mirror of
https://github.com/Teh-Dango/Sarge-AI.git
synced 2024-08-30 16:32:11 +00:00
2.4.5
This commit is contained in:
parent
03854c083c
commit
c6a6bc0567
@ -0,0 +1,65 @@
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// Leader lodout options
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SAR_band_leader_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_leader_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
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SAR_band_leader_vest = [];
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SAR_band_leader_backpack = [];
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SAR_band_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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SAR_band_leader_pistol = [];
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SAR_band_leader_items = [];
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SAR_band_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]];
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SAR_band_leader_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Riflemen loadout options
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SAR_band_rifleman_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_rifleman_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
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SAR_band_rifleman_vest = [];
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SAR_band_rifleman_backpack = [];
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SAR_band_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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SAR_band_rifleman_pistol = [];
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SAR_band_rifleman_items = [];
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SAR_band_rifleman_tools = [["ItemMap",50],["ItemRadio",30]];
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SAR_band_rifleman_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Sniper loadout options
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SAR_band_sniper_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_sniper_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
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SAR_band_sniper_vest = [];
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SAR_band_sniper_backpack = [];
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SAR_band_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
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SAR_band_sniper_pistol = [];
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SAR_band_sniper_items = [];
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SAR_band_sniper_tools = [["ItemMap",50],["ItemRadio",30]];
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SAR_band_sniper_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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@ -0,0 +1,66 @@
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// Leader lodout options
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SAR_sold_leader_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_sold_leader_uniform = [["U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F"]];
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SAR_sold_leader_vest = [];
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SAR_sold_leader_backpack = [];
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SAR_sold_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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SAR_sold_leader_pistol = [];
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SAR_sold_leader_items = [];
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SAR_sold_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]];
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SAR_sold_leader_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Riflemen loadout options
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SAR_sold_rifleman_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_sold_rifleman_uniform = [["U_I_C_Soldier_Para_1_F","U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F","U_I_C_Soldier_Para_4_F"]];
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SAR_sold_rifleman_vest = [];
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SAR_sold_rifleman_backpack = [];
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SAR_sold_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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SAR_sold_rifleman_pistol = [];
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SAR_sold_rifleman_items = [];
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SAR_sold_rifleman_tools = [["ItemMap",50],["ItemRadio",30]];
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SAR_sold_rifleman_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Sniper loadout options
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SAR_sold_sniper_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_sold_sniper_uniform = [["U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard","U_I_FullGhillie_lsh","U_I_FullGhillie_sard","U_I_FullGhillie_ard"]];
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SAR_sold_sniper_vest = [];
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SAR_sold_sniper_backpack = [];
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SAR_sold_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
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SAR_sold_sniper_pistol = [];
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SAR_sold_sniper_items = [];
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SAR_sold_sniper_tools = [["ItemMap",50],["ItemRadio",30]];
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SAR_sold_sniper_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Leader lodout options
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SAR_surv_leader_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_surv_leader_uniform = [["U_C_Mechanic_01_F","U_C_IDAP_Man_Jeans_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Journalist","U_C_HunterBody_grn"]];
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SAR_surv_leader_vest = [];
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SAR_surv_leader_backpack = [];
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SAR_surv_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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SAR_surv_leader_pistol = [];
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SAR_surv_leader_items = [];
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SAR_surv_leader_tools = [["ItemMap",50],["ItemCompass",30],["NVGoggles",5],["ItemRadio",100]];
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SAR_surv_leader_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Riflemen loadout options
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SAR_surv_rifleman_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_surv_rifleman_uniform = [["U_C_Mechanic_01_F","U_C_IDAP_Man_Jeans_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Journalist","U_C_HunterBody_grn"]];
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SAR_surv_rifleman_vest = [];
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SAR_surv_rifleman_backpack = [];
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SAR_surv_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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SAR_surv_rifleman_pistol = [];
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SAR_surv_rifleman_items = [];
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SAR_surv_rifleman_tools = [["ItemMap",50],["ItemRadio",30]];
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SAR_surv_rifleman_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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// Sniper loadout options
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SAR_surv_sniper_model = ["U_C_Mechanic_01_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_surv_sniper_uniform = [["U_C_Mechanic_01_F","U_C_IDAP_Man_Jeans_F","U_C_Man_casual_1_F","U_C_Man_casual_2_F","U_C_Man_casual_3_F","U_C_Journalist","U_C_HunterBody_grn"]];
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SAR_surv_sniper_vest = [];
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SAR_surv_sniper_backpack = [];
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SAR_surv_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
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SAR_surv_sniper_pistol = [];
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SAR_surv_sniper_items = [];
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SAR_surv_sniper_tools = [["ItemMap",50],["ItemRadio",30]];
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SAR_surv_sniper_skills = [
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["aimingAccuracy",0.10, round(random 2)], // [skill, level, multiplier]
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["aimingShake", 0.10, round(random 2)],
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["aimingSpeed", 0.10, round(random 2)],
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["spotDistance", 0.10, round(random 2)],
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["spotTime", 0.10, round(random 2)],
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["endurance", 0.10, round(random 2)],
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["courage", 0.10, round(random 2)],
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["reloadSpeed", 0.10, round(random 2)],
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["commanding", 0.10, round(random 2)],
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["general", 0.10, round(random 2)]
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];
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@ -1,6 +1,6 @@
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// Leader lodout options
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SAR_band_leader_model = ["C_man_p_beggar_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_leader_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
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SAR_band_leader_model = ["O_Survivor_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_leader_uniform = [["U_O_T_Officer_F","U_O_OfficerUniform_ocamo","U_OG_leader"]];
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SAR_band_leader_vest = [];
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SAR_band_leader_backpack = [];
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SAR_band_leader_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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@ -21,8 +21,8 @@ SAR_band_leader_skills = [
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];
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// Riflemen loadout options
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SAR_band_rifleman_model = ["C_man_p_beggar_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_rifleman_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
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SAR_band_rifleman_model = ["O_Survivor_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_rifleman_uniform = [["U_O_T_Officer_F","U_O_OfficerUniform_ocamo","U_OG_leader"]];
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SAR_band_rifleman_vest = [];
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SAR_band_rifleman_backpack = [];
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SAR_band_rifleman_primary = ["arifle_Katiba_F","arifle_Mk20_F","arifle_MXC_F","arifle_MX_F","arifle_TRG21_F","arifle_TRG20_F"];
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@ -43,8 +43,8 @@ SAR_band_rifleman_skills = [
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];
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// Sniper loadout options
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SAR_band_sniper_model = ["C_man_p_beggar_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_sniper_uniform = [["U_I_C_Soldier_Bandit_1_F","U_I_C_Soldier_Bandit_2_F","U_I_C_Soldier_Bandit_3_F","U_I_C_Soldier_Bandit_4_F","U_I_C_Soldier_Bandit_5_F"]];
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SAR_band_sniper_model = ["O_Survivor_F"]; // DO NOT CHANGE THIS ARRAY!
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SAR_band_sniper_uniform = [["U_O_T_Officer_F","U_O_OfficerUniform_ocamo","U_OG_leader"]];
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SAR_band_sniper_vest = [];
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SAR_band_sniper_backpack = [];
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SAR_band_sniper_primary = ["srifle_DMR_02_F","arifle_MXM_F","srifle_DMR_04_F"];
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SAR_air_type = ["O_Heli_Light_02"];
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SAR_land_type = [];
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SAR_sea_type = [];
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0
Sarge/code/temp.sqf
Normal file
0
Sarge/code/temp.sqf
Normal file
@ -1,5 +1,8 @@
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#### 2.5.0 (Rolling)
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- [New] Sarge AI now supports the Breaking Point mod for Arma 3.
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#### 2.4.5
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- [Fix] Changed bandit unit model to Opfor unit to fix issue causing bandits not to be hostile.
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#### 2.4.4
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- [New] Added support for the BreakingPoint mod.
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#### 2.4.3
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- [Fix] Fixed a bug that prevented Epoch players from entering vehicles.
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@ -10,14 +10,93 @@
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Modded for Arma 3: Epoch Mod
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Changes: Dango
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https://www.hod-servers.com
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Tips:
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- All time formats are configured in seconds
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- All distance formats are in meters
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- Secondary AI skills can be decimal values i.e. 0.23
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- Lower time intervals for detections require more CPU resources
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*/
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private ["_SAR_supportedMaps","_config","_modConfigs","_modPatches","_modName","_worldname","_startx","_starty","_gridsize_x","_gridsize_y","_gridwidth","_markername","_triggername","_trig_act_stmnt","_trig_deact_stmnt","_trig_cond","_legendname"];
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_SAR_version = "2.4.3";
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scopeName "Main";
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_SAR_version = "2.4.5";
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diag_log format ["Sarge's AI System: Welcome to Sarge AI!"];
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diag_log format ["Sarge's AI System: Now initializing Sarge AI version %1 for %2",_SAR_version,worldName];
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// Initialize the Main Config
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call compile preProcessFileLineNumbers "\addons\sarge\code\configs\main.sqf";
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_SAR_supportedMods = ["dsr_code","epoch","exile","breakingpoint"];
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_modName = "";
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{
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_modConfigs = toLower (isClass (configFile >> "CfgMods" >> _x));
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if (_modConfigs) then {
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_modName = _x;
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};
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_modPatches = isClass (configFile >> "CfgPatches" >> _x);
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if (_modPatches) then {
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_modName = _x;
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};
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if (_modName == "dsr_code") then {_modName = "desolation"};
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} forEach _SAR_supportedMods;
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SAR_AI_friendly_side = "";
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SAR_AI_unfriendly_side = "";
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switch (_modName) do {
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case "desolation": {
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SAR_AI_friendly_side = INDEPENDENT;
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SAR_AI_unfriendly_side = EAST;
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EAST setFriend [CIVILIAN, 0];
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};
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case "exile": {
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SAR_AI_friendly_side = INDEPENDENT;
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AR_AI_unfriendly_side = WEST;
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WEST setFriend [INDEPENDENT, 0];
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};
|
||||
case "epoch": {
|
||||
|
||||
SAR_AI_friendly_side = WEST;
|
||||
SAR_AI_unfriendly_side = RESISTANCE;
|
||||
|
||||
RESISTANCE setFriend [WEST, 0];
|
||||
};
|
||||
case "breakingpoint": {
|
||||
|
||||
SAR_AI_friendly_side = WEST;
|
||||
SAR_AI_unfriendly_side = EAST;
|
||||
};
|
||||
default {
|
||||
diag_log "Sarge AI System: ERROR! The mod you are loading Sarge AI for is not supported!";
|
||||
breakOut "Main";
|
||||
};
|
||||
};
|
||||
|
||||
SAR_AI_monitor = [];
|
||||
SAR_leader_number = 0;
|
||||
|
||||
// Initialize Vehicles arrays
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_air.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_land.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_sea.sqf",_modName]);
|
||||
|
||||
// Initialize the AI loadout arrays
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_bandits.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_soldiers.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_survivors.sqf",_modName]);
|
||||
|
||||
// Initialize the AI functions
|
||||
call compile preProcessFileLineNumbers "\addons\sarge\code\functions\fn_functions.sqf";
|
||||
|
||||
_SAR_supportedMaps = ["altis","chernarus","chernarus_summer","chernarusredux","taviana","namalsk","lingor3","mbg_celle2","takistan","fallujah","panthera2","tanoa"];
|
||||
|
||||
// Begin Dynamic Spawn Setup
|
||||
|
@ -10,78 +10,7 @@
|
||||
Modded for Arma 3: Epoch Mod
|
||||
Changes: Dango
|
||||
https://www.hod-servers.com
|
||||
|
||||
Tips:
|
||||
- All time formats are configured in seconds
|
||||
- All distance formats are in meters
|
||||
- Secondary AI skills can be decimal values i.e. 0.23
|
||||
- Lower time intervals for detections require more CPU resources
|
||||
|
||||
*/
|
||||
scopeName "Main";
|
||||
|
||||
// Initialize the Main Config
|
||||
call compile preProcessFileLineNumbers "\addons\sarge\code\configs\main.sqf";
|
||||
|
||||
_SAR_supportedMods = ["dsr_code","epoch","exile"];
|
||||
|
||||
_modName = "";
|
||||
{
|
||||
_modConfigs = isClass (configFile >> "CfgMods" >> _x);
|
||||
if (_modConfigs) then {
|
||||
_modName = _x;
|
||||
};
|
||||
_modPatches = isClass (configFile >> "CfgPatches" >> _x);
|
||||
if (_modPatches) then {
|
||||
_modName = _x;
|
||||
};
|
||||
if (_modName == "dsr_code") then {_modName = "desolation"};
|
||||
} forEach _SAR_supportedMods;
|
||||
|
||||
SAR_AI_friendly_side = "";
|
||||
SAR_AI_unfriendly_side = "";
|
||||
|
||||
switch (_modName) do {
|
||||
case "desolation": {
|
||||
|
||||
SAR_AI_friendly_side = INDEPENDENT;
|
||||
SAR_AI_unfriendly_side = EAST;
|
||||
|
||||
EAST setFriend [CIVILIAN, 0];
|
||||
};
|
||||
case "exile": {
|
||||
|
||||
SAR_AI_friendly_side = INDEPENDENT;
|
||||
AR_AI_unfriendly_side = WEST;
|
||||
|
||||
WEST setFriend [INDEPENDENT, 0];
|
||||
};
|
||||
case "epoch": {
|
||||
|
||||
SAR_AI_friendly_side = WEST;
|
||||
SAR_AI_unfriendly_side = RESISTANCE;
|
||||
|
||||
RESISTANCE setFriend [WEST, 0];
|
||||
};
|
||||
default {
|
||||
diag_log "Sarge AI System: ERROR! The mod you are loading Sarge AI for is not supported!";
|
||||
breakOut "Main";
|
||||
};
|
||||
};
|
||||
|
||||
SAR_AI_monitor = [];
|
||||
SAR_leader_number = 0;
|
||||
|
||||
// Initialize Vehicles arrays
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_air.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_land.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\vehicles\%1\%1_sea.sqf",_modName]);
|
||||
|
||||
// Initialize the AI loadout arrays
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_bandits.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_soldiers.sqf",_modName]);
|
||||
call compile preProcessFileLineNumbers (format ["\addons\sarge\code\configs\loadouts\%1\%1_survivors.sqf",_modName]);
|
||||
|
||||
// Initialize the AI functions
|
||||
call compile preProcessFileLineNumbers "\addons\sarge\code\functions\fn_functions.sqf";
|
||||
|
||||
true;
|
Loading…
Reference in New Issue
Block a user