a3_exile_occupation/scripts/occupationStatic.sqf
second_coming b08f08ec0c v19 tweaks & fixes
Survivor AI now attack hostile players. Survivor side changed from WEST
to CIVILIAN
2016-04-15 01:49:24 +01:00

185 lines
6.0 KiB
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if (!isServer) exitWith {};
_logDetail = format ["[OCCUPATION Static]:: Starting Monitor"];
[_logDetail] call SC_fnc_log;
private["_wp","_wp2","_wp3"];
_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
{
_logDetail = format ["[OCCUPATION Static]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
[_logDetail] call SC_fnc_log;
};
_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide)} count allUnits;
if(_aiActive > _maxAIcount) exitWith
{
_logDetail = format ["[OCCUPATION Static]:: %1 active AI, so not spawning AI this time",_aiActive];
[_logDetail] call SC_fnc_log;
};
{
_currentStatic = _x;
_spawnPosition = _currentStatic select 0;
_aiCount = _currentStatic select 1;
_radius = _currentStatic select 2;
_staticSearch = _currentStatic select 3;
_logDetail = format ["[OCCUPATION Static]:: Checking static spawn @ %1",_spawnPosition,_aiCount];
[_logDetail] call SC_fnc_log;
_okToSpawn = true;
Sleep 0.1;
while{_okToSpawn} do
{
// Don't spawn additional AI if there are already AI in range
_nearBanditAI = { side _x == SC_BanditSide AND _x distance _spawnPosition < 250 } count allUnits;
if(_nearBanditAI > 0) exitwith
{
_okToSpawn = false;
if(_debug) then
{
_logDetail = format ["[OCCUPATION Static]:: %1 already has %2 active AI patrolling",_spawnPosition,_nearBanditAI];
[_logDetail] call SC_fnc_log;
};
};
// Don't spawn additional AI if there are players in range
if([_spawnPosition, 250] call ExileClient_util_world_isAlivePlayerInRange) exitwith
{
_okToSpawn = false;
if(_debug) then
{
_logDetail = format ["[OCCUPATION Static]:: %1 has players too close",_spawnPosition];
[_logDetail] call SC_fnc_log;
};
};
if(_okToSpawn) then
{
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Get AI to patrol the area
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_groupRadius = _radius;
_difficulty = "random";
_side = "bandit";
DMS_ai_use_launchers = false;
_initialGroup = [_spawnPosition, _aiCount, _difficulty, "assault", _side] call DMS_fnc_SpawnAIGroup;
DMS_ai_use_launchers = _useLaunchers;
_initialGroup setCombatMode "BLUE";
_initialGroup setBehaviour "SAFE";
_group = createGroup SC_BanditSide;
_group setVariable ["DMS_LockLocality",nil];
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
{
_unit = _x;
[_unit] joinSilent grpNull;
[_unit] joinSilent _group;
if(SC_debug) then
{
_tag = createVehicle ["Sign_Arrow_F", position _unit, [], 0, "CAN_COLLIDE"];
_tag attachTo [_unit,[0,0,0.6],"Head"];
};
}foreach units _initialGroup;
// 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 ["building", _groupRadius];
{
_isEnterable = [_x] call BIS_fnc_isBuildingEnterable;
if(_isEnterable) then
{
_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
_y = _x;
// Find Highest Point
_highest = [0,0,0];
{
if(_x select 2 > _highest select 2) then
{
_highest = _x;
};
} foreach _buildingPositions;
_wpPosition = _highest;
diag_log format ["Static Patrol %3 waypoint added - building: %1 position: %2",_y,_highest,_group];
_i = _buildingPositions find _wpPosition;
_wp = _group addWaypoint [_wpPosition, 0] ;
_wp setWaypointBehaviour "AWARE";
_wp setWaypointCombatMode "RED";
_wp setWaypointCompletionRadius 1;
_wp waypointAttachObject _y;
_wp setwaypointHousePosition _i;
_wp setWaypointType "SAD";
};
} foreach _buildings;
if(count _buildings > 0 && !isNil "_wp") then
{
_wp setWaypointType "CYCLE";
};
};
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
_logDetail = format ["[OCCUPATION Static]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
[_logDetail] call SC_fnc_log;
if(SC_mapMarkers && !isNil "_foundBuilding") 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;
};
};
}forEach _statics;
_logDetail = "[OCCUPATION Static]: Ended";
[_logDetail] call SC_fnc_log;