//////////////////////////////////////////////////////////////////////// // // 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 {}; _logDetail = format ["[OCCUPATION]:: Starting Occupation Monitor"]; [_logDetail] call SC_fnc_log; _middle = worldSize/2; _spawnCenter = [_middle,_middle,0]; // Centre point for the map _maxDistance = _middle; // Max radius for the map _maxAIcount = SC_maxAIcount; _minFPS = SC_minFPS; _useLaunchers = DMS_ai_use_launchers; _scaleAI = SC_scaleAI; // more than _scaleAI players on the server and the max AI count drops per additional player _currentPlayerCount = count playableUnits; if(_currentPlayerCount > _scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ; }; // Don't spawn additional AI if the server fps is below _minFPS if(diag_fps < _minFPS) exitWith { _logDetail = format ["[OCCUPATION:Places]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; [_logDetail] call SC_fnc_log; }; _aiActive = {alive _x && side _x == EAST} count allUnits; if(_aiActive > _maxAIcount) exitWith { _logDetail = format ["[OCCUPATION:Places]:: %1 active AI, so not spawning AI this time",_aiActive]; [_logDetail] call SC_fnc_log; }; _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]); { _okToSpawn = true; _temppos = position _x; _locationName = text _x; _locationType = type _x; _pos = [_temppos select 0, _temppos select 1, 0]; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: Testing location name: %1 position: %2",_locationName,_pos]; [_logDetail] call SC_fnc_log; }; 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(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName]; [_logDetail] call SC_fnc_log; }; }; // 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(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: %1 is too close to player base",_locationName]; [_logDetail] call SC_fnc_log; }; }; // 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(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: %1 is too close to a %2",_locationName,_nearestMarker]; [_logDetail] call SC_fnc_log; }; }; // Don't spawn additional AI if there are players in range if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: %1 has players too close",_locationName]; [_logDetail] call SC_fnc_log; }; }; // 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(SC_extendedLogging) then { _logDetail = format ["[OCCUPATION:Places]:: %1 already has %2 active AI patrolling",_locationName,_aiNear]; [_logDetail] call SC_fnc_log; }; }; if(_okToSpawn) then { ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get AI to patrol the town ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _aiCount = 1; _groupRadius = 100; if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 5; _groupRadius = 300; }; if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)); _groupRadius = 200; }; if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)); _groupRadius = 100; }; if(_aiCount < 1) then { _aiCount = 1; }; _difficulty = "random"; _side = "bandit"; _spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos; _spawnPosition = [_spawnPos select 0, _spawnPos select 1,0]; DMS_ai_use_launchers = false; _group = [_spawnPosition, _aiCount, "randomEasy", "assault", _side] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = _useLaunchers; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; if(!SC_useWaypoints) then { [_group, _pos, _groupRadius] call bis_fnc_taskPatrol; _group setBehaviour "COMBAT"; _group setCombatMode "RED"; } else { [ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior; _buildings = _pos nearObjects ["building", _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 "COMBAT"; _wp setWaypointCombatMode "RED"; _wp setWaypointCompletionRadius 1; _wp waypointAttachObject _x; _wp setwaypointHousePosition _i; _wp setWaypointType "SAD"; }; } foreach _buildings; if(count _buildings > 0 && !isNil "_wp") then { _wp setWaypointType "CYCLE"; }; }; if(_locationType isEqualTo "NameCityCapital") then { DMS_ai_use_launchers = false; _group2 = [_spawnPosition, 5, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = _useLaunchers; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; [_group2, _pos, _groupRadius] call bis_fnc_taskPatrol; _group2 setBehaviour "AWARE"; _group2 setCombatMode "RED"; }; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// if(SC_mapMarkers) then { _marker = createMarker [format ["%1", _spawnPosition],_pos]; _marker setMarkerShape "Icon"; _marker setMarkerSize [3,3]; _marker setMarkerType "mil_dot"; _marker setMarkerBrush "Solid"; _marker setMarkerAlpha 0.5; _marker setMarkerColor "ColorOrange"; _marker setMarkerText "Occupied Area"; }; _logDetail = format ["[OCCUPATION:Places]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; [_logDetail] call SC_fnc_log; _okToSpawn = false; }; }; sleep 0.2; } forEach _locations;