d6e8068101
update to keep the DMS_ai_use_launchers set in the DMS config
103 lines
4.8 KiB
Plaintext
103 lines
4.8 KiB
Plaintext
////////////////////////////////////////////////////////////////////////
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//
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// Server Occupation script by second_coming
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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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if (!isServer) exitWith {};
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diag_log format ["[OCCUPATION]:: Starting Occupation Monitor"];
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0];
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_max = _middle;
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_useLaunchers = DMS_ai_use_launchers;
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_maxAIcount = 100; // the maximum amount of AI, if the AI count is above this then additional AI won't spawn
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_minFPS = 15; // any lower than 15fps on the server and additional AI won't spawn
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_scaleAI = 10; // any more than _scaleAI players on the server and _maxAIcount is reduced for each extra player
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_debug = false; // set to true for debug log information
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// more than _scaleAI players on the server and the max AI count drops per additional player
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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 _minFPS
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if(diag_fps < _minFPS) exitWith { diag_log format ["[OCCUPATION]:: 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", 20000]);
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if(_aiActive > _maxAIcount) exitWith { diag_log format ["[OCCUPATION]:: %1 active AI, so not spawning AI this time",_aiActive]; };
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_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _max]);
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{
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_okToSpawn = true;
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_temppos = position _x;
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_locationName = text _x;
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_locationType = type _x;
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_pos = [_temppos select 0, _temppos select 1, 0];
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if(_debug) then { diag_log format ["[OCCUPATION]:: Testing location name: %1 position: %2",_locationName,_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]:: Rolled %1 so not spawning AI this time",_spawnChance,_locationName];};};
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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]:: %1 is too close to player base",_locationName];};};
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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]:: %1 is too close to a %2",_locationName,_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]:: %1 already has %2 active AI patrolling",_locationName,_aiNear];}; };
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if(_okToSpawn) then
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{
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get AI to patrol the town
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_aiCount = 1;
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_groupRadius = 100;
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if(_locationType isEqualTo "NameCityCapital") then { _aiCount = 4 + (round (random 5)) - _aiNear; _groupRadius = 300; };
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if(_locationType isEqualTo "NameCity") then { _aiCount = 2 + (round (random 3)) - _aiNear; _groupRadius = 200; };
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if(_locationType isEqualTo "NameVillage") then { _aiCount = 1 + (round (random 2)) - _aiNear; _groupRadius = 100; };
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if(_aiCount < 1) then { _aiCount = 1; };
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_difficulty = "random";
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_side = "bandit";
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_spawnPos = [_pos,10,100,5,0,20,0] call BIS_fnc_findSafePos;
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_spawnPosition = [_spawnPos select 0, _spawnPos select 1,0];
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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 = _useLaunchers;
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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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[_group, _pos, _groupRadius] call bis_fnc_taskPatrol;
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_group setBehaviour "SAFE";
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_group setCombatMode "RED";
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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diag_log format ["[OCCUPATION]:: Spawning %2 AI in at %3 to patrol %1",_locationName,_aiCount,_spawnPosition];
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_okToSpawn = false;
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};
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};
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} forEach _locations;
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