Epoch/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf

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/*
Author: Aaron Clark - EpochMod.com
Contributors: Andrew Gregory
2015-12-07 16:24:52 +00:00
Description:
Antagonist spawn function
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
https://github.com/EpochModTeam/Epoch/tree/master/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf
*/
private ["_unit","_sapperNum","_config","_targetPos","_grp","_driver","_index","_nonJammer","_nonTrader","_jammers","_jammerRange","_restricted","_disableAI"];
params ["_unitClass","_trgt","_doVariable"];
private _bomb = objNull;
if(isNil "_doVariable")then{_doVariable=false;};
if(isNil "_trgt")then{_trgt=player;};
diag_log format["Epoch: ADMIN: Antagonist %1 Spawning on %2. Do variable: %3.", _unitClass, _trgt, _doVariable];
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if(random 100 < 6)then{
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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[] execFSM "\x\addons\a3_epoch_code\System\Event_Air_Drop.fsm";
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};
if(_doVariable)then{_unitClass call EPOCH_unitSpawnIncrease;};//Assumes Antagonist is required.
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_index = EPOCH_spawnIndex find _unitClass;
if (!_doVariable && (count(_trgt nearEntities[_unitClass, 800]) >= (EPOCH_playerSpawnArray select _index))) exitWith{};
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Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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_nonJammer = ["CfgEpochClient", "nonJammerAI", ["B_Heli_Transport_01_F","PHANTOM","Epoch_Cloak_F"]] call EPOCH_fnc_returnConfigEntryV2;
_nonTrader = ["CfgEpochClient", "nonTraderAI", ["B_Heli_Transport_01_F","PHANTOM","Epoch_Cloak_F","GreatWhite_F"]] call EPOCH_fnc_returnConfigEntryV2;
_nonTraderAIRange = ["CfgEpochClient", "nonTraderAIRange", 150] call EPOCH_fnc_returnConfigEntryV2;
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_unit = objNull;
_targetPos = getPosATL _trgt;
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_targetPos set [2,0];
_jammers = [];
_config = 'CfgEpochClient' call EPOCH_returnConfig;
_jammerRange = getNumber(_config >> "buildingJammerRange");
_jammers = nearestObjects[_targetPos, ["PlotPole_EPOCH"], _jammerRange];
if(count _jammers > 0 && !(_unitClass in _nonJammer))exitWith{
if(_doVariable)then{["<t size='1.6' color='#99ffffff'>Not allowed near a base - Please respawn !</t>", 5] call Epoch_dynamicText;};
};
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_restricted = [];
Release 0.3.8 (#502) * first build for 0.3.8 * 0.3.8.0190 * 0.3.8.0202 * 0.3.8.0213 * 0.3.7.0214 * 0.3.8.0222 * 0.3.8.0246 * 0.3.8.0247 fixed typo * 0.3.8.0249 more fixes for server compiler * 0.3.8.0256 * add build number and simple batch file for packing * match build number with internal * add build numbers to server pbo's and mission files also reworked build script for more options * 0.3.8.0261 * 0.3.8.0261 * 0.3.8.0283 * 0.3.8.0284 * changelog * 0.3.8.0307 * 0.3.8.0311 * remove old BEC plugin * update redis-server.exe to latest build and full config * 0.3.8.0314 * 0.3.8.0315 * inverse logic This should correctly prevent spawning these units nearby jammer or protection zones * use pushbackUnique here * optimized loot function by using selectRandom instead of slower sqf logic * 0.3.8.0316 * make use of new getDir functionality instead of BIS fnc * add lower disconnect value to server.cfg * use new getpos functionality * 0.3.8.0317 * 0.3.8.0319 * 0.3.8.0327 * 0.3.8.0338 changelog update tba * changelog * 0.3.8.0341 * BE update * 0.3.8.0353 * changelog * removed duplicates * 0.3.8.0355 fixed error in getIDC * 0.3.8.0356 revert to BIS_fnc_param as params threw errors * 0.3.8.0357 fixes for #496 #497 * 0.3.8.0359 fixed #497 fixed #496 * 0.3.8.0365 * 0.3.8.0371 * 0.3.8.0373 * 0.3.8.0379 * 0.3.8.0381 * 0.3.8.0386 * 0.3.8.0393 * 0.3.8.0395 * 0.3.8.0396 * 0.3.8.0397 * 0.3.8.0406 * 0.3.8.0409 * 0.3.8.0410 loot balance suppress error in spawnloot make near object check based on building size * 0.3.8.0412 * 0.3.8.0414 removed classes with scope 0 test remove loot trash on gear for #498 fixed #501 * 0.3.8.0415 * same
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_restricted = nearestObjects [_targetPos, ["ProtectionZone_Invisible_F"], _nonTraderAIRange];
if(count _restricted > 0 && !(_unitClass in _nonTrader))exitWith{
if(_doVariable)then{["<t size='1.6' color='#99ffffff'>Not allowed near a trader - Please respawn !</t>", 5] call Epoch_dynamicText;};
};
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_disableAI = {
{_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"];
};
switch _unitClass do {
case "Epoch_Cloak_F": {
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_unit call _disableAI;
[_unit,_trgt] execFSM "\x\addons\a3_epoch_code\System\cloak.fsm";
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};
case "GreatWhite_F": {
if (surfaceIsWater _targetPos) then{
if (((_targetPos vectorDiff getPosASL _trgt) select 2) > 25) then{
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_unit = createAgent[_unitClass, _targetPos, [], 120, "FORM"];
_unit call _disableAI;
[_unit] execFSM "\x\addons\a3_epoch_code\System\Shark_Brain.fsm";
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};
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};
};
case "Epoch_Sapper_F": {
if(random 100 < 6 && isNull _trgt)then{
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_config = 'CfgEpochSapper' call EPOCH_returnConfig;
_sapperNum = 8;
if(getNumber(_config >> "sapperMigrationCount") > 0)then{
_sapperNum = getNumber(_config >> "sapperMigrationCount");
};
[_trgt,_sapperNum] execVM "epoch_code\compile\EPOCH_callSapperMigration.sqf";
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}else{
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_bomb = createVehicle ["Sapper_Charge_Ammo", _targetPos, [], 0, "CAN_COLLIDE"];
_bomb attachTo [_unit, [0,0,0],"Pelvis"];
_unit call _disableAI;
sapperHndl = [_unit, _bomb, _trgt] execFSM "\x\addons\a3_epoch_code\System\Sapper_Brain.fsm";
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_unit addEventHandler ["FiredNear", "sapperHndl setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];"];
_unit addEventHandler ["Hit", "sapperHndl setFSMVariable [""_sHit"",[_this select 1, _this select 2]];"];
};
};
case "Epoch_SapperB_F": {
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_bomb = createVehicle["SapperB_Charge_Ammo", _targetPos, [], 0, "CAN_COLLIDE"];
_bomb attachTo[_unit, [0, 0, 0], "Pelvis"];
_unit call _disableAI;
sapperHndl = [_unit, _bomb, _trgt] execFSM "\x\addons\a3_epoch_code\System\Sapper_Brain2.fsm";
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_unit addEventHandler["FiredNear", "sapperHndl setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];"];
_unit addEventHandler["Hit", "sapperHndl setFSMVariable [""_sHit"",[_this select 1, _this select 2]];"];
};
case "I_UAV_01_F": {
_targetPos = getPosATL _trgt;
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_targetPos = [_targetPos, 600, 1200, 5, 0, 400, 0] call BIS_fnc_findSafePos;
_targetPos set[2, 600];
_unit = createVehicle["I_UAV_01_F", _targetPos, [], 0, "FLY"];
addToRemainsCollector[_unit];
_unit flyInHeight 600;
_grp = createGroup RESISTANCE;
_driver = _grp createUnit["I_UAV_AI", position _unit, [], 0, "CAN_COLLIDE"];
_driver moveInAny _unit;
[_unit, _trgt] execFSM "\x\addons\a3_epoch_code\System\Copter_brain.fsm";
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};
case "PHANTOM": {
[] execFSM "\x\addons\a3_epoch_code\System\Phantom_Brain.fsm";
};
case "B_Heli_Transport_01_F": {
[] execFSM "\x\addons\a3_epoch_code\System\Event_Air_Drop.fsm";
};
};
if(_doVariable && (!isNull _unit) && (!isNull _trgt))then{
_trgt setVariable ["EPOCH_antagObj", _unit, true];
if!(isNull _bomb)then{
_trgt setVariable ["EPOCH_antagBomb", _bomb, true];
};
};
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if !(isNull _unit) then {
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// send to server
[_unit] remoteExec ["EPOCH_localCleanup",2];
};