203 lines
6.9 KiB
Plaintext
203 lines
6.9 KiB
Plaintext
////////////////////////////////////////////////////////////////////////
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//
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// Server Occupation script by second_coming
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//
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// Version 2.0
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//
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// http://www.exilemod.com/profile/60-second_coming/
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//
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// This script uses the fantastic DMS by Defent and eraser1
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//
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// http://www.exilemod.com/topic/61-dms-defents-mission-system/
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//
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////////////////////////////////////////////////////////////////////////
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private["_wp","_wp2","_wp3"];
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if (!isServer) exitWith {};
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diag_log format ["[OCCUPATION Military]:: Starting Monitor"];
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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 = maxAIcount;
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_minFPS = minFPS;
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_debug = debug;
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_useLaunchers = DMS_ai_use_launchers;
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_scaleAI = scaleAI;
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_buildings = ["Land_Cargo_Patrol_V1_F"]; // Class names for the military buildings to patrol
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_building = [];
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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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// Select an area to scan as nearObjects on the entire map is slooooooooow
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_areaToScan = [ 0, 900, 1, 500, 500, 0, 0, 0, true, false ] call DMS_fnc_findSafePos;
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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 { diag_log format ["[OCCUPATION Military]:: Held off spawning more AI as the server FPS is only %1",diag_fps]; };
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_aiActive = count(_spawnCenter nearEntities ["O_recon_F", _maxDistance+1000]);
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if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION Military]:: %1 active AI, so not spawning AI this time",_aiActive]; };
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for [{_i = 0},{_i < (count _buildings)},{_i =_i + 1}] do
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{
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diag_log format ["[OCCUPATION Military]:: scanning nearObjects started at %1",time];
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_building = _areaToScan nearObjects [_buildings select _i, 1000];
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diag_log format ["[OCCUPATION Military]:: scanning nearObjects finished at %1",time];
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uiSleep 1;
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for [{_n = 0},{_n < (count _building)},{_n =_n + 1}] do
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{
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_okToSpawn = true;
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uiSleep 1;
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_foundBuilding = (_building select _n);
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_location = getPos _foundBuilding;
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_pos = [_location select 0, _location select 1, 0];
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if(_debug) then { diag_log format ["[OCCUPATION Military]:: Testing position: %1",_pos];};
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while{_okToSpawn} do
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{
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// Percentage chance to spawn (roll 80 or more to spawn AI)
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_spawnChance = round (random 100);
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if(_spawnChance < 80) exitWith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: Rolled %1 so not spawning AI this time",_spawnChance];};};
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// Don't spawn if too near a player base
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_nearBase = (nearestObjects [_pos,["Exile_Construction_Flag_Static"],500]) select 0;
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if (!isNil "_nearBase") exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 is too close to player base",_pos];};};
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// Don't spawn AI near traders and spawn zones
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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 < 500) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 is too close to a %2",_pos,_nearestMarker];}; };
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// Don't spawn additional AI if there are already AI in range
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_aiNear = count(_pos nearEntities ["O_recon_F", 500]);
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if(_aiNear > 0) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 already has %2 active AI patrolling",_pos,_aiNear];}; };
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// Don't spawn additional AI if there are players in range
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if([_pos, 200] call ExileClient_util_world_isAlivePlayerInRange) exitwith { _okToSpawn = false; if(_debug) then { diag_log format ["[OCCUPATION Military]:: %1 has players too close",_pos];}; };
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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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_aiCount = 2 + (round (random 3));
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_groupRadius = 100;
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_difficulty = "random";
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_side = "bandit";
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_spawnPosition = _pos;
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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(!useWaypoints) then
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{
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = true;
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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "DESTROY";
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_group setCombatMode "RED";
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}
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else
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{
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_buildingPositions = [_foundBuilding, 5] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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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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_spawnPosition = _highest;
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};
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DMS_ai_use_launchers = false;
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_group = [_spawnPosition, _aiCount, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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DMS_ai_use_launchers = true;
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[ _group,_pos,_difficulty,"DESTROY" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["house", _groupRadius];
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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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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_spawnPosition = _highest;
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_i = _buildingPositions find _spawnPosition;
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_wp = _group addWaypoint [_spawnPosition, 0] ;
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_wp setWaypointFormation "Column";
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_wp setWaypointBehaviour "DESTROY";
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_wp setWaypointCombatMode "RED";
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_wp setWaypointCompletionRadius 1;
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_wp waypointAttachObject _x;
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_wp setwaypointHousePosition _i;
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_wp setWaypointType "MOVE";
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};
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} foreach _buildings;
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if(count _buildings > 0 ) 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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diag_log format ["[OCCUPATION Military]:: Spawning %1 AI in at %2 to patrol",_aiCount,_spawnPosition];
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if(_debug) then
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{
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_marker = createMarker [format ["%1", _foundBuilding],_pos];
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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 Military Area";
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};
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_okToSpawn = false;
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};
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};
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};
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};
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diag_log "[OCCUPATION Military]: Ended";
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