Sarge-AI/sarge/code/functions/fn_AI_vehicle.sqf

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/*
# 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+
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Modded for Arma 3: Epoch Mod
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Changes: Dango
https://www.hod-servers.com
*/
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private ["_riflemenlist","_side","_leader_group","_patrol_area_name","_rndpos","_argc","_grouptype","_respawn","_leaderPrimary","_leaderItems","_leaderTools","_riflemanPrimary","_riflemanItems","_riflemanTools","_leaderskills","_sniperskills","_ups_para_list","_riflemanTools","_riflemanskills","_vehicles","_error","_vehicles_crews","_leader","_leadername","_snipers","_riflemen","_veh","_veh_setup","_forEachIndex","_groupvehicles","_sniperPrimary","_sniperItems","_sniperTools","_leader_veh_crew","_type","_respawn_time","_ai_type"];
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_patrol_area_name = _this select 0;
_error = false;
_argc = count _this;
if (_argc > 1) then {
_grouptype = _this select 1;
switch (_grouptype) do
{
case 1:
{
_side = SAR_AI_friendly_side;
_type = "sold";
_ai_type = "AI Military";
_ai_id = "id_SAR_sold_man"
};
case 2:
{
_side = SAR_AI_friendly_side;
_type = "surv";
_ai_type = "AI Survivor";
_ai_id = "id_SAR_surv_lead"
};
case 3:
{
_side = SAR_AI_unfriendly_side;
_type = "band";
_ai_type = "AI Bandit";
_ai_id = "id_SAR_band"
};
};
} else {
_error = true;
};
if (_argc > 2) then {
_vehicles = _this select 2;
} else {
diag_log "SARGE ERROR: Vehicles must be defined when calling this function!";
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_error = true;
};
if (_argc > 3) then {
_vehicles_crews = _this select 3;
} else {
diag_log "SARGE ERROR: Crew members must be defined when calling this function!";
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_error = true;
};
if (_argc > 4) then {
_respawn = _this select 4;
} else {
_respawn = false;
};
if (_argc > 5) then {
_respawn_time = _this select 5;
} else {
_respawn_time = SAR_respawn_waittime;
};
{
if (_x isKindof "Air" || _x isKindof "Ship") then {
diag_log "SARGE ERROR: Only land based vehicles can be spawned with this function!";
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_error = true;
};
} forEach _vehicles;
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if (_error) exitWith {diag_log "SARGE FATAL: Land vehicle spawning has detected an error causing the script to exit!";};
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// get a random starting position that is on land
if (SAR_useBlacklist) then {
_rndpos = [_patrol_area_name,0,SAR_Blacklist] call UPSMON_pos;
} else {
_rndpos = [_patrol_area_name] call UPSMON_pos;
};
// create the group
_groupvehicles = createGroup _side;
// create the vehicle and assign crew
{
// create the vehicle
_veh = createVehicle [_x, [_rndpos select 0, _rndpos select 1, 0], [], 0, "CAN_COLLIDE"];
_veh setFuel 1;
_veh setVariable ["SAR_protect",true,true];
_veh engineOn true;
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_veh addMPEventHandler ["HandleDamage", {_this spawn SAR_fnc_AI_hit_vehicle;_this select 2;}];
[_veh] joinSilent _groupvehicles;
// read the crew definition
_veh_setup = _vehicles_crews select _forEachIndex;
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// Prepare leader AI loadout options
_leaderModel = call compile format ["SAR_%1_leader_model", _type];
_leaderSkills = call compile format ["SAR_%1_leader_skills", _type];
_leaderUniform = call compile format ["SAR_%1_leader_uniform", _type];
_leaderVest = call compile format ["SAR_%1_leader_vest", _type];
_leaderBackpack = call compile format ["SAR_%1_leader_backpack", _type];
_leaderPrimary = ["leader",_type] call SAR_unit_loadout_weapons;
_leaderItems = ["leader",_type] call SAR_unit_loadout_items;
_leaderTools = ["leader",_type] call SAR_unit_loadout_tools;
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// vehicle is defined to carry the group leader
if ((_veh_setup select 0) == 1) then {
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_leader = _groupvehicles createUnit [_leaderModel call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
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_modelUniform = _leaderUniform select 0;
if (_leader isKindOf "Epoch_Female_F") then {_modelUniform = _leaderUniform select 1;};
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[_leader,_modelUniform,_leaderVest,_leaderBackpack,_leaderPrimary,_leaderItems,_leaderTools] call SAR_unit_loadout;
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switch (side _leader) do {
case SAR_AI_friendly_side:
{
if ((headGear _leader) isEqualTo "Shemag") then {
removeHeadgear _leader;
};
};
case SAR_AI_unfriendly_side:
{
removeHeadgear _leader;
sleep 0.1;
_leader addHeadGear "H_Shemag_olive";
};
default
{
diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Leader!";
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};
};
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[_leader] spawn SAR_fnc_AI_trace_vehicle;
switch (_grouptype) do
{
case 1:{_leader setIdentity "id_SAR_sold_man";};
case 2:{_leader setIdentity "id_SAR_surv_lead";};
case 3:{_leader setIdentity "id_SAR_band";};
};
[_leader] spawn SAR_fnc_AI_refresh;
_leader addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
_leader addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
_leader moveInDriver _veh;
_leader assignAsDriver _veh;
[_leader] joinSilent _groupvehicles;
// set skills of the leader
{
_leader setSkill [_x select 0,((_x select 1) * (_x select 2))];
} forEach _leaderSkills;
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// store AI type on the AI
_leader setVariable ["SAR_AI_type",_ai_type + " Leader",false];
// store experience value on AI
_leader setVariable ["SAR_AI_experience",0,false];
};
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_riflemen = _veh_setup select 2;
// Establish rifleman unit type and skills
_riflemanModel = call compile format ["SAR_%1_rifleman_model", _type];
_riflemanSkills = call compile format ["SAR_%1_rifleman_skills", _type];
_riflemanUniform = call compile format ["SAR_%1_rifleman_uniform", _type];
_riflemanVest = call compile format ["SAR_%1_rifleman_vest", _type];
_riflemanBackpack = call compile format ["SAR_%1_rifleman_backpack", _type];
_riflemanPrimary = ["rifleman",_type] call SAR_unit_loadout_weapons;
_riflemanItems = ["rifleman",_type] call SAR_unit_loadout_items;
_riflemanTools = ["rifleman",_type] call SAR_unit_loadout_tools;
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for "_i" from 0 to (_riflemen - 1) do
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{
_this = _groupvehicles createUnit [_riflemanModel call BIS_fnc_selectRandom, [(_rndpos select 0) + 30, _rndpos select 1, 0], [], 0.5, "FORM"];
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_modelUniform = _riflemanUniform select 0;
if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _riflemanUniform select 1;};
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[_this,_modelUniform,_riflemanVest,_riflemanBackpack,_riflemanPrimary,_riflemanItems,_riflemanTools] call SAR_unit_loadout;
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switch (side _this) do {
case SAR_AI_friendly_side:
{
if ((headGear _this) isEqualTo "Shemag") then {
removeHeadgear _this;
};
};
case SAR_AI_unfriendly_side:
{
removeHeadgear _this;
sleep 0.1;
_this addHeadGear "H_Shemag_olive";
};
default
{
diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Rifleman!";
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};
};
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[_this] spawn SAR_fnc_AI_trace_vehicle;
switch (_grouptype) do
{
case 1:{_this setIdentity "id_SAR_sold_man";};
case 2:{_this setIdentity "id_SAR_surv_lead";};
case 3:{_this setIdentity "id_SAR_band";};
};
[_this] spawn SAR_fnc_AI_refresh;
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
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[_this] joinSilent _groupvehicles;
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// move in vehicle
_this moveInCargo _veh;
_this assignAsCargo _veh;
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// set skills
{
_this setSkill [_x select 0,((_x select 1) * (_x select 2))];
} forEach _riflemanSkills;
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// store AI type on the AI
_this setVariable ["SAR_AI_type",_ai_type,false];
// store experience value on AI
_this setVariable ["SAR_AI_experience",0,false];
};
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_snipers = _veh_setup select 1;
// Prepare sniper AI loadout options
_sniperModel = call compile format ["SAR_%1_sniper_model", _type];
_sniperSkills = call compile format ["SAR_%1_sniper_skills", _type];
_sniperUniform = call compile format ["SAR_%1_sniper_uniform", _type];
_sniperVest = call compile format ["SAR_%1_sniper_vest", _type];
_sniperBackpack = call compile format ["SAR_%1_sniper_backpack", _type];
_sniperPrimary = ["sniper",_type] call SAR_unit_loadout_weapons;
_sniperItems = ["sniper",_type] call SAR_unit_loadout_items;
_sniperTools = ["sniper",_type] call SAR_unit_loadout_tools;
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for "_i" from 0 to (_snipers - 1) do
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{
_this = _groupvehicles createUnit [_sniperModel call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "FORM"];
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_modelUniform = _sniperUniform select 0;
if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _sniperUniform select 1;};
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[_this,_modelUniform,_sniperVest,_sniperBackpack,_sniperPrimary,_sniperItems,_sniperTools] call SAR_unit_loadout;
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switch (side _this) do {
case SAR_AI_friendly_side:
{
if ((headGear _this) isEqualTo "Shemag") then {
removeHeadgear _this;
};
};
case SAR_AI_unfriendly_side:
{
removeHeadgear _this;
sleep 0.1;
_this addHeadGear "H_Shemag_olive";
};
default
{
diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Sniper!";
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};
};
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[_this] spawn SAR_fnc_AI_trace_vehicle;
switch (_grouptype) do
{
case 1:{_this setIdentity "id_SAR_sold_man";};
case 2:{_this setIdentity "id_SAR_surv_lead";};
case 3:{_this setIdentity "id_SAR_band";};
};
[_this] spawn SAR_fnc_AI_refresh;
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
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[_this] joinSilent _groupvehicles;
if (isNull (assignedDriver _veh)) then {
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_this moveInDriver _veh;
_this assignAsDriver _veh;
} else {
//move in vehicle
_this moveInCargo _veh;
_this assignAsCargo _veh;
};
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// set skills
{
_this setSkill [_x select 0,((_x select 1) * (_x select 2))];
} forEach _sniperSkills;
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// store AI type on the AI
_this setVariable ["SAR_AI_type",_ai_type,false];
// store experience value on AI
_this setVariable ["SAR_AI_experience",0,false];
};
} forEach _vehicles;
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// initialize upsmon for the group
_ups_para_list = [_leader,_patrol_area_name,'ONROAD','NOFOLLOW','SAFE','SPAWNED','DELETE:',SAR_DELETE_TIMEOUT];
if (_respawn) then {
_ups_para_list pushBack "RESPAWN";
_ups_para_list pushBack "RESPAWNTIME:";
_ups_para_list pushBack _respawn_time;
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};
if (!SAR_AI_STEAL_VEHICLE) then {
_ups_para_list pushBack "NOVEH2";
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};
if (!SAR_AI_COMBAT_VEHICLE) then {
_ups_para_list pushBack "NOVEH";
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};
if (SAR_AI_disable_UPSMON_AI) then {
_ups_para_list pushBack "NOAI";
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};
_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
if(SAR_DEBUG) then {
diag_log format["Sarge's AI System: Land vehicle group (%2), side %3 spawned in %1 in a %4, side %5.",_patrol_area_name,_groupvehicles, _side, typeOf _veh, side _veh];
};
/* {
_hcID = getPlayerUID _x;
if(_hcID select [0,2] isEqualTo 'HC')then {
_SAIS_HC = _groupvehicles setGroupOwner (owner _x);
if (_SAIS_HC) then {
if (SAR_DEBUG) then {
diag_log format ["Sarge's AI System: Now moving group %1 to Headless Client %2",_groupvehicles,_hcID];
};
} else {
if (SAR_DEBUG) then {
diag_log format ["Sarge's AI System: ERROR! Moving group %1 to Headless Client %2 has failed!",_groupvehicles,_hcID];
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};
};
};
} forEach allPlayers; */
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_groupvehicles;