1c48de5f5e
Problems with versions after this which caused out of memory errors
224 lines
7.6 KiB
Plaintext
224 lines
7.6 KiB
Plaintext
if (!isServer) exitWith {};
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_logDetail = format['[OCCUPATION:Sky] Started'];
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[_logDetail] call SC_fnc_log;
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// more than _scaleAI players on the server and the max AI count drops per additional player
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_currentPlayerCount = count playableUnits;
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_maxAIcount = SC_maxAIcount;
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_side = "bandit";
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if(_currentPlayerCount > SC_scaleAI) then
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{
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_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ;
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};
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// Don't spawn additional AI if the server fps is below _minFPS
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if(diag_fps < SC_minFPS) exitWith
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{
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_logDetail = format ["[OCCUPATION:Sky]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
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[_logDetail] call SC_fnc_log;
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};
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_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
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if(_aiActive > _maxAIcount) exitWith
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{
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_logDetail = format ["[OCCUPATION:Sky]:: %1 active AI, so not spawning AI this time",_aiActive];
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[_logDetail] call SC_fnc_log;
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};
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if(SC_liveHelis >= SC_maxNumberofHelis) exitWith
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{
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if(SC_extendedLogging) then
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{
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_logDetail = format['[OCCUPATION:Sky] End check %1 currently active (max %2) @ %3',SC_liveHelis,SC_maxNumberofHelis,time];
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[_logDetail] call SC_fnc_log;
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};
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};
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_vehiclesToSpawn = (SC_maxNumberofHelis - SC_liveHelis);
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0];
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_maxDistance = _middle;
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_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
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_i = 0;
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{
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_okToUse = true;
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_pos = position _x;
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_nearestMarker = [allMapMarkers, _pos] call BIS_fnc_nearestPosition; // Nearest Marker to the Location
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_posNearestMarker = getMarkerPos _nearestMarker;
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if(_pos distance _posNearestMarker < 2500) exitwith { _okToUse = false; };
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if(!_okToUse) then
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{
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_locations deleteAt _i;
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};
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_i = _i + 1;
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sleep 0.2;
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} forEach _locations;
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for "_i" from 1 to _vehiclesToSpawn do
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{
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private["_group"];
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_Location = _locations call BIS_fnc_selectRandom;
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_pos = position _Location;
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_position = [_pos select 0, _pos select 1, 300];
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_safePos = [_position,10,100,5,0,20,0] call BIS_fnc_findSafePos;
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_height = 350 + (round (random 200));
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_spawnLocation = [_safePos select 0, _safePos select 1, _height];
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_group = createGroup SC_BanditSide;
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_VehicleClassToUse = SC_HeliClassToUse call BIS_fnc_selectRandom;
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_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
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_group addVehicle _vehicle;
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_vehicle setVariable["vehPos",_spawnLocation,true];
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_vehicle setVariable["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
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SC_liveHelis = SC_liveHelis + 1;
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SC_liveHelisArray = SC_liveHelisArray + [_vehicle];
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_vehicle setVehiclePosition [_spawnLocation, [], 0, "FLY"];
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_vehicle setVariable ["vehicleID", _spawnLocation, true];
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_vehicle setFuel 1;
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_vehicle setDamage 0;
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_vehicle engineOn true;
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_vehicle flyInHeight 150;
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_vehicle lock 0;
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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_vehicle action ["LightOn", _vehicle];
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// Calculate the number of seats in the vehicle and fill the required amount
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_crewRequired = SC_minimumCrewAmount;
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if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
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{
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_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
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};
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_amountOfCrew = 0;
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_unitPlaced = false;
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_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
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{
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_unitPlaced = false;
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_vehicleRole = _x select 0;
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_vehicleSeat = _x select 1;
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if(_vehicleRole == "Driver") then
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{
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_loadOut = ["bandit"] call SC_fnc_selectGear;
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_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
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_amountOfCrew = _amountOfCrew + 1;
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_unit assignAsDriver _vehicle;
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_unit moveInDriver _vehicle;
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//_vehicle lockDriver true;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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removeBackpackGlobal _unit;
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_unit addBackpackGlobal "B_Parachute";
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_unitPlaced = true;
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};
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if(_vehicleRole == "Turret") then
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{
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_loadOut = ["bandit"] call SC_fnc_selectGear;
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_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
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_amountOfCrew = _amountOfCrew + 1;
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_unit moveInTurret [_vehicle, _vehicleSeat];
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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removeBackpackGlobal _unit;
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_unit addBackpackGlobal "B_Parachute";
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_unitPlaced = true;
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};
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if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
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{
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_loadOut = ["bandit"] call SC_fnc_selectGear;
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_unit = [_group,_spawnLocation,"custom","random","bandit","Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
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_amountOfCrew = _amountOfCrew + 1;
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_unit assignAsCargo _vehicle;
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_unit moveInCargo _vehicle;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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removeBackpackGlobal _unit;
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_unit addBackpackGlobal "B_Parachute";
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_unitPlaced = true;
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};
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if(SC_extendedLogging) then
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{
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_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
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[_logDetail] call SC_fnc_log;
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};
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} forEach _vehicleRoles;
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{
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_unit = _x;
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[_unit] joinSilent grpNull;
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[_unit] joinSilent _group;
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}foreach units _group;
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if(SC_extendedLogging && _unitPlaced) then
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{
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_logDetail = format['[OCCUPATION:Sky] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
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[_logDetail] call SC_fnc_log;
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};
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clearMagazineCargoGlobal _vehicle;
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clearWeaponCargoGlobal _vehicle;
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clearItemCargoGlobal _vehicle;
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_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
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_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
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_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
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_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
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_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
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// Add weapons with ammo to the vehicle
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_possibleWeapons =
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[
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"arifle_MXM_Black_F",
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"arifle_MXM_F",
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"srifle_DMR_01_F",
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"srifle_DMR_02_camo_F",
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"srifle_DMR_02_F",
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"srifle_DMR_02_sniper_F",
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"srifle_DMR_03_F",
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"srifle_DMR_03_khaki_F",
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"srifle_DMR_03_multicam_F",
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"srifle_DMR_03_tan_F",
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"srifle_DMR_03_woodland_F",
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"srifle_DMR_04_F",
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"srifle_DMR_04_Tan_F",
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"srifle_DMR_05_blk_F",
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"srifle_DMR_05_hex_F",
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"srifle_DMR_05_tan_f",
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"srifle_DMR_06_camo_F",
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"srifle_DMR_06_olive_F",
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"srifle_EBR_F",
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"srifle_GM6_camo_F",
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"srifle_GM6_F",
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"srifle_LRR_camo_F",
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"srifle_LRR_F"
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];
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_amountOfWeapons = 1 + (random 3);
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for "_i" from 1 to _amountOfWeapons do
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{
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_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
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_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
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_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
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_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
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};
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[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
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_group setBehaviour "AWARE";
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_group setCombatMode "RED";
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_vehicle addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
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_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
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_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_airHit;"];
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_vehicle setVariable ["SC_crewEjected", false,true];
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sleep 0.2;
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};
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_logDetail = format['[OCCUPATION:Sky] Running'];
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[_logDetail] call SC_fnc_log; |