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

View File

@ -13,11 +13,11 @@
// Shared Config for each occupation monitor
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_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_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
@ -30,12 +30,14 @@ SC_occupyPlaces = true; // true if you want villages,towns,cities patr
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_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_occupyMilitary = true; // true if you want military buildings patrolled (specify which types of building below)
SC_occupyMilitary = false; // true if you want military buildings patrolled (specify which types of building below)
SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
"Land_Airport_Tower_F","Land_Cargo_House_V1_F",
@ -68,7 +70,7 @@ 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_occupySea = false; // true if you want to have roaming AI boats
@ -116,7 +118,15 @@ if (worldName == 'Namalsk') then
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 :)
if(!SC_SurvivorsFriendly) then
{
CIVILIAN setFriend[RESISTANCE,0];
CIVILIAN setFriend[EAST,0];
CIVILIAN setFriend[WEST,0];
EAST setFriend[CIVILIAN,0];
WEST setFriend[CIVILIAN,0];
};
SC_SurvivorSide = CIVILIAN;
SC_BanditSide = EAST;
SC_liveVehicles = 0;

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@ -2,7 +2,7 @@
//
// 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/
//

View File

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

View File

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

View File

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

View File

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