2016-02-20 02:49:51 +00:00
|
|
|
/*
|
|
|
|
# Original #
|
|
|
|
Sarge AI System 1.5
|
|
|
|
Created for Arma 2: DayZ Mod
|
|
|
|
Author: Sarge
|
|
|
|
https://github.com/Swiss-Sarge
|
|
|
|
|
|
|
|
# Fork #
|
|
|
|
Sarge AI System 2.0+
|
|
|
|
Modded for Arma 3: Exile Mod
|
|
|
|
Changes: Dango
|
|
|
|
http://www.hod-servers.com
|
|
|
|
|
|
|
|
*/
|
|
|
|
private ["_leadername","_type","_patrol_area_name","_grouptype","_snipers","_riflemen","_action","_side","_leaderList","_riflemenlist","_sniperlist","_rndpos","_group","_leader","_cond","_respawn","_leader_weapon_names","_leader_items","_leader_tools","_soldier_weapon_names","_soldier_items","_soldier_tools","_sniper_weapon_names","_sniper_items","_sniper_tools","_leaderskills","_riflemanskills","_sniperskills","_ups_para_list","_respawn_time","_argc","_ai_type"];
|
|
|
|
|
|
|
|
if (!isServer) exitWith {};
|
|
|
|
|
|
|
|
_patrol_area_name = _this select 0;
|
|
|
|
_grouptype = _this select 1;
|
|
|
|
_snipers = _this select 2;
|
|
|
|
_riflemen = _this select 3;
|
|
|
|
_action = toLower (_this select 4);
|
|
|
|
_respawn = _this select 5;
|
|
|
|
|
|
|
|
_argc = count _this;
|
|
|
|
if (_argc > 6) then {
|
|
|
|
_respawn_time = _this select 6;
|
|
|
|
} else {
|
|
|
|
_respawn_time = SAR_respawn_waittime;
|
|
|
|
};
|
|
|
|
|
|
|
|
switch (_grouptype) do
|
|
|
|
{
|
|
|
|
case 1: // military
|
|
|
|
{
|
|
|
|
_side = SAR_AI_friendly_side;
|
|
|
|
_type = "sold";
|
|
|
|
_ai_type = "AI Military";
|
|
|
|
};
|
|
|
|
case 2: // survivors
|
|
|
|
{
|
|
|
|
_side = SAR_AI_friendly_side;
|
|
|
|
_type = "surv";
|
|
|
|
_ai_type = "AI Survivor";
|
|
|
|
};
|
|
|
|
case 3: // bandits
|
|
|
|
{
|
|
|
|
_side = SAR_AI_unfriendly_side;
|
|
|
|
_type = "band";
|
|
|
|
_ai_type = "AI Bandit";
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
_leaderList = call compile format ["SAR_leader_%1_list", _type];
|
|
|
|
//_leaderskills = call compile format ["SAR_leader_%1_skills", _type];
|
|
|
|
|
|
|
|
// get a random starting position that is on land
|
|
|
|
_rndpos = [_patrol_area_name] call UPSMON_pos;
|
|
|
|
|
|
|
|
_group = createGroup _side;
|
|
|
|
|
|
|
|
// create leader of the group
|
|
|
|
_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
|
|
|
|
|
|
|
|
_leader_weapon_names = ["leader",_type] call SAR_unit_loadout_weapons;
|
|
|
|
_leader_items = ["leader",_type] call SAR_unit_loadout_items;
|
|
|
|
_leader_tools = ["leader",_type] call SAR_unit_loadout_tools;
|
|
|
|
|
|
|
|
[_leader,_leader_weapon_names,_leader_items,_leader_tools] call SAR_unit_loadout;
|
|
|
|
|
|
|
|
[_leader] spawn SAR_AI_trace;
|
|
|
|
_leader setIdentity "id_SAR_sold_lead";
|
|
|
|
[_leader] spawn SAR_AI_reammo;
|
|
|
|
|
|
|
|
_leader addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
|
|
|
|
_leader addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
|
|
|
|
|
|
|
|
[_leader] joinSilent _group;
|
|
|
|
/*
|
|
|
|
// set skills of the leader
|
|
|
|
{
|
|
|
|
_leader setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
|
|
|
|
} foreach _leaderskills;
|
|
|
|
|
|
|
|
// define and store the leadername
|
|
|
|
SAR_leader_number = SAR_leader_number + 1;
|
|
|
|
_leadername = format ["SAR_leader_%1",SAR_leader_number];
|
|
|
|
|
|
|
|
_leader setVehicleVarname _leadername;
|
|
|
|
_leader setVariable ["SAR_leader_name",_leadername,false];
|
|
|
|
*/
|
|
|
|
// store AI type on the AI
|
|
|
|
_leader setVariable ["SAR_AI_type",_ai_type + " Leader",false];
|
|
|
|
/*
|
|
|
|
// set behaviour & speedmode
|
|
|
|
_leader setspeedmode "FULL";
|
|
|
|
_leader setBehaviour "AWARE";
|
|
|
|
|
|
|
|
// if needed broadcast to the clients **I believe the new UPSMON does this already
|
|
|
|
//_leader Call Compile Format ["%1=_This ; PublicVariable ""%1""",_leadername];
|
|
|
|
*/
|
|
|
|
// Establish siper unit type and skills
|
|
|
|
_sniperlist = call compile format ["SAR_sniper_%1_list", _type];
|
|
|
|
//_sniperskills = call compile format ["SAR_sniper_%1_skills", _type];
|
|
|
|
|
|
|
|
// create crew
|
|
|
|
for "_i" from 0 to (_snipers - 1) do
|
|
|
|
{
|
|
|
|
_this = _group createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"];
|
|
|
|
|
|
|
|
_sniper_weapon_names = ["sniper",_type] call SAR_unit_loadout_weapons;
|
|
|
|
_sniper_items = ["sniper",_type] call SAR_unit_loadout_items;
|
|
|
|
_sniper_tools = ["sniper",_type] call SAR_unit_loadout_tools;
|
|
|
|
|
|
|
|
[_this,_sniper_weapon_names,_sniper_items,_sniper_tools] call SAR_unit_loadout;
|
|
|
|
|
|
|
|
[_this] spawn SAR_AI_trace;
|
|
|
|
_this setIdentity "id_SAR";
|
|
|
|
[_this] spawn SAR_AI_reammo;
|
|
|
|
|
|
|
|
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
|
|
|
|
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
|
|
|
|
|
|
|
|
[_this] joinSilent _group;
|
|
|
|
/*
|
|
|
|
// set skills
|
|
|
|
{
|
|
|
|
_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
|
|
|
|
} foreach _sniperskills;
|
|
|
|
*/
|
|
|
|
// store AI type on the AI
|
|
|
|
_this setVariable ["SAR_AI_type",_ai_type,false];
|
|
|
|
};
|
|
|
|
|
|
|
|
// Establish rifleman unit type and skills
|
|
|
|
_riflemenlist = call compile format ["SAR_soldier_%1_list", _type];
|
|
|
|
//_riflemanskills = call compile format ["SAR_soldier_%1_skills", _type];
|
|
|
|
|
|
|
|
for "_i" from 0 to (_riflemen - 1) do
|
|
|
|
{
|
|
|
|
_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
|
|
|
|
|
|
|
|
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
|
|
|
|
_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
|
|
|
|
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
|
|
|
|
|
|
|
|
[_this,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
|
|
|
|
|
|
|
|
[_this] spawn SAR_AI_trace;
|
|
|
|
_this setIdentity "id_SAR_sold_man";
|
|
|
|
[_this] spawn SAR_AI_reammo;
|
|
|
|
|
|
|
|
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
|
|
|
|
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
|
|
|
|
|
|
|
|
[_this] joinSilent _group;
|
|
|
|
/*
|
|
|
|
// set skills
|
|
|
|
{
|
|
|
|
_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
|
|
|
|
} foreach _riflemanskills;
|
|
|
|
*/
|
|
|
|
// store AI type on the AI
|
|
|
|
_this setVariable ["SAR_AI_type",_ai_type,false];
|
|
|
|
};
|
|
|
|
|
|
|
|
// initialize upsmon for the group
|
|
|
|
_ups_para_list = [_leader,_patrol_area_name,'NOFOLLOW','AWARE','SPAWNED','DELETE:',SAR_DELETE_TIMEOUT];
|
|
|
|
|
|
|
|
if (_respawn) then {
|
|
|
|
_ups_para_list pushBack ['RESPAWN'];
|
|
|
|
_ups_para_list pushBack ['RESPAWNTIME:'];
|
|
|
|
_ups_para_list pushBack [_respawn_time];
|
|
|
|
};
|
|
|
|
|
2016-03-15 20:15:53 +00:00
|
|
|
if !(SAR_AI_STEAL_VEHICLE) then {
|
2016-03-16 01:21:42 +00:00
|
|
|
_ups_para_list pushBack ['NOVEH'];
|
|
|
|
};
|
|
|
|
if !(SAR_AI_COMBAT_VEHICLE) then {
|
2016-03-15 20:15:53 +00:00
|
|
|
_ups_para_list pushBack ['NOVEH2'];
|
2016-02-20 02:49:51 +00:00
|
|
|
};
|
|
|
|
|
2016-03-15 20:15:53 +00:00
|
|
|
if (SAR_AI_disable_UPSMON_AI) then {
|
2016-02-20 02:49:51 +00:00
|
|
|
_ups_para_list pushBack ['NOAI'];
|
|
|
|
};
|
|
|
|
|
|
|
|
if(_action == "") then {_action = "PATROL";};
|
|
|
|
|
|
|
|
switch (_action) do {
|
|
|
|
|
|
|
|
case "NOUPSMON":
|
|
|
|
{
|
|
|
|
};
|
|
|
|
case "FORTIFY":
|
|
|
|
{
|
|
|
|
_ups_para_list pushBack ['FORTIFY'];
|
|
|
|
_ups_para_list spawn UPSMON;
|
|
|
|
};
|
|
|
|
case "PATROL":
|
|
|
|
{
|
|
|
|
_ups_para_list spawn UPSMON;
|
|
|
|
};
|
|
|
|
case "AMBUSH":
|
|
|
|
{
|
|
|
|
_ups_para_list pushBack ['AMBUSH'];
|
|
|
|
_ups_para_list spawn UPSMON;
|
|
|
|
};
|
|
|
|
default
|
|
|
|
{
|
|
|
|
_ups_para_list spawn UPSMON;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
if (SAR_HC) then {
|
|
|
|
{
|
|
|
|
_hcID = getPlayerUID _x;
|
|
|
|
if(_hcID select [0,2] isEqualTo 'HC')then {
|
|
|
|
_SAIS_HC = _group setGroupOwner (owner _x);
|
|
|
|
if (_SAIS_HC) then {
|
|
|
|
if (SAR_DEBUG) then {
|
|
|
|
diag_log format ["Sarge's AI System: Moved group %1 to Headless Client %2",_group,_hcID];
|
|
|
|
};
|
|
|
|
} else {
|
|
|
|
if (SAR_DEBUG) then {
|
|
|
|
diag_log format ["Sarge's AI System: Moving group %1 to Headless Client %2 has failed",_group,_hcID];
|
|
|
|
};
|
|
|
|
};
|
|
|
|
};
|
|
|
|
} forEach allPlayers;
|
|
|
|
};
|
|
|
|
|
|
|
|
if (SAR_DEBUG) then {
|
|
|
|
diag_log format ["Sarge's AI System: Infantry group (%3) spawned in: %1 with action: %2 on side: %4",_patrol_area_name,_action,_group,(side _group)];
|
|
|
|
};
|
|
|
|
|
|
|
|
_group;
|