V42 Tweaks
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@ -1,3 +1,10 @@
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=================================================================================
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V42 (18-05-2016)
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=================================================================================
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Forced reload after spawning AI to make sure they are ready to fire when they spot
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an enemy
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Added in compatibility with the new DMS feature AI freezing
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=================================================================================
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V41 (15-05-2016)
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=================================================================================
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@ -4,6 +4,8 @@ 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 = "v42 (22-05-2016)";
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requiredAddons[] = {"a3_dms"};
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author[]= {"second_coming"};
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};
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};
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@ -23,7 +23,7 @@ SC_scaleAI = 10; // any more than _scaleAI players on the server an
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SC_removeUserMapMarkers = true; // true to delete map markers placed by players every 10 seconds
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SC_fastNights = true; // true if you want night time to go faster than daytime
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SC_fastNights = false; // true if you want night time to go faster than daytime
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SC_fastNightsStarts = 18; // Start fast nights at this hour (24 hour clock) eg. 18 for 6pm
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SC_fastNightsMultiplierNight= 16; // the time multiplier to use at night (12 = 12x speed)
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SC_fastNightsEnds = 6; // End fast nights at this hour (24 hour clock) eg. 6 for 6am
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@ -2,7 +2,6 @@
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//
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// Server Occupation script by second_coming
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//
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SC_occupationVersion = "v41 (17-05-2016)";
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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@ -20,6 +19,8 @@ SC_occupationVersion = "v41 (17-05-2016)";
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//
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////////////////////////////////////////////////////////////////////////////////////////////
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SC_occupationVersion = getText (configFile >> "CfgPatches" >> "a3_exile_occupation" >> "a3_exile_occupation_version");
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[] spawn
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{
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diag_log format ["[OCCUPATION]:: Occupation %2 Giving the server time to start before starting [OCCUPATION] (%1)",time,SC_occupationVersion];
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@ -52,6 +52,14 @@ while{!_validspot} do
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};
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};
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_isOverWater = surfaceIsWater _position;
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if(!_waterSpawn && _isOverWater) then
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{
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_validspot = false;
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diag_log format["BIS_fnc_findSafePos none waterspawn over water %1",_position];
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};
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if(_validspot) then
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{
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_validspot = [ _position ] call SC_fnc_isSafePos;
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@ -57,6 +57,7 @@ for "_i" from 1 to SC_numberofLootCrates do
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_unit = [_group,_spawnPosition,"custom","random","bandit","soldier",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unitName = ["bandit"] call SC_fnc_selectName;
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_unit setName _unitName;
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reload _unit;
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};
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// Get the AI to shut the fuck up :)
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@ -149,7 +149,8 @@ _areaToScan = [ false, false ] call SC_fnc_findsafePos;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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_unitName = ["bandit"] call SC_fnc_selectName;
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_unit setName _unitName;
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_unit setName _unitName;
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reload _unit;
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if(SC_debug) then
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{
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_tag = createVehicle ["Sign_Arrow_Blue_F", position _unit, [], 0, "CAN_COLLIDE"];
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@ -11,11 +11,19 @@ _logDetail = format ["[OCCUPATION:Unstick]:: Initialised at %1",time];
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_pos = position _x;
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_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
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_posNearestMarker = getMarkerPos _nearestMarker;
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if(_pos distance _posNearestMarker < 750) then
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_group = group _x;
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_isFrozen = _group getVariable["DMS_isGroupFrozen",false];
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if (!_isFrozen && (_pos distance _posNearestMarker < 750)) then
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{
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_GroupLeader = leader (group _x);
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_GroupLeader doMove _originalSpawnLocation;
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};
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}
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else
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{
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_logDetail = format ["[OCCUPATION:Unstick]:: Air: %1 is currently frozen",_x];
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[_logDetail] call SC_fnc_log;
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};
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}forEach SC_liveHelisArray;
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{
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@ -23,7 +31,17 @@ _logDetail = format ["[OCCUPATION:Unstick]:: Initialised at %1",time];
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_logDetail = format ["[OCCUPATION:Unstick]:: Land: %1 is active",_x];
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[_logDetail] call SC_fnc_log;
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_x setFuel 1;
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[_x] call SC_fnc_unstick;
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_group = group _x;
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_isFrozen = _group getVariable["DMS_isGroupFrozen",false];
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if (!_isFrozen) then
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{
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[_x] call SC_fnc_unstick;
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}
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else
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{
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_logDetail = format ["[OCCUPATION:Unstick]:: Land: %1 is currently frozen",_x];
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[_logDetail] call SC_fnc_log;
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};
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sleep 2;
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}forEach SC_liveVehiclesArray;
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@ -31,8 +49,18 @@ _logDetail = format ["[OCCUPATION:Unstick]:: Initialised at %1",time];
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if(isNull _x) exitWith { SC_liveBoatsArray = SC_liveBoatsArray - [_x]; };
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_logDetail = format ["[OCCUPATION:Unstick]:: Sea: %1 is active",_x];
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[_logDetail] call SC_fnc_log;
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_x setFuel 1;
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[_x] call SC_fnc_unstick;
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_x setFuel 1;
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_group = group _x;
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_isFrozen = _group getVariable["DMS_isGroupFrozen",false];
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if (!_isFrozen) then
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{
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[_x] call SC_fnc_unstick;
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}
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else
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{
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_logDetail = format ["[OCCUPATION:Unstick]:: Sea: %1 is currently frozen",_x];
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[_logDetail] call SC_fnc_log;
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};
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sleep 2;
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}forEach SC_liveBoatsArray;
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@ -164,6 +164,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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[_side,_unit] call SC_fnc_addMarker;
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reload _unit;
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}foreach units _group;
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// Get the AI to shut the fuck up :)
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@ -254,6 +255,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group2;
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[_side,_unit] call SC_fnc_addMarker;
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reload _unit;
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}foreach units _group2;
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[_group2, _pos, _groupRadius] call bis_fnc_taskPatrol;
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@ -114,6 +114,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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_unit assignAsDriver _vehicle;
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_unit moveInDriver _vehicle;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit setVariable ["DMS_AllowFreezing",false,true];
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_unitPlaced = true;
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};
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if(_vehicleRole == "Turret") then
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@ -132,6 +132,7 @@ for "_i" from 1 to _vehiclesToSpawn do
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_unit moveInDriver _vehicle;
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//_vehicle lockDriver true;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit setVariable ["DMS_AllowFreezing",false,true];
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removeBackpackGlobal _unit;
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_unit addBackpackGlobal "B_Parachute";
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_unitPlaced = true;
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@ -109,6 +109,7 @@ _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 ["DMS_AllowFreezing",false,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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@ -201,6 +201,7 @@ if(_vehiclesToSpawn >= 1) then
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_unit assignAsDriver _vehicle;
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_unit moveInDriver _vehicle;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit setVariable ["DMS_AllowFreezing",false,true];
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_unit setVariable ["SC_drivenVehicle", _vehicle,true];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
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_vehicle setVariable ["SC_assignedDriver", _unit,true];
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@ -251,7 +252,8 @@ if(_vehiclesToSpawn >= 1) then
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{
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_x enableAI "FSM";
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_x enableAI "MOVE";
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_x enableAI "MOVE";
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reload _x;
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}forEach units _group;
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[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
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