//////////////////////////////////////////////////////////////////////// // // 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 Static]:: Starting Monitor"]; _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; _debug = SC_debug; _useLaunchers = DMS_ai_use_launchers; _scaleAI = SC_scaleAI; _statics = SC_statics; // details for the static spawns _static = []; _currentPlayerCount = count playableUnits; if(_currentPlayerCount > _scaleAI) then { _maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ; }; // Don't spawn additional AI if the server fps is below 8 if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION Static]:: 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 Static]:: %1 active AI, so not spawning AI this time",_aiActive]; }; for [{_i = 0},{_i < (count _statics)},{_i =_i + 1}] do { _currentStatic = _statics select _i; _spawnPosition = _currentStatic select 0; _aiCount = _currentStatic select 1; _radius = _currentStatic select 2; _staticSearch = _currentStatic select 3; _underground = _currentStatic select 4; diag_log format ["[OCCUPATION Static]:: Adding %2 AI to static spawn @ %1",_spawnPosition,_aiCount]; _okToSpawn = true; Sleep 0.1; while{_okToSpawn} do { // Don't spawn additional AI if there are already AI in range _aiNear = count(_spawnPosition nearEntities ["O_recon_F", 125]); if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Static]:: %1 already has %2 active AI patrolling",_spawnPosition,_aiNear];}; }; // Don't spawn additional AI if there are players in range if([_spawnPosition, 1] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Static]:: %1 has players too close",_spawnPosition];}; }; if(_okToSpawn) then { ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Get AI to patrol the area ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// _groupRadius = _radius; _difficulty = "random"; _side = "bandit"; DMS_ai_use_launchers = false; _group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup; [ _group,_spawnPosition,_difficulty,"AWARE" ] call DMS_fnc_SetGroupBehavior; DMS_ai_use_launchers = true; // Get the AI to shut the fuck up :) enableSentences false; enableRadio false; if(!_staticSearch) then { [_group, _spawnPosition, _groupRadius] call bis_fnc_taskPatrol; _group setBehaviour "AWARE"; _group setCombatMode "RED"; } else { _buildings = _spawnPosition 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 Static]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition]; if(SC_mapMarkers) then { _marker = createMarker [format ["%1", _foundBuilding],_spawnPosition]; _marker setMarkerShape "Icon"; _marker setMarkerSize [3,3]; _marker setMarkerType "mil_dot"; _marker setMarkerBrush "Solid"; _marker setMarkerAlpha 0.5; _marker setMarkerColor "ColorRed"; _marker setMarkerText "Occupied Area (static)"; }; _okToSpawn = false; }; }; }; diag_log "[OCCUPATION Static]: Ended";