V38 tweaks
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@ -1,5 +1,11 @@
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=================================================================================
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V37 (05-05-2016)
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V38 (08-05-2016)
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=================================================================================
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Added a check to the transport module to check the transport vehicle class name
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is valid and to to make sure there are valid map markers to use for stopping points
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=================================================================================
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V37 (06-05-2016)
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=================================================================================
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Added limit checks for the amount of each class of vehicle in Sky, Sea and Vehicle modules
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@ -28,8 +34,13 @@ V27 (26-04-2016)
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=================================================================================
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Added the option fully control the gear assigned to bandit and survivor units
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Added the option for helicopters as public transport, the heli travels between traders and lands for about 60 seconds. Setting SC_occupyTransportClass to a helicopter classname will switch it over to using a helicopter, if you want to continue using the land vehicle set SC_occupyTransportClass to a land vehicle.
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Added the option for helicopters as public transport, the heli travels between traders
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and lands for about 60 seconds. Setting SC_occupyTransportClass to a helicopter classname
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will switch it over to using a helicopter, if you want to continue using the land vehicle
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set SC_occupyTransportClass to a land vehicle.
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Added the option to set the maximum crew (crew count will be a random number between the max and min). The applies for all AI vehicles.
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Added the option to set the maximum crew (crew count will be a random number between
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the max and min). The applies for all AI vehicles.
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Added a separate SC_VehicleClassToUseRare list of vehicles which spawn 10% of the time in place of the standard SC_VehicleClassToUse list.
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Added a separate SC_VehicleClassToUseRare list of vehicles which spawn 10% of the
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time in place of the standard SC_VehicleClassToUse list.
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@ -116,8 +116,8 @@ SC_buildings = [ "Land_TentHangar_V1_F","Land_Hangar_F",
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SC_occupyStatic = false; // true if you want to add AI in specific locations
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SC_staticBandits = [ [[23350,18709,0],12,400,true] ]; //[[pos],ai count,radius,search buildings]
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SC_staticSurvivors = [ [[23286,18524,0],6,400,true] ]; //[[pos],ai count,radius,search buildings]
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SC_staticBandits = [ ]; //[[pos],ai count,radius,search buildings]
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SC_staticSurvivors = [ [[3770,8791,0],6,400,true] ]; //[[pos],ai count,radius,search buildings]
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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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@ -2,7 +2,7 @@
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//
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// Server Occupation script by second_coming
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//
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SC_occupationVersion = "v37 (06-05-2016)";
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SC_occupationVersion = "v38 (08-05-2016)";
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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@ -1,6 +1,6 @@
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// Logging function to use either infiSTAR logging function or server RPT
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_logDetail = _this select 0;
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_logDetail = format["%1 %2",SC_occupationVersion,_this select 0];
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if(SC_infiSTAR_log && !isNil "INFISTARVERSION") then
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{
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@ -68,6 +68,14 @@ else
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_transport = createVehicle [SC_occupytransportClass, _spawnLocation, [], 0, "CAN_COLLIDE"];
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};
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sleep 0.2;
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if(isNull _transport) exitWith
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{
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_logDetail = format ["[OCCUPATION:transport]:: %1 failed to spawn, check it is a valid vehicle class name",SC_occupytransportClass];
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[_logDetail] call SC_fnc_log;
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};
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_transport addEventHandler ["handleDamage", { false }];
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_transport allowdamage false;
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@ -112,9 +120,10 @@ _transport setVariable ["ExileIsPersistent", false];
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_transport setVariable["vehPos",_spawnLocation,true];
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_transport setFuel 1;
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_logDetail = format['[OCCUPATION:transport] Vehicle spawned @ %1',_spawnLocation];
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_logDetail = format['[OCCUPATION:transport] Vehicle %1 spawned @ %2',SC_occupytransportClass,_spawnLocation];
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[_logDetail] call SC_fnc_log;
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_markerCount = 0;
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{
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_markerName = _x;
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_markerPos = getMarkerPos _markerName;
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@ -130,10 +139,20 @@ _logDetail = format['[OCCUPATION:transport] Vehicle spawned @ %1',_spawnLocation
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_wp setWaypointBehaviour "SAFE";
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_wp setWaypointspeed "LIMITED";
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_wp setWaypointTimeout [_transportWaitingTime,_transportWaitingTime,_transportWaitingTime];
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_markerCount = _markerCount + 1;
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};
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} forEach allMapMarkers;
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if(_markerCount == 0) exitWith
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{
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_logDetail = format ["[OCCUPATION:transport]:: failed to find any ExileTraderZone or o_unknown map markers @ %1",time];
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[_logDetail] call SC_fnc_log;
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};
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_logDetail = format ["[OCCUPATION:transport]:: Found %1 markers to use as pickup points @ %2",_markerCount,time];
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[_logDetail] call SC_fnc_log;
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// Add a final CYCLE
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_wp = _group addWaypoint [_spawnLocation, 20];
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_wp setWaypointType "CYCLE";
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@ -9,6 +9,7 @@ if(isNil "_vehicle") exitWith{};
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if(count(crew _vehicle) > 0)then
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{
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_vehicleType = TypeOf _vehicle;
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_curPos = position _vehicle;
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_newPos = _curPos;
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_oldvehPos = _vehicle getVariable["vehPos",[0,0,0]];
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@ -25,7 +26,7 @@ if(count(crew _vehicle) > 0)then
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if(time - _engineTime > 10)then
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{
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_logDetail = format ["[OCCUPATION:Unstuck]:: %1 is stuck,attempting to unstick from %2 @ %3",_vehicle,_curPos,time];
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_logDetail = format ["[OCCUPATION:Unstuck]:: %1 is stuck,attempting to unstick from %2 @ %3",_vehicleType,_curPos,time];
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[_logDetail] call SC_fnc_log;
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_vehicle setVariable["engineTime",-1];
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@ -59,7 +60,7 @@ if(count(crew _vehicle) > 0)then
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_group setBehaviour "AWARE";
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_group setCombatMode "RED";
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_logDetail = format ["[OCCUPATION:Unstuck]:: %1 was stuck and was moved from %2 to %3 @ %4",_vehicle,_curPos,_newPos, time];
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_logDetail = format ["[OCCUPATION:Unstuck]:: %1 was stuck and was moved from %2 to %3 @ %4",_vehicleType,_curPos,_newPos, time];
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[_logDetail] call SC_fnc_log;
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};
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@ -1,7 +1,7 @@
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if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION]:: Occupation %2 Initialised at %1",time,SC_occupationVersion];
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_logDetail = format ["[OCCUPATION]:: Occupation %2 Adding modules to Exile system thread manager at %1",time,SC_occupationVersion];
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[_logDetail] call SC_fnc_log;
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[] call ExileClient_system_map_initialize;
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