Epoch/Sources/epoch_code/compile/environment/EPOCH_client_loadAnimalBrain.sqf
vbawol 87c23b106f Release 0.3.8 (#502)
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* 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

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* changelog

* 0.3.8.0307

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* 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

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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

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* 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
2016-04-08 15:21:46 -05:00

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/*
Author: Aaron Clark - EpochMod.com
Contributors:
Description:
Creates animals with custom Epoch fsm AI "brain"
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/environment/EPOCH_client_loadAnimalBrain.sqf
Example:
call EPOCH_client_loadAnimalBrain;
Parameter(s):
None
Returns:
NOTHING
*/
private ["_randomAIClass","_animalPos","_tryAnimalPos","_id","_animal","_animalAiTables","_playerPos"];
// TODO: move static arrays to config
if (count(player nearEntities["Animal_Base_F", 200]) >= 1) exitWith{};
_animalAiTables = ["Sheep_random_EPOCH", "Sheep_random_EPOCH", "Goat_random_EPOCH", "Goat_random_EPOCH", "Goat_random_EPOCH", ["Cock_random_EPOCH", "Hen_random_EPOCH"], ["Cock_random_EPOCH", "Hen_random_EPOCH"], "Rabbit_EPOCH", "Rabbit_EPOCH", "Rabbit_EPOCH", "Snake_random_EPOCH", "Snake2_random_EPOCH", ["Fin_random_EPOCH", "Alsatian_Random_EPOCH"]];
_randomAIClass = selectRandom _animalAiTables;
_animalPos = nil;
_playerPos = position player;
if (_randomAIClass isEqualType []) then {
_randomAIClass = selectRandom _randomAIClass;
};
for "_i" from 1 to 3 step 1 do {
_tryAnimalPos = player getPos [floor(random 350) + 50, floor(random 360)];
if!(surfaceIsWater _tryAnimalPos) exitWith {
_animalPos = _tryAnimalPos;
};
};
if!(isNil "_animalPos") then {
_animal = createAgent[_randomAIClass, _animalPos, [], 5, "NONE"];
_animal setVariable["BIS_fnc_animalBehaviour_disable", true];
// send to server
[_animal] remoteExec ["EPOCH_localCleanup",2];
{
_animal disableAI _x;
}forEach ["TARGET","AUTOTARGET","FSM"];
if (_randomAIClass in ["Fin_random_EPOCH", "Alsatian_Random_EPOCH"]) then {
_id = [_animal] execFSM "\x\addons\a3_epoch_code\System\Dog_Brain.fsm";
}else{
_id = [_animal, _randomAIClass in ["Snake_random_EPOCH","Snake2_random_EPOCH"]] execFSM "\x\addons\a3_epoch_code\System\Animal_brain.fsm";
};
};