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83 lines
3.5 KiB
Plaintext
83 lines
3.5 KiB
Plaintext
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/*
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By Ghostrider-GRG-
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Copyright 2016
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\GMS\Compiles\Init\GMS_defines.hpp"
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params["_center",
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"_garrisonedBuilding_ATLsystem",
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["_aiDifficultyLevel","Red"],
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["_uniforms",[]],
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["_headGear",[]],
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["_vests",[]],
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["_backpacks",[]],
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["_weaponList",[]],
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["_sideArms",[]]
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];
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private["_group","_buildingsSpawned","_staticsSpawned","_g","_building","_return"];
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_buildingsSpawned = [];
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_staticsSpawned = [];
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_unitsSpawned = [];
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{
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_g = _x;
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_x params["_bldClassName","_bldRelPos","_bldDir","_s","_d","_statics","_men"];
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private _unitsToSpwan = (count _statics) + (count _men);
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/*
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params[
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["_pos",[0,0,0]],
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["_numbertospawn",0],
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["_skillLevel","red"],
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["_areaDimensions",[]],
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["_uniforms",[]],
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["_headGear",[]],
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["_vests",[]],
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["_backpacks",[]],
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["_weaponList",[]],
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["_sideArms",[]],
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["_scuba",false]
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];
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*/
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#define areaDimensions [] // an empty array forces the spawnGroup function to skip setup of any waypoint
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private _group = [[0,0,0],_unitsToSpwan,_aiDifficultyLevel,[],_uniforms,_headgear,_vests,_backpacks,_weaponList,_sidearms,false] call GMS_fnc_spawnGroup;
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_unitsSpawned append (units _group);
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private _units = units _group;
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_building = createVehicle[_bldClassName,[0,0,0],[],0,"CAN_COLLIDE"];
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_building setPosATL (_bldRelPos vectorAdd _center);
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_building setDir _bldDir;
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_buildingsSpawned pushBack _building;
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//_staticsSpawned = [_building,_group,_statics,_men,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,"none",_weaponList,_sideArms] call GMS_fnc_spawnGarrisonInsideBuilding_ATL;
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{
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_x params["_staticClassName","_staticRelPos","_staticDir"];
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#define height 0
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#define removeFuel 0
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#define vehHitCode []
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#define vehKilledCode []
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private _damage = if (GMS_killEmptyStaticWeapons) then {1} else {0};
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private _releaseToPlayers = if (GMS_killEmptyStaticWeapons) then {false} else {true};
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private _wep = [_staticClassName,[0,0,0],_staticDir,height,_damage,removeFuel,_releaseToPlayers,GMS_vehicleDeleteTimer,vehHitCode,vehKilledCode] call GMSCore_fnc_spawnPatrolVehicle;
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_staticsSpawned pushBack _wep;
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_wep setVariable["GMS_vehType","emplaced"];
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_staticsSpawned pushBack _wep;
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_wep setPosATL (_staticRelPos vectorAdd getPosATL _building);
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_wep setDir _staticDir;
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_unit = _units deleteAt 0;
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_unit moveInGunner _wep;
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}forEach _statics;
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{
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_u = _x;
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_u params["_unitRelPos","_unitDir"];
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_unit = _units deleteAt 0;
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_unit setPosATL (_unitRelPos vectorAdd (getPosATL _building));
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_unit setDir _unitDir;
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}forEach _men;
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}forEach _garrisonedBuilding_ATLsystem;
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//[format["_garrisonBuilding_ATLSystem: _unitsspawned %1 | _staticsSpawned %2 | BuildingsSpawned %3",_unitsSpawned,_staticsSpawned,_buildingsSpawned]] call GMS_fnc_log;
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[_unitsSpawned,_staticsSpawned,_buildingsSpawned]
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