/* By Ghostrider [GRG] */ #include "\GMS\Compiles\Init\GMS_defines.hpp" params["_coords",["_missionEmplacedWeapons",[]],["_useRelativePos",true],["_aiDifficultyLevel","red"],["_uniforms",[]], ["_headGear",[]],["_vests",[]],["_backpacks",[]],["_weaponList",[]],["_sideArms",[]]]; 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}; if (_sideArms isEqualTo []) then {[_aiDifficultyLevel] call GMS_fnc_selectAISidearms}; private["_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"]; _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"]; // 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; // 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; } else { [format["GMS_fnc_spawnEmplacedWeaponArray: Invalid classname %1 used in _missionEmplacedWeapons", _static],"warning"] call GMS_fnc_log; }; } forEach _emplacedWepData; GMS_monitoredVehicles append _emplacedWeps; //[format["GMS_fnc_spawnEmplacedWeaponArray: count _emplacedAI = %1", count _emplacedAI]] call GMS_fnc_log; [_emplacedWeps,_emplacedAI]