ACE3/addons/ai/XEH_postInit.sqf

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#include "script_component.hpp"
[QGVAR(AISection), {
params [["_units", [], [[]]], ["_sections", [], [[]]], ["_bool", true, [true]]];
{
private _section = _x;
{
if (_bool) then {
_x enableAI _section;
LOG_3("%1 enableAI %2 | ID: %3",_x,_section,clientOwner);
} else {
_x disableAI _section;
LOG_3("%1 disableAI %2 | ID: %3",_x,_section,clientOwner);
};
} forEach (_units select {local _x});
} forEach _sections;
}] call CBA_fnc_addEventHandler;
[QGVAR(unGarrison), FUNC(unGarrison)] call CBA_fnc_addEventHandler;
[QGVAR(doMove), {
params ["_unitsArray"];
{
_x params ["_unit", "_pos"];
_unit doMove _pos;
_unit setDestination [_pos, "LEADER PLANNED", true];
LOG_3("%1 doMove %2 | ID: %3",_unit,_pos,clientOwner);
} forEach _unitsArray;
}] call CBA_fnc_addEventHandler;
[QGVAR(setBehaviour), {
params ["_groupsArray", "_behaviour"];
{
_x setBehaviour _behaviour;
LOG_3("%1 setBehaviour %2 | ID: %3",_x,_behaviour,clientOwner);
} forEach _groupsArray;
}] call CBA_fnc_addEventHandler;
[QGVAR(enableAttack), {
params ["_unitsArray", "_mode"];
{
_x enableAttack _mode;
LOG_3("%1 enableAttack %2 | ID: %3",_x,_mode,clientOwner);
} forEach _unitsArray;
}] call CBA_fnc_addEventHandler;
[QGVAR(setUnitPos), {
params ["_unit", "_mode"];
_unit setUnitPos _mode;
}] call CBA_fnc_addEventHandler;
[QGVAR(setSpeedMode), {
params ["_unit", "_mode"];
_unit setSpeedMode _mode;
}] call CBA_fnc_addEventHandler;
[QGVAR(setCombatMode), {
params ["_unit", "_mode"];
_unit setCombatMode _mode;
}] call CBA_fnc_addEventHandler;
[QGVAR(allowFleeing), {
params ["_unit", "_cowardice"];
_unit allowFleeing _cowardice;
}] call CBA_fnc_addEventHandler;
[QGVAR(enableGunLights), {
params ["_unit", "_mode"];
_unit enableGunLights _mode;
}] call CBA_fnc_addEventHandler;