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};
{
if (!isPlayer _x && {local _x}) then {
_x enableAI "PATH";
_x enableAI "FSM";
private _leader = leader _x;
TRACE_3("fnc_ungarrison: unit and leader",_x , _leader, (_leader == _x));
_x setVariable [QGVAR(garrisonned), false, true];
if (_leader != _x) then {
doStop _x;
_x doFollow _leader;
} else {
_x doMove ((nearestBuilding (getPos _x)) buildingExit 0);
};
private _fnc_countGarrisonnedUnits = {
params ["_unit", "_bool"];
if (_bool) then {
({(_x getVariable [QGVAR(garrisonned), false]) && {!isPlayer _x}} count units _unit)
} else {
({!(_x getVariable [QGVAR(garrisonned), false]) && {!isPlayer _x}} count units _unit)
};
};
if ([_x, true] call _fnc_countGarrisonnedUnits == ({!isPlayer _x} count (units _x)) - 1 || {[_x, false] call _fnc_countGarrisonnedUnits == {!isPlayer _x} count (units _x)}) then {
LOG("fnc_ungarrison: enableAttack true");
(group _x) enableAttack true;
};
};
} foreach _units;