#include "script_component.hpp" /* * Author: mharis001 * Zeus module function to make unit a suicide bomber. * * Arguments: * 0: Unit that is suicide bomber * 1: Activation side (default: west) * 2: Activation radius (default: 10) * 3: Explosion size (0 - Small, 1 - Medium, 2 - Large) (default: 0) * 4: Auto seek (default: false) * * Return Value: * None * * Example: * [unit, west, 10, 0, true] call ace_zeus_fnc_moduleSuicideBomber * * Public: No */ #define EXPLOSIVES ["R_TBG32V_F", "M_Mo_120mm_AT", "Bo_GBU12_LGB"] #define DISTANCE_FAR 15 #define DISTANCE_CLOSE 2 #define MOVE_TIME 10 #define SCANNING_PERIOD 1 #ifdef DEBUG_MODE_FULL #define SCANNING_PERIOD 0 #endif TRACE_1("params",_this); if (isNull (_this select 0)) exitWith {}; // Prevent another suicide bomber module being attached _unit setVariable [QGVAR(suicideBomber), true, true]; // One time behaviour changes if (_autoSeek) then { [QEGVAR(ai,setUnitPos), [_unit, "UP"], _unit] call CBA_fnc_targetEvent; [QEGVAR(ai,setSpeedMode), [_unit, "FULL"], _unit] call CBA_fnc_targetEvent; [QEGVAR(ai,setBehaviour), [[_unit], "CARELESS"], _unit] call CBA_fnc_targetEvent; [QEGVAR(ai,setCombatMode), [_unit, "BLUE"], _unit] call CBA_fnc_targetEvent; [QEGVAR(ai,AISection), [[_unit], ["TARGET", "AUTOTARGET"], false], _unit] call CBA_fnc_targetEvent; [QEGVAR(ai,allowFleeing), [_unit, 0], _unit] call CBA_fnc_targetEvent; }; // Run PFH to make unit a suicide bomber [{ params ["_args", "_pfhID"]; _args params [["_unit", objNull], ["_activationSide", west], ["_activationRadius", 10], ["_explosionSize", 0], ["_autoSeek", false]]; // Unit deleted or killed if (isNull _unit || {!alive _unit}) exitWith { [_pfhID] call CBA_fnc_removePerFrameHandler; LOG("Unit deleted or killed, PFH removed"); }; if (!([_unit] call EFUNC(common,isAwake))) exitWith {}; // Detonation private _nearObjects = (_unit nearObjects _activationRadius) select {side _x == _activationSide && {_x != _unit} && {alive _x}}; if !(_nearObjects isEqualTo []) then { createVehicle [EXPLOSIVES select _explosionSize, _unit, [], 0, "CAN_COLLIDE"]; [_pfhID] call CBA_fnc_removePerFrameHandler; LOG("Explosion created, PFH removed"); }; // Auto Seek if (!_autoSeek) exitWith {}; private _memory = _unit getVariable [QGVAR(suicideBomber_memory), [nil, CBA_missionTime]]; _memory params ["_lastMove", "_lastTime"]; private _range = 100 + 100 * (_unit skillFinal "spotDistance"); // 100-200 private _nearestObjects = nearestObjects [_unit, [], _range] select {side _x == _activationSide && {_x != _unit} && {alive _x}}; #ifdef DEBUG_MODE_FULL if !(isNil "_lastMove") then { drawLine3D [_unit modelToWorldVisual [0, 0, 1], _lastMove, [1, 0, 0, 1]]; }; for "_i" from 0 to 35 do { drawLine3D [(_unit getRelPos [_range, _i * 10]) vectorAdd [0, 0, 1], (_unit getRelPos [_range, (_i + 1) * 10]) vectorAdd [0, 0, 1], [0, 1, 0, 1]]; }; for "_i" from 0 to 35 do { drawLine3D [(_unit getRelPos [_activationRadius, _i * 10]) vectorAdd [0, 0, 1], (_unit getRelPos [_activationRadius, (_i + 1) * 10]) vectorAdd [0, 0, 1], [0, 0, 1, 1]]; }; for "_i" from 0 to 359 do { if (_i >= linearConversion [_lastTime - MOVE_TIME, _lastTime, CBA_missionTime, 0, 359, true]) then { drawLine3D [(_unit getRelPos [2, _i]) vectorAdd [0, 0, 1], (_unit getRelPos [2, _i + 1]) vectorAdd [0, 0, 1], [1, 1, 0, 1]]; }; }; #endif if (_nearestObjects isEqualTo []) exitWith {}; // Get relative position close to target to avoid bug where AI wont path to a certain position private _moveToPos = (_nearestObjects select 0) getPos [1, random 360]; if (isNil "_lastMove" || // No move given yet {_lastMove distance _moveToPos > DISTANCE_FAR} || // New target is too far from last move {_lastMove distance _unit < DISTANCE_CLOSE} || // Unit has reached last move {CBA_missionTime >= _lastTime} // Too much time passed between last move (also acts as a fail-safe if unit gets stuck) ) then { [QEGVAR(ai,doMove), [[[_unit, _moveToPos]]], _unit] call CBA_fnc_targetEvent; _unit setVariable [QGVAR(suicideBomber_memory), [_moveToPos, CBA_missionTime + MOVE_TIME]]; TRACE_2("Moving unit",_moveToPos,CBA_missionTime); }; }, SCANNING_PERIOD, _this] call CBA_fnc_addPerFrameHandler;