v21 fixes & tweaks

This commit is contained in:
second_coming 2016-04-16 02:32:48 +01:00
parent 48c160dcb2
commit f6aac51555
6 changed files with 70 additions and 54 deletions

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@ -12,30 +12,32 @@
// Shared Config for each occupation monitor // Shared Config for each occupation monitor
SC_debug = false; // set to true to turn on debug features (not for live servers) SC_debug = false; // set to true to turn on debug features (not for live servers)
SC_extendedLogging = false; // set to true for additional logging SC_extendedLogging = true; // set to true for additional logging
SC_infiSTAR_log = true; // true Use infiSTAR logging, false logs to server rpt 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_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 SC_mapMarkers = true; // Place map markers at the occupied areas (occupyPlaces and occupyMilitary only) true/false
SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn SC_minFPS = 5; // any lower than minFPS on the server and additional AI won't spawn
SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player SC_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings SC_useWaypoints = true; // When spawning AI create waypoints to make them enter buildings
// (can affect performance when the AI is spawned and the waypoints are calculated) // (can affect performance when the AI is spawned and the waypoints are calculated)
SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits SC_occupyPlaces = true; // true if you want villages,towns,cities patrolled by bandits
SC_occupyVehicle = true; // true if you want to have roaming AI vehicles 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_occupyVehiclesLocked = true; // true if AI vehicles to stay locked until all the linked AI are dead
SC_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players)
// false if you want survivors to be aggressive to players
SC_SurvivorsChance = 33; // chance in % to spawn survivors instead of bandits (for places and land vehicles)
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)
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)
SC_SurvivorsChance = 33; // chance in % to spawn survivors instead of bandits (for places and land vehicles) SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
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)
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)
SC_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below)
SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F", SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
"Land_Airport_Tower_F","Land_Cargo_House_V1_F", "Land_Airport_Tower_F","Land_Cargo_House_V1_F",
@ -68,31 +70,31 @@ SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
]; ];
SC_occupyStatic = true; // true if you want to garrison AI in specific locations SC_occupyStatic = false; // true if you want to garrison AI in specific locations
SC_occupySky = true; // true if you want to have roaming AI helis 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_occupySea = false; // true if you want to have roaming AI boats
SC_occupyPublicBus = true; // true if you want a roaming bus service 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_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_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) SC_numberofLootCrates = 6; // if SC_occupyLootCrates = true spawn this many loot crates (overrided below for Namalsk)
SC_LootCrateGuards = 4; // number of AI to spawn at each crate SC_LootCrateGuards = 4; // number of AI to spawn at each crate
SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards) SC_LootCrateGuardsRandomize = true; // Use a random number of guards up to a maximum = SC_numberofGuards (so between 1 and SC_numberofGuards)
SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns SC_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns
SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes SC_occupyHeliCrashes = true; // true if you want to have Dayz style helicrashes
SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk) SC_numberofHeliCrashes = 5; // if SC_occupyHeliCrashes = true spawn this many loot crates (overrided below for Namalsk)
SC_statics = [ [[1178,2524,0],8,250,true] ]; //[[pos],ai count,radius,search buildings] SC_statics = [ [[1178,2524,0],8,250,true] ]; //[[pos],ai count,radius,search buildings]
// Settings for roaming ground vehicle AI // Settings for roaming ground vehicle AI
SC_maxNumberofVehicles = 4; SC_maxNumberofVehicles = 4;
SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_Octavius_White"]; SC_VehicleClassToUse = [ "Exile_Car_LandRover_Green","Exile_Bike_QuadBike_Black","Exile_Car_Octavius_White"];
// Settings for roaming airborne AI (non armed helis will just fly around) // Settings for roaming airborne AI (non armed helis will just fly around)
SC_maxNumberofHelis = 1; SC_maxNumberofHelis = 1;
@ -108,25 +110,33 @@ SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun
if (worldName == 'Namalsk') then if (worldName == 'Namalsk') then
{ {
SC_maxAIcount = 80; SC_maxAIcount = 80;
SC_occupySky = false; SC_occupySky = false;
SC_maxNumberofVehicles = 2; SC_maxNumberofVehicles = 2;
SC_numberofLootCrates = 3; SC_numberofLootCrates = 3;
SC_numberofHeliCrashes = 2; SC_numberofHeliCrashes = 2;
SC_maxNumberofBoats = 1; SC_maxNumberofBoats = 1;
SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk SC_occupyPublicBusClass = "Exile_Car_LandRover_Urban"; // the ikarus bus gets stuck on Namalsk
}; };
// Don't alter anything below this point // Don't alter anything below this point, unless you want your server to explode :)
SC_SurvivorSide = CIVILIAN; if(!SC_SurvivorsFriendly) then
SC_BanditSide = EAST; {
SC_liveVehicles = 0; CIVILIAN setFriend[RESISTANCE,0];
SC_liveVehiclesArray = []; CIVILIAN setFriend[EAST,0];
SC_liveHelis = 0; CIVILIAN setFriend[WEST,0];
SC_liveHelisArray = []; EAST setFriend[CIVILIAN,0];
SC_liveBoats = 0; WEST setFriend[CIVILIAN,0];
SC_liveBoatsArray = []; };
SC_publicBusArray = []; SC_SurvivorSide = CIVILIAN;
SC_StopTheBus = false; SC_BanditSide = EAST;
SC_liveVehicles = 0;
SC_liveVehiclesArray = [];
SC_liveHelis = 0;
SC_liveHelisArray = [];
SC_liveBoats = 0;
SC_liveBoatsArray = [];
SC_publicBusArray = [];
SC_StopTheBus = false;
publicVariable "SC_liveVehicles"; publicVariable "SC_liveVehicles";
publicVariable "SC_liveVehiclesArray"; publicVariable "SC_liveVehiclesArray";

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@ -2,7 +2,7 @@
// //
// Server Occupation script by second_coming // Server Occupation script by second_coming
// //
SC_occupationVersion = "v20 (15-04-2016)"; SC_occupationVersion = "v21 (16-04-2016)";
// //
// http://www.exilemod.com/profile/60-second_coming/ // http://www.exilemod.com/profile/60-second_coming/
// //
@ -34,19 +34,19 @@ SC_occupationVersion = "v20 (15-04-2016)";
SC_fnc_log = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationLog.sqf"; SC_fnc_log = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\occupationLog.sqf";
// EventHandlers for AI reactions & player interactions // EventHandlers for AI reactions & player interactions
SC_fnc_repairVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\repairVehicle.sqf"; SC_fnc_repairVehicle = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\repairVehicle.sqf";
SC_fnc_vehicleDestroyed = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\vehicleDestroyed.sqf"; SC_fnc_vehicleDestroyed = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\vehicleDestroyed.sqf";
SC_fnc_reactUnit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\reactUnit.sqf"; SC_fnc_reactUnit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\reactUnit.sqf";
SC_fnc_driverKilled = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\driverKilled.sqf"; SC_fnc_driverKilled = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\driverKilled.sqf";
SC_fnc_airHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\airHit.sqf"; SC_fnc_airHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\airHit.sqf";
SC_fnc_boatHit = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\boatHit.sqf"; 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_getIn = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getIn.sqf";
SC_fnc_refuel = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\refuel.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_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_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"; SC_fnc_unitMPKilled = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\unitMPKilled.sqf";
SC_fnc_getOnBus = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getOnBus.sqf"; SC_fnc_getOnBus = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getOnBus.sqf";
SC_fnc_getOffBus = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getOffBus.sqf"; SC_fnc_getOffBus = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getOffBus.sqf";
_logDetail = "============================================================================================================="; _logDetail = "=============================================================================================================";
[_logDetail] call SC_fnc_log; [_logDetail] call SC_fnc_log;

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@ -192,6 +192,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
if(_side == "survivor") then if(_side == "survivor") then
{ {
_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"]; _unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
removeUniform _unit; removeUniform _unit;
_unit forceAddUniform "Exile_Uniform_BambiOverall"; _unit forceAddUniform "Exile_Uniform_BambiOverall";
if(SC_debug) then if(SC_debug) then
@ -289,6 +290,7 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
if(_side == "survivor") then if(_side == "survivor") then
{ {
_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"]; _unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
removeUniform _unit; removeUniform _unit;
_unit forceAddUniform "Exile_Uniform_BambiOverall"; _unit forceAddUniform "Exile_Uniform_BambiOverall";
if(SC_debug) then if(SC_debug) then
@ -321,16 +323,17 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi
_marker setMarkerType "mil_dot"; _marker setMarkerType "mil_dot";
_marker setMarkerBrush "Solid"; _marker setMarkerBrush "Solid";
_marker setMarkerAlpha 0.5; _marker setMarkerAlpha 0.5;
_marker setMarkerColor "ColorOrange";
_marker setMarkerText "Occupied Area"; _marker setMarkerText "Occupied Area";
}; };
if(_side == "survivor") then if(_side == "survivor") then
{ {
_marker setMarkerColor "ColorGreen";
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; _logDetail = format ["[OCCUPATION:Places]:: Spawning %2 survivor AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
} }
else else
{ {
_marker setMarkerColor "ColorOrange";
_logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; _logDetail = format ["[OCCUPATION:Places]:: Spawning %2 bandit AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
}; };
[_logDetail] call SC_fnc_log; [_logDetail] call SC_fnc_log;

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@ -158,6 +158,8 @@ if(_vehiclesToSpawn >= 1) then
if(_vehicleRole == "Driver") then if(_vehicleRole == "Driver") then
{ {
_unit = [_group,_spawnLocation,"assault","random",_side,"Vehicle"] call DMS_fnc_SpawnAISoldier; _unit = [_group,_spawnLocation,"assault","random",_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
_unit removeAllMPEventHandlers "mphit";
_unit removeAllMPEventHandlers "mpkilled";
_unit disableAI "FSM"; _unit disableAI "FSM";
if(_side == "survivor") then if(_side == "survivor") then
{ {
@ -192,6 +194,7 @@ if(_vehiclesToSpawn >= 1) then
if(_side == "survivor") then if(_side == "survivor") then
{ {
_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"]; _unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
removeUniform _unit; removeUniform _unit;
_unit forceAddUniform "Exile_Uniform_BambiOverall"; _unit forceAddUniform "Exile_Uniform_BambiOverall";
}; };
@ -205,11 +208,12 @@ if(_vehiclesToSpawn >= 1) then
if(_side == "survivor") then if(_side == "survivor") then
{ {
_unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"]; _unit addMPEventHandler ["mphit", "_this call SC_fnc_unitMPHit;"];
_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
removeUniform _unit; removeUniform _unit;
_unit forceAddUniform "Exile_Uniform_BambiOverall"; _unit forceAddUniform "Exile_Uniform_BambiOverall";
}; };
_unit assignAsCargo _vehicle; _unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle; _unit moveInCargo [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle]; _unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true; _unitPlaced = true;
}; };

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@ -8,10 +8,9 @@ if(SC_extendedLogging) then
}; };
_deadDriver = _this select 0; _deadDriver = _this select 0;
_deadDriver removeAllMPEventHandlers "mpkilled"; //_deadDriver removeAllMPEventHandlers "mpkilled";
_vehicle = _deadDriver getVariable "SC_drivenVehicle"; _vehicle = _deadDriver getVariable "SC_drivenVehicle";
if(SC_debug) then if(SC_debug) then
{ {
{ detach _x; deleteVehicle _x; } forEach attachedObjects _deadDriver; { detach _x; deleteVehicle _x; } forEach attachedObjects _deadDriver;
@ -48,6 +47,7 @@ if(count units _group > 0) then
_driver setVariable ["SC_drivenVehicle", _vehicle,true]; _driver setVariable ["SC_drivenVehicle", _vehicle,true];
_vehicle setVariable ["SC_assignedDriver", _driver,true]; _vehicle setVariable ["SC_assignedDriver", _driver,true];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"]; _vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
_driver removeAllMPEventHandlers "mpkilled";
_driver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"]; _driver addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
if(SC_debug) then if(SC_debug) then

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@ -4,7 +4,6 @@ _killer = _this select 1;
// remove all eventhandlers from the dead unit // remove all eventhandlers from the dead unit
_unit removeAllMPEventHandlers "mphit"; _unit removeAllMPEventHandlers "mphit";
_unit removeAllMPEventHandlers "mpkilled";
if(SC_debug) then if(SC_debug) then
{ {