//////////////////////////////////////////////////////////////////////// // // Server Occupation script by second_coming // 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/ // //////////////////////////////////////////////////////////////////////// if (!isServer) exitWith {}; diag_log format ["[OCCUPATION]:: Starting Occupation Monitor"]; _middle = worldSize/2; _spawnCenter = [_middle,_middle,0]; _max = _middle; _maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn _minFPS = 15; // any lower than 15fps on the server and additional AI won't spawn _scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player _debug = false; // set to true for debug log information // 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 ; }; // Don't spawn additional AI if the server fps is below _minFPS if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; }; _aiActive = count(_spawnCenter nearEntities ["O_recon_F", 20000]); if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION]:: %1 active AI, so not spawning AI this time",_aiActive]; }; _locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _max]); { _okToSpawn = true; _temppos = position _x; _locationName = text _x; _locationType = type _x; _pos = [_temppos select 0, _temppos select 1, 0]; if(_debug) then { diag_log format ["[OCCUPATION]:: Testing location name: %1 position: %2",_locationName,_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]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];};}; // 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]:: %1 is too close to player base",_locationName];};}; // 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]:: %1 is too close to a %2",_locationName,_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]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];}; }; if(_okToSpawn) then { ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get AI to patrol the town ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _aiCount = 1; _groupRadius = 100; if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 4 + (round (random 5)) - _aiNear; _groupRadius = 300; }; if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)) - _aiNear; _groupRadius = 200; }; if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)) - _aiNear; _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, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup; DMS_ai_use_launchers = true; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; [_group, _pos, _groupRadius] call bis_fnc_taskPatrol; _group setBehaviour "SAFE"; _group setCombatMode "RED"; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// diag_log format ["[OCCUPATION]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition]; _okToSpawn = false; }; }; } forEach _locations;