185 lines
5.9 KiB
Plaintext
185 lines
5.9 KiB
Plaintext
if (!isServer) exitWith {};
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_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
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[_logDetail] call SC_fnc_log;
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private["_wp","_wp2","_wp3"];
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0]; // Centre point for the map
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_maxDistance = _middle; // Max radius for the map
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_maxAIcount = SC_maxAIcount;
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_minFPS = SC_minFPS;
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_debug = SC_debug;
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_useLaunchers = DMS_ai_use_launchers;
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_scaleAI = SC_scaleAI;
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_statics = SC_statics; // details for the static spawns
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_static = [];
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_currentPlayerCount = count playableUnits;
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if(_currentPlayerCount > _scaleAI) then
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{
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_maxAIcount = _maxAIcount - (_currentPlayerCount - _scaleAI) ;
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};
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// Don't spawn additional AI if the server fps is below 8
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if(diag_fps < _minFPS) exitWith
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{
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_logDetail = format ["[OCCUPATION Static]:: 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 == EAST OR side _x == WEST)} count allUnits;
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if(_aiActive > _maxAIcount) exitWith
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{
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_logDetail = format ["[OCCUPATION Static]:: %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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{
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_currentStatic = _x;
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_spawnPosition = _currentStatic select 0;
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_aiCount = _currentStatic select 1;
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_radius = _currentStatic select 2;
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_staticSearch = _currentStatic select 3;
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_logDetail = format ["[OCCUPATION Static]:: Checking static spawn @ %1",_spawnPosition,_aiCount];
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[_logDetail] call SC_fnc_log;
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_okToSpawn = true;
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Sleep 0.1;
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while{_okToSpawn} do
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{
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// Don't spawn additional AI if there are already AI in range
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_nearEastAI = { side _x == EAST AND _x distance _pos < 250 } count allUnits;
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if(_nearEastAI > 0) exitwith
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{
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_okToSpawn = false;
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if(_debug) then
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{
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_logDetail = format ["[OCCUPATION Static]:: %1 already has %2 active AI patrolling",_spawnPosition,_aiNear];
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[_logDetail] call SC_fnc_log;
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};
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};
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// Don't spawn additional AI if there are players in range
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if([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
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{
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_okToSpawn = false;
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if(_debug) then
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{
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_logDetail = format ["[OCCUPATION Static]:: %1 has players too close",_spawnPosition];
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[_logDetail] call SC_fnc_log;
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};
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};
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if(_okToSpawn) then
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{
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get AI to patrol the area
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_groupRadius = _radius;
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_difficulty = "random";
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_side = "bandit";
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DMS_ai_use_launchers = false;
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_initialGroup = [_spawnPosition, _aiCount, _difficulty, "assault", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = _useLaunchers;
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_initialGroup setCombatMode "BLUE";
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_initialGroup setBehaviour "SAFE";
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_group = createGroup EAST;
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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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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if(SC_debug) then
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{
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_tag = createVehicle ["Sign_Arrow_F", position _unit, [], 0, "CAN_COLLIDE"];
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_tag attachTo [_unit,[0,0,0.6],"Head"];
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};
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}foreach units _initialGroup;
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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if(!_staticSearch) then
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{
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[_group, _spawnPosition, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "AWARE";
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_group setCombatMode "RED";
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}
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else
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{
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_buildings = _spawnPosition nearObjects ["building", _groupRadius];
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{
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_isEnterable = [_x] call BIS_fnc_isBuildingEnterable;
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if(_isEnterable) then
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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_y = _x;
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_wpPosition = _highest;
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diag_log format ["Static Patrol %3 waypoint added - building: %1 position: %2",_y,_highest,_group];
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_i = _buildingPositions find _wpPosition;
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_wp = _group addWaypoint [_wpPosition, 0] ;
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_wp setWaypointBehaviour "AWARE";
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_wp setWaypointCombatMode "RED";
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_wp setWaypointCompletionRadius 1;
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_wp waypointAttachObject _y;
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_wp setwaypointHousePosition _i;
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_wp setWaypointType "SAD";
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};
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} foreach _buildings;
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if(count _buildings > 0 && !isNil "_wp") then
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{
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_wp setWaypointType "CYCLE";
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};
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_logDetail = format ["[OCCUPATION Static]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
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[_logDetail] call SC_fnc_log;
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if(SC_mapMarkers && !isNil "_foundBuilding") then
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{
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_marker = createMarker [format ["%1", _foundBuilding],_spawnPosition];
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_marker setMarkerShape "Icon";
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_marker setMarkerSize [3,3];
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_marker setMarkerType "mil_dot";
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_marker setMarkerBrush "Solid";
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_marker setMarkerAlpha 0.5;
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_marker setMarkerColor "ColorRed";
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_marker setMarkerText "Occupied Area (static)";
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};
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_okToSpawn = false;
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};
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};
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}forEach _statics;
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_logDetail = "[OCCUPATION Static]: Ended";
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[_logDetail] call SC_fnc_log; |