Difference between revisions of "Script Snippets"
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Example: | Example: | ||
Place these lines of code (without the comments) in the on activation field of a "detected by..."-trigger (500mtrs radius). As the trigger fires your base will be registered to all OPCOMs, who will then send troops there (either to attack or defend). You can use these in combination with triggers and tasks. For example if you are detected by a trigger within a certain radius of your base, your base will be registered to OPCOM! OPCOMs will send their troops there and if you don't manage to defend your base the mission will fail. | Place these lines of code (without the comments) in the on activation field of a "detected by..."-trigger (500mtrs radius). As the trigger fires your base will be registered to all OPCOMs, who will then send troops there (either to attack or defend). You can use these in combination with triggers and tasks. For example if you are detected by a trigger within a certain radius of your base, your base will be registered to OPCOM! OPCOMs will send their troops there and if you don't manage to defend your base the mission will fail. | ||
+ | |||
=== Wait for Player Persistence to Initialise === | === Wait for Player Persistence to Initialise === | ||
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Example: | Example: | ||
Use this in init.sqf if you have a player-depended scripts and use "player persistence"; | Use this in init.sqf if you have a player-depended scripts and use "player persistence"; | ||
+ | |||
=== Adding Custom Inits to Spawned Units === | === Adding Custom Inits to Spawned Units === | ||
Line 155: | Line 157: | ||
<syntaxhighlight lang="php"> | <syntaxhighlight lang="php"> | ||
+ | |||
class Extended_Init_EventHandlers { | class Extended_Init_EventHandlers { | ||
class '''Man''' { | class '''Man''' { | ||
MyCode_init="_this call compile preprocessFileLineNumbers 'my_code_file.sqf'"; | MyCode_init="_this call compile preprocessFileLineNumbers 'my_code_file.sqf'"; | ||
}; | }; | ||
− | };</syntaxhighlight> | + | }; |
+ | |||
+ | </syntaxhighlight> | ||
+ | |||
+ | |||
+ | === Pausing Modules === | ||
+ | |||
+ | Use the following code on the server to pause and un pause modules completely. Pausing sys_profile will stop all simulation of profiles, and prevent spawning / despawning. Pausing OPCOM will stop OPCOM from issuing orders and running battlefield analysis. Pausing civ_population will stop all civilian AI commands and prevent spawning / despawning. | ||
+ | |||
+ | Pause and unpause the profile system | ||
+ | <syntaxhighlight lang="php"> | ||
+ | |||
+ | ["ALIVE_SYS_PROFILE"] call ALiVE_fnc_pauseModule; | ||
+ | |||
+ | ["ALIVE_SYS_PROFILE"] call ALiVE_fnc_unPauseModule; | ||
+ | |||
+ | </syntaxhighlight> | ||
+ | |||
+ | Pause and unpause a whole lot of modules | ||
+ | <syntaxhighlight lang="php"> | ||
+ | |||
+ | ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION","ALIVE_MIL_LOGISTICS","ALIVE_SYS_AISKILL"] call ALiVE_fnc_pauseModule; | ||
+ | |||
+ | ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION","ALIVE_MIL_LOGISTICS","ALIVE_SYS_AISKILL"] call ALiVE_fnc_unPauseModule; | ||
+ | |||
+ | </syntaxhighlight> |
Revision as of 06:56, 13 April 2014
Contents
Spawn Group Script By Jman
Filename: fnc_spawnProfileGroup.sqf Locality: Runs on server Description: Spawns a group faction and sends them to a waypoint. Params: * _spawnPosition -> Array. Position to spawn group * _spawnExactLocation -> Boolean. Set to false if you want to spawn it in an exact position. * _destinationPosition -> Array. Position of waypoint destination. * _group -> String. CfgGroups name * _faction -> String. CfgGroups faction Optional Params: * _debug -> Boolean. Enable debug output * _waypointPlacementRadius -> Scalar. Random placement radius. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Placement_Radius * _waypointType -> String. Type of waypoint. NOTE: at the moment only MOVE is supported by the profiler. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Select_Type * _waypointMovement -> String. Speed of waypoint movement. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Speed * _waypointCompletionRadius -> Scalar. Completion radius of waypoint. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Completion_Radius * _waypointTimeoutCounters -> Array. Timeout counters. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Timeout_Counters * _waypointFormation -> String. Formation type. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Formation * _waypointCombatMode -> String. Combat mode. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Combat_Mode * _waypointBehaviour -> String. Behaviour type. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Behaviour * _waypointDescription -> String. Description. http://community.bistudio.com/wiki/Mission_Editor:_Waypoints#Description * Usage: init.sqf: * ALIVE_spawnProfileGroup = compile (preprocessFileLineNumbers "fnc_spawnProfileGroup.sqf"); Create a trigger or call in script: Syntax: [array, boolean, array, string, string, boolean, scalar, string, string, scalar, array, string, string, string, string] call ALIVE_spawnProfileGroup; Example(s): * [getMarkerPos "nmeGrp01_spawn_pos", false, getMarkerPos "nmeGrp01_dest_pos", "10_men_ME", "caf_ag_me"] call ALIVE_spawnProfileGroup; * [getMarkerPos "nmeGrp01_spawn_pos", false, getMarkerPos "nmeGrp01_dest_pos", "10_men_ME", "caf_ag_me", true, 0, "Move", "Full", 0, [0,0,0], "Delta", "Open Fire, Engage At Will", "Aware", ""] call ALIVE_spawnProfileGroup; Credits: ALiVE functions: The ALiVE team. Web: http://www.alivemod.com * Script Created by [KH]Jman * Creation date: 06/02/2014 * Email: jman@kellys-heroes.eu * Web: http://www.kellys-heroes.eu // ==================================================================================== if (!isServer) exitWith {}; // ==================================================================================== // SCOPE ------------------------------------------------------------------------------------- private["_spawnposition","_spawnExactLocation","_destinationPosition","_faction","_profile","_profiles","_profileWaypoint","_group","_debug", "_waypointPlacementRadius","_waypointType","_waypointMovement","_waypointCompletionRadius","_waypointTimeoutCounters","_waypointFormation", "_waypointCombatMode","_waypointBehaviour","_waypointDescription","_groupName", "_groupName","_config"]; _config = []; // SCOPE ------------------------------------------------------------------------------------- waitUntil {!isNil "ALIVE_profileSystemInit"}; // PARMS ------------------------------------------------------------------------------------- _spawnPosition = _this select 0; _spawnExactLocation = _this select 1; _destinationPosition = _this select 2; _group = _this select 3; _faction = _this select 4; _debug = if(count _this > 5) then {_this select 5} else {false}; _waypointPlacementRadius = if(count _this > 6) then {_this select 6} else {0}; _waypointType = if(count _this > 7) then {_this select 7} else {"Move"}; _waypointMovement = if(count _this > 8) then {_this select 8} else {"Full"}; _waypointCompletionRadius = if(count _this > 9) then {_this select 9} else {0}; _waypointTimeoutCounters = if(count _this > 10) then {_this select 10} else {[0,0,0]}; _waypointFormation = if(count _this > 11) then {_this select 11} else {"Delta"}; _waypointCombatMode = if(count _this > 12) then {_this select 12} else {"Open Fire, Engage At Will"}; _waypointBehaviour = if(count _this > 13) then {_this select 13} else {"Aware"}; _waypointDescription = if(count _this > 14) then {_this select 14} else {""}; // PARMS ------------------------------------------------------------------------------------- // DEBUG ------------------------------------------------------------------------------------- if(_debug) then { ["ALIVE_spawnProfileGroup -> _spawnPosition: %1, _spawnExactLocation: %2, _destinationPosition: %3, _group: %4, _faction: %5, _debug: %6, _waypointPlacementRadius: %7, _waypointType: %8, _waypointMovement: %9, _waypointCompletionRadius: %10, _waypointTimeoutCounters: %11, _waypointFormation: %12, _waypointCombatMode: %13, _waypointBehaviour: %14, _waypointDescription: %15,", _spawnPosition,_spawnExactLocation,_destinationPosition,_group,_faction,_debug,_waypointPlacementRadius, _waypointType,_waypointMovement,_waypointCompletionRadius,_waypointTimeoutCounters,_waypointFormation,_waypointCombatMode, _waypointBehaviour,_waypointDescription] call ALIVE_fnc_dump; }; // DEBUG ------------------------------------------------------------------------------------- // MAIN ------------------------------------------------------------------------------------- _profiles = [_group, _spawnposition, random(360), _spawnExactLocation, _faction] call ALIVE_fnc_createProfilesFromGroupConfig; if(_debug) then { ["ALIVE_spawnProfileGroup -> _groupData: %1, _config: %2, _groupName: %3", _groupData, _config, _groupName] call ALIVE_fnc_dump; }; _profileWaypoint = [_destinationPosition, _waypointPlacementRadius, _waypointType, _waypointMovement, _waypointCompletionRadius, _waypointTimeoutCounters,_waypointFormation, _waypointCombatMode, _waypointBehaviour, _waypointDescription] call ALIVE_fnc_createProfileWaypoint; { _profile = _x;_profileType = _profile select 2 select 5; if(_profileType == "entity") then {[_profile, "addWaypoint", _profileWaypoint] call ALIVE_fnc_profileEntity;}; } forEach _profiles; // MAIN ------------------------------------------------------------------------------------- // ====================================================================================
Detect Virtual Units (Profiles) in a Trigger Area
Will be true if there are virtualized AI groups of side EAST (string) within 50 mtrs of the triggers position EAST
((count ([getposATL thisTrigger, 50, ["EAST","entity"]] call ALIVE_fnc_getNearProfiles)) > 0);
Will be true if there are virtualized vehicles of side EAST (string) within 500 mtrs of trigger position EAST
((count ([getposATL thisTrigger, 500, ["EAST","vehicle"]] call ALIVE_fnc_getNearProfiles)) > 0);
Example: Place this line of code in the condition field of an end mission (f.e. lose) trigger, optionally with timeout. It will fire when there are virtualized groups in the selected area (for a certain amount of time). It doesnt matter if they are spawned or not.
Add a Custom OPCOM Objective
Will register a position as an objective to all OPCOMs in the current mission
if (isServer) then {
{
[_x,"addObjective", [
str(time), //ID (string)
getposATL thisTrigger, //position
100, //size
"MIL" //type
]
] call ALiVE_fnc_OPCOM;
} foreach OPCOM_INSTANCES;
};
Example: Place these lines of code (without the comments) in the on activation field of a "detected by..."-trigger (500mtrs radius). As the trigger fires your base will be registered to all OPCOMs, who will then send troops there (either to attack or defend). You can use these in combination with triggers and tasks. For example if you are detected by a trigger within a certain radius of your base, your base will be registered to OPCOM! OPCOMs will send their troops there and if you don't manage to defend your base the mission will fail.
Wait for Player Persistence to Initialise
Will wait until the persistent data of a player has been loaded (place in init.sqf f.e.)
waituntil {(player getvariable ["alive_sys_player_playerloaded",false])};
Example: Use this in init.sqf if you have a player-depended scripts and use "player persistence";
Adding Custom Inits to Spawned Units
The following is one method for adding custom gear to every spawned unit or object of that class. This will work for units spawned with MP/MCP, the Profiles system and any other spawning method.
HEALTH WARNING: you will need to know the basics of scripting to setup the gear script so it only applies to AI (and not players) or specific factions. Place the following in description.ext and create my_code.sqf with whatever code you want to add to the spawned units. Also be aware that anything added to player units will duplicate if player persistence is on, so better to use regular methods for players (include isPlayer check in your script)
class Extended_Init_EventHandlers { class '''Man''' { MyCode_init="_this call compile preprocessFileLineNumbers 'my_code_file.sqf'"; }; };
Pausing Modules
Use the following code on the server to pause and un pause modules completely. Pausing sys_profile will stop all simulation of profiles, and prevent spawning / despawning. Pausing OPCOM will stop OPCOM from issuing orders and running battlefield analysis. Pausing civ_population will stop all civilian AI commands and prevent spawning / despawning.
Pause and unpause the profile system
["ALIVE_SYS_PROFILE"] call ALiVE_fnc_pauseModule; ["ALIVE_SYS_PROFILE"] call ALiVE_fnc_unPauseModule;
Pause and unpause a whole lot of modules
["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION","ALIVE_MIL_LOGISTICS","ALIVE_SYS_AISKILL"] call ALiVE_fnc_pauseModule; ["ALIVE_SYS_PROFILE","ALIVE_MIL_OPCOM","ALIVE_AMB_CIV_POPULATION","ALIVE_MIL_LOGISTICS","ALIVE_SYS_AISKILL"] call ALiVE_fnc_unPauseModule;