v21 fixes & tweaks
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20
config.sqf
20
config.sqf
@ -13,11 +13,11 @@
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// Shared Config for each occupation monitor
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// Shared Config for each occupation monitor
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_debug = false; // set to true to turn on debug features (not for live servers)
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SC_extendedLogging = false; // set to true for additional logging
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SC_extendedLogging = true; // set to true for additional logging
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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SC_mapMarkers = false; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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@ -30,12 +30,14 @@ SC_occupyPlaces = true; // true if you want villages,towns,cities patr
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupyVehicle = true; // true if you want to have roaming AI vehicles
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SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
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SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
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// false if you want survivors to be aggressive to players
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SC_SurvivorsChance = 33; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
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SC_SurvivorsChance = 33; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
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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)
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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)
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SC_occupyVehicleSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
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SC_occupyVehicleSurvivors = true; // true if you want a chance to spawn survivor AI as well as bandits (SC_occupyVehicle must be true to use this option)
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SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below)
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SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
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SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
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SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
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"Land_Airport_Tower_F","Land_Cargo_House_V1_F",
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"Land_Airport_Tower_F","Land_Cargo_House_V1_F",
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@ -68,7 +70,7 @@ SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
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];
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];
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SC_occupyStatic = true; // true if you want to garrison AI in specific locations
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SC_occupyStatic = false; // true if you want to garrison AI in specific locations
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySky = true; // true if you want to have roaming AI helis
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SC_occupySea = false; // true if you want to have roaming AI boats
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SC_occupySea = false; // true if you want to have roaming AI boats
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@ -116,7 +118,15 @@ if (worldName == 'Namalsk') then
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SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
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SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
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};
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};
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// Don't alter anything below this point
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// Don't alter anything below this point, unless you want your server to explode :)
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if(!SC_SurvivorsFriendly) then
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{
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CIVILIAN setFriend[RESISTANCE,0];
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CIVILIAN setFriend[EAST,0];
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CIVILIAN setFriend[WEST,0];
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EAST setFriend[CIVILIAN,0];
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WEST setFriend[CIVILIAN,0];
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};
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SC_SurvivorSide = CIVILIAN;
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SC_SurvivorSide = CIVILIAN;
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SC_BanditSide = EAST;
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SC_BanditSide = EAST;
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SC_liveVehicles = 0;
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SC_liveVehicles = 0;
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@ -2,7 +2,7 @@
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//
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//
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// Server Occupation script by second_coming
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// Server Occupation script by second_coming
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//
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//
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SC_occupationVersion = "v20 (15-04-2016)";
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SC_occupationVersion = "v21 (16-04-2016)";
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//
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//
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// http://www.exilemod.com/profile/60-second_coming/
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// http://www.exilemod.com/profile/60-second_coming/
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//
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//
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@ -192,6 +192,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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if(_side == "survivor") then
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if(_side == "survivor") then
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{
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{
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
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removeUniform _unit;
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removeUniform _unit;
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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if(SC_debug) then
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if(SC_debug) then
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@ -289,6 +290,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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if(_side == "survivor") then
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if(_side == "survivor") then
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{
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{
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
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removeUniform _unit;
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removeUniform _unit;
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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if(SC_debug) then
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if(SC_debug) then
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@ -321,16 +323,17 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
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_marker setMarkerType "mil_dot";
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_marker setMarkerType "mil_dot";
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_marker setMarkerBrush "Solid";
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_marker setMarkerBrush "Solid";
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_marker setMarkerAlpha 0.5;
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_marker setMarkerAlpha 0.5;
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_marker setMarkerColor "ColorOrange";
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_marker setMarkerText "Occupied Area";
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_marker setMarkerText "Occupied Area";
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};
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};
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if(_side == "survivor") then
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if(_side == "survivor") then
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{
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{
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_marker setMarkerColor "ColorGreen";
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_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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}
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}
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else
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else
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{
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{
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_marker setMarkerColor "ColorOrange";
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_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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};
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};
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[_logDetail] call SC_fnc_log;
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[_logDetail] call SC_fnc_log;
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@ -158,6 +158,8 @@ if(_vehiclesToSpawn >= 1) then
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if(_vehicleRole == "Driver") then
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if(_vehicleRole == "Driver") then
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{
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{
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_unit = [_group,_spawnLocation,"assault","random",_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
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_unit = [_group,_spawnLocation,"assault","random",_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
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_unit removeAllMPEventHandlers "mphit";
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_unit removeAllMPEventHandlers "mpkilled";
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_unit disableAI "FSM";
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_unit disableAI "FSM";
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if(_side == "survivor") then
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if(_side == "survivor") then
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{
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{
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@ -192,6 +194,7 @@ if(_vehiclesToSpawn >= 1) then
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if(_side == "survivor") then
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if(_side == "survivor") then
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{
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{
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
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removeUniform _unit;
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removeUniform _unit;
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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};
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};
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@ -205,11 +208,12 @@ if(_vehiclesToSpawn >= 1) then
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if(_side == "survivor") then
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if(_side == "survivor") then
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{
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{
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
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removeUniform _unit;
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removeUniform _unit;
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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_unit forceAddUniform "Exile_Uniform_BambiOverall";
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};
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};
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_unit assignAsCargo _vehicle;
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_unit assignAsCargo _vehicle;
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_unit moveInCargo _vehicle;
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_unit moveInCargo [_vehicle, _vehicleSeat];
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unitPlaced = true;
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_unitPlaced = true;
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};
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};
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@ -8,10 +8,9 @@ if(SC_extendedLogging) then
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};
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};
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_deadDriver = _this select 0;
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_deadDriver = _this select 0;
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_deadDriver removeAllMPEventHandlers "mpkilled";
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//_deadDriver removeAllMPEventHandlers "mpkilled";
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_vehicle = _deadDriver getVariable "SC_drivenVehicle";
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_vehicle = _deadDriver getVariable "SC_drivenVehicle";
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if(SC_debug) then
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if(SC_debug) then
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{
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{
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{ detach _x; deleteVehicle _x; } forEach attachedObjects _deadDriver;
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{ detach _x; deleteVehicle _x; } forEach attachedObjects _deadDriver;
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@ -48,6 +47,7 @@ if(count units _group > 0) then
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_driver setVariable ["SC_drivenVehicle", _vehicle,true];
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_driver setVariable ["SC_drivenVehicle", _vehicle,true];
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_vehicle setVariable ["SC_assignedDriver", _driver,true];
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_vehicle setVariable ["SC_assignedDriver", _driver,true];
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_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
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_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
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_driver removeAllMPEventHandlers "mpkilled";
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_driver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
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_driver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
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if(SC_debug) then
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if(SC_debug) then
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@ -4,7 +4,6 @@ _killer = _this select 1;
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// remove all eventhandlers from the dead unit
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// remove all eventhandlers from the dead unit
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_unit removeAllMPEventHandlers "mphit";
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_unit removeAllMPEventHandlers "mphit";
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_unit removeAllMPEventHandlers "mpkilled";
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if(SC_debug) then
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if(SC_debug) then
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{
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{
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