From 4246782c9976d9d9e6cd5f77edb36148e33d86b0 Mon Sep 17 00:00:00 2001 From: Teh Dango Date: Tue, 15 Mar 2016 15:10:11 -0500 Subject: [PATCH] Delete SAR_setup_AI_patrol.sqf --- SAR_setup_AI_patrol.sqf | 234 ---------------------------------------- 1 file changed, 234 deletions(-) delete mode 100644 SAR_setup_AI_patrol.sqf diff --git a/SAR_setup_AI_patrol.sqf b/SAR_setup_AI_patrol.sqf deleted file mode 100644 index d392c00..0000000 --- a/SAR_setup_AI_patrol.sqf +++ /dev/null @@ -1,234 +0,0 @@ -/* - # 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]; -}; - -if !(SAR_AI_STEAL_VEHICLE) then { - _ups_para_list pushBack ['NOVEH2']; -}; - -if (SAR_AI_disable_UPSMON_AI) then { - _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; \ No newline at end of file