// Private observer fixture; all traffic placement, driving and retirement are production. modded class ERR_CivilianTraffic { protected IEntity m_ERRObserver; protected bool m_ERRLeave, m_ERRReady, m_ERRMoved; protected float m_ERRStarted=-1, m_ERRNext, m_ERRLog; protected override bool Observers(array positions, array actors) { positions.Clear();actors.Clear();if(m_ERRLeave)return true; if(!m_ERRObserver)m_ERRObserver=ERR_Actors.Spawn(DriverPrefab(),ERR_Actors.Ground("9322.19 0 4823.22")); if(!m_ERRObserver)return false; positions.Insert(m_ERRObserver.GetOrigin());actors.Insert(m_ERRObserver);return true; } bool ERR_Probe(float now) { if(m_ERRStarted<0)m_ERRStarted=now; if(now=m_ERRLog){m_ERRLog=now+30000;PrintFormat("ERR TRAFFIC PROGRESS: cars=%1 spawned=%2",m_Cars.Count(),m_Serial);} foreach(ERR_CivilianCar traffic:m_Cars) { if(!traffic.Ready || traffic.Released || !traffic.Car || !traffic.Driver)continue; if(traffic.Group.GetFaction().GetFactionKey()!="CIV" || traffic.Seat.GetOccupant()!=traffic.Driver)continue; if(m_Mode.EnemyFaction().IsFactionEnemy(traffic.Group.GetFaction()) || traffic.Group.GetFaction().IsFactionEnemy(m_Mode.EnemyFaction())){Print("ERR TRAFFIC FAIL: hostile civilian relation",LogLevel.ERROR);return true;} BaseWeaponManagerComponent inventory=BaseWeaponManagerComponent.Cast(traffic.Driver.FindComponent(BaseWeaponManagerComponent)); array weapons={};if(inventory)inventory.GetWeaponsList(weapons); if(!inventory || !weapons.IsEmpty()){Print("ERR TRAFFIC FAIL: unarmed driver check",LogLevel.ERROR);return true;} if(!m_ERRReady) { if(vector.DistanceXZ(traffic.Route[0],m_ERRObserver.GetOrigin())<1000){Print("ERR TRAFFIC FAIL: close spawn",LogLevel.ERROR);return true;} SCR_GarbageSystem garbage=SCR_GarbageSystem.GetByEntityWorld(traffic.Car); if(!garbage || garbage.Insert(traffic.Car,1) || garbage.Insert(traffic.Driver,1)){Print("ERR TRAFFIC FAIL: managed entities not protected from native garbage",LogLevel.ERROR);return true;} Print("ERR TRAFFIC PASS: native garbage collector refuses managed car and driver"); m_ERRReady=true;Print("ERR TRAFFIC PASS: native civilian car/driver, neutral and unarmed; hidden start beyond 1 km"); } if(!m_ERRMoved && vector.DistanceXZ(traffic.Route[0],traffic.Car.GetOrigin())>25) { m_ERRMoved=true;m_ERRLeave=true; Print("ERR TRAFFIC PASS: civilian drives more than 25 m natively along fixed road route"); Print("ERR TRAFFIC FIXTURE: observer leaves; wait for production cleanup grace"); } } if(m_ERRMoved && m_Cars.IsEmpty()) { Stop();Print("ERR TRAFFIC PASS: all unclaimed traffic retired after observer departure and production grace");return true; } if(now-m_ERRStarted>240000){PrintFormat("ERR TRAFFIC FAIL: deadline cars=%1 spawned=%2",m_Cars.Count(),m_Serial);return true;} return false; } } modded class ArmaReforgerScripted { protected bool m_ERRTrafficDone; override void OnUpdate(BaseWorld world,float timeslice) { super.OnUpdate(world,timeslice);ERR_GameMode mode=ERR_GameMode.Get(); if(m_ERRTrafficDone || !world || !Replication.IsServer() || !mode || !mode.Active())return; if(mode.Phase()==ERR_Phase.PRISON)mode.Transition(ERR_Phase.RADIO_SEARCH); if(mode.CivilianTraffic() && mode.CivilianTraffic().ERR_Probe(world.GetWorldTime())){m_ERRTrafficDone=true;Print("ERR TRAFFIC COMPLETE");} } }