/* 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_ATLsystem", ["_aiDifficultyLevel","Red"], ["_uniforms",[]], ["_headGear",[]], ["_vests",[]], ["_backpacks",[]], ["_weaponList",[]], ["_sideArms",[]] ]; private["_group","_buildingsSpawned","_staticsSpawned","_g","_building","_return"]; _buildingsSpawned = []; _staticsSpawned = []; _unitsSpawned = []; { _g = _x; _x params["_bldClassName","_bldRelPos","_bldDir","_s","_d","_statics","_men"]; private _unitsToSpwan = (count _statics) + (count _men); /* params[ ["_pos",[0,0,0]], ["_numbertospawn",0], ["_skillLevel","red"], ["_areaDimensions",[]], ["_uniforms",[]], ["_headGear",[]], ["_vests",[]], ["_backpacks",[]], ["_weaponList",[]], ["_sideArms",[]], ["_scuba",false] ]; */ #define areaDimensions [] // an empty array forces the spawnGroup function to skip setup of any waypoint private _group = [[0,0,0],_unitsToSpwan,_aiDifficultyLevel,[],_uniforms,_headgear,_vests,_backpacks,_weaponList,_sidearms,false] call GMS_fnc_spawnGroup; _unitsSpawned append (units _group); private _units = units _group; _building = createVehicle[_bldClassName,[0,0,0],[],0,"CAN_COLLIDE"]; _building setPosATL (_bldRelPos vectorAdd _center); _building setDir _bldDir; _buildingsSpawned pushBack _building; //_staticsSpawned = [_building,_group,_statics,_men,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList,_sideArms] call GMS_fnc_spawnGarrisonInsideBuilding_ATL; { _x params["_staticClassName","_staticRelPos","_staticDir"]; #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 = [_staticClassName,[0,0,0],_staticDir,height,_damage,removeFuel,_releaseToPlayers,GMS_vehicleDeleteTimer,vehHitCode,vehKilledCode] call GMSCore_fnc_spawnPatrolVehicle; _staticsSpawned pushBack _wep; _wep setVariable["GMS_vehType","emplaced"]; _staticsSpawned pushBack _wep; _wep setPosATL (_staticRelPos vectorAdd getPosATL _building); _wep setDir _staticDir; _unit = _units deleteAt 0; _unit moveInGunner _wep; }forEach _statics; { _u = _x; _u params["_unitRelPos","_unitDir"]; _unit = _units deleteAt 0; _unit setPosATL (_unitRelPos vectorAdd (getPosATL _building)); _unit setDir _unitDir; }forEach _men; }forEach _garrisonedBuilding_ATLsystem; //[format["_garrisonBuilding_ATLSystem: _unitsspawned %1 | _staticsSpawned %2 | BuildingsSpawned %3",_unitsSpawned,_staticsSpawned,_buildingsSpawned]] call GMS_fnc_log; [_unitsSpawned,_staticsSpawned,_buildingsSpawned]