diff --git a/config.sqf b/config.sqf index 432118b..05db6b9 100644 --- a/config.sqf +++ b/config.sqf @@ -12,32 +12,32 @@ // 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_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 = 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 = 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_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 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) -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_SurvivorsFriendly = true; // true if you want survivors to be friendly to players (until they are attacked by players) +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_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 = false; // 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", @@ -70,31 +70,31 @@ SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F", ]; -SC_occupyStatic = false; // 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 +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) -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_occupyLootCratesMarkers = true; // true if you want to have markers on the loot crate spawns +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_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_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_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_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 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) SC_maxNumberofHelis = 1; @@ -110,12 +110,12 @@ SC_BoatClassToUse = [ "B_Boat_Armed_01_minigun_F","I_Boat_Armed_01_minigun if (worldName == 'Namalsk') then { SC_maxAIcount = 80; - SC_occupySky = false; + SC_occupySky = false; SC_maxNumberofVehicles = 2; - SC_numberofLootCrates = 3; - SC_numberofHeliCrashes = 2; + SC_numberofLootCrates = 3; + SC_numberofHeliCrashes = 2; 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, unless you want your server to explode :) @@ -127,16 +127,16 @@ if(!SC_SurvivorsFriendly) then EAST setFriend[CIVILIAN,0]; WEST setFriend[CIVILIAN,0]; }; -SC_SurvivorSide = CIVILIAN; -SC_BanditSide = EAST; -SC_liveVehicles = 0; -SC_liveVehiclesArray = []; -SC_liveHelis = 0; -SC_liveHelisArray = []; -SC_liveBoats = 0; -SC_liveBoatsArray = []; -SC_publicBusArray = []; -SC_StopTheBus = false; +SC_SurvivorSide = CIVILIAN; +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_liveVehiclesArray"; diff --git a/initServer.sqf b/initServer.sqf index e1a32bd..e4c0c50 100644 --- a/initServer.sqf +++ b/initServer.sqf @@ -2,7 +2,7 @@ // // Server Occupation script by second_coming // -SC_occupationVersion = "v21 (16-04-2016)"; +SC_occupationVersion = "v22 (16-04-2016)"; // // http://www.exilemod.com/profile/60-second_coming/ // @@ -31,21 +31,21 @@ SC_occupationVersion = "v21 (16-04-2016)"; call compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\config.sqf"; // Select the log style depending on config settings - 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 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_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_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_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_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_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_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_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_getOffBus = compile preprocessFileLineNumbers "\x\addons\a3_exile_occupation\scripts\reactions\getOffBus.sqf"; _logDetail = "============================================================================================================="; diff --git a/scripts/occupationPlaces.sqf b/scripts/occupationPlaces.sqf index 0137605..35900ee 100644 --- a/scripts/occupationPlaces.sqf +++ b/scripts/occupationPlaces.sqf @@ -324,18 +324,18 @@ _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCi _marker setMarkerBrush "Solid"; _marker setMarkerAlpha 0.5; _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]; + }; }; - - 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; _okToSpawn = false; }; diff --git a/scripts/occupationVehicle.sqf b/scripts/occupationVehicle.sqf index f38af2c..4872519 100644 --- a/scripts/occupationVehicle.sqf +++ b/scripts/occupationVehicle.sqf @@ -213,7 +213,7 @@ if(_vehiclesToSpawn >= 1) then _unit forceAddUniform "Exile_Uniform_BambiOverall"; }; _unit assignAsCargo _vehicle; - _unit moveInCargo [_vehicle, _vehicleSeat]; + _unit moveInCargo _vehicle; _unit setVariable ["DMS_AssignedVeh",_vehicle]; _unitPlaced = true; };