V48
This commit is contained in:
@ -1,3 +1,17 @@
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=================================================================================
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V48 (16-06-2016)
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=================================================================================
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Added the setting SC_useMapOverrides, setting to true activates the map specific
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overrides at the bottom of the config.sqf, false ignores the settings
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Removed the over write for DMS_Enable_RankChange
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Added in checks for the transport module to only spawn the public transport if there
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are more than 1 destination map markers (in the dev branch map markers are not
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displaying correctly intermittently which is causing issues). Check the server rpt
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if your transport is not spawning and you have activated it.
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=================================================================================
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V47 (13-06-2016)
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=================================================================================
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@ -4,7 +4,7 @@ class CfgPatches
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units[] = {};
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weapons[] = {};
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requiredVersion = 0.1;
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a3_exile_occupation_version = "v47 (13-06-2016)";
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a3_exile_occupation_version = "v48 (16-06-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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39
config.sqf
39
config.sqf
@ -15,6 +15,7 @@
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_useMapOverrides = false; // set to true to enable over riding options per map (see the bottom of this file for examples)
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SC_extendedLogging = false; // set to true for additional logging
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SC_processReporter = true; // log the a list of active server processes every 60 seconds (useful for debugging server problems)
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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@ -105,6 +106,7 @@ SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupyTransport = true; // true if you want pubic transport (travels between traders)
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SC_occupyTransportClass = ["Exile_Chopper_Mohawk_FIA","Exile_Chopper_Mohawk_FIA","Exile_Car_LandRover_Urban"]; // to always use the same vehicle, specify one option only
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SC_occupyTransportStartPos = []; // if empty defaults to map centre
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SC_occupyTransportAnnounce = false; // true if you want the pilot/driver to talk to passengers in vehicle chat, false if not
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SC_occupyTransportGetIn = [];
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@ -196,7 +198,7 @@ SC_maxNumberofVehicles = 4;
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// Array of arrays of ground vehicles which can be used by AI patrols (the number next to next vehicle is the maximum amount of that class allowed, 0 for no limit)
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SC_VehicleClassToUse = [
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["Exile_Car_LandRover_Green",0],
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["Exile_Car_LandRover_Green",0],
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["Exile_Bike_QuadBike_Black",2],
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["Exile_Car_UAZ_Open_Green",2]
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];
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@ -269,7 +271,7 @@ SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
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];
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// namalsk specific settings (if you want to override settings for specific maps if you run multiple servers)
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if (worldName == 'Namalsk') then
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if (worldName == 'Namalsk' AND SC_useMapOverrides) then
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{
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SC_maxAIcount = 80;
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SC_occupySky = false;
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@ -281,15 +283,26 @@ if (worldName == 'Namalsk') then
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};
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// Napf specific settings (if you want to override settings for specific maps if you run multiple servers)
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if (worldName == 'Napf') then
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if (worldName == 'Napf' AND SC_useMapOverrides) then
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{
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SC_occupyTraders = true;
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};
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// Napf specific settings (if you want to override settings for specific maps if you run multiple servers)
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if (worldName == 'Tanoa') then
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if (worldName == 'Tanoa' AND SC_useMapOverrides) then
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{
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SC_occupyTraders = true;
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SC_BanditWeapon = [ "arifle_MX_khk_F","arifle_MX_GL_khk_F","arifle_MX_SW_khk_F","arifle_MXC_khk_F","arifle_MXM_khk_F","arifle_AK12_F","arifle_AK12_GL_F","arifle_AKM_F",
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"arifle_AKS_F","arifle_ARX_blk_F","arifle_ARX_ghex_F","arifle_ARX_hex_F","arifle_CTAR_blk_F","arifle_CTAR_GL_blk_F","arifle_CTARS_blk_F","arifle_SPAR_01_blk_F","arifle_SPAR_01_khk_F",
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"arifle_SPAR_01_snd_F","arifle_SPAR_01_GL_blk_F","arifle_SPAR_01_GL_khk_F","arifle_SPAR_01_GL_snd_F","arifle_SPAR_02_blk_F","arifle_SPAR_02_khk_F","arifle_SPAR_02_snd_F",
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"arifle_SPAR_03_blk_F","arifle_SPAR_03_khk_F","arifle_SPAR_03_snd_F"];
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SC_BanditUniforms = [ "U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F","U_I_C_Soldier_Para_5_F","U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F",
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"U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F","U_I_C_Soldier_Camo_F","U_B_CTRG_Soldier_urb_1_F","U_B_CTRG_Soldier_urb_2_F","U_B_CTRG_Soldier_urb_3_F"];
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SC_VehicleClassToUse = [
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["B_GEN_Offroad_01_gen_F",0],
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["C_Offroad_02_unarmed_F",0],
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["I_C_Offroad_02_unarmed_F",0]
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];
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};
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if (SC_debug) then
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@ -297,15 +310,15 @@ if (SC_debug) then
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SC_extendedLogging = true;
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SC_processReporter = true;
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SC_mapMarkers = true;
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//SC_occupyPlaces = true;
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//SC_occupyVehicle = true;
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//SC_occupyMilitary = true;
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//SC_occupyStatic = true;
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//SC_occupySky = true;
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//SC_occupySea = true;
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//SC_occupyTransport = true;
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//SC_occupyLootCrates = true;
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//SC_occupyHeliCrashes = true;
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SC_occupyPlaces = true;
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SC_occupyVehicle = true;
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SC_occupyMilitary = true;
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SC_occupyStatic = true;
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SC_occupySky = true;
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SC_occupySea = true;
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SC_occupyTransport = true;
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SC_occupyLootCrates = true;
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SC_occupyHeliCrashes = true;
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SC_maxNumberofVehicles = 4;
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SC_maxNumberofBoats = 1;
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SC_maxNumberofHelis = 1;
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@ -16,11 +16,6 @@ _scaleAI = SC_scaleAI;
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_side = "bandit";
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_okToSpawn = true;
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if(SC_occupyPlacesSurvivors) then
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{
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if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
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};
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// more than _scaleAI players on the server and the max AI count drops per additional player
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_currentPlayerCount = count playableUnits;
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@ -34,7 +34,7 @@ if(SC_occupyTransportClassToUse isKindOf "LandVehicle") then
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_nearestRoadPos = position (_nearRoads select 0);
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_spawnLocation = [_nearestRoadPos select 0, _nearestRoadPos select 1, 0];
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_transportSpeed = "LIMITED";
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_transportBehaviour = "CARELESS";
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_transportBehaviour = "SAFE";
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_transportWaitingTime = 10;
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}
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else
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@ -47,182 +47,198 @@ else
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};
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// Create the driver/pilot and ensure he doest react to gunfire or being shot at.
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_group = createGroup resistance;
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_group setCombatMode "BLUE";
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_group setVariable ["DMS_AllowFreezing",false,true];
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// Spawn Vehicle
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if(_transportType == "heli") then
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{
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_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "NONE"];
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_transport setVehiclePosition [_spawnLocation, [], 0, "FLY"];
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_transport setVariable ["vehicleID", _spawnLocation, true];
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_transport setFuel 1;
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_transport setDamage 0;
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_transport engineOn true;
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_transport flyInHeight 100;
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}
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else
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{
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_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "CAN_COLLIDE"];
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};
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sleep 0.2;
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if(isNull _transport) exitWith
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{
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_logDetail = format ["[OCCUPATION:transport]:: %1 failed to spawn, check it is a valid vehicle class name",SC_occupyTransportClassToUse];
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[_logDetail] call SC_fnc_log;
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};
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_transport addEventHandler ["handleDamage", { false }];
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_transport allowdamage false;
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if( _transportType == "land") then
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{
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//_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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}
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else
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{
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_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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_transport setObjectTextureGlobal [1,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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_transport setObjectTextureGlobal [2,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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};
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_group addVehicle _transport;
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_transport enableCopilot false;
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_transportDriver = _group createUnit [DMS_AI_Classname, _spawnLocation, [], 0,"FORM"];
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removeGoggles _transportDriver;
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_transportDriver forceAddUniform "U_IG_Guerilla3_1";
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_transportDriver addVest "V_TacVest_blk_POLICE";
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_transportDriver addHeadgear "H_Cap_blk";
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removeBackpackGlobal _transportDriver;
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_transportDriver addBackpackGlobal "B_Parachute";
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_transportDriver disableAI 'AUTOTARGET';
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_transportDriver disableAI 'TARGET';
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_transportDriver disableAI 'SUPPRESSION';
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_transportDriver setCaptive true;
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_transportDriver allowDamage false;
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_transportDriver assignasdriver _transport;
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_transportDriver moveInDriver _transport;
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[_transportDriver] orderGetin true;
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_transport lockDriver true;
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_transport lockTurret [[0],true];
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SC_transportArray = SC_transportArray + [_transport];
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_transport setVariable ["SC_assignedDriver", _transportDriver,true];
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_transport setVariable ["SC_transport", true,true];
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_transport setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
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_transportDriver setVariable ["DMS_AssignedVeh",_transport];
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_transportDriver setVariable ["SC_lastSpoke", time, true];
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_transport addEventHandler ["getin", "_this call SC_fnc_getOnBus;"];
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_transport addEventHandler ["getout", "_this call SC_fnc_getOffBus;"];
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clearBackpackCargoGlobal _transport;
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clearItemCargoGlobal _transport;
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clearMagazineCargoGlobal _transport;
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clearWeaponCargoGlobal _transport;
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_transport setVariable ["ExileIsPersistent", false];
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_transport setVariable["vehPos",_spawnLocation,true];
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_transport setFuel 1;
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_logDetail = format['[OCCUPATION:transport] Vehicle %1 spawned @ %2',SC_occupyTransportClassToUse,_spawnLocation];
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[_logDetail] call SC_fnc_log;
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// Check there are enough waypoints to use
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_markerCount = 0;
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{
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_markerName = _x;
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_markerPos = getMarkerPos _markerName;
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if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
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{
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_wp = _group addWaypoint [_markerPos, 100];
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_wp setWaypointType "MOVE";
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_wp setWaypointBehaviour _transportBehaviour;
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_wp setWaypointspeed _transportSpeed;
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_wp = _group addWaypoint [_markerPos, 25];
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_wp setWaypointType "TR UNLOAD";
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_wp setWaypointBehaviour "SAFE";
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_wp setWaypointspeed "LIMITED";
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_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
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_markerName = _x;
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_markerPos = getMarkerPos _markerName;
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if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
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{
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_markerCount = _markerCount + 1;
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};
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};
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} forEach allMapMarkers;
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if(_markerCount == 0) exitWith
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if(_markerCount < 2) then
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{
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_logDetail = format ["[OCCUPATION:transport]:: failed to find any ExileTraderZone or o_unknown map markers @ %1",time];
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_logDetail = format ["[OCCUPATION:transport]:: failed to find more than 1 ExileTraderZone or o_unknown map markers @ %1",time];
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[_logDetail] call SC_fnc_log;
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};
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_logDetail = format ["[OCCUPATION:transport]:: Found %1 markers to use as pickup points @ %2",_markerCount,time];
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[_logDetail] call SC_fnc_log;
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_textures = getObjectTextures _transport;
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_logDetail = format ["[OCCUPATION:transport]:: textures for vehicle are: %1",_textures];
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[_logDetail] call SC_fnc_log;
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// Add a final CYCLE
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_wp = _group addWaypoint [_spawnLocation, 20];
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_wp setWaypointType "CYCLE";
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_wp setWaypointBehaviour _transportBehaviour;
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_wp setWaypointspeed _transportSpeed;
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_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
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_transportPos = position _transport;
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_mk = createMarker ["transportLocation",_transportPos];
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if(_transportType == "land") then
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{
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"transportLocation" setMarkerType "loc_BusStop";
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"transportLocation" setMarkerText "Occupation Public Bus";
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}
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else
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{
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"transportLocation" setMarkerType "c_air";
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"transportLocation" setMarkerText "Occupation Airlines";
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"transportLocation" setMarkerColor "ColorBLUFOR";
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};
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// Create the driver/pilot and ensure he doest react to gunfire or being shot at.
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_group = createGroup resistance;
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_group setCombatMode "BLUE";
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_group setVariable ["DMS_AllowFreezing",false,true];
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// Spawn Vehicle
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diag_log format['[OCCUPATION:transport] Running'];
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_transportDriver = _transport getVariable "SC_assignedDriver";
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// Make _transportDriver stop when players near him.
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while {true} do
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{
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_pos = position _transport;
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_mk setMarkerPos _pos;
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_nearPlayers = (count (_pos nearEntities [['Exile_Unit_Player'],25]));
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if (_nearPlayers >= 1 && _transportType == "land") then
|
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if(_transportType == "heli") then
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{
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uiSleep 0.5;
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_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "NONE"];
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_transport setVehiclePosition [_spawnLocation, [], 0, "FLY"];
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_transport setVariable ["vehicleID", _spawnLocation, true];
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_transport setFuel 1;
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_transport setVehicleAmmo 1;
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_transportDriver disableAI "MOVE";
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uiSleep 3;
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_transport setDamage 0;
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_transport engineOn true;
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_transport flyInHeight 100;
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}
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else
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{
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_transport setFuel 1;
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_transport setVehicleAmmo 1;
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uiSleep 3;
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_transportDriver enableAI "MOVE";
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{
|
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_transport = createVehicle [SC_occupyTransportClassToUse, _spawnLocation, [], 0, "CAN_COLLIDE"];
|
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};
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if(!Alive _transportDriver) exitWith {};
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uiSleep 5;
|
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};
|
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deleteMarker _mk;
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sleep 0.2;
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|
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if(isNull _transport) exitWith
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{
|
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_logDetail = format ["[OCCUPATION:transport]:: %1 failed to spawn, check it is a valid vehicle class name",SC_occupyTransportClassToUse];
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[_logDetail] call SC_fnc_log;
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};
|
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_transport addEventHandler ["handleDamage", { false }];
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_transport allowdamage false;
|
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if( _transportType == "land") then
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{
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//_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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}
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else
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{
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_transport setObjectTextureGlobal [0,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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_transport setObjectTextureGlobal [1,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
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_transport setObjectTextureGlobal [2,"#(argb,8,8,3)color(0.518,0.519,0.7,0.2)"];
|
||||
};
|
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|
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|
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_group addVehicle _transport;
|
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_transport enableCopilot false;
|
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|
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_transportDriver = _group createUnit [DMS_AI_Classname, _spawnLocation, [], 0,"FORM"];
|
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removeGoggles _transportDriver;
|
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_transportDriver forceAddUniform "U_IG_Guerilla3_1";
|
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_transportDriver addVest "V_TacVest_blk_POLICE";
|
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_transportDriver addHeadgear "H_Cap_blk";
|
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removeBackpackGlobal _transportDriver;
|
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_transportDriver addBackpackGlobal "B_Parachute";
|
||||
_transportDriver disableAI 'AUTOTARGET';
|
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_transportDriver disableAI 'TARGET';
|
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_transportDriver disableAI 'SUPPRESSION';
|
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_transportDriver setCaptive true;
|
||||
_transportDriver allowDamage false;
|
||||
_transportDriver assignasdriver _transport;
|
||||
_transportDriver moveInDriver _transport;
|
||||
[_transportDriver] orderGetin true;
|
||||
_transport lockDriver true;
|
||||
_transport lockTurret [[0],true];
|
||||
|
||||
SC_transportArray = SC_transportArray + [_transport];
|
||||
_transport setVariable ["SC_assignedDriver", _transportDriver,true];
|
||||
_transport setVariable ["SC_transport", true,true];
|
||||
_transport setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
|
||||
_transportDriver setVariable ["DMS_AssignedVeh",_transport];
|
||||
_transportDriver setVariable ["SC_lastSpoke", time, true];
|
||||
_transport addEventHandler ["getin", "_this call SC_fnc_getOnBus;"];
|
||||
_transport addEventHandler ["getout", "_this call SC_fnc_getOffBus;"];
|
||||
|
||||
clearBackpackCargoGlobal _transport;
|
||||
clearItemCargoGlobal _transport;
|
||||
clearMagazineCargoGlobal _transport;
|
||||
clearWeaponCargoGlobal _transport;
|
||||
_transport setVariable ["ExileIsPersistent", false];
|
||||
_transport setVariable["vehPos",_spawnLocation,true];
|
||||
_transport setFuel 1;
|
||||
|
||||
_logDetail = format['[OCCUPATION:transport] Vehicle %1 spawned @ %2',SC_occupyTransportClassToUse,_spawnLocation];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
_logDetail = format ["[OCCUPATION:transport]:: Found %1 markers to use as pickup points @ %2",_markerCount,time];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
_textures = getObjectTextures _transport;
|
||||
|
||||
_logDetail = format ["[OCCUPATION:transport]:: textures for vehicle are: %1",_textures];
|
||||
[_logDetail] call SC_fnc_log;
|
||||
|
||||
|
||||
|
||||
_markerCount = 0;
|
||||
{
|
||||
_markerName = _x;
|
||||
_markerPos = getMarkerPos _markerName;
|
||||
if (markerType _markerName == "ExileTraderZone" OR markerType _markerName == "o_unknown") then
|
||||
{
|
||||
_wp = _group addWaypoint [_markerPos, 100];
|
||||
_wp setWaypointType "MOVE";
|
||||
_wp setWaypointBehaviour _transportBehaviour;
|
||||
_wp setWaypointspeed _transportSpeed;
|
||||
|
||||
_wp = _group addWaypoint [_markerPos, 25];
|
||||
_wp setWaypointType "TR UNLOAD";
|
||||
_wp setWaypointBehaviour "SAFE";
|
||||
_wp setWaypointspeed "LIMITED";
|
||||
_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
|
||||
_markerCount = _markerCount + 1;
|
||||
};
|
||||
|
||||
} forEach allMapMarkers;
|
||||
|
||||
|
||||
|
||||
// Add a final CYCLE
|
||||
_wp = _group addWaypoint [_spawnLocation, 20];
|
||||
_wp setWaypointType "CYCLE";
|
||||
_wp setWaypointBehaviour _transportBehaviour;
|
||||
_wp setWaypointspeed _transportSpeed;
|
||||
_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
|
||||
|
||||
_transportPos = position _transport;
|
||||
_mk = createMarker ["transportLocation",_transportPos];
|
||||
|
||||
if(_transportType == "land") then
|
||||
{
|
||||
"transportLocation" setMarkerType "loc_BusStop";
|
||||
"transportLocation" setMarkerText "Occupation Public Bus";
|
||||
}
|
||||
else
|
||||
{
|
||||
"transportLocation" setMarkerType "c_air";
|
||||
"transportLocation" setMarkerText "Occupation Airlines";
|
||||
"transportLocation" setMarkerColor "ColorBLUFOR";
|
||||
};
|
||||
|
||||
|
||||
diag_log format['[OCCUPATION:transport] Running'];
|
||||
_transportDriver = _transport getVariable "SC_assignedDriver";
|
||||
|
||||
// Make _transportDriver stop when players near him.
|
||||
while {true} do
|
||||
{
|
||||
|
||||
_pos = position _transport;
|
||||
_mk setMarkerPos _pos;
|
||||
_nearPlayers = (count (_pos nearEntities [['Exile_Unit_Player'],25]));
|
||||
|
||||
if (_nearPlayers >= 1 && _transportType == "land") then
|
||||
{
|
||||
uiSleep 0.5;
|
||||
_transport setFuel 1;
|
||||
_transport setVehicleAmmo 1;
|
||||
_transportDriver disableAI "MOVE";
|
||||
uiSleep 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
_transport setFuel 1;
|
||||
_transport setVehicleAmmo 1;
|
||||
uiSleep 3;
|
||||
_transportDriver enableAI "MOVE";
|
||||
};
|
||||
if(!Alive _transportDriver) exitWith {};
|
||||
uiSleep 5;
|
||||
};
|
||||
deleteMarker _mk;
|
||||
};
|
||||
_logDetail = format ["[OCCUPATION:transport]:: Ended @ %1",time];
|
||||
[_logDetail] call SC_fnc_log;
|
Reference in New Issue
Block a user