a3_exile_occupation/occupationStatic.sqf
2016-03-23 11:05:19 +00:00

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////////////////////////////////////////////////////////////////////////
//
// 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";