72 lines
2.8 KiB
Plaintext
72 lines
2.8 KiB
Plaintext
|
/*
|
||
|
Bandit Hunting Party by lazyink (Full credit to TheSzerdi & TAW_Tonic for the code)
|
||
|
Updated to new format by Vampire
|
||
|
Updated for DZMS 2.0 by JasonTM
|
||
|
*/
|
||
|
|
||
|
local _mission = count DZMSMissionData -1;
|
||
|
local _aiType = _this select 0;
|
||
|
local _coords = call DZMSFindPos;
|
||
|
local _name = "Patrol Squad";
|
||
|
local _localName = "STR_CL_DZMS_PS_TITLE";
|
||
|
local _hero = _aiType == "Hero";
|
||
|
local _markerColor = ["ColorRed","ColorBlue"] select _hero;
|
||
|
local _localized = ["STR_CL_MISSION_BANDIT","STR_CL_MISSION_HERO"] select _hero;
|
||
|
local _startTime = diag_tickTime;
|
||
|
|
||
|
diag_log format["[DZMS]: %1 %2 starting at %2.",_aiType,_name,_coords];
|
||
|
|
||
|
////////////////////// Do not edit this section ///////////////////////////
|
||
|
//[position,createMarker,setMarkerColor,setMarkerType,setMarkerShape,setMarkerBrush,setMarkerSize,setMarkerText,setMarkerAlpha]
|
||
|
local _markers = [1,1,1,1];
|
||
|
_markers set [0, [_coords,"DZMS" + str _mission,_markerColor,"","ELLIPSE","Grid",[200,200],[],0]];
|
||
|
_markers set [1, [_coords,"DZMSDot" + str _mission,"ColorBlack","Vehicle","","",[],[_localized,_localName],0]];
|
||
|
if (DZMSAutoClaim) then {_markers set [2, [_coords,"DZMSAuto" + str _mission,"ColorRed","","ELLIPSE","Border",[DZMSAutoClaimAlertDistance,DZMSAutoClaimAlertDistance],[],0]];};
|
||
|
DZE_ServerMarkerArray set [count DZE_ServerMarkerArray, _markers]; // Markers added to global array for JIP player requests.
|
||
|
local _markerIndex = count DZE_ServerMarkerArray - 1;
|
||
|
PVDZ_ServerMarkerSend = ["start",_markers];
|
||
|
publicVariable "PVDZ_ServerMarkerSend";
|
||
|
[_aiType,_localName,"STR_CL_DZMS_PS_START"] call DZMSMessage;
|
||
|
DZMSMarkerReady = true;
|
||
|
|
||
|
// Add the mission's position to the global array so that other missions do not spawn near it.
|
||
|
DZE_MissionPositions set [count DZE_MissionPositions, _coords];
|
||
|
local _posIndex = count DZE_MissionPositions - 1;
|
||
|
|
||
|
// Wait until a player is within range or timeout is reached.
|
||
|
local _playerNear = false;
|
||
|
local _timeout = false;
|
||
|
while {!_playerNear && !_timeout} do {
|
||
|
_playerNear = [_coords,DZMSTimeoutDistance] call DZMSNearPlayer;
|
||
|
|
||
|
if (diag_tickTime - _startTime >= (DZMSMissionTimeOut * 60)) then {
|
||
|
_timeout = true;
|
||
|
};
|
||
|
uiSleep 1;
|
||
|
};
|
||
|
|
||
|
if (_timeout) exitWith {
|
||
|
[_mission, _aiType, _markerIndex, _posIndex] call DZMSAbortMission;
|
||
|
[_aiType,_localName,"STR_CL_DZMS_PS_FAIL"] call DZMSMessage;
|
||
|
diag_log format["DZMS: %1 %2 aborted.",_aiType,_name,_coords];
|
||
|
};
|
||
|
//////////////////////////////// End //////////////////////////////////////
|
||
|
|
||
|
//DZMSAISpawn spawns AI to the mission.
|
||
|
//Usage: [_coords, count, skillLevel, Hero or Bandit, Mission Number]
|
||
|
[_coords,4,1,_aiType,_mission] call DZMSAISpawn;
|
||
|
[_coords,4,1,_aiType,_mission] call DZMSAISpawn;
|
||
|
|
||
|
// Start the mission loop.
|
||
|
[
|
||
|
_mission,
|
||
|
_coords,
|
||
|
_aiType,
|
||
|
_name,
|
||
|
_localName,
|
||
|
_markerIndex,
|
||
|
_posIndex,
|
||
|
"STR_CL_DZMS_PS_WIN",
|
||
|
"STR_CL_DZMS_PS_FAIL"
|
||
|
] spawn DZMSWaitMissionComp;
|