diff --git a/Sarge AI Files/sarge/SAR_setup_AI_patrol_heli.sqf b/Sarge AI Files/sarge/SAR_setup_AI_patrol_heli.sqf index 7cb7b06..74d7baf 100644 --- a/Sarge AI Files/sarge/SAR_setup_AI_patrol_heli.sqf +++ b/Sarge AI Files/sarge/SAR_setup_AI_patrol_heli.sqf @@ -66,16 +66,16 @@ if (_error) exitWith {diag_log "SAR_AI: Heli patrol setup failed, wrong paramete _leaderNPC = call compile format ["SAR_leader_%1_list",_type]; _riflemenlist = call compile format ["SAR_soldier_%1_list",_type]; -/* + _leaderskills = call compile format ["SAR_leader_%1_skills",_type]; _sniperskills = call compile format ["SAR_sniper_%1_skills",_type]; - */ + _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; // get a random starting position, UPSMON will handle the rest -_rndpos = [_patrol_area_name] call UPSMON_pos; +_rndpos = [_patrol_area_name,0,SAR_Blacklist] call UPSMON_pos; _groupheli = createGroup _side; @@ -96,6 +96,8 @@ _leader = _groupheli createunit [(_leaderNPC call BIS_fnc_selectRandom), [(_rndp [_leader,_leader_weapon_names,_leader_items,_leader_tools] call SAR_unit_loadout; +if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _leader; _leader addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);}; + [_leader] spawn SAR_AI_trace_veh; switch (_grouptype) do { @@ -113,32 +115,32 @@ _leader assignAsDriver _heli; [_leader] joinSilent _groupheli; -/* +// set skills of the leader { _leader setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))]; } foreach _leaderskills; -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]; -/* + +// store experience value on AI +_leader setVariable ["SAR_AI_experience",0,false]; + // set behaviour & speedmode _leader setspeedmode "FULL"; _leader setBehaviour "AWARE"; - */ + // Gunner 1 _man2heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"]; _soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons; _soldier_items = ["rifleman",_type] call SAR_unit_loadout_items; _soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools; + [_man2heli,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout; +if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _man2heli; _man2heli addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);}; + _man2heli moveInTurret [_heli,[0]]; [_man2heli] spawn SAR_AI_trace_veh; @@ -154,15 +156,17 @@ _man2heli addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}]; _man2heli addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}]; [_man2heli] joinSilent _groupheli; -/* + // set skills { _man2heli setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))]; } foreach _sniperskills; - */ + // store AI type on the AI _man2heli setVariable ["SAR_AI_type",_ai_type,false]; +// store experience value on AI +_man2heli setVariable ["SAR_AI_experience",0,false]; //Gunner 2 _man3heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [_rndpos select 0, (_rndpos select 1) + 30, 0], [], 0.5, "CAN_COLLIDE"]; @@ -173,6 +177,8 @@ _soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools; [_man3heli,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout; +if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _man3heli; _man3heli addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);}; + _man3heli moveInTurret [_heli,[1]]; [_man3heli] spawn SAR_AI_trace_veh; @@ -188,15 +194,18 @@ _man3heli addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}]; _man3heli addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}]; [_man3heli] joinSilent _groupheli; -/* + // set skills { _man3heli setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))]; } foreach _sniperskills; - */ + // store AI type on the AI _man3heli setVariable ["SAR_AI_type",_ai_type,false]; +// store experience value on AI +_man3heli setVariable ["SAR_AI_experience",0,false]; + // initialize upsmon for the group _ups_para_list = [_leader,_patrol_area_name,'NOFOLLOW','AWARE','SPAWNED','DELETE:',SAR_DELETE_TIMEOUT]; @@ -208,24 +217,6 @@ if (_respawn) then { _ups_para_list spawn UPSMON; -if (SAR_HC) then { - { - _hcID = getPlayerUID _x; - if(_hcID select [0,2] isEqualTo 'HC')then { - _SAIS_HC = _groupheli 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",_groupheli,_hcID]; - }; - } else { - if (SAR_DEBUG) then { - diag_log format ["Sarge's AI System: Moving group %1 to Headless Client %2 has failed",_groupheli,_hcID]; - }; - }; - }; - } forEach allPlayers; -}; - if(SAR_DEBUG) then { diag_log format["Sarge's AI System: AI Heli patrol (%2) spawned in: %1.",_patrol_area_name,_groupheli]; };