Merge remote-tracking branch 'refs/remotes/origin/development'

This commit is contained in:
second_coming 2016-04-12 11:15:12 +01:00
commit ef2817e4ec
14 changed files with 350 additions and 74 deletions

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@ -2,7 +2,6 @@
//
// Server Occupation script by second_coming
//
//
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
@ -14,8 +13,8 @@
// Shared Config for each occupation monitor
SC_debug = false; // set to true to turn on debug features (not for live servers)
SC_extendedLogging = true; // set to true for additional logging
SC_infiSTAR_log = false; // true Use infiSTAR logging, false logs to server rpt
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
@ -27,7 +26,8 @@ SC_useWaypoints = true; // When spawning AI create waypoints to make t
// (can affect performance when the AI is spawned and the waypoints are calculated)
// Occupation Places (towns, villages & cities roaming AI)
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
SC_occupyPlacesSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyPlaces must be true to use this option)
// Occupation Military (roaming AI near military buildings)
SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
@ -41,13 +41,16 @@ SC_buildings = [ "Land_Cargo_Patrol_V1_F","Land_i_Barracks_V1_F",
"Land_Army_hut_int","Land_Army_hut2_int"
];
SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
SC_occupyStatic = false; // true if you want to garrison AI in specific locations (not working yet)
SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
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_occupyPublicBus = true; // true if you want a roaming bus service
SC_occupyPublicBusClass = "Exile_Car_Ikarus_Party"; // class name for the vehicle to use as the public bus
SC_occupyLootCrates = true; // true if you want to have random loot crates with guards
SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
@ -86,6 +89,7 @@ if (worldName == 'Namalsk') then
SC_numberofLootCrates = 3;
SC_numberofHeliCrashes = 2;
SC_maxNumberofBoats = 1;
SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
};
@ -97,6 +101,7 @@ SC_liveHelis = 0;
SC_liveHelisArray = [];
SC_liveBoats = 0;
SC_liveBoatsArray = [];
SC_publicBusArray = [];
publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray";
@ -104,4 +109,5 @@ publicVariable "SC_liveHelis";
publicVariable "SC_liveHelisArray";
publicVariable "SC_liveBoats";
publicVariable "SC_liveBoatsArray";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_numberofLootCrates";
publicVariable "SC_publicBusArray";

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@ -2,7 +2,7 @@
//
// Server Occupation script by second_coming
//
SC_occupationVersion = "v8 (09-04-2016)";
SC_occupationVersion = "v11 (12-04-2016)";
//
// http://www.exilemod.com/profile/60-second_coming/
//
@ -22,8 +22,9 @@ SC_occupationVersion = "v8 (09-04-2016)";
[] spawn
{
waitUntil { !(isNil "DMS_MinMax_Y_Coords") };
diag_log format ["[OCCUPATION]:: Occupation %2 Giving the server time to start before starting [OCCUPATION] (%1)",time,SC_occupationVersion];
waitUntil { !(isNil "DMS_MinMax_Y_Coords") };
sleep 1;
diag_log format ["[OCCUPATION MOD]:: Occupation %2 Loading Config at %1",time,SC_occupationVersion];
// Get the config for Occupation

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@ -1,6 +1,6 @@
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
private["_wp","_wp2","_wp3"];
_logDetail = format ["[OCCUPATION Military]:: Starting Monitor"];
[_logDetail] call SC_fnc_log;
@ -28,7 +28,7 @@ if(diag_fps < _minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && side _x == EAST} count allUnits;
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
//_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
if(_aiActive > _maxAIcount) exitWith
@ -156,6 +156,12 @@ for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = true;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
_buildings = _pos nearObjects ["house", _groupRadius];

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@ -24,5 +24,13 @@ _logDetail = format ["[OCCUPATION:Unstick]:: Initialised at %1",time];
sleep 5;
}forEach SC_liveBoatsArray;
{
_logDetail = format ["[OCCUPATION:Unstick]:: publicBus: %1 is active",_x];
[_logDetail] call SC_fnc_log;
_x setFuel 1;
[_x] call SC_fnc_comeUnstuck;
sleep 5;
}forEach SC_publicBusArray;
_logDetail = format ["[OCCUPATION:Unstick]:: Finished at %1",time];
[_logDetail] call SC_fnc_log;

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@ -1,21 +1,7 @@
////////////////////////////////////////////////////////////////////////
//
// Server Occupation script by second_coming
//
// Version 2.0
//
// http://www.exilemod.com/profile/60-second_coming/
//
// This script uses the fantastic DMS by Defent and eraser1
//
// http://www.exilemod.com/topic/61-dms-defents-mission-system/
//
////////////////////////////////////////////////////////////////////////
if (!isServer) exitWith {};
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor @ %1",time];
[_logDetail] call SC_fnc_log;
@ -27,6 +13,19 @@ _maxAIcount = SC_maxAIcount;
_minFPS = SC_minFPS;
_useLaunchers = DMS_ai_use_launchers;
_scaleAI = SC_scaleAI;
_side = "bandit";
if(SC_occupyPlacesSurvivors) then
{
// Make survivors friendly to players and enemies to bandit AI
RESISTANCE setFriend[WEST,1];
WEST setFriend[RESISTANCE,1];
WEST setFriend[EAST,0];
EAST setFriend[WEST,0];
if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
};
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
@ -45,7 +44,7 @@ if(diag_fps < _minFPS) exitWith
};
};
_aiActive = {alive _x && side _x == EAST} count allUnits;
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
if(SC_extendedLogging) then
@ -109,7 +108,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
};
// Don't spawn additional AI if there are players in range
if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith
if([_pos, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
{
_okToSpawn = false;
if(SC_extendedLogging) then
@ -119,21 +118,51 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
};
};
// Don't spawn additional AI if there are already AI in range
_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
if(_aiNear > 0) exitwith
if(_aiNear > 0) then
{
_okToSpawn = false;
if(SC_extendedLogging) then
_nearEastAI = { side _x == EAST AND _x distance _pos < 500 } count allUnits;
_nearWestAI = { side _x == WEST AND _x distance _pos < 500 } count allUnits;
if(_nearEastAI == 0 AND _nearWestAI == 0) then
{
_logDetail = format ["[OCCUPATION:Places]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];
[_logDetail] call SC_fnc_log;
};
_sideToSpawn = random 100;
if(_sideToSpawn < 50) then
{
_side = "bandit";
}
else
{
_side = "survivor";
};
};
if(_nearEastAI > 0 AND _nearWestAI == 0) then
{
_side = "survivor";
};
if(_nearEastAI == 0 AND _nearWestAI > 0) then
{
_side = "bandit";
};
if(_nearEastAI > 0 AND _nearWestAI > 0) then
{
_okToSpawn = false;
if(SC_extendedLogging) then
{
_logDetail = format ["[OCCUPATION:Places]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];
[_logDetail] call SC_fnc_log;
};
};
};
if(_okToSpawn) then
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
if(!SC_occupyPlacesSurvivors) then { _side = "bandit"; };
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Get AI to patrol the town
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_aiCount = 1;
@ -144,13 +173,48 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
if(_aiCount < 1) then { _aiCount = 1; };
_difficulty = "random";
_side = "bandit";
_spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, "randomEasy", "assault", _side] call DMS_fnc_SpawnAIGroup;
_initialGroup = [_spawnPosition, _aiCount, "randomEasy", "assault", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
_group = createGroup EAST;
if(_side == "survivor") then
{
deleteGroup _group;
_group = createGroup WEST;
};
_group setVariable ["DMS_LockLocality",nil];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
if(_side == "survivor") then
{
removeUniform _unit;
_unit forceAddUniform "Exile_Uniform_BambiOverall";
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_Green_F", position _unit, [], 0, "CAN_COLLIDE"];
_tag attachTo [_unit,[0,0,0.6],"Head"];
};
}
else
{
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_F", position _unit, [], 0, "CAN_COLLIDE"];
_tag attachTo [_unit,[0,0,0.6],"Head"];
};
};
}foreach units _initialGroup;
// Get the AI to shut the fuck up :)
enableSentences false;
@ -206,16 +270,51 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
if(_locationType isEqualTo "NameCityCapital") then
{
DMS_ai_use_launchers = false;
_group2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
_initialGroup2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
_group2 = createGroup EAST;
if(_side == "survivor") then
{
deleteGroup _group2;
_group2 = createGroup WEST;
};
_group2 setVariable ["DMS_LockLocality",nil];
_group2 setVariable ["DMS_SpawnedGroup",true];
_group2 setVariable ["DMS_Group_Side", _side];
// Get the AI to shut the fuck up :)
enableSentences false;
enableRadio false;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group2;
if(side _unit == "survivor") then
{
removeUniform _unit;
_unit forceAddUniform "Exile_Uniform_BambiOverall";
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_Green_F", position _unit, [], 0, "CAN_COLLIDE"];
_tag attachTo [_unit,[0,0,0.6],"Head"];
}
else
{
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_F", position _unit, [], 0, "CAN_COLLIDE"];
_tag attachTo [_unit,[0,0,0.6],"Head"];
};
};
};
}foreach units _initialGroup2;
[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
_group2 setBehaviour "AWARE";
_group2 setCombatMode "RED";
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -231,7 +330,14 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
_marker setMarkerText "Occupied Area";
};
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
if(_side == 'survivor') then
{
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
}
else
{
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
};
[_logDetail] call SC_fnc_log;
_okToSpawn = false;
};

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@ -0,0 +1,119 @@
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION:publicBus]:: Starting @ %1",time];
[_logDetail] call SC_fnc_log;
_position = [ 0, 50, 1, 500, 500, 200, 200, 200, true, false ] call DMS_fnc_findSafePos;
// Get position of nearest roads
_nearRoads = _position nearRoads 2000;
_nearestRoad = _nearRoads select 0;
_nearestRoadPos = position (_nearRoads select 0);
_spawnLocation = [_nearestRoadPos select 0, _nearestRoadPos select 1, 0];
// Create the busDriver and ensure he doest react to gunfire or being shot at.
_group = createGroup resistance;
_group setCombatMode "BLUE";
"Exile_Trader_CommunityCustoms" createUnit [_spawnLocation, _group, "busDriver = this; this disableAI 'AUTOTARGET'; this disableAI 'TARGET'; this disableAI 'SUPPRESSION'; "];
busDriver allowDamage false;
removeGoggles busDriver;
busDriver forceAddUniform "U_IG_Guerilla3_1";
busDriver addVest "V_TacVest_blk_POLICE";
busDriver addBackpack "B_FieldPack_oli";
busDriver addHeadgear "H_Cap_blk";
busDriver setCaptive true;
// Spawn busDrivers Vehicle
_publicBus = createVehicle [SC_occupyPublicBusClass, _spawnLocation, [], 0, "CAN_COLLIDE"];
SC_publicBusArray = SC_publicBusArray + [_publicBus];
_publicBus setVariable ["SC_assignedDriver", busDriver,true];
_publicBus setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
_publicBus addEventHandler ["getin", "_this call SC_fnc_getInBus;"];
_group addVehicle _publicBus;
clearBackpackCargoGlobal _publicBus;
clearItemCargoGlobal _publicBus;
clearMagazineCargoGlobal _publicBus;
clearWeaponCargoGlobal _publicBus;
_publicBus setVariable ["ExileIsPersistent", false];
_publicBus setVariable["vehPos",_spawnLocation,true];
_publicBus setFuel 1;
diag_log format['[OCCUPATION:publicBus] Vehicle spawned @ %1',_spawnLocation];
_publicBus addEventHandler ["HandleDamage", { _amountOfDamage = 0; _amountOfDamage }];
busDriver assignasdriver _publicBus;
[busDriver] orderGetin true;
{
_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 "CARELESS";
_wp setWaypointspeed "LIMITED";
};
} forEach allMapMarkers;
// Add a final CYCLE
_wp = _group addWaypoint [_spawnLocation, 100];
_wp setWaypointType "CYCLE";
_wp setWaypointBehaviour "CARELESS";
_wp setWaypointspeed "LIMITED";
_busPos = position _publicBus;
_mk = createMarker ["busLocation",_busPos];
"busLocation" setMarkerType "mil_warning";
"busLocation" setMarkerText "Public Bus";
diag_log format['[OCCUPATION:publicBus] Running'];
busDriver = _publicBus getVariable "SC_assignedDriver";
// Make busDriver stop when players near him.
while {true} do
{
_pos = position _publicBus;
_mk setMarkerPos _pos;
_nearPlayers = (count (_pos nearEntities [['Exile_Unit_Player'],25]));
if (_nearPlayers >= 1) then
{
uiSleep 0.5;
_publicBus setFuel 0;
busDriver action ["salute", busDriver];
busDriver disableAI "MOVE";
uiSleep 3;
}
else
{
_currentDriver = driver _publicBus;
if(_currentDriver != busDriver) then
{
_publicBus setFuel 0;
[_currentDriver] orderGetin false;
_currentDriver action ["eject", _publicBus];
};
if(isnull _currentDriver) then
{
sleep 0.1;
busDriver assignAsDriver _publicBus;
busDriver moveInDriver _publicBus;
[busDriver] orderGetin true;
_publicBus lockDriver true;
};
_publicBus setFuel 1;
uiSleep 3;
busDriver enableAI "MOVE";
if(!Alive busDriver) exitWith {};
};
};

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@ -1,8 +1,8 @@
if (!isServer) exitWith {};
_logDetail = format['[OCCUPATION:Sea] Started'];
[_logDetail] call SC_fnc_log;
if (!isServer) exitWith {};
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
_maxAIcount = SC_maxAIcount;
@ -19,7 +19,7 @@ if(diag_fps < SC_minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && side _x == EAST} count allUnits;
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION:Sea]:: %1 active AI, so not spawning AI this time",_aiActive];
@ -108,6 +108,11 @@ for "_i" from 1 to _vehiclesToSpawn do
};
} forEach _vehicleRoles;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
if(SC_infiSTAR_log) then
{

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@ -1,8 +1,8 @@
if (!isServer) exitWith {};
_logDetail = format['[OCCUPATION:Sky] Started'];
[_logDetail] call SC_fnc_log;
if (!isServer) exitWith {};
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
_maxAIcount = SC_maxAIcount;
@ -19,7 +19,7 @@ if(diag_fps < SC_minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && side _x == EAST} count allUnits;
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
@ -131,6 +131,11 @@ for "_i" from 1 to _vehiclesToSpawn do
};
} forEach _vehicleRoles;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
if(SC_infiSTAR_log) then
{

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@ -1,9 +1,10 @@
private["_wp","_wp2","_wp3"];
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
[_logDetail] call SC_fnc_log;
private["_wp","_wp2","_wp3"];
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0]; // Centre point for the map
_maxDistance = _middle; // Max radius for the map
@ -31,7 +32,7 @@ if(diag_fps < _minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive];
@ -89,6 +90,13 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
DMS_ai_use_launchers = false;
_group = [_spawnPosition, _aiCount, _difficulty, "assault", _side] call DMS_fnc_SpawnAIGroup;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
[ _group,_spawnPosition,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior;
DMS_ai_use_launchers = true;
@ -124,7 +132,7 @@ for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do
} foreach _buildingPositions;
_wpPosition = _highest;
//diag_log format ["Static Patrol %3 waypoint added - building: %1 position: %2",_y,_highest,_group];
diag_log format ["Static Patrol %3 waypoint added - building: %1 position: %2",_y,_highest,_group];
_i = _buildingPositions find _wpPosition;
_wp = _group addWaypoint [_wpPosition, 0] ;
_wp setWaypointBehaviour "AWARE";

View File

@ -20,7 +20,7 @@ if(diag_fps < SC_minFPS) exitWith
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && side _x == EAST} count allUnits;
_aiActive = {alive _x && (side _x == EAST OR side _x == WEST)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
@ -105,9 +105,19 @@ if(_vehiclesToSpawn >= 1) then
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
_vehicle setFuel 1;
_vehicle engineOn true;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, 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];
@ -135,7 +145,7 @@ if(_vehiclesToSpawn >= 1) then
};
sleep 0.1;
_unit assignAsDriver _vehicle;
_unit moveInDriver _vehicle;
_unit moveInDriver _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unit setVariable ["SC_drivenVehicle", _vehicle,true];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
@ -153,7 +163,7 @@ if(_vehiclesToSpawn >= 1) then
};
if(_vehicleRole == "CARGO") then
{
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
@ -179,7 +189,7 @@ if(_vehiclesToSpawn >= 1) then
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setBehaviour "SAFE";
_group setCombatMode "RED";
sleep 0.2;

View File

@ -34,25 +34,17 @@ if(count(crew _vehicle) > 0)then
_originalSpawnLocation = _vehicle getVariable "SC_vehicleSpawnLocation";
_group = group _vehicle;
//_vehClass = _vehicle getVariable "vehClass";
_vehClass = typeOf _vehicle;
if(_vehicle isKindOf "LandVehicle") then
{
//_newPos = [ _curPos, 1, 50, [ 0, 0, 1, 0, 0, 0, 0, 0, true] ] call DMS_fnc_FindSafePos_InRange;
//_newPos = [_curPos, 5, 100, 3, 0, 20, 0] call BIS_fnc_findSafePos;
_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
_newPos = [_tempPos select 0, _tempPos select 1, 0];
//_newPos = _curPos;
//_vehicle setDamage 0.2;
_tempPos = _curPos findEmptyPosition [0,150,_vehClass];
_newPos = [_tempPos select 0, _tempPos select 1, 0];
};
if(_vehicle isKindOf "Ship") then
{
//_newPos = [ _curPos, 1,50, [ 0, 0, 1, 0, 0, 0, 0, 0, true, true ] ] call DMS_fnc_FindSafePos_InRange;
_newPos = [_curPos, 5, 100, 3, 2, 20, 0] call BIS_fnc_findSafePos;
//_tempPos = _curPos findEmptyPosition [0,100,_vehClass];
//_newPos = [_tempPos select 0, _tempPos select 1, 0];
_newPos = _curPos;
_vehicle setDamage 0.2;
};

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@ -76,4 +76,7 @@ else
{
_logDetail = format ["[OCCUPATION:Vehicle]:: No replacement Driver found for vehicle %1",_vehicle];
[_logDetail] call SC_fnc_log;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
};

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@ -90,7 +90,7 @@ if(_damagedWheels > 0 OR _engineDamage OR _fueltankDamage) then
_driver action ["movetodriver", _vehicle];
_vehicle forceSpeed -1;
[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setBehaviour "SAFE";
_group setCombatMode "RED";
};

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@ -1,6 +1,6 @@
_logDetail = format ["[OCCUPATION]:: Occupation %2 Giving the server time to start before starting [OCCUPATION] (%1)",time,SC_occupationVersion];
[_logDetail] call SC_fnc_log;
uiSleep 60;
if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
[_logDetail] call SC_fnc_log;
@ -9,10 +9,16 @@ if(SC_debug) then { SC_refreshTime = 60; }else{ SC_refreshTime = 300; };
// Add selected occupation scripts to Exile Threading System
if(SC_occupyPublicBus) then
{
[] execVM "\x\addons\a3_exile_occupation\scripts\occupationPublicBus.sqf";
};
if(SC_occupyLootCrates) then
{
if(SC_occupyLootCratesMarkers) then
{
uiSleep 15; // delay the start
fnc_occupationDeleteMapMarker = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\deleteMapMarkers.sqf";
[10, fnc_occupationDeleteMapMarker, [], true] call ExileServer_system_thread_addTask;
};
@ -67,6 +73,7 @@ if(SC_occupyMilitary) then
[SC_refreshTime, fnc_occupationMilitary, [], true] call ExileServer_system_thread_addTask;
};
uiSleep 15; // delay the start
fnc_occupationMonitor = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationMonitor.sqf";
[SC_refreshTime, fnc_occupationMonitor, [], true] call ExileServer_system_thread_addTask;