//////////////////////////////////////////////////////////////////////// // // Server Occupation script by second_coming // // Version 2.0 // // http://www.exilemod.com/profile/60-second_coming/ // // This script uses the fantastic DMS by Defent and eraser1 // // http://www.exilemod.com/topic/61-dms-defents-mission-system/ // //////////////////////////////////////////////////////////////////////// private["_wp","_wp2","_wp3"]; if (!isServer) exitWith {}; diag_log format ["[OCCUPATION Military]:: Starting Monitor"]; _middle = worldSize/2; _spawnCenter = [_middle,_middle,0]; // Centre point for the map _maxDistance = _middle; // Max radius for the map _maxAIcount = maxAIcount; _minFPS = minFPS; _debug = debug; _useLaunchers = DMS_ai_use_launchers; _scaleAI = scaleAI; _buildings = buildings; // Class names for the military buildings to patrol _building = []; _currentPlayerCount = count playableUnits; if(_currentPlayerCount > _scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ; }; // Select an area to scan as nearObjects on the entire map is slooooooooow _areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSafePos; // Don't spawn additional AI if the server fps is below 8 if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; }; _aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]); if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive]; }; for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do { diag_log format ["[OCCUPATION Military]:: scanning buildings around %2 started at %1",time,_areaToScan]; _building = _areaToScan nearObjects [_buildings select _i, 750]; _currentBuilding = _buildings select _i; diag_log format ["[OCCUPATION Military]:: scan for %2 building finished at %1",time,_currentBuilding]; for [{_n = 0},{_n < (count _building)-1},{_n =_n + 1}] do { _okToSpawn = true; Sleep 0.1; _foundBuilding = (_building select _n); _location = getPos _foundBuilding; _pos = [_location select 0, _location select 1, 0]; if(_debug) then { diag_log format ["[OCCUPATION Military]:: Testing position: %1",_pos];}; while{_okToSpawn} do { // Percentage chance to spawn (roll 80 or more to spawn AI) _spawnChance = round (random 100); if(_spawnChance < 80) exitWith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: Rolled %1 so not spawning AI this time",_spawnChance];};}; // Don't spawn if too near a player base _nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0; if (!isNil "_nearBase") exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 is too close to player base",_pos];};}; // Don't spawn AI near traders and spawn zones _nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location _posNearestMarker = getMarkerPos _nearestMarker; if(_pos distance _posNearestMarker < 500) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 is too close to a %2",_pos,_nearestMarker];}; }; // Don't spawn additional AI if there are already AI in range _aiNear = count(_pos nearEntities ["O_recon_F", 500]); if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];}; }; // Don't spawn additional AI if there are players in range if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 has players too close",_pos];}; }; if(_okToSpawn) then { ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get AI to patrol the area ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _aiCount = 2 + (round (random 3)); _groupRadius = 100; _difficulty = "random"; _side = "bandit"; _spawnPosition = _pos; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; if(!useWaypoints) then { DMS_ai_use_launchers = false; _group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = true; [_group, _pos, _groupRadius] call bis_fnc_taskPatrol; _group setBehaviour "DESTROY"; _group setCombatMode "RED"; } else { _buildingPositions = [_foundBuilding, 5] call BIS_fnc_buildingPositions; if(count _buildingPositions > 0) then { // Find Highest Point _highest = [0,0,0]; { if(_x select 2 > _highest select 2) then { _highest = _x; }; } foreach _buildingPositions; _spawnPosition = _highest; }; DMS_ai_use_launchers = false; _group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = true; [ _group,_pos,_difficulty,"DESTROY" ] call DMS_fnc_SetGroupBehavior; _buildings = _pos nearObjects ["house", _groupRadius]; { _buildingPositions = [_x, 10] call BIS_fnc_buildingPositions; if(count _buildingPositions > 0) then { // Find Highest Point _highest = [0,0,0]; { if(_x select 2 > _highest select 2) then { _highest = _x; }; } foreach _buildingPositions; _spawnPosition = _highest; _i = _buildingPositions find _spawnPosition; _wp = _group addWaypoint [_spawnPosition, 0] ; _wp setWaypointFormation "Column"; _wp setWaypointBehaviour "DESTROY"; _wp setWaypointCombatMode "RED"; _wp setWaypointCompletionRadius 1; _wp waypointAttachObject _x; _wp setwaypointHousePosition _i; _wp setWaypointType "MOVE"; }; } foreach _buildings; if(count _buildings > 0 ) then { _wp setWaypointType "CYCLE"; }; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// diag_log format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition]; if(mapMarkers) then { _marker = createMarker [format ["%1", _foundBuilding],_pos]; _marker setMarkerShape "Icon"; _marker setMarkerSize [3,3]; _marker setMarkerType "mil_dot"; _marker setMarkerBrush "Solid"; _marker setMarkerAlpha 0.5; _marker setMarkerColor "ColorRed"; _marker setMarkerText "Occupied Military Area"; }; _okToSpawn = false; }; }; }; }; diag_log "[OCCUPATION Military]: Ended";