a3_exile_occupation/scripts/occupationSea.sqf
second_coming d7fbd39a4b public bus service added
bug fix: attempt to sort the issue where AI groups kill each other on
spawning
2016-04-11 13:59:33 +01:00

186 lines
6.1 KiB
Plaintext

_logDetail = format['[OCCUPATION:Sea] Started'];
[_logDetail] call SC_fnc_log;
if (!isServer) exitWith {};
// more than _scaleAI players on the server and the max AI count drops per additional player
_currentPlayerCount = count playableUnits;
_maxAIcount = SC_maxAIcount;
if(_currentPlayerCount > SC_scaleAI) then
{
_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_scaleAI) ;
};
// Don't spawn additional AI if the server fps is below _minFPS
if(diag_fps < SC_minFPS) exitWith
{
_logDetail = format ["[OCCUPATION:Sea]:: 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:Sea]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;
};
if(SC_liveBoats >= SC_maxNumberofBoats) exitWith
{
if(SC_extendedLogging) then
{
_logDetail = format['[OCCUPATION:Sea] End check %1 currently active (max %2) @ %3',SC_liveBoats,SC_maxNumberofBoats,time];
[_logDetail] call SC_fnc_log;
};
};
_vehiclesToSpawn = (SC_maxNumberofBoats - SC_liveBoats);
_middle = worldSize/2;
_spawnCenter = [_middle,_middle,0];
_maxDistance = _middle;
for "_i" from 1 to _vehiclesToSpawn do
{
private["_group"];
_spawnLocation = [ 250, 0, 1, 1000, 1000, 1000, 1000, 1000, true, true ] call DMS_fnc_findSafePos;
_group = createGroup east;
_VehicleClassToUse = SC_BoatClassToUse call BIS_fnc_selectRandom;
_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
_vehicle setPosASL _spawnLocation;
_vehicle setVariable["vehPos",_spawnLocation,true];
_vehicle setVariable["vehClass",_VehicleClassToUse,true];
_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
// Remove the overpowered weapons from boats
_vehicle removeWeaponTurret ["HMG_01",[0]];
_vehicle removeWeaponTurret ["GMG_40mm",[0]];
SC_liveBoats = SC_liveBoats + 1;
SC_liveBoatsArray = SC_liveBoatsArray + [_vehicle];
_vehicle setVehiclePosition [_spawnLocation, [], 0, "NONE"];
_vehicle setVariable ["vehicleID", _spawnLocation, true];
_vehicle setFuel 1;
_vehicle setDamage 0;
_vehicle engineOn true;
_vehicle lock 0;
_vehicle setVehicleLock "UNLOCKED";
_vehicle setVariable ["ExileIsLocked", 0, true];
_vehicle action ["LightOn", _vehicle];
sleep 0.2;
_group addVehicle _vehicle;
// Calculate the crew requried
_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
{
_unitPlaced = false;
_vehicleRole = _x select 0;
_vehicleSeat = _x select 1;
if(_vehicleRole == "Driver") then
{
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_unit assignAsDriver _vehicle;
_unit moveInDriver _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true;
};
if(_vehicleRole == "Turret") then
{
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_unit moveInTurret [_vehicle, _vehicleSeat];
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true;
};
if(_vehicleRole == "CARGO") then
{
_unit = [_group,_spawnLocation,"assault","random","bandit","Vehicle"] call DMS_fnc_SpawnAISoldier;
_unit assignAsCargo _vehicle;
_unit moveInCargo _vehicle;
_unit setVariable ["DMS_AssignedVeh",_vehicle];
_unitPlaced = true;
};
if(SC_extendedLogging && _unitPlaced) then
{
_logDetail = format['[OCCUPATION:Sky] %1 added to %2',_vehicleRole,_vehicle];
[_logDetail] call SC_fnc_log;
};
} forEach _vehicleRoles;
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
}foreach units _group;
if(SC_infiSTAR_log) then
{
_logDetail = format['[OCCUPATION:Sea] %1 spawned @ %2',_VehicleClassToUse,_spawnLocation];
[_logDetail] call SC_fnc_log;
};
clearMagazineCargoGlobal _vehicle;
clearWeaponCargoGlobal _vehicle;
clearItemCargoGlobal _vehicle;
_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
// Add weapons with ammo to the vehicle
_possibleWeapons =
[
"arifle_MXM_Black_F",
"arifle_MXM_F",
"srifle_DMR_01_F",
"srifle_DMR_02_camo_F",
"srifle_DMR_02_F",
"srifle_DMR_02_sniper_F",
"srifle_DMR_03_F",
"srifle_DMR_03_khaki_F",
"srifle_DMR_03_multicam_F",
"srifle_DMR_03_tan_F",
"srifle_DMR_03_woodland_F",
"srifle_DMR_04_F",
"srifle_DMR_04_Tan_F",
"srifle_DMR_05_blk_F",
"srifle_DMR_05_hex_F",
"srifle_DMR_05_tan_f",
"srifle_DMR_06_camo_F",
"srifle_DMR_06_olive_F",
"srifle_EBR_F",
"srifle_GM6_camo_F",
"srifle_GM6_F",
"srifle_LRR_camo_F",
"srifle_LRR_F"
];
_amountOfWeapons = 1 + (random 3);
for "_i" from 1 to _amountOfWeapons do
{
_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
};
[_group, _spawnLocation, 4000] call bis_fnc_taskPatrol;
_group setBehaviour "AWARE";
_group setCombatMode "RED";
_vehicle addEventHandler ["getin", "_this call SC_fnc_claimVehicle;"];
_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_boatHit;"];
_vehicle setVariable ["SC_crewEjected", false,true];
sleep 0.2;
};
_logDetail = format['[OCCUPATION:Sea] Running'];
[_logDetail] call SC_fnc_log;