GMS_RC/@GMS/addons/GMS/Compiles/Missions/fn_spawnEmplacedWeaponArray.sqf

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/*
By Ghostrider [GRG]
*/
#include "\GMS\Compiles\Init\GMS_defines.hpp"
params["_coords",["_missionEmplacedWeapons",[]],["_useRelativePos",true],["_aiDifficultyLevel","red"],["_uniforms",[]], ["_headGear",[]],["_vests",[]],["_backpacks",[]],["_weaponList",[]],["_sideArms",[]]];
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if (_uniforms isEqualTo []) then {_uniforms = [_aiDifficultyLevel] call GMS_fnc_selectAIUniforms};
if (_headGear isEqualTo []) then {_headGear = [_aiDifficultyLevel] call GMS_fnc_selectAIHeadgear};
if (_vests isEqualTo []) then {_vests = [_aiDifficultyLevel] call GMS_fnc_selectAIVests};
if (_backpacks isEqualTo []) then {_backpacks = [_aiDifficultyLevel] call GMS_fnc_selectAIBackpacks};
if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call GMS_fnc_selectAILoadout};
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if (_sideArms isEqualTo []) then {[_aiDifficultyLevel] call GMS_fnc_selectAISidearms};
private["_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
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_emplacedWeps = [];
_emplacedAI = [];
_units = [];
_abort = false;
_pos = [];
private _emplacedWepData = +_missionEmplacedWeapons; // So we dont overwrite this for the next instance of the mission
{
_x params [["_static",""],["_pos",[0,0,0]],["_dir",0]];
//diag_log format["_spawnEmplacedWeaponArray: _emplacedWedData %11 = %2",_forEachIndex,_x];
if (isClass(configFile >> "CfgVehicles" >> _static)) then {
if (_useRelativePos) then
{
_pos = _coords vectorAdd _pos;
};
#define configureWaypoints false
#define numberAI 1
#define areaDimensions [] // an empty array forces the spawnGroup function to skip setup of any waypoint
/*
params[
["_pos",[-1,-1,1]],
["_numbertospawn",0],
["_skillLevel","red"],
["_areaDimensions",[]],
["_uniforms",[]],
["_headGear",[]],
["_vests",[]],
["_backpacks",[]],
["_weaponList",[]],
["_sideArms",[]],
["_scuba",false],
["_timeOut",300],
["_waypointclass","Soldier"]
];
*/
private _empGroup = [_pos,numberAI,_aiDifficultyLevel,areaDimensions,_uniforms,_headGear,_vests,_backpacks,_weaponList,_sideArms,-1,"Turret"] call GMS_fnc_spawnGroup;
_empGroup setcombatmode "RED";
_empGroup setBehaviour "COMBAT";
_empGroup setVariable ["soldierType","emplaced"];
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// TODO: recode to use GMS_fnc to create vehicle
//private _wep = [_static,_pos] call GMS_fnc_spawnVehicle;
/*
["_className",""], // Clasname of vehicle to be spawned
["_spawnPos",[0,0,0]], // selfevident
["_dir",0], // selfevident
["_height",0],
["_disable",0], // damage value set to this value if less than this value when all crew are dead
["_removeFuel",0.2], // fuel set to this value when all crew dead
["_releaseToPlayers",true],
["_deleteTimer",300],
["_vehHitCode",[]],
["_vehKilledCode",[]]
*/
//_wep setVariable["GRG_vehType","emplaced"];
//_wep setPosATL _pos;
//_wep setdir _dir;
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// TODO: recode to use GMS_fnc to handle this if needed
//[_wep,2] call GMS_fnc_configureMissionVehicle;
#define height 0
#define removeFuel 0
#define vehHitCode []
#define vehKilledCode []
private _damage = if (GMS_killEmptyStaticWeapons) then {1} else {0};
private _releaseToPlayers = if (GMS_killEmptyStaticWeapons) then {false} else {true};
private _wep = [_static,_pos,_dir,height,_damage,removeFuel,_releaseToPlayers,GMS_vehicleDeleteTimer,vehHitCode,vehKilledCode] call GMSCore_fnc_spawnPatrolVehicle;
_wep setVariable["GMS_vehType","emplaced"];
_emplacedWeps pushback _wep;
[_wep,_empGroup] call GMSCore_fnc_loadVehicleCrew;
//diag_log format["_spawnEmplacedWeaponArray(91): _wep = %1 | getPos _wep = %2 | _static = %3",_wep, getPosATL _wep, _static];
//_gunner setVariable["GRG_vehType","emplaced"];
_emplacedAI append (units _empGroup);
} else {
[format["GMS_fnc_spawnEmplacedWeaponArray: Invalid classname %1 used in _missionEmplacedWeapons", _static],"warning"] call GMS_fnc_log;
};
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} forEach _emplacedWepData;
GMS_monitoredVehicles append _emplacedWeps;
//[format["GMS_fnc_spawnEmplacedWeaponArray: count _emplacedAI = %1", count _emplacedAI]] call GMS_fnc_log;
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[_emplacedWeps,_emplacedAI]