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dfa0e68e7b
* mija changes (#7) mijas changes * separate players into their own groups * fix some leftover typos and sort actions by priority Co-authored-by: mija <i.see.living.people@gmail.com>
130 lines
4.1 KiB
Plaintext
130 lines
4.1 KiB
Plaintext
//diag_log format["createPickupLZ called, _this: %1", _this];
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private _lzLocation = _this select 0;
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private _assignExtra = _this select 1;
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private _squad = [_lzLocation] call createSquad;
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private _enemies = [];
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private _lzhot = false;
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private _lzAA = false;
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//Make the LZ hot if the roll demands it
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if ((random 1) < hotLZChance) then
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{
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_lzhot = true
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};
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if (_lzhot) then
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{
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if ((random 1) < AAChance) then
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{
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_lzAA = true;
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};
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};
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private _taskType = "meet";
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if (_lzhot) then
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{
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_taskType = "defend";
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_enemies = _enemies + ([_lzLocation, _lzAA] call createEnemySquads);
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};
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lzCounter = lzCounter + 1;
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publicVariable "lzCounter";
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private _side = side _squad;
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private _squadCmdr = (units _squad) select 0;
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private _lzLocationName = text ((nearestLocations [getPosATL _lzLocation, ["NameCityCapital", "NameCity", "NameVillage"], 1500]) select 0);
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[[_side, "HQ"], format["%1 is requesting pickup for %2 operators near %3", groupId _squad, count units _squad, _lzLocationName]] remoteExec ["sideChat", _side];
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private _shortestDesc = format["LZ %1", lzCounter];
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private _longdesc = format["%1 wants a pickup from this location", _squad];
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private _shortdesc = format["Pick up %1", _squad];
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if (_lzAA and _lzhot) then
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{
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_longdesc = _longdesc + "<br/><strong>Be advised:</strong> Intel reports heavy enemy activity with AA assets at the location";
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[_squadCmdr, "Be advised, LZ is very hot with AA assets present"] remoteExec ["sideChat", _side];
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};
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if (!_lzAA and _lzhot) then
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{
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_longdesc = _longdesc + "<br/><strong>Be advised:</strong> Intel reports enemy activity at the location";
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[_squadCmdr, "Be advised, LZ is hot"] remoteExec ["sideChat", _side];
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};
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private _taskState = "AUTOASSIGNED";
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private _assignTo = [west];
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if (!(_assignExtra isEqualTo false)) then
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{
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_longdesc = _longdesc + format["<br/>Created for %1", _assignExtra];
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_assignTo = _assignTo + _assignExtra;
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_taskState = "CREATED";
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};
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// PONDER: make a parent task "ferry squad X" ??
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private _taskid = format["pickup_%1", lzCounter];
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[_assignTo,[_taskid],[_longdesc, _shortdesc, _shortestDesc],getPosATL _lzLocation,_taskState,(STARTPRIORITY-lzCounter),true, _taskType, true] call BIS_fnc_taskCreate;
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if (!(_assignExtra isEqualTo false)) then
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{
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[_taskid,_assignExtra,[_longdesc, _shortdesc, _shortestDesc],getPosATL _lzLocation,"ASSIGNED"] call BIS_fnc_setTask;
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};
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taskIds pushBackUnique _taskid;
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publicVariable "taskIds";
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if (bSmoke) then
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{
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[_squad, _lzLocation, 'green'] spawn spawnSmokeBySquad;
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};
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private _trg = createTrigger["EmptyDetector",getPosATL _lzLocation, false];
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_trg setTriggerArea[lzSize,lzSize,0,false,50];
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_trg setTriggerActivation["WEST","PRESENT",false];
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_trg setTriggerTimeout [2.5, 2.5, 2.5, true];
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_trg setTriggerStatements["([thisList] call playerVehicleInListBool)", "", ""];
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// TODO: implement deadline so the task doesn't linger forever
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scopeName "main";
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while {true} do
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{
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scopeName "mainloop";
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//diag_log format["createPickupLZ: ticking %1", _this];
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if (( _taskid call BIS_fnc_taskCompleted)) then
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{
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diag_log format["createPickupLZ: task %1 was marked complete", _taskid];
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breakOut "mainloop";
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};
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if ({alive _x} count units _squad == 0) then
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{
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diag_log format["createPickupLZ: Everyone from %1 is dead!", _squad];
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// Everybody died before we got there :(
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[_taskid, "FAILED" ,true] spawn BIS_fnc_taskSetState;
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breakOut "mainloop";
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};
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if (triggerActivated _trg) then
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{
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diag_log format["createPickupLZ: triggered, loading up %1", _squad];
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private _veh = [list _trg] call playerVehicleInList;
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private _handle = [_veh, _squad, _taskid] spawn loadSquad;
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waitUntil {isNull _handle};
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// TODO check that the return value is not false (could not choose LZ due to constraints)
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private _newLZLocation = [[_lzLocation]] call selectLZ;
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private _handle = [_newLZLocation, _veh, _squad, _taskid] spawn createDropoffLZ;
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waitUntil {isNull _handle};
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breakOut "mainloop";
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};
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sleep 2;
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};
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deleteVehicle _trg;
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sleep squadsLinger;
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// Make sure there are no lingering enemy or own units
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[_enemies + [_squad]] call deleteSquads;
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