v35 changes & fixes

This commit is contained in:
second_coming 2016-05-05 12:23:52 +01:00
parent 948f52fa9a
commit e9061a2e44
18 changed files with 559 additions and 467 deletions

25
changeLog.txt Normal file
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@ -0,0 +1,25 @@
=================================================================================
V35 (03-05-2016)
=================================================================================
Added checks for valid vehicles in Sky, Sea and Vehicle modules
Added the ability to add names to be used for AI
Altered eventhandlers triggered to repair land vehicles that were getting stuck in a loop
Added the option to ignore AI count when spawning land vehicles (set SC_occupyVehicleIgnoreCount = true)
=================================================================================
V28-V31 (27-04-2016)
=================================================================================
Altereed a few eventhandlers
Fixed multiple static spawns so they are independent of each other
=================================================================================
V27 (26-04-2016)
=================================================================================
Added the option fully control the gear assigned to bandit and survivor units
Added the option for helicopters as public transport, the heli travels between traders and lands for about 60 seconds. Setting SC_occupyTransportClass to a helicopter classname will switch it over to using a helicopter, if you want to continue using the land vehicle set SC_occupyTransportClass to a land vehicle.
Added the option to set the maximum crew (crew count will be a random number between the max and min). The applies for all AI vehicles.
Added a separate SC_VehicleClassToUseRare list of vehicles which spawn 10% of the time in place of the standard SC_VehicleClassToUse list.

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@ -36,6 +36,7 @@ SC_minDistanceToSpawnZones = 500; // Distance in metres (Briti
SC_minDistanceToTraders = 500; // Distance in metres (British spelling, sue me :p ) Only used by occupy Places
SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
SC_occupyVehicleIgnoreCount = true; // true if you want spawn vehicles regardless of overall AI count
SC_occupyVehiclesLocked = false; // true if AI vehicles to stay locked until all the linked AI are dead
SC_occupyTraders = false; // (WORK IN PROGRESS, NOT WORKING YET) true if you want to create trader camps at positions specified in SC_occupyTraderDetails
@ -223,7 +224,11 @@ SC_BoatClassToUse = [
"Exile_Boat_MotorBoat_Police"
];
// Arrays of names used to generate names for AI
SC_SurvivorFirstNames = ["John","Dave","Steve","Rob","Richard","Bob","Andrew","Nick","Adrian","Mark","Adam","Will","Graham"];
SC_SurvivorLastNames = ["Smith","Jones","Davids","Johnson","Jobs","Andrews","White","Brown","Taylor","Walker","Williams","Clarke","Jackson","Woods"];
SC_BanditFirstNames = ["Alex","Nikita","George","Daniel","Adam","Alexander","Sasha","Sergey","Dmitry","Anton","Jakub","Vlad","Maxim","Oleg","Denis","Wojtek"];
SC_BanditLastNames = ["Dimitrov","Petrov","Horvat","Novak","Dvorak","Vesely","Horak","Hansen","Larsen","Tamm","Ivanov","Pavlov","Virtanen"];
// namalsk specific settings (if you want to override settings for specific maps if you run multiple servers)
if (worldName == 'Namalsk') then

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@ -2,7 +2,7 @@
//
// Server Occupation script by second_coming
//
SC_occupationVersion = "v31 (04-05-2016) Roll back";
SC_occupationVersion = "v35 (05-05-2016)";
//
// http://www.exilemod.com/profile/60-second_coming/
//
@ -45,7 +45,7 @@ SC_occupationVersion = "v31 (04-05-2016) Roll back";
SC_fnc_boatHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\boatHit.sqf";
SC_fnc_getIn = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getIn.sqf";
SC_fnc_getOut = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getOut.sqf";
SC_fnc_refuel = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\refuel.sqf";
SC_fnc_comeUnstuck = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\comeUnstuck.sqf";
SC_fnc_unitMPHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\unitMPHit.sqf";
SC_fnc_unitMPKilled = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\unitMPKilled.sqf";
@ -56,7 +56,7 @@ SC_occupationVersion = "v31 (04-05-2016) Roll back";
SC_fnc_addMarker = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\functions\fnc_addMarker.sqf";
SC_fnc_spawnstatics = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\functions\fnc_spawnStatics.sqf";
SC_fnc_selectGear = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\functions\fnc_selectGear.sqf";
SC_fnc_selectName = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\functions\fnc_selectName.sqf";
_logDetail = "=============================================================================================================";
[_logDetail] call SC_fnc_log;

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@ -0,0 +1,20 @@
// Select names for AI based on the side
_side = _this select 0;
_firstName = "Tyler";
_lastName = "Durden";
switch (_side) do
{
case "survivor":
{
_firstName = SC_SurvivorFirstNames call BIS_fnc_selectRandom;
_lastName = SC_SurvivorLastNames call BIS_fnc_selectRandom;
};
case "bandit":
{
_firstName = SC_BanditFirstNames call BIS_fnc_selectRandom;
_lastName = SC_BanditLastNames call BIS_fnc_selectRandom;
};
};
_name = format["%1 %2",_firstName,_lastName];
_name

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@ -65,7 +65,9 @@ if(_side == "survivor") then { _currentSide = SC_SurvivorSide };
for "_i" from 1 to _aiCount do
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_initialGroup,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unit = [_initialGroup,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = [_side] call SC_fnc_selectName;
_unit setName _unitName;
_unit setVariable ["SC_staticUID",_staticUID];
_unit setVariable ["SC_staticSpawnPos",_spawnPosition];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_staticUnitMPKilled;"];

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@ -55,6 +55,8 @@ for "_i" from 1 to SC_numberofLootCrates do
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group,_spawnPosition,"custom","random","bandit","soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = ["bandit"] call SC_fnc_selectName;
_unit setName _unitName;
};
// Get the AI to shut the fuck up :)

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@ -144,6 +144,19 @@ _areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSaf
_group = [_spawnPosition, _aiCount, _difficulty, "random", "bandit"] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = true;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
_unitName = ["bandit"] call SC_fnc_selectName;
_unit setName _unitName;
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"];
_tag attachTo [_unit,[0,0,0.6],"Head"];
};
}foreach units _group;
[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group setBehaviour "COMBAT";
_group setCombatMode "RED";
@ -159,6 +172,8 @@ _areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSaf
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
_unitName = ["bandit"] call SC_fnc_selectName;
_unit setName _unitName;
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"];

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@ -194,8 +194,10 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
DMS_ai_use_launchers = false;
for "_i" from 1 to _aiCount do
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = [_side] call SC_fnc_selectName;
_unit setName _unitName;
};
DMS_ai_use_launchers = _useLaunchers;
@ -277,6 +279,8 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
{
_loadOut = ["bandit"] call SC_fnc_selectGear;
_unit = [_group2,_spawnPosition,"custom","random",_side,"soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = [_side] call SC_fnc_selectName;
_unit setName _unitName;
};
DMS_ai_use_launchers = _useLaunchers;

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@ -47,148 +47,163 @@ for "_i" from 1 to _vehiclesToSpawn do
_group = createGroup SC_BanditSide;
_VehicleClassToUse = SC_BoatClassToUse call BIS_fnc_selectRandom;
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
_vehicle setPosASL _spawnLocation;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
// Remove the overpowered weapons from boats
_vehicle removeWeaponTurret ["HMG_01",[0]];
_vehicle removeWeaponTurret ["GMG_40mm",[0]];
if(_vehicle) then
{
_vehicle setPosASL _spawnLocation;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
// Remove the overpowered weapons from boats
_vehicle removeWeaponTurret ["HMG_01",[0]];
_vehicle removeWeaponTurret ["GMG_40mm",[0]];
SC_liveBoats = SC_liveBoats + 1;
SC_liveBoatsArray = SC_liveBoatsArray + [_vehicle];
SC_liveBoats = SC_liveBoats + 1;
SC_liveBoatsArray = SC_liveBoatsArray + [_vehicle];
_vehicle setVehiclePosition [_spawnLocation, [], 0, "NONE"];
_vehicle setVariable ["vehicleID", _spawnLocation, true];
_vehicle setFuel 1;
_vehicle setDamage 0;
_vehicle engineOn true;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle action ["LightOn", _vehicle];
sleep 0.2;
_group addVehicle _vehicle;
// Calculate the 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
_vehicle setVehiclePosition [_spawnLocation, [], 0, "NONE"];
_vehicle setVariable ["vehicleID", _spawnLocation, true];
_vehicle setFuel 1;
_vehicle setDamage 0;
_vehicle engineOn true;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle action ["LightOn", _vehicle];
sleep 0.2;
_group addVehicle _vehicle;
// Calculate the number of seats in the vehicle and fill the required amount
_crewRequired = SC_minimumCrewAmount;
if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
{
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
_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;
_unitName = ["bandit"] call SC_fnc_selectName;
_unit setName _unitName;
_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;
_unitName = ["bandit"] call SC_fnc_selectName;
_unit setName _unitName;
_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;
_unitName = ["bandit"] call SC_fnc_selectName;
_unit setName _unitName;
_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;
[_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;
};
} forEach _vehicleRoles;
{
_unit = _x;
[_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;
};
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, 4000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setCombatMode "RED";
_vehicle addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_boatHit;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
[_group, _spawnLocation, 4000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setCombatMode "RED";
_vehicle addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_boatHit;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
}
else
{
_logDetail = format['[OCCUPATION:Sea] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
};

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@ -72,151 +72,161 @@ for "_i" from 1 to _vehiclesToSpawn do
_group = createGroup SC_BanditSide;
_VehicleClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
_group addVehicle _vehicle;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
SC_liveHelis = SC_liveHelis + 1;
SC_liveHelisArray = SC_liveHelisArray + [_vehicle];
_vehicle setVehiclePosition [_spawnLocation, [], 0, "FLY"];
_vehicle setVariable ["vehicleID", _spawnLocation, true];
_vehicle setFuel 1;
_vehicle setDamage 0;
_vehicle engineOn true;
_vehicle flyInHeight 150;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle action ["LightOn", _vehicle];
// Calculate the 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;
[_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;
if(_vehicle) then
{
_group addVehicle _vehicle;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
_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
SC_liveHelis = SC_liveHelis + 1;
SC_liveHelisArray = SC_liveHelisArray + [_vehicle];
_vehicle setVehiclePosition [_spawnLocation, [], 0, "FLY"];
_vehicle setVariable ["vehicleID", _spawnLocation, true];
_vehicle setFuel 1;
_vehicle setDamage 0;
_vehicle engineOn true;
_vehicle flyInHeight 150;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle action ["LightOn", _vehicle];
// Calculate the 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;
[_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, 2000] 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_airHit;"];
_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, 2000] 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_airHit;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
};

View File

@ -27,7 +27,7 @@ if(diag_fps < SC_minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide) && !SC_occupyVehicleIgnoreCount} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
@ -130,154 +130,169 @@ if(_vehiclesToSpawn >= 1) then
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
_group addVehicle _vehicle;
SC_liveVehicles = SC_liveVehicles + 1;
SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
_vehicle setFuel 1;
_vehicle engineOn true;
if(SC_occupyVehiclesLocked) then
if(_vehicle) then
{
_vehicle lock 2;
_vehicle setVehicleLock "LOCKED";
_vehicle setVariable ["ExileIsLocked", 1, true];
_group addVehicle _vehicle;
SC_liveVehicles = SC_liveVehicles + 1;
SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
_vehicle setFuel 1;
_vehicle 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 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_repairVehicle;"];
// 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 = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = [_side] call SC_fnc_selectName;
_unit setName _unitName;
_amountOfCrew = _amountOfCrew + 1;
_unit disableAI "FSM";
[_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];
};
if(_vehicleRole == "Turret" && _amountOfCrew < _crewRequired) then
{
_loadOut = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_unitName = [_side] call SC_fnc_selectName;
_unit setName _unitName;
_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;
_unitName = [_side] call SC_fnc_selectName;
_unit setName _unitName;
_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;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
[_logDetail] call SC_fnc_log;
sleep 15;
{
_x enableAI "FSM";
}forEach units _group;
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "SAFE";
_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
{
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_logDetail = format['[OCCUPATION:Vehicle] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
[_logDetail] call SC_fnc_log;
};
_vehicle setSpeedMode "LIMITED";
_vehicle limitSpeed 60;
_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 = [_side] call SC_fnc_selectGear;
_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
_amountOfCrew = _amountOfCrew + 1;
_unit disableAI "FSM";
[_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 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_repairVehicle;"];
};
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;
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
[_logDetail] call SC_fnc_log;
sleep 15;
{
_x enableAI "FSM";
}forEach units _group;
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "SAFE";
_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];
};
};
};

View File

@ -109,7 +109,8 @@ if(_heliDamage > 0.7 && _damagedEssentials > 0) then
_wp setWaypointBehaviour "COMBAT";
_wp setWaypointCombatMode "RED";
_wp setWaypointCompletionRadius 10;
_wp setWaypointType "GETOUT";
//_wp setWaypointType "GETOUT";
_wp setWaypointType "TR Unload";
[_group2, _destination, 250] call bis_fnc_taskPatrol;
_group2 setBehaviour "COMBAT";

View File

@ -8,7 +8,6 @@ if(SC_extendedLogging) then
};
_deadDriver = _this select 0;
//_deadDriver removeAllMPEventHandlers "mpkilled";
_vehicle = _deadDriver getVariable "SC_drivenVehicle";
if(SC_debug) then
@ -36,6 +35,8 @@ if(count units _group > 0) then
_groupMembers = units _group;
_driver = _groupMembers call BIS_fnc_selectRandom;
if(_deadDriver == _driver) exitWith { [_vehicle] call SC_fnc_vehicleDestroyed; };
_driver disableAI "TARGET";
_driver disableAI "AUTOTARGET";

View File

@ -1,11 +1,11 @@
// Triggered if a player gets in a captured AI vehicle
// Marks the vehicle as claimed by a player and frees up a slot to spawn another AI controlled vehicle
_unit = _this select 0;
_vehicle = _this select 0;
_unit = _this select 2;
if(isPlayer _unit) then
{
_vehicle = vehicle _unit;
[_vehicle] call SC_fnc_vehicleDestroyed;
if(SC_extendedLogging) then
@ -16,15 +16,6 @@ if(isPlayer _unit) then
}
else
{
if(SC_debug) then
{
{ deleteVehicle _x; } forEach attachedObjects _unit;
};
if(damage _vehicle > 0) then
{
[_vehicle] call SC_fnc_repairVehicle;
};
if(SC_debug) then { { deleteVehicle _x; } forEach attachedObjects _unit; };
//if(damage _vehicle > 0) then { [_vehicle] call SC_fnc_repairVehicle; };
};

View File

@ -8,5 +8,4 @@ if(_transport isKindOf "LandVehicle") then
_transport setFuel 0;
_transportDriver = driver _transport;
_transportDriver disableAI "MOVE";
};
};

View File

@ -1,5 +1,4 @@
// Triggered if a player gets on the public transport
_transport = _this select 0;
_unit = _this select 2;
_unit = _this select 2;

View File

@ -1,18 +0,0 @@
// Triggered when a vehicle runs out of fuel but only if not damaged
_vehicle = _this select 0;
_fuel = _this select 1;
diag_log format["[OCCUPATION:refuelcheck] _vehicle: %1 ---- _fuel: %2 ",_vehicle,_fuel];
/*
if(!isNil "_vehicle" && !isNil "_fuel") then
{
_damage = getdammage _vehicle;
if(_damage <> 0 && !_fuel) then
{
_vehicle setFuel 1;
_vehicle engineOn true;
};
};
*/

View File

@ -6,12 +6,15 @@ _vehicle removeAllMPEventHandlers "mphit";
_vehicleDamage = damage _vehicle;
_damagedWheels = 0;
_damageLimit = 0.2;
_damageLimit = 1;
_engineDamage = false;
_fueltankDamage = false;
_assignedDriver = _vehicle getVariable "SC_assignedDriver";
if(isNull assignedDriver _vehicle) exitWith { [_assignedDriver] call SC_fnc_driverKilled; };
if(!alive _assignedDriver) exitWith
{
[_assignedDriver] call SC_fnc_driverKilled;
};
_wheels = ["HitLFWheel","HitLF2Wheel","HitRFWheel","HitRF2Wheel","HitLBWheel","HitLMWheel","HitRBWheel","HitRMWheel"];
_damagedWheels = 0;
@ -24,7 +27,7 @@ _damagedWheels = 0;
_logDetail = format ["[OCCUPATION:repairVehicle]:: Vehicle %1 checking wheel %2 (damage: %4) @ %3",_vehicle, _x, time,_damage];
[_logDetail] call SC_fnc_log;
};
if(_damage > 0) then { _damagedWheels = _damagedWheels + 1; };
if(_damage == 1) then { _damagedWheels = _damagedWheels + 1; };
};
} forEach _wheels;
@ -50,19 +53,22 @@ if(_damagedWheels > 0 OR _engineDamage OR _fueltankDamage) then
_vehicle forceSpeed 0;
_group = group _vehicle;
_driver = _this select 1;
_driver disableAI "MOVE";
_driver disableAI "TARGET";
_driver disableAI "AUTOTARGET";
_driver disableAI "AUTOCOMBAT";
_driver disableAI "COVER";
_driver disableAI "SUPPRESSION";
sleep 1;
_driver disableAI "SUPPRESSION";
_driver disableAI "FSM";
sleep 0.3;
_driver action ["getOut", _vehicle];
_driver doMove (position _vehicle);
_driverDir = _driver getDir _vehicle;
_driver setDir _driverDir;
_driver setUnitPos "MIDDLE";
sleep 0.5;
_driver playMoveNow "Acts_carFixingWheel";
sleep 8;
sleep 4;
_driver switchMove "";
if(alive _driver) then
{