300 lines
12 KiB
Plaintext
300 lines
12 KiB
Plaintext
if (!isServer) exitWith {};
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_logDetail = format['[OCCUPATION:Vehicle] Started'];
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[_logDetail] call SC_fnc_log;
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// set the default side for bandit AI
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_side = "bandit";
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if(SC_occupyVehicleSurvivors) then
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{
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if(!isNil "DMS_Enable_RankChange") then { DMS_Enable_RankChange = true; };
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};
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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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_maxAIcount = SC_maxAIcount;
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if(_currentPlayerCount > SC_scaleAI) then
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{
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_maxAIcount = _maxAIcount - (_currentPlayerCount - SC_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 < SC_minFPS) exitWith
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{
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_logDetail = format ["[OCCUPATION:Vehicle]:: Held off spawning more AI as the server FPS is only %1",diag_fps];
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[_logDetail] call SC_fnc_log;
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};
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_aiActive = {alive _x && (side _x == SC_BanditSide OR side _x == SC_SurvivorSide) && !SC_occupyVehicleIgnoreCount} count allUnits;
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if(_aiActive > _maxAIcount) exitWith
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{
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_logDetail = format ["[OCCUPATION:Vehicle]:: %1 active AI, so not spawning AI this time",_aiActive];
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[_logDetail] call SC_fnc_log;
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};
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if(SC_liveVehicles >= SC_maxNumberofVehicles) exitWith
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{
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if(SC_extendedLogging) then
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{
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_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log;
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};
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};
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_vehiclesToSpawn = (SC_maxNumberofVehicles - SC_liveVehicles);
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if(SC_extendedLogging) then
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{
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if(_vehiclesToSpawn > 0) then
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{
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_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) spawning %1 extra vehicle(s) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log;
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}
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else
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{
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_logDetail = format['[OCCUPATION:Vehicle] Started %2 currently active (max %3) @ %4',_vehiclesToSpawn,SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log;
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};
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};
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_middle = worldSize/2;
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_spawnCenter = [_middle,_middle,0];
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_maxDistance = _middle;
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if(_vehiclesToSpawn >= 1) then
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{
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if(SC_occupyVehicleSurvivors) then
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{
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// decide which side to spawn
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_sideToSpawn = random 100;
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if(_sideToSpawn <= SC_SurvivorsChance) then
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{
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_side = "survivor";
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};
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};
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_useLaunchers = DMS_ai_use_launchers;
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_locations = (nearestLocations [_spawnCenter, ["NameVillage","NameCity", "NameCityCapital"], _maxDistance]);
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_i = 0;
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{
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_okToUse = true;
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_pos = position _x;
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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 < 2500) exitwith { _okToUse = false; };
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if(!_okToUse) then
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{
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_locations deleteAt _i;
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};
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_i = _i + 1;
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sleep 0.2;
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} forEach _locations;
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for "_j" from 1 to _vehiclesToSpawn do
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{
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private["_group"];
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_Location = _locations call BIS_fnc_selectRandom;
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_position = position _Location;
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_pos = [_position,10,250,5,0,20,0] call BIS_fnc_findSafePos;
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// Get position of nearest roads
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_nearRoads = _pos nearRoads 500;
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_nearestRoad = _nearRoads select 0;
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_nearestRoad = position (_nearRoads select 0);
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_spawnLocation = [_nearestRoad select 0, _pos select 1, 0];
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_group = createGroup SC_BanditSide;
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if(_side == "survivor") then
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{
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deleteGroup _group;
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_group = createGroup SC_SurvivorSide;
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};
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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_group setVariable ["DMS_Group_Side", _side];
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_VehicleClassToUse = SC_VehicleClassToUse call BIS_fnc_selectRandom;
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// Percentage chance to spawn a rare vehicle
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_rareChance = round (random 100);
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if(_rareChance >= 90) then
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{
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_VehicleClassToUse = SC_VehicleClassToUseRare call BIS_fnc_selectRandom;
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};
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_vehicle = createVehicle [_VehicleClassToUse, _spawnLocation, [], 0, "NONE"];
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if(_vehicle) then
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{
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_group addVehicle _vehicle;
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SC_liveVehicles = SC_liveVehicles + 1;
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SC_liveVehiclesArray = SC_liveVehiclesArray + [_vehicle];
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_vehicle setVariable["vehPos",_spawnLocation,true];
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_vehicle setVariable["vehClass",_VehicleClassToUse,true];
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_vehicle setVariable ["SC_vehicleSpawnLocation", _spawnLocation,true];
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_vehicle setFuel 1;
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_vehicle engineOn true;
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if(SC_occupyVehiclesLocked) then
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{
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_vehicle lock 2;
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_vehicle setVehicleLock "LOCKED";
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_vehicle setVariable ["ExileIsLocked", 1, true];
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}
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else
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{
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_vehicle lock 0;
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_vehicle setVehicleLock "UNLOCKED";
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_vehicle setVariable ["ExileIsLocked", 0, true];
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};
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_vehicle setSpeedMode "LIMITED";
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_vehicle limitSpeed 60;
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_vehicle action ["LightOn", _vehicle];
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_vehicle addEventHandler ["getin", "_this call SC_fnc_getIn;"];
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_vehicle addEventHandler ["getout", "_this call SC_fnc_getOut;"];
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_vehicle addMPEventHandler ["mpkilled", "_this call SC_fnc_vehicleDestroyed;"];
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_vehicle addMPEventHandler ["mphit", "_this call SC_fnc_repairVehicle;"];
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// Calculate the number of seats in the vehicle and fill the required amount
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_crewRequired = SC_minimumCrewAmount;
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if(SC_maximumCrewAmount > SC_minimumCrewAmount) then
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{
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_crewRequired = floor(random[SC_minimumCrewAmount,SC_maximumCrewAmount-SC_minimumCrewAmount,SC_maximumCrewAmount]);
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};
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_amountOfCrew = 0;
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_unitPlaced = false;
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_vehicleRoles = (typeOf _vehicle) call bis_fnc_vehicleRoles;
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{
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_unitPlaced = false;
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_vehicleRole = _x select 0;
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_vehicleSeat = _x select 1;
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if(_vehicleRole == "Driver") then
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{
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_loadOut = [_side] call SC_fnc_selectGear;
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_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unitName = [_side] call SC_fnc_selectName;
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_unit setName _unitName;
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_amountOfCrew = _amountOfCrew + 1;
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_unit disableAI "FSM";
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[_side,_unit] call SC_fnc_addMarker;
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_unit removeAllMPEventHandlers "mphit";
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_unit removeAllMPEventHandlers "mpkilled";
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_unit disableAI "TARGET";
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_unit disableAI "AUTOTARGET";
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_unit disableAI "AUTOCOMBAT";
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_unit disableAI "COVER";
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_unit disableAI "SUPPRESSION";
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_unit assignAsDriver _vehicle;
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_unit moveInDriver _vehicle;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit setVariable ["SC_drivenVehicle", _vehicle,true];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_driverKilled;"];
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_vehicle setVariable ["SC_assignedDriver", _unit,true];
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};
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if(_vehicleRole == "Turret" && _amountOfCrew < _crewRequired) then
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{
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_loadOut = [_side] call SC_fnc_selectGear;
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_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unitName = [_side] call SC_fnc_selectName;
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_unit setName _unitName;
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_amountOfCrew = _amountOfCrew + 1;
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[_side,_unit] call SC_fnc_addMarker;
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_unit moveInTurret [_vehicle, _vehicleSeat];
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
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_unitPlaced = true;
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};
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if(_vehicleRole == "CARGO" && _amountOfCrew < _crewRequired) then
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{
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_loadOut = [_side] call SC_fnc_selectGear;
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_unit = [_group,_spawnLocation,"custom","random",_side,"Vehicle",_loadOut] call DMS_fnc_SpawnAISoldier;
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_unitName = [_side] call SC_fnc_selectName;
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_unit setName _unitName;
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_amountOfCrew = _amountOfCrew + 1;
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[_side,_unit] call SC_fnc_addMarker;
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_unit assignAsCargo _vehicle;
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_unit moveInCargo _vehicle;
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_unit setVariable ["DMS_AssignedVeh",_vehicle];
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_unit addMPEventHandler ["mpkilled", "_this call SC_fnc_unitMPKilled;"];
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_unitPlaced = true;
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};
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if(SC_extendedLogging && _unitPlaced) then
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{
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_logDetail = format['[OCCUPATION:Vehicle] %1 %2 added to vehicle %3',_side,_vehicleRole,_vehicle];
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[_logDetail] call SC_fnc_log;
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};
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if(_amountOfCrew == _crewRequired) exitWith{};
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} forEach _vehicleRoles;
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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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_logDetail = format['[OCCUPATION:Vehicle] %3 vehicle %1 spawned @ %2',_VehicleClassToUse,_spawnLocation,_side];
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[_logDetail] call SC_fnc_log;
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sleep 15;
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{
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_x enableAI "FSM";
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}forEach units _group;
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[_group, _spawnLocation, 2000] call bis_fnc_taskPatrol;
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_group setBehaviour "SAFE";
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_group setCombatMode "RED";
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sleep 0.2;
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clearMagazineCargoGlobal _vehicle;
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clearWeaponCargoGlobal _vehicle;
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clearItemCargoGlobal _vehicle;
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_vehicle addMagazineCargoGlobal ["HandGrenade", (random 2)];
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_vehicle addItemCargoGlobal ["ItemGPS", (random 1)];
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_vehicle addItemCargoGlobal ["Exile_Item_InstaDoc", (random 1)];
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_vehicle addItemCargoGlobal ["Exile_Item_PlasticBottleFreshWater", 2 + (random 2)];
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_vehicle addItemCargoGlobal ["Exile_Item_EMRE", 2 + (random 2)];
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// Add weapons with ammo to the vehicle
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_possibleWeapons =
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[
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"arifle_MXM_Black_F",
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"arifle_MXM_F",
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"arifle_MX_SW_Black_F",
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"arifle_MX_SW_F",
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"LMG_Mk200_F",
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"LMG_Zafir_F"
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];
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_amountOfWeapons = 1 + (random 3);
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for "_i" from 1 to _amountOfWeapons do
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{
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_weaponToAdd = _possibleWeapons call BIS_fnc_selectRandom;
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_vehicle addWeaponCargoGlobal [_weaponToAdd,1];
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_magazinesToAdd = getArray (configFile >> "CfgWeapons" >> _weaponToAdd >> "magazines");
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_vehicle addMagazineCargoGlobal [(_magazinesToAdd select 0),round random 3];
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};
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}
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else
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{
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_logDetail = format['[OCCUPATION:Vehicle] vehicle %1 failed to spawn (check classname is correct)',_VehicleClassToUse];
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[_logDetail] call SC_fnc_log;
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};
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};
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};
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_logDetail = format['[OCCUPATION:Vehicle] End check %1 currently active (max %2) @ %3',SC_liveVehicles,SC_maxNumberofVehicles,time];
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[_logDetail] call SC_fnc_log; |