Epoch/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf
vbawol e6a4e39bb9 fixed soldier units spawning long after spotted
if unit is forced to spawn no need to increase random spawn limit, Also
since there was no way to decrease the spawn for soldiers they would
randomly spawn forever.
get random postion around player to spawn soldier if extra data is not
sent.
set soldiers to spawn at ground level.
2017-03-22 16:51:51 -05:00

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/*
Author: Aaron Clark - EpochMod.com
Contributors: Andrew Gregory
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/release/Sources/epoch_code/compile/EPOCH_unitSpawn.sqf
*/
//[[[cog import generate_private_arrays ]]]
private ["_bomb","_config","_currentLimit","_disableAI","_driver","_grp","_index","_jammerRange","_jammers","_loop","_nonJammer","_nonTrader","_nonTraderAIRange","_restricted","_sapperNum","_spawnLimit","_targetPos","_unit","_units"];
//[[[end]]]
params ["_unitClass",["_trgt",player],["_doVariable",false],["_unitCount",1],["_extraData",[]]];
_bomb = objNull;
// diag_log format["DEBUG: Antagonist %1 Spawning on %2. Do variable: %3.", _unitClass, _trgt, _doVariable];
if(_doVariable)then{_unitClass call EPOCH_unitSpawnIncrease;};//Assumes Antagonist is required.
_index = EPOCH_spawnIndex find _unitClass;
_spawnLimit = 0;
if (_index != -1) then {
_spawnLimit = EPOCH_playerSpawnArray select _index;
};
_currentLimit = count(_trgt nearEntities[_unitClass, 800]);
if (!_doVariable && (_currentLimit >= _spawnLimit)) exitWith {
diag_log format["DEBUG: too many %1 exiting unitspawn",_unitClass];
};
_nonJammer = ["CfgEpochClient", "nonJammerAI", ["B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","EPOCH_RyanZombie_1"]] call EPOCH_fnc_returnConfigEntryV2;
_nonTrader = ["CfgEpochClient", "nonTraderAI", ["B_Heli_Transport_01_F","PHANTOM","EPOCH_Sapper_F","Epoch_SapperG_F","Epoch_SapperB_F","I_UAV_01_F","Epoch_Cloak_F","GreatWhite_F","EPOCH_RyanZombie_1"]] call EPOCH_fnc_returnConfigEntryV2;
_nonTraderAIRange = ["CfgEpochClient", "nonTraderAIRange", 150] call EPOCH_fnc_returnConfigEntryV2;
_loop = false;
_unit = objNull;
_targetPos = getPosATL _trgt;
_targetPos set [2,0];
_config = 'CfgEpochClient' call EPOCH_returnConfig;
_jammerRange = getNumber(_config >> "buildingJammerRange");
_jammers = nearestObjects[_targetPos, ["PlotPole_EPOCH"], _jammerRange];
if(!(_jammers isEqualTo []) && (_unitClass in _nonJammer))exitWith{};
_restricted = nearestObjects [_targetPos, ["ProtectionZone_Invisible_F"], _nonTraderAIRange];
if(!(_restricted isEqualTo []) && (_unitClass in _nonTrader))exitWith{};
_disableAI = {
{_this disableAI _x}forEach["TARGET","AUTOTARGET","FSM"];
};
_units = [];
switch _unitClass do {
case "Epoch_Cloak_F": {
for "_i" from 0 to (_unitCount-1) do {
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_units pushBack _unit;
_unit call _disableAI;
[_unit,_trgt] execFSM "\x\addons\a3_epoch_code\System\cloak.fsm";
};
};
case "GreatWhite_F": {
if (surfaceIsWater _targetPos) then{
if (((_targetPos vectorDiff getPosASL _trgt) select 2) > 25) then{
for "_i" from 0 to (_unitCount-1) do {
_unit = createAgent[_unitClass, _targetPos, [], 120, "FORM"];
_units pushBack _unit;
_unit call _disableAI;
[_unit] execFSM "\x\addons\a3_epoch_code\System\Shark_Brain.fsm";
};
};
};
};
case "Epoch_Sapper_F": {
if(random 100 < 6 && isNull _trgt)then{
_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";
}else{
for "_i" from 0 to (_unitCount-1) do {
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_units pushBack _unit;
_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";
_unit setVariable ["sapperHndl",_sapperHndl];
_unit addEventHandler ["FiredNear", format ["%1 setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];",_sapperHndl]];
_unit addEventHandler ["Hit", format ["%1 setFSMVariable [""_sHit"",[_this select 1, _this select 2]];",_sapperHndl]];
};
};
};
case "Epoch_SapperG_F": {
for "_i" from 0 to (_unitCount-1) do {
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_units pushBack _unit;
_bomb = createVehicle ["SmokeShellToxicSapper", _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";
_unit setVariable ["sapperHndl",_sapperHndl];
_unit addEventHandler ["FiredNear", format ["%1 setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];",_sapperHndl]];
_unit addEventHandler ["Hit", format ["%1 setFSMVariable [""_sHit"",[_this select 1, _this select 2]];",_sapperHndl]];
};
};
case "Epoch_SapperB_F": {
for "_i" from 0 to (_unitCount-1) do {
_unit = createAgent[_unitClass, _targetPos, [], 256, "FORM"];
_units pushBack _unit;
_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";
_unit setVariable ["sapperHndl",_sapperHndl];
_unit addEventHandler ["FiredNear", format ["%1 setFSMVariable [""_sFiredNear"",[_this select 1, _this select 2]];",_sapperHndl]];
_unit addEventHandler ["Hit", format ["%1 setFSMVariable [""_sHit"",[_this select 1, _this select 2]];",_sapperHndl]];
};
};
case "I_UAV_01_F": {
for "_i" from 0 to (_unitCount-1) do {
_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"];
_unit disableTIEquipment true;
_units pushBack _unit;
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";
};
};
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";
};
case "EPOCH_RyanZombie_1": {
for "_i" from 1 to (_spawnLimit - _currentLimit) do
{
_unit = [] call EPOCH_zombieSpawn;
_units pushBack _unit;
};
};
case "I_Soldier_EPOCH": {
_grp = createGroup RESISTANCE;
_grp setBehaviour "COMBAT";
_grp setCombatMode "RED";
_minAISkill = getNumber (getMissionConfig "CfgEpochSoldier" >> "minAISkill");
_arrUnits = getArray (getMissionConfig "CfgEpochSoldier" >> "unitTypes");
_arrSkills = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"];
_arrVals = [
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxAimingAccuracy"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxAimingShake"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxAimingSpeed"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxEndurance"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxSpotDistance"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxSpotTime"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxCourage"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxReloadSpeed"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxCommanding"),
getNumber (getMissionConfig "CfgEpochSoldier" >> "maxGeneral")
];
for "_i" from 0 to (_unitCount - 1) do {
_unit = _grp createUnit[selectRandom _arrUnits, _pos, [], 0, "FORM"];
_units pushBack _unit;
_unit setRank "Private";
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit disableAI "FSM";
// randomize skill
for "_i" from 0 to ((count _arrSkills)-1) do {
_aiskill = floor random (_arrVals select _i);
if (_aiskill<_minAISkill) then {_aiskill=_minAISkill};
_unit setSkill [_arrSkills select _i,_arrVals select _i];
};
// spawn brains only on leader
if (_i == 0) then {
_grp selectLeader _unit;
[_pos,_copter,_trgt,_unit] execFSM "\x\addons\a3_epoch_code\System\Group_Leader_Brain.fsm";
};
};
};
};
if(_doVariable && (!isNull _unit) && (!isNull _trgt))then{
_trgt setVariable ["EPOCH_antagObj", _unit, true];
if!(isNull _bomb)then{
_trgt setVariable ["EPOCH_antagBomb", _bomb, true];
};
};
if !(_units isEqualTo []) then {
_units remoteExec ["EPOCH_localCleanup",2];
};