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