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150 lines
3.5 KiB
Plaintext
150 lines
3.5 KiB
Plaintext
//
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//Flocking (Emergent) Behaviour AI Test / Demo
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//
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//An attempt to make UAVs fly with flock / bird / fly swarm like behaviour.
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//Using the three rules of flocking behaviour with some modifications for Arma
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//Currently only controls X & Y, Z to be added..
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//
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//USAGE
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//
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// As it's only testing at the moment you need to call this sqf (startFlock.sqf) with []execVM "\x\addons\epoch_code\compile\startFlock.sqf"
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//
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//CONTROLS:
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//
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//INS / DEL - Alignment Up / Down
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//Home / End - Cohesion Up / Down
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//PG Up / Pg Dn - Separate up / Down
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//Up / Down Arrow - Speed Up / Down
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//Left / Right Arrow - Script Speed Up / Down
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//
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//Notes
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//
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//Once you have a flock moving away try adding another. Flock spawns above player.
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_disableAI = {
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{_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"];
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};
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_targetPos = getPosATL player;
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_targetPos set[2, 42];
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axeUAV = createVehicle["I_UAV_01_F", _targetPos, [], 56, "FLY"];
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addToRemainsCollector[axeUAV];
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axeUAV allowdamage false;
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axeUAV flyInHeight 42;
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_grp = createGroup RESISTANCE;
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_driver = _grp createUnit["I_UAV_AI", position axeUAV, [], 0, "CAN_COLLIDE"];
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_driver moveInAny axeUAV;
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axeUAV call _disableAI;
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axeHandle = [axeUAV] execFSM "\x\addons\epoch_code\system\flocking.fsm";
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for [{_i=0}, {_i<12}, {_i=_i+1}] do
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{
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_targetPos = getPosATL player;
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_targetPos set[2, 42];
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_uav = createVehicle["I_UAV_01_F", _targetPos, [], 56, "FLY"];
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addToRemainsCollector[_uav];
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_uav flyInHeight 42;
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_grp = createGroup RESISTANCE;
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_driver = _grp createUnit["I_UAV_AI", position _uav, [], 0, "CAN_COLLIDE"];
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_driver moveInAny _uav;
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_uav allowdamage false;
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_uav call _disableAI;
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[_uav] execFSM "\x\addons\epoch_code\system\flocking.fsm";
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};
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axeLineStart = getPosATL player;
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axeLineFinish = getPosATL player;
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onEachFrame {
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drawLine3D [axeLineStart, axeLineFinish, [1,1,1,1]];
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};
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EPOCH_KeyDownCustom = {
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_dikCode = _this select 1;
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_shift = _this select 2;
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_ctrl = _this select 3;
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_alt = _this select 4;
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_handled = false;
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switch (_dikCode) do {
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case 0xD2: {
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axeWeightAlign = axeWeightAlign + 0.01;
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hint format ["ALIGN: %1", axeWeightAlign];
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_handled = true;
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};
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case 0xD3: {
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axeWeightAlign = axeWeightAlign - 0.01;
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hint format ["ALIGN: %1", axeWeightAlign];
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_handled = true;
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};
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case 0xC7: {
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axeWeightCohese = axeWeightCohese + 0.01;
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hint format ["COHESE: %1", axeWeightCohese];
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_handled = true;
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};
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case 0xCF: {
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axeWeightCohese = axeWeightCohese - 0.01;
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hint format ["COHESE: %1", axeWeightCohese];
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_handled = true;
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};
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case 0xC9: {
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axeWeightSpearate = axeWeightSpearate + 0.01;
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hint format ["SEPARATE: %1", axeWeightSpearate];
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_handled = true;
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};
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case 0xD1: {
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axeWeightSpearate = axeWeightSpearate - 0.01;
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hint format ["SEPARATE: %1", axeWeightSpearate];
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_handled = true;
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};
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case 0xC8: {
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axeSpeed = axeSpeed + 0.1;
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hint format ["SPEED: %1", axeSpeed];
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_handled = true;
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};
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case 0xD0: {
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axeSpeed = axeSpeed - 0.1;
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hint format ["SPEED: %1", axeSpeed];
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_handled = true;
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};
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case 0xCB: {
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axeLoopTime = axeLoopTime + 0.05;
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hint format ["RESPONSE: %1", axeLoopTime];
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_handled = true;
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};
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case 0xCD: {
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axeLoopTime = axeLoopTime - 0.05;
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hint format ["RESPONSE: %1", axeLoopTime];
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_handled = true;
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};
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};
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_handled
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};
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[] spawn {
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(findDisplay 46) displayRemoveAllEventHandlers "KeyDown";
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(findDisplay 46) displayAddEventHandler["KeyDown",{_this call EPOCH_KeyDownCustom}];
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};
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while {true}
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do
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{
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if (!isNull player) then{
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onMapSingleClick "player setpos _pos;true;";
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};
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};
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