/* GMS_fnc_spawnGroup 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[ ["_pos",[-1,-1,1]], ["_numbertospawn",0], ["_skillLevel","red"], ["_areaDimensions",[]], ["_uniforms",[]], ["_headGear",[]], ["_vests",[]], ["_backpacks",[]], ["_weaponList",[]], ["_sideArms",[]], ["_scuba",false], ["_timeOut",300], ["_waypointclass","Soldier"] ]; /* { diag_log format["_fn_spawnGroup: _this %1 = %2",_forEachIndex, _this select _forEachIndex]; } forEach _this; */ if (_weaponList isEqualTo []) then {_weaponList = [_skillLevel] call GMS_fnc_selectAILoadout}; if (_sideArms isEqualTo []) then {_sideArms = [_skillLevel] call GMS_fnc_selectAISidearms}; if (_uniforms isEqualTo []) then {_uniforms = [_skillLevel] call GMS_fnc_selectAIUniforms}; if (_headGear isEqualTo []) then {_headGear = [_skillLevel] call GMS_fnc_selectAIHeadgear}; if (_vests isEqualTo []) then {_vests = [_skillLevel] call GMS_fnc_selectAIVests}; if (_backpacks isEqualTo []) then {_backpacks = [_skillLevel] call GMS_fnc_selectAIBackpacks}; private _difficultyIndex = [_skillLevel] call GMS_fnc_getIndexFromDifficulty; private _group = [ _pos, _numberToSpawn, GMSCore_side, GMS_baseSkill, (GMS_AIAlertDistance select _difficultyIndex), (GMS_AIIntelligence select _difficultyIndex), GMS_bodyCleanUpTimer, -1, // max reloads GMS_launcherCleanup, GMS_removeNVG, 0.4, // min damage to heal, 1, // max heals "SmokeShellRed", [GMS_fnc_unitHit], // AI Hit Code [GMS_fnc_unitKilled], 0.33, // chance garrison false // isDrone Crew ] call GMSCore_fnc_spawnInfantryGroup; //[format["GMS_fnc_spawnGroup: _pos = %2 | _group = %1",_group,_pos]] call GMS_fnc_log; _group setVariable["GMS_difficulty",_skillLevel]; [_group] call GMSCore_fnc_setupGroupBehavior; private _skills = missionNamespace getVariable[format["GMS_Skills%1",_skillLevel],GMS_SkillsRed]; [_group,_skills] call GMSCore_fnc_setupGroupSkills; private _gear = [ [ _weaponList, GMS_chancePrimary, GMS_chanceOpticsPrimary, GMS_chanceMuzzlePrimary, GMS_chancePointerPrimary, GMS_blacklistedPrimaryWeapons ], // Just adding together all the subclasses of primary weaponss [ _sideArms, GMS_chanceSecondary, GMS_chanceOpticsSecondary, GMS_chanceMuzzleSecondary, GMS_chancePointerSecondary, GMS_blacklistedSecondaryWeapons ], [GMS_explosives, GMS_chanceThowable], [_headGear, GMS_chanceHeadgear], [_uniforms, GMS_chanceUniform], [_vests, GMS_chanceVest], [_backpacks, GMS_chanceBackpack], [GMS_launcherTypes, 1.0], // this is determined elsewhere for GMSAI [GMS_NVG, 1.0], // this is determined elsewhere for GMSAI [GMS_binocs,GMS_chanceBinoc], [GMS_ConsumableItems, 1.0], [GMS_medicalItems, 1.0], [GMS_loot, 1.0] ]; [_group,_gear,GMS_launchersPerGroup,GMS_useNVG] call GMSCore_fnc_setupGroupGear; private _money = (missionNamespace getVariable[format["GMS_rewards%1",_skillLevel],GMS_rewardsOrange]) select 0; //diag_log format["GMS_fnc_spawnGroup: _money = %1 | _group = %2",_money,_group]; [_group,_difficulty,_money] call GMSCore_fnc_setupGroupMoney; /* params[ ["_group",grpNull], // group for which to configure / initialize waypoints ["_blackListed",[]], // areas to avoid within the patrol region ["_patrolAreaMarker",""], // a marker or array defining the patrol area center, size and shape ["_timeout",300], ["_garrisonChance",0], // chance that an infantry group will garison an building of type house - ignored for vehicles. ["_type",GMS_infrantryPatrol], // "infantry","vehicle","air","submersible", "staticweapon" ["_deletemarker",false] ]; */ if !(_areaDimensions isEqualTo []) then {[_group,[],[_pos,_areaDimensions],_timeout,0,_waypointClass,true] call GMSCore_fnc_initializeWaypointsAreaPatrol}; _group selectLeader ((units _group) select 0); //[format["GMS_fnc_spawnGroup: _group = %1",_group]] call GMS_fnc_log; _group