Michael Cullen

Fixed Vehicle Spawns

5 posts in this topic

I discovered yesterday that the default vehicle spawn script has a couple of bugs in it. It's not too much of a problem with island maps, but on maps with land in the debug area, it's a bit of a nightmare; vehicles end up spawning outside of the map, needlessly eating performance and just generally looking extremely messy :P

So, I fixed it up. Replace your ExileServer_world_spawnVehicles.sqf with the following code.

/**
 * ExileServer_world_spawnVehicles
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 *
 * Fixed by Michael Cullen, no rights reserved.
 */
 
private["_mapsizeX","_mapsizeY","_gridSize","_gridVehicles","_gridHalf","_vehicleCount","_debugMarkers","_vehicleClassNames","_maximumDamage","_damageChance","_xSize","_ySize","_position","_spawned","_spawnedPositions","_positionReal","_spawnControl","_vehicleClassName","_vehicle","_hitpointsData","_hitpoints","_debugMarker"];

_mapsizeX = worldSize;
_mapsizeY = worldSize;
_gridSize = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridSize");
_gridVehicles = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridAmount");
format ["Spawning Dynamic Vehicles. GridSize: %1 Vehs/Grid: %2",_gridSize,_gridVehicles] call ExileServer_util_log;
_gridHalf = _gridSize / 2;
_vehicleCount = 0;
_debugMarkers = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesDebugMarkers")) isEqualTo 1);
_vehicleClassNames = getArray (configFile >> "CfgSettings" >> "VehicleSpawn" >> "ground");
_maximumDamage = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "maximumDamage");
_damageChance = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "damageChance");

for "_xSize" from _gridHalf to (_mapsizeX - _gridHalf) step _gridSize do
{
	for "_ySize" from _gridHalf to (_mapsizeY - _gridHalf) step _gridSize do
	{
		_position = [_xSize,_ySize];
		_spawned = 0;
		_spawnedPositions = [];
		while {_spawned < _gridVehicles} do 
		{
			_positionReal = [_position, 25, _gridHalf, 5, 0 , 1 , 0 , _spawnedPositions] call BIS_fnc_findSafePos;
			if(count _positionReal isEqualTo 3)exitWith{};
			_spawnControl = [[(_positionReal select 0) - 50, (_positionReal select 1) + 50],[(_positionReal select 0) + 50,(_positionReal select 1) - 50]];
			_spawnedPositions pushBack _spawnControl;
			_positionReal pushBack 0;
			_vehicleClassName = selectRandom _vehicleClassNames;
			_vehicle = [_vehicleClassName, _positionReal, random 360, true] call ExileServer_object_vehicle_createNonPersistentVehicle;
			_hitpointsData = getAllHitPointsDamage _vehicle;
			if !(_hitpointsData isEqualTo []) then 
			{
				_hitpoints = _hitpointsData select 0;
				{
				    if ((random 100) < _damageChance) then
				    {
				        _vehicle setHitPointDamage [_x, random _maximumDamage];
				    };
				}
				forEach _hitpoints;
			};
			if (_debugMarkers) then
			{
				_debugMarker = createMarker ["vehicleMarker#"+str _vehicleCount, _positionReal];
				_debugMarker setMarkerColor "ColorOrange";
				_debugMarker setMarkerType "mil_dot_noShadow";
			};
			_spawned = _spawned + 1;
			_vehicleCount = _vehicleCount + 1;
		};
	};
};
format ["Dynamic vehicles spawned. Count : %1",_vehicleCount] call ExileServer_util_log;
true

 

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On 9/10/2016 at 6:35 PM, Michael Cullen said:

I discovered yesterday that the default vehicle spawn script has a couple of bugs in it. It's not too much of a problem with island maps, but on maps with land in the debug area, it's a bit of a nightmare; vehicles end up spawning outside of the map, needlessly eating performance and just generally looking extremely messy :P

So, I fixed it up. Replace your ExileServer_world_spawnVehicles.sqf with the following code.


/**
 * ExileServer_world_spawnVehicles
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 *
 * Fixed by Michael Cullen, no rights reserved.
 */
 
private["_mapsizeX","_mapsizeY","_gridSize","_gridVehicles","_gridHalf","_vehicleCount","_debugMarkers","_vehicleClassNames","_maximumDamage","_damageChance","_xSize","_ySize","_position","_spawned","_spawnedPositions","_positionReal","_spawnControl","_vehicleClassName","_vehicle","_hitpointsData","_hitpoints","_debugMarker"];

_mapsizeX = worldSize;
_mapsizeY = worldSize;
_gridSize = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridSize");
_gridVehicles = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridAmount");
format ["Spawning Dynamic Vehicles. GridSize: %1 Vehs/Grid: %2",_gridSize,_gridVehicles] call ExileServer_util_log;
_gridHalf = _gridSize / 2;
_vehicleCount = 0;
_debugMarkers = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesDebugMarkers")) isEqualTo 1);
_vehicleClassNames = getArray (configFile >> "CfgSettings" >> "VehicleSpawn" >> "ground");
_maximumDamage = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "maximumDamage");
_damageChance = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "damageChance");

for "_xSize" from _gridHalf to (_mapsizeX - _gridHalf) step _gridSize do
{
	for "_ySize" from _gridHalf to (_mapsizeY - _gridHalf) step _gridSize do
	{
		_position = [_xSize,_ySize];
		_spawned = 0;
		_spawnedPositions = [];
		while {_spawned < _gridVehicles} do 
		{
			_positionReal = [_position, 25, _gridHalf, 5, 0 , 1 , 0 , _spawnedPositions] call BIS_fnc_findSafePos;
			if(count _positionReal isEqualTo 3)exitWith{};
			_spawnControl = [[(_positionReal select 0) - 50, (_positionReal select 1) + 50],[(_positionReal select 0) + 50,(_positionReal select 1) - 50]];
			_spawnedPositions pushBack _spawnControl;
			_positionReal pushBack 0;
			_vehicleClassName = selectRandom _vehicleClassNames;
			_vehicle = [_vehicleClassName, _positionReal, random 360, true] call ExileServer_object_vehicle_createNonPersistentVehicle;
			_hitpointsData = getAllHitPointsDamage _vehicle;
			if !(_hitpointsData isEqualTo []) then 
			{
				_hitpoints = _hitpointsData select 0;
				{
				    if ((random 100) < _damageChance) then
				    {
				        _vehicle setHitPointDamage [_x, random _maximumDamage];
				    };
				}
				forEach _hitpoints;
			};
			if (_debugMarkers) then
			{
				_debugMarker = createMarker ["vehicleMarker#"+str _vehicleCount, _positionReal];
				_debugMarker setMarkerColor "ColorOrange";
				_debugMarker setMarkerType "mil_dot_noShadow";
			};
			_spawned = _spawned + 1;
			_vehicleCount = _vehicleCount + 1;
		};
	};
};
format ["Dynamic vehicles spawned. Count : %1",_vehicleCount] call ExileServer_util_log;
true

 

Hello.

If I wanted to add more vehicles (eg. M900, Hemit Transport etc) and increase nr of spawn vehicles on the map, would I do that in here? or elsewhere?

Thank you in advance.

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On 10.9.2016 at 6:35 PM, Michael Cullen said:

I discovered yesterday that the default vehicle spawn script has a couple of bugs in it. It's not too much of a problem with island maps, but on maps with land in the debug area, it's a bit of a nightmare; vehicles end up spawning outside of the map, needlessly eating performance and just generally looking extremely messy :P

So, I fixed it up. Replace your ExileServer_world_spawnVehicles.sqf with the following code.


/**
 * ExileServer_world_spawnVehicles
 *
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 *
 * Fixed by Michael Cullen, no rights reserved.
 */
 
private["_mapsizeX","_mapsizeY","_gridSize","_gridVehicles","_gridHalf","_vehicleCount","_debugMarkers","_vehicleClassNames","_maximumDamage","_damageChance","_xSize","_ySize","_position","_spawned","_spawnedPositions","_positionReal","_spawnControl","_vehicleClassName","_vehicle","_hitpointsData","_hitpoints","_debugMarker"];

_mapsizeX = worldSize;
_mapsizeY = worldSize;
_gridSize = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridSize");
_gridVehicles = getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesGridAmount");
format ["Spawning Dynamic Vehicles. GridSize: %1 Vehs/Grid: %2",_gridSize,_gridVehicles] call ExileServer_util_log;
_gridHalf = _gridSize / 2;
_vehicleCount = 0;
_debugMarkers = ((getNumber(configFile >> "CfgSettings" >> "VehicleSpawn" >> "vehiclesDebugMarkers")) isEqualTo 1);
_vehicleClassNames = getArray (configFile >> "CfgSettings" >> "VehicleSpawn" >> "ground");
_maximumDamage = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "maximumDamage");
_damageChance = getNumber (configFile >> "CfgSettings" >> "VehicleSpawn" >> "damageChance");

for "_xSize" from _gridHalf to (_mapsizeX - _gridHalf) step _gridSize do
{
	for "_ySize" from _gridHalf to (_mapsizeY - _gridHalf) step _gridSize do
	{
		_position = [_xSize,_ySize];
		_spawned = 0;
		_spawnedPositions = [];
		while {_spawned < _gridVehicles} do 
		{
			_positionReal = [_position, 25, _gridHalf, 5, 0 , 1 , 0 , _spawnedPositions] call BIS_fnc_findSafePos;
			if(count _positionReal isEqualTo 3)exitWith{};
			_spawnControl = [[(_positionReal select 0) - 50, (_positionReal select 1) + 50],[(_positionReal select 0) + 50,(_positionReal select 1) - 50]];
			_spawnedPositions pushBack _spawnControl;
			_positionReal pushBack 0;
			_vehicleClassName = selectRandom _vehicleClassNames;
			_vehicle = [_vehicleClassName, _positionReal, random 360, true] call ExileServer_object_vehicle_createNonPersistentVehicle;
			_hitpointsData = getAllHitPointsDamage _vehicle;
			if !(_hitpointsData isEqualTo []) then 
			{
				_hitpoints = _hitpointsData select 0;
				{
				    if ((random 100) < _damageChance) then
				    {
				        _vehicle setHitPointDamage [_x, random _maximumDamage];
				    };
				}
				forEach _hitpoints;
			};
			if (_debugMarkers) then
			{
				_debugMarker = createMarker ["vehicleMarker#"+str _vehicleCount, _positionReal];
				_debugMarker setMarkerColor "ColorOrange";
				_debugMarker setMarkerType "mil_dot_noShadow";
			};
			_spawned = _spawned + 1;
			_vehicleCount = _vehicleCount + 1;
		};
	};
};
format ["Dynamic vehicles spawned. Count : %1",_vehicleCount] call ExileServer_util_log;
true

 

Thanks this works Great for Takistan Map!.     

 

On 20.9.2016 at 11:36 AM, SpeedBirdNam said:

Hello.

If I wanted to add more vehicles (eg. M900, Hemit Transport etc) and increase nr of spawn vehicles on the map, would I do that in here? or elsewhere?

Thank you in advance.

Go in the Exileserver config and search for Vehicles spawn.  you can edit this 

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On 20.9.2016 at 11:36 AM, SpeedBirdNam said:

Hello.

If I wanted to add more vehicles (eg. M900, Hemit Transport etc) and increase nr of spawn vehicles on the map, would I do that in here? or elsewhere?

Thank you in advance.

///////////////////////////////////////////////////////////////////////
    // VEHICLE SPAWN CONFIGURATION
    ///////////////////////////////////////////////////////////////////////

    class VehicleSpawn
    {
        /**
        * Grid Size for vehicle spawning,
        * smaller the number more vehicles,
        * you get the point
        */
        vehiclesGridSize = 2200;

        /**
        * Vehicle ammount per grid
        * kinda self explanitory
        */
        vehiclesGridAmount = 2;

        /**
        * Creates global markers for vehicle spawn tweeking,
        * after you are satisfied with vehicle ammount and spread set this to 0.
        */
        vehiclesDebugMarkers = 0;

        /**
        * The server will apply random damage up to this value when spawning a vehicle.
        */
        damageChance = 20; // 20% chance for a vehicle HITPOINT to be damaged
        maximumDamage = 0.9;

        /**
         * If "randmizeFuel" is set to 1, vehicles will spawn with randomized
         * fuel. In this case, "fuel" controls the percentage of fuel that
         * can be in the vehicle at a maximum. For example, if you set this to
         * 0.5, then vehicles will spawn with something random between 0% and 50%.
         *
         * If "randomizeFuel" is set to 0, all vehicles will spawn exactly the 
         * fuel percentage defined in "fuel". For example, setting this to 0.5
         * will spawn all vehicles with 50% fuel. Setting it to 0 would spawn
         * all vehicles without fuel.
         */
        randomizeFuel = 1;
        fuel = 1;

        /**
         * Works exactly the same as the fuel setting ^
         */
        randomizeAmmo = 1;
        ammo = 1;

        // Stuff to spawn on water
        water[] = 
        {
            "Exile_Boat_MotorBoat_Police",
            "Exile_Boat_MotorBoat_Orange",
            "Exile_Boat_MotorBoat_White",
            "Exile_Boat_RubberDuck_CSAT",
            "Exile_Boat_RubberDuck_Digital",
            "Exile_Boat_RubberDuck_Orange",
            "Exile_Boat_RubberDuck_Blue",
            "Exile_Boat_RubberDuck_Black",
            "Exile_Boat_SDV_CSAT",
            "Exile_Boat_SDV_Digital",
            "Exile_Boat_SDV_Grey"
        };

        // Stuff to spawn on roads
        ground[] = 
        {
            "Exile_Bike_QuadBike_Black",
            "Exile_Bike_QuadBike_Blue",
            "Exile_Bike_QuadBike_Red",
            "Exile_Bike_QuadBike_White",
            "Exile_Bike_QuadBike_Nato",
            "Exile_Bike_QuadBike_Csat",
            "Exile_Bike_QuadBike_Fia",
            "Exile_Bike_QuadBike_Guerilla01",
            "Exile_Bike_QuadBike_Guerilla02",
            "Exile_Car_Volha_Blue",
            "Exile_Car_Volha_White",
            "Exile_Car_Lada_Green",
            "Exile_Car_Lada_Taxi",
            "Exile_Car_TowTractor_White",
            "Exile_Car_UAZ_Open_Green",
            "Exile_Car_UAZ_Green",
            "Exile_Car_LandRover_Ambulance_Desert",
            "Exile_Car_Tractor_Red",
            "Exile_Car_OldTractor_Red",
            "Exile_Car_Octavius_White"
        };

        /**
         * Enables or disables nightvision optics on ALL vehicles
         *
         * 0 = off
         * 1 = on
         */
        nightVision = 1;

        /**
         * Enables or disables thermal optics on ALL vehicles
         *
         * 0 = off
         * 1 = on
         */
        thermalVision = 0;

        /**
         * Set this to 1 to unlock vehicles on server boot if they are in safe zones
         *
         * 0 = off
         * 1 = on
         */
        unlockInSafeZonesAfterRestart = 1;    
    };
 

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