/* By Ghostrider-GRG- Copyright 2016 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ #include "\GMS\Compiles\Init\GMS_defines.hpp" params["_center", "_garrisonedBuilding_relPosSystem", ["_aiDifficultyLevel","Red"], ["_uniforms",[]], ["_headGear",[]], ["_vests",[]], ["_backpacks",[]], ["_weaponList",[]], ["_sideArms",[]] ]; { diag_log format["_fnc_garrisonBuilding_relPosSystem: _this %1 = %2",_forEachIndex,_this select _forEachIndex]; }forEach _this; if (_weaponList isEqualTo []) then {_weaponList = [_aiDifficultyLevel] call GMS_fnc_selectAILoadout}; if (_sideArms isEqualTo []) then {_sideArms = [_aiDifficultyLevel] call GMS_fnc_selectAISidearms}; 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}; private["_group","_buildingsSpawned","_staticsSpawned","_g","_building","_return"]; _buildingsSpawned = []; _staticsSpawned = []; _group = [GMSCore_side,true] call GMS_fnc_createGroup; if !(isNull _group) then { { // ["Land_Unfinished_Building_02_F",[-21.8763,-45.978,-0.00213432],0,true,true,0.67,3,[],4], _x params["_bldClassName","_bldRelPos","_bldDir","_allowDamage","_enableSimulation","_probabilityOfGarrision","_noStatics","_typesStatics","_noUnits"]; if (_typesStatics isEqualTo []) then {_typesStatics = GMS_staticWeapons}; _building = createVehicle[_bldClassName,[0,0,0],[],0,"CAN_COLLIDE"]; _buildingsSpawned pushBack _building; _building setPosATL (_bldRelPos vectorAdd _center); [_building, _bldDir] call GMS_fnc_setDirUp; _staticsSpawned = [ _building, _group, _noStatics, _typesStatics, _noUnits, _aiDifficultyLevel, _uniforms, _headGear, _vests, _backpacks, "none", _weaponList, _sideArms ] call GMS_fnc_spawnGarrisonInsideBuilding_relPos; }forEach _garrisonedBuilding_relPosSystem; }; _return = [_group,_buildingsSpawned,_staticsSpawned]; _return