ACE3/addons/ai/functions/fnc_unGarrison.sqf

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#include "script_component.hpp"
/*
* Author: alganthe
* Used to un-garrison units.
*
* Arguments:
* 0: Units to un-garrison <ARRAY>
*
* Return Value:
* None
*
* Example:
* [unit1, unit2, unit3] call ace_ai_fnc_unGarrison
*
* Public: Yes
*
*/
params [["_units", [], [[]]]];
_units = _units select {local _x};
{
private _unit = _x;
if (!isPlayer _unit && {local _unit}) then {
_unit enableAI "PATH";
_unit enableAI "FSM";
private _leader = leader _unit;
TRACE_3("fnc_ungarrison: unit and leader",_unit , _leader, (_leader == _unit));
_unit setVariable [QGVAR(garrisonned), false, true];
private _unitMoveList = missionNameSpace getVariable [QGVAR(garrison_unitMoveList), []];
_unitMoveList deleteAt (_unitMoveList findIf {_x select 0 == _unit});
if (_leader != _unit) then {
doStop _unit;
_unit doFollow _leader;
} else {
_unit doMove ((nearestBuilding (getPos _unit)) buildingExit 0);
};
if ((units _unit) findif {(_x getVariable [QGVAR(garrisonned), false]) && !isPlayer _x} == -1) then {
LOG("fnc_ungarrison: enableAttack true");
(group _unit) enableAttack true;
};
};
} foreach _units;