U_I_C_Soldier_Para_5_F",
"U_I_C_Soldier_Bandit_1_F",
"U_I_C_Soldier_Bandit_2_F",
"U_I_C_Soldier_Bandit_3_F",
"U_I_C_Soldier_Bandit_4_F",
"U_I_C_Soldier_Bandit_5_F",
"U_I_C_Soldier_Camo_F",
"U_B_CTRG_Soldier_urb_1_F",
"U_B_CTRG_Soldier_urb_2_F",
"U_B_CTRG_Soldier_urb_3_F"
];
SC_VehicleClassToUse = [
["B_GEN_Offroad_01_gen_F",0],
["C_Offroad_02_unarmed_F",0],
["I_C_Offroad_02_unarmed_F",0]
];
];
SC_VehicleClassToUseRare = [
["B_LSV_01_unarmed_black_F",1],
["O_T_LSV_02_unarmed_black_F",1],
["O_T_Truck_03_device_ghex_F",1]
];
];
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

View File

@ -15,6 +15,11 @@ if (worldName == 'Esseker') then
_maxDist = 5000;
};
if (worldName == 'Chernarus') then
{
_maxDist = _middle - 1500;;
};
if(_roadSpawn) then
{
_maxDist = _maxDist - 1400;

View File

@ -56,17 +56,28 @@ switch (_side) do
};
case "cops":
{
_uniform = "U_B_GEN_Soldier_F";
_vest = "V_TacVest_gen_F";
_headgear = "H_Cap_police";
_weapon = "SMG_05_F";
_weaponAttachments = ["muzzle_snds_L"];
_pistol = "hgun_Rook40_F";
_pistolAttachments = ["muzzle_snds_L"];
_launcher = "";
_backpack = "";
_assignedItems = ["ItemMap","ItemCompass","ItemRadio","ItemWatch"];
_magazines = ["30Rnd_9x21_Mag_SMG_02","30Rnd_9x21_Mag_SMG_02","16Rnd_9x21_Mag","16Rnd_9x21_Mag"];
if(count SC_RandomUniforms == 0) then { _uniform = ""; } else { _uniform = SC_RandomUniforms call BIS_fnc_selectRandom; };
if(count SC_RandomVests == 0) then { _vest = ""; } else { _vest = SC_RandomVests call BIS_fnc_selectRandom; };
if(count SC_RandomHeadgear == 0) then { _headgear = ""; } else { _headgear = SC_RandomHeadgear call BIS_fnc_selectRandom; };
if(count SC_RandomWeapon == 0) then { _weapon = ""; } else { _weapon = SC_RandomWeapon call BIS_fnc_selectRandom; };
if(count SC_RandomWeaponAttachments == 0) then { _weaponAttachments = [""]; } else { _weaponAttachments = [SC_RandomWeaponAttachments call BIS_fnc_selectRandom]; };
if(count SC_RandomPistol == 0) then { _pistol = ""; } else { _pistol = SC_RandomPistol call BIS_fnc_selectRandom; };
if(count SC_RandomPistolAttachments == 0) then { _pistolAttachments = [""]; } else { _pistolAttachments = [SC_RandomPistolAttachments call BIS_fnc_selectRandom]; };
if(count SC_RandomLauncher == 0) then { _launcher = ""; } else { _launcher = SC_RandomLauncher call BIS_fnc_selectRandom; };
if(count SC_RandomBackpack == 0) then { _backpack = ""; } else { _backpack = SC_RandomBackpack call BIS_fnc_selectRandom; };
_assignedItems = SC_RandomAssignedItems;
_magazines = [];
if(count SC_RandomMagazines > 0) then
{
_amountOfMagazines = 1 + round random (2);
for "_i" from 1 to _amountOfMagazines do
{
_newMagazine = SC_RandomMagazines call BIS_fnc_selectRandom;
_quantity = 1 + round random (2);
_magazines pushBack [_newMagazine,_quantity];
};
};
};
};

View File

@ -16,7 +16,22 @@ for "_i" from 1 to SC_numberofHeliCrashes do
while{!_validspot} do
{
sleep 0.2;
_position = [ false, false ] call SC_fnc_findsafePos;
if(SC_occupyHeliCrashesStatic) then
{
_tempPosition = SC_occupyHeliCrashesLocations call BIS_fnc_selectRandom;
SC_occupyHeliCrashesLocations = SC_occupyHeliCrashesLocations - _tempPosition;
_position = [_tempPosition select 0, _tempPosition select 1, _tempPosition select 2];
if(isNil "_position") then
{
_position = [ false, false ] call SC_fnc_findsafePos;
};
}
else
{
_position = [ false, false ] call SC_fnc_findsafePos;
};
_validspot = true;
//Check if near another heli crash site
@ -37,7 +52,7 @@ for "_i" from 1 to SC_numberofHeliCrashes do
_effect = "test_EmptyObjectForSmoke";
if(SC_numberofHeliCrashesFire) then
if(SC_HeliCrashesOnFire) then
{
_effect = "test_EmptyObjectForFireBig";
};
@ -45,6 +60,65 @@ for "_i" from 1 to SC_numberofHeliCrashes do
_heliFire = _effect createVehicle (position _vehHeli);
_heliFire attachto [_vehHeli, [0,0,-1]];
_vehHeli setPos _position;
if (SC_SpawnHeliCrashGuards) then
{
//Infantry spawn using DMS
_AICount = SC_HeliCrashGuards;
if(SC_HeliCrashGuardsRandomize) then
{
_AICount = 1 + (round (random (SC_HeliCrashGuards-1)));
};
if(_AICount > 0) then
{
_spawnPosition = [_position select 0, _position select 1, 0];
_initialGroup = createGroup SC_BanditSide;
_initialGroup setCombatMode "BLUE";
_initialGroup setBehaviour "SAFE";
for "_i" from 1 to _AICount do
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_initialGroup,_spawnPosition,"custom","random","bandit","soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
reload _unit;
};
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_LockLocality",nil];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
_unit setCaptive false;
}foreach units _initialGroup;
deleteGroup _initialGroup;
[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
_group setBehaviour "STEALTH";
_group setCombatMode "RED";
_logDetail = format ["[OCCUPATION:HeliCrash]:: Creating HeliCrash %3 at %1 with %2 guards",_position,_AICount,_i];
[_logDetail] call SC_fnc_log;
};
}
else
{
_logDetail = format ["[OCCUPATION:HeliCrash]:: Creating HeliCrash %2 at %1 with no guards",_position,_i];
[_logDetail] call SC_fnc_log;
};
_positionOfBox = [_position,3,10,1,0,10,0] call BIS_fnc_findSafePos;
_box = "Box_NATO_Ammo_F" createvehicle _positionOfBox;

View File

@ -49,55 +49,58 @@ for "_i" from 1 to SC_numberofLootCrates do
_event_marker setMarkerSize [(3), (3)];
};
//Infantry spawn using DMS
_AICount = SC_LootCrateGuards;
if(SC_LootCrateGuardsRandomize) then
{
_AICount = 1 + (round (random (SC_LootCrateGuards-1)));
};
if(_AICount > 0) then
if (SC_SpawnLootCrateGuards) then
{
_spawnPosition = [_position select 0, _position select 1, 0];
_initialGroup = createGroup SC_BanditSide;
_initialGroup setCombatMode "BLUE";
_initialGroup setBehaviour "SAFE";
for "_i" from 1 to _AICount do
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_initialGroup,_spawnPosition,"custom","random","bandit","soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
reload _unit;
};
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
//Infantry spawn using DMS
_AICount = SC_LootCrateGuards;
if(SC_LootCrateGuardsRandomize) then
{
_AICount = 1 + (round (random (SC_LootCrateGuards-1)));
};
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_LockLocality",nil];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
if(_AICount > 0) then
{
_spawnPosition = [_position select 0, _position select 1, 0];
_initialGroup = createGroup SC_BanditSide;
_initialGroup setCombatMode "BLUE";
_initialGroup setBehaviour "SAFE";
for "_i" from 1 to _AICount do
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_initialGroup,_spawnPosition,"custom","random","bandit","soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
reload _unit;
};
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
_unit setCaptive false;
}foreach units _initialGroup;
deleteGroup _initialGroup;
[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
_group setBehaviour "STEALTH";
_group setCombatMode "RED";
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_LockLocality",nil];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
[_logDetail] call SC_fnc_log;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
_unit setCaptive false;
}foreach units _initialGroup;
deleteGroup _initialGroup;
[_group, _spawnPosition, 100] call bis_fnc_taskPatrol;
_group setBehaviour "STEALTH";
_group setCombatMode "RED";
_logDetail = format ["[OCCUPATION:LootCrates]:: Creating crate %3 at drop zone %1 with %2 guards",_position,_AICount,_i];
[_logDetail] call SC_fnc_log;
};
}
else
{

View File

@ -449,7 +449,14 @@ _livePlayers call BIS_fnc_arrayShuffle;
if(SC_randomSpawnAnnounce) then
{
if (SC_randomSpawnNameTarget) then
{
["toastRequest", ["InfoTitleAndText", format["Raid group Incoming!", "A squad of Police have been despatched to take out %1!",name _selectedPlayer]]] call ExileServer_system_network_send_broadcast;
}
else
{
["toastRequest", ["InfoTitleAndText", ["Raid group Incoming!", "A squad of Police have been despatched to take out a trouble prisoner."]]] call ExileServer_system_network_send_broadcast;
};
};
_logDetail = format ["[OCCUPATION:RandomSpawn]:: Spawning a group of AI @ %2 to hunt player %1",_selectedPlayer,_spawnLocation];

View File

@ -43,28 +43,37 @@ _maxDistance = _middle;
for "_i" from 1 to _vehiclesToSpawn do
{
private["_group"];
_locationArray = SC_occupyBoatFixedPositions;
// Select the spawn position
_spawnLocation = [0,0,0];
_radius = 4000;
if(SC_occupyBoatUseFixedPos) then
if (_vehiclesToSpawn > 0) then
{
{
_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
_locationArray = _locationArray - _vehLocation;
}forEach SC_liveBoatsArray;
private["_group"];
if(count _locationArray > 0) then
_locationArray = SC_occupyBoatFixedPositions;
// Select the spawn position
_spawnLocation = [0,0,0];
_radius = 4000;
if(SC_occupyBoatUseFixedPos) then
{
_randomLocation = _locationArray call BIS_fnc_selectRandom;
diag_log format["_randomLocation: %1",_randomLocation];
_tempLocation = _randomLocation select 0;
_spawnLocation = [_tempLocation select 0, _tempLocation select 1, _tempLocation select 2];
_radius = _randomLocation select 1;
_locationArray = _locationArray - _randomLocation;
{
_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
_locationArray = _locationArray - _vehLocation;
}forEach SC_liveBoatsArray;
if(count _locationArray > 0) then
{
_randomLocation = _locationArray call BIS_fnc_selectRandom;
diag_log format["_randomLocation: %1",_randomLocation];
_tempLocation = _randomLocation select 0;
_spawnLocation = [_tempLocation select 0, _tempLocation select 1, _tempLocation select 2];
_radius = _randomLocation select 1;
_locationArray = _locationArray - _randomLocation;
}
else
{
_potentialspawnLocation = [ _spawnCenter, 0, _maxDistance + 500, 25, 2, 1, 1] call BIS_fnc_findSafePos;
_spawnLocation = [_potentialspawnLocation select 0, _potentialspawnLocation select 1,0];
_radius = 4000;
};
}
else
{
@ -72,193 +81,188 @@ for "_i" from 1 to _vehiclesToSpawn do
_spawnLocation = [_potentialspawnLocation select 0, _potentialspawnLocation select 1,0];
_radius = 4000;
};
}
else
{
_potentialspawnLocation = [ _spawnCenter, 0, _maxDistance + 500, 25, 2, 1, 1] call BIS_fnc_findSafePos;
_spawnLocation = [_potentialspawnLocation select 0, _potentialspawnLocation select 1,0];
_radius = 4000;
};
diag_log format["[OCCUPATION:Sea] found position %1",_spawnLocation];
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_AllowFreezing",false];
[_group,false] call DMS_fnc_FreezeToggle;
_group setVariable ["DMS_LockLocality",true];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
_VehicleClass = SC_BoatClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
boatOkToSpawn = false;
while{!boatOkToSpawn} do
{
diag_log format["[OCCUPATION:Sea] found position %1",_spawnLocation];
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_AllowFreezing",false];
[_group,false] call DMS_fnc_FreezeToggle;
_group setVariable ["DMS_LockLocality",true];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
_VehicleClass = SC_BoatClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
_VehicleClassToUse = _VehicleClass select 0;
boatOkToSpawn = false;
while{!boatOkToSpawn} do
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveHelisArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { boatOkToSpawn = true; };
};
_VehicleClass = SC_BoatClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveHelisArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { boatOkToSpawn = true; };
};
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
if(!isNull _vehicle) then
{
_vehicle setPosASL _spawnLocation;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
// Remove the overpowered weapons from boats
_vehicle removeWeaponTurret ["HMG_01",[0]];
_vehicle removeWeaponTurret ["GMG_40mm",[0]];
if(!isNull _vehicle) then
{
_vehicle setPosASL _spawnLocation;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,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];
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 setVariable ["ExileIsPersistent", false];
_vehicle action ["LightOn", _vehicle];
sleep 0.2;
_group addVehicle _vehicle;
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_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;
_amountOfCrew = _amountOfCrew + 1;
_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;
_amountOfCrew = _amountOfCrew + 1;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true;
};
_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 setVariable ["ExileIsPersistent", false];
_vehicle action ["LightOn", _vehicle];
sleep 0.2;
_group addVehicle _vehicle;
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_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;
_amountOfCrew = _amountOfCrew + 1;
_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;
_amountOfCrew = _amountOfCrew + 1;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_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;
{
_unit = _x;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
} forEach _vehicleRoles;
{
_unit = _x;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
if(SC_infiSTAR_log) then
{
_logDetail = format['[OCCUPATION:Sea] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
[_logDetail] call SC_fnc_log;
};
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;
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];
};
_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, _radius] 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_hitSea;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
}
else
{
_logDetail = format['[OCCUPATION:Sea] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
[_group, _spawnLocation, _radius] 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_hitSea;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
}
else
{
_logDetail = format['[OCCUPATION:Sea] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
};
};

View File

@ -65,27 +65,40 @@ _i = 0;
for "_i" from 1 to _vehiclesToSpawn do
{
private["_group"];
_height = 350 + (round (random 200));
_locationArray = SC_occupyHeliFixedPositions;
// Select the spawn position
_spawnLocation = [0,0,0];
_radius = 2000;
if(SC_occupyHeliUseFixedPos) then
if (_vehiclesToSpawn > 0) then
{
{
_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
_locationArray = _locationArray - _vehLocation;
}forEach SC_liveHelisArray;
private["_group"];
_height = 350 + (round (random 200));
_locationArray = SC_occupyHeliFixedPositions;
if(count _locationArray > 0) then
// Select the spawn position
_spawnLocation = [0,0,0];
_radius = 2000;
if(SC_occupyHeliUseFixedPos) then
{
_randomLocation = _locationArray call BIS_fnc_selectRandom;
diag_log format["_randomLocation: %1",_randomLocation];
_tempLocation = _randomLocation select 0;
_spawnLocation = [_tempLocation select 0, _tempLocation select 1, _tempLocation select 2];
_radius = _randomLocation select 1;
{
_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
_locationArray = _locationArray - _vehLocation;
}forEach SC_liveHelisArray;
if(count _locationArray > 0) then
{
_randomLocation = _locationArray call BIS_fnc_selectRandom;
diag_log format["_randomLocation: %1",_randomLocation];
_tempLocation = _randomLocation select 0;
_spawnLocation = [_tempLocation select 0, _tempLocation select 1, _tempLocation select 2];
_radius = _randomLocation select 1;
}
else
{
_Location = _locations call BIS_fnc_selectRandom;
_pos = position _Location;
_position = [_pos select 0, _pos select 1, 300];
_safePos = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
_radius = 2000;
};
}
else
{
@ -97,203 +110,193 @@ for "_i" from 1 to _vehiclesToSpawn do
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
_radius = 2000;
};
}
else
{
_Location = _locations call BIS_fnc_selectRandom;
_pos = position _Location;
_position = [_pos select 0, _pos select 1, 300];
_safePos = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
_spawnLocation = [_safePos select 0, _safePos select 1, _height];
_radius = 2000;
};
diag_log format["[OCCUPATION:Sky] found position %1",_spawnLocation];
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_AllowFreezing",false];
[_group,false] call DMS_fnc_FreezeToggle;
_group setVariable ["DMS_LockLocality",true];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
_VehicleClass = SC_HeliClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
heliOkToSpawn = false;
while{!heliOkToSpawn} do
{
diag_log format["[OCCUPATION:Sky] found position %1",_spawnLocation];
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_AllowFreezing",false];
[_group,false] call DMS_fnc_FreezeToggle;
_group setVariable ["DMS_LockLocality",true];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", SC_BanditSide];
_VehicleClass = SC_HeliClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
_VehicleClassToUse = _VehicleClass select 0;
heliOkToSpawn = false;
while{!heliOkToSpawn} do
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveHelisArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { heliOkToSpawn = true; };
};
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
if(!isNull _vehicle) then
{
_group addVehicle _vehicle;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
diag_log format ["[occupationSky] _SC_vehicleSpawnLocation: %1",_SC_vehicleSpawnLocation];
_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,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 setVariable ["ExileIsPersistent", false];
_vehicle action ["LightOn", _vehicle];
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
{
_unitPlaced = false;
_vehicleRole = _x select 0;
_vehicleSeat = _x select 1;
if(_vehicleRole == "Driver") then
_VehicleClass = SC_HeliClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit assignAsDriver _vehicle;
_unit moveInDriver _vehicle;
//_vehicle lockDriver true;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
removeBackpackGlobal _unit;
_unit addBackpackGlobal "B_Parachute";
_unitPlaced = true;
};
if(_vehicleRole == "Turret") then
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
removeBackpackGlobal _unit;
_unit addBackpackGlobal "B_Parachute";
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
removeBackpackGlobal _unit;
_unit addBackpackGlobal "B_Parachute";
_unitPlaced = true;
};
if(SC_extendedLogging) then
{
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
} forEach _vehicleRoles;
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveHelisArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { heliOkToSpawn = true; };
};
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
if(!isNull _vehicle) then
{
_unit = _x;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
_group addVehicle _vehicle;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
diag_log format ["[occupationSky] _SC_vehicleSpawnLocation: %1",_SC_vehicleSpawnLocation];
_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Sky] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
[_logDetail] call SC_fnc_log;
};
clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearItemCargoGlobal _vehicle;
SC_liveHelis = SC_liveHelis + 1;
SC_liveHelisArray = SC_liveHelisArray + [_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
_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 setVariable ["ExileIsPersistent", false];
_vehicle action ["LightOn", _vehicle];
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
{
_unitPlaced = false;
_vehicleRole = _x select 0;
_vehicleSeat = _x select 1;
if(_vehicleRole == "Driver") then
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit assignAsDriver _vehicle;
_unit moveInDriver _vehicle;
//_vehicle lockDriver true;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
removeBackpackGlobal _unit;
_unit addBackpackGlobal "B_Parachute";
_unitPlaced = true;
};
if(_vehicleRole == "Turret") then
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
removeBackpackGlobal _unit;
_unit addBackpackGlobal "B_Parachute";
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
removeBackpackGlobal _unit;
_unit addBackpackGlobal "B_Parachute";
_unitPlaced = true;
};
if(SC_extendedLogging) then
{
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
} forEach _vehicleRoles;
{
_unit = _x;
_unitName = ["bandit"] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Sky] %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, _radius] 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_hitAir;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
}
else
{
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
_logDetail = format['[OCCUPATION:Sky] aircraft %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
[_group, _spawnLocation, _radius] 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_hitAir;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
}
else
{
_logDetail = format['[OCCUPATION:Sky] aircraft %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
};

View File

@ -54,264 +54,296 @@ if(_vehiclesToSpawn > 0) then
};
_useLaunchers = DMS_ai_use_launchers;
for "_j" from 1 to _vehiclesToSpawn do
for "_i" from 1 to _vehiclesToSpawn do
{
private["_group"];
_locationArray = SC_occupyVehicleFixedPositions;
// Select the spawn position
_spawnLocation = [0,0,0];
_radius = 2000;
if(SC_occupyVehicleUseFixedPos) then
if (_vehiclesToSpawn > 0) then
{
{
_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
_locationArray = _locationArray - [_vehLocation];
}forEach SC_liveVehiclesArray;
private["_group"];
if(count _locationArray > 0) then
_locationArray = SC_occupyVehicleFixedPositions;
// Select the spawn position
_spawnLocation = [0,0,0];
_radius = 2000;
if(SC_occupyVehicleUseFixedPos) then
{
_randomLocation = _locationArray call BIS_fnc_selectRandom;
_spawnLocation = _randomLocation select 0;
_radius = _randomLocation select 1;
_locationArray = _locationArray - [_randomLocation];
{
_vehLocation = _x getVariable "SC_vehicleSpawnLocation";
_locationArray = _locationArray - [_vehLocation];
}forEach SC_liveVehiclesArray;
if(count _locationArray > 0) then
{
_randomLocation = _locationArray call BIS_fnc_selectRandom;
_spawnLocation = _randomLocation select 0;
_radius = _randomLocation select 1;
_locationArray = _locationArray - [_randomLocation];
}
else
{
_spawnLocation = [ true, false ] call SC_fnc_findsafePos;
_radius = 2000;
};
}
else
{
_spawnLocation = [ true, false ] call SC_fnc_findsafePos;
_radius = 2000;
};
}
else
{
_spawnLocation = [ true, false ] call SC_fnc_findsafePos;
_radius = 2000;
};
diag_log format["[OCCUPATION:Vehicle] found position %1",_spawnLocation];
_group = createGroup SC_BanditSide;
if(_side == "survivor") then
{
deleteGroup _group;
_group = createGroup SC_SurvivorSide;
};
_group setVariable ["DMS_AllowFreezing",false];
_group setVariable ["DMS_LockLocality",false];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
vehicleOkToSpawn = false;
// Percentage chance to spawn a rare vehicle
_rareChance = round (random 100);
if(_rareChance >= 90) then
{
while{!vehicleOkToSpawn} do
{
_VehicleClass = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveVehiclesArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
};
}
else
{
while{!vehicleOkToSpawn} do
{
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveVehiclesArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
};
};
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
if(!isNull _vehicle) then
{
_group addVehicle _vehicle;
SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
_vehicle setVariable ["SC_repairStatus",false,true];
_vehicle setVariable ["vehPos",_spawnLocation,true];
_vehicle setVariable ["vehClass",_VehicleClassToUse,true];
_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
_vehicle setFuel 1;
_vehicle engineOn true;
if(SC_occupyVehiclesLocked) then
{
_vehicle lock 2;
_vehicle setVehicleLock "LOCKED";
_vehicle setVariable ["ExileIsLocked", 1, true];
}
else
{
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
};
diag_log format["[OCCUPATION:Vehicle] found position %1",_spawnLocation];
_group = createGroup SC_BanditSide;
if(_side == "survivor") then
{
deleteGroup _group;
_group = createGroup SC_SurvivorSide;
};
_group setVariable ["DMS_AllowFreezing",false];
_group setVariable ["DMS_LockLocality",false];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
_vehicle setVariable ["ExileIsPersistent", false];
_vehicle setSpeedMode "LIMITED";
_vehicle limitSpeed 60;
_vehicle action ["LightOn", _vehicle];
_vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"];
_vehicle addEventHandler ["getout", "_this call SC_fnc_getOut;"];
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_hitLand;"];
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
vehicleOkToSpawn = false;
// Percentage chance to spawn a rare vehicle
_rareChance = round (random 100);
if(_rareChance >= 90) then
{
while{!vehicleOkToSpawn} do
{
if (_side == "survivor") then {
_VehicleClass = SC_SurvivorVehicleClassToUseRare call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveVehiclesArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
} else {
_VehicleClass = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveVehiclesArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
};
};
}
else
{
while{!vehicleOkToSpawn} do
{
if (_side == "survivor") then {
_VehicleClass = SC_SurvivorVehicleClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveVehiclesArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
} else {
_VehicleClass = SC_VehicleClassToUse call BIS_fnc_selectRandom;
_VehicleClassToUse = _VehicleClass select 0;
_VehicleClassAllowedCount = _VehicleClass select 1;
_vehicleCount = 0;
{
if(_VehicleClassToUse == typeOf _x) then { _vehicleCount = _vehicleCount + 1; };
}forEach SC_liveVehiclesArray;
if(_vehicleCount < _VehicleClassAllowedCount OR _VehicleClassAllowedCount == 0) then { vehicleOkToSpawn = true; };
};
};
};
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
if(!isNull _vehicle) then
{
_group addVehicle _vehicle;
SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_crewRequired = ceil(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
{
_unitPlaced = false;
_vehicleRole = _x select 0;
_vehicleSeat = _x select 1;
if(_vehicleRole == "Driver") then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit disableAI "FSM";
_unit disableAI "MOVE";
[_side,_unit] call SC_fnc_addMarker;
_unit removeAllMPEventHandlers "mphit";
_unit removeAllMPEventHandlers "mpkilled";
_unit disableAI "TARGET";
_unit disableAI "AUTOTARGET";
_unit disableAI "AUTOCOMBAT";
_unit disableAI "COVER";
_unit disableAI "SUPPRESSION";
_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 setVariable ["SC_repairStatus",false,true];
_vehicle setVariable ["vehPos",_spawnLocation,true];
_vehicle setVariable ["vehClass",_VehicleClassToUse,true];
_SC_vehicleSpawnLocation = [_spawnLocation,_radius,worldName];
_vehicle setVariable ["SC_vehicleSpawnLocation", _SC_vehicleSpawnLocation,true];
_vehicle setFuel 1;
_vehicle engineOn true;
if(SC_occupyVehiclesLocked) then
{
_vehicle lock 2;
_vehicle setVehicleLock "LOCKED";
_vehicle setVariable ["ExileIsLocked", 1, true];
}
else
{
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
};
_vehicle setVariable ["ExileIsPersistent", false];
_vehicle setSpeedMode "LIMITED";
_vehicle limitSpeed 60;
_vehicle action ["LightOn", _vehicle];
_vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"];
_vehicle addEventHandler ["getout", "_this call SC_fnc_getOut;"];
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_hitLand;"];
};
if(_vehicleRole == "Turret" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
[_side,_unit] call SC_fnc_addMarker;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
[_side,_unit] call SC_fnc_addMarker;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
_unitPlaced = true;
};
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Vehicle] %1 %2 added to vehicle %3',_side,_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
if(_amountOfCrew == _crewRequired) exitWith{};
} forEach _vehicleRoles;
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_crewRequired = ceil(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
};
_amountOfCrew = 0;
_unitPlaced = false;
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
{
_unitPlaced = false;
_vehicleRole = _x select 0;
_vehicleSeat = _x select 1;
if(_vehicleRole == "Driver") then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit disableAI "FSM";
_unit disableAI "MOVE";
[_side,_unit] call SC_fnc_addMarker;
_unit removeAllMPEventHandlers "mphit";
_unit removeAllMPEventHandlers "mpkilled";
_unit disableAI "TARGET";
_unit disableAI "AUTOTARGET";
_unit disableAI "AUTOCOMBAT";
_unit disableAI "COVER";
_unit disableAI "SUPPRESSION";
_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];
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
};
if(_vehicleRole == "Turret" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
[_side,_unit] call SC_fnc_addMarker;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
_unitPlaced = true;
};
if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
[_side,_unit] call SC_fnc_addMarker;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
_unitPlaced = true;
};
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Vehicle] %1 %2 added to vehicle %3',_side,_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
if(_amountOfCrew == _crewRequired) exitWith{};
} forEach _vehicleRoles;
_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
[_logDetail] call SC_fnc_log;
sleep 2;
{
_unit = _x;
_unit enableAI "FSM";
_unit enableAI "MOVE";
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "AUTOCOMBAT";
_unit allowCrewInImmobile false;
reload _unit;
_unitName = [_side] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
}forEach units _group;
[_group,false] call DMS_fnc_FreezeToggle;
[units _group] orderGetIn true;
sleep 10;
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setCombatMode "RED";
sleep 0.2;
clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearItemCargoGlobal _vehicle;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
// Add weapons with ammo to the vehicle
_possibleWeapons =
[
"arifle_MXM_Black_F",
"arifle_MXM_F",
"arifle_MX_SW_Black_F",
"arifle_MX_SW_F",
"LMG_Mk200_F",
"LMG_Zafir_F"
];
_amountOfWeapons = 1 + (random 3);
for "_i" from 1 to _amountOfWeapons do
{
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
};
}
else
{
_logDetail = format['[OCCUPATION:Vehicle] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
[_logDetail] call SC_fnc_log;
sleep 2;
{
_unit = _x;
_unit enableAI "FSM";
_unit enableAI "MOVE";
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "AUTOCOMBAT";
_unit allowCrewInImmobile false;
reload _unit;
_unitName = [_side] call SC_fnc_selectName;
if(!isNil "_unitName") then { _unit setName _unitName; };
}forEach units _group;
[_group,false] call DMS_fnc_FreezeToggle;
[units _group] orderGetIn true;
sleep 10;
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setCombatMode "RED";
sleep 0.2;
clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearItemCargoGlobal _vehicle;
_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
// Add weapons with ammo to the vehicle
_possibleWeapons =
[
"arifle_MXM_Black_F",
"arifle_MXM_F",
"arifle_MX_SW_Black_F",
"arifle_MX_SW_F",
"LMG_Mk200_F",
"LMG_Zafir_F"
];
_amountOfWeapons = 1 + (random 3);
for "_i" from 1 to _amountOfWeapons do
{
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
};
}
else
{
_logDetail = format['[OCCUPATION:Vehicle] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
};
};
};
SC_liveVehicles = count(SC_liveVehiclesArray);