/* # 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 https://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, "CAN_COLLIDE"]; _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; 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_fnc_AI_trace; _leader setIdentity "id_SAR_sold_lead"; [_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 addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*SAR_leader_health_factor}}]; [_leader, ["I need help!", {"\addons\sarge\SAR_interact.sqf","",1,true,true,"","((side _leader != east) && (alive _leader))"}]] remoteExec ["addAction", 0, true]; //["I need assistance!",{"sarge\SAR_interact.sqf","",1,true,true,"","(side _target != EAST)"}] //_leader addaction ["Help Me!", {"sarge\SAR_interact.sqf" remoteExec [ "BIS_fnc_execVM",0]}]; [_leader] join _group; // 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 "NORMAL"; _leader setBehaviour "CARELESS"; _leader setCombatMode "RED"; // 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, "CAN_COLLIDE"]; _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; if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _this; _this addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);}; [_this] spawn SAR_fnc_AI_trace; _this setIdentity "id_SAR"; [_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;}]; _this addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*1}}]; [_this] join _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]; // store experience value on AI _this setVariable ["SAR_AI_experience",0,false]; // set behaviour & speedmode _this setspeedmode "NORMAL"; _this setBehaviour "CARELESS"; _this setCombatMode "RED"; }; // 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, "CAN_COLLIDE"]; _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; if (_side == SAR_AI_unfriendly_side) then {removeHeadgear _this; _this addHeadGear (["H_Shemag_olive","H_Shemag_olive_hs","H_ShemagOpen_khk","H_ShemagOpen_tan"] call BIS_fnc_selectRandom);}; [_this] spawn SAR_fnc_AI_trace; _this setIdentity "id_SAR_sold_man"; [_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;}]; _this addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*1}}]; [_this] join _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]; // store experience value on AI _this setVariable ["SAR_AI_experience",0,false]; // set behaviour & speedmode _this setspeedmode "NORMAL"; _this setBehaviour "CARELESS"; _this setCombatMode "RED"; }; // initialize upsmon for the group _ups_para_list = [_leader,_patrol_area_name,"NOFOLLOW","SPAWNED","DELETE:",SAR_DELETE_TIMEOUT]; if (_respawn) then { _ups_para_list pushBack ["RESPAWN","RESPAWNTIME:",_respawn_time]; }; if (!SAR_AI_STEAL_VEHICLE) then { _ups_para_list pushBack ["NOVEH2"]; }; if (!SAR_AI_COMBAT_VEHICLE) then { _ups_para_list pushBack ["NOVEH"]; }; if (SAR_AI_disable_UPSMON_AI) then { _ups_para_list pushBack ["NOAI"]; }; //if(_action == "") then {_action = "PATROL";}; switch (_patrol_area_name) do { case "SAR_marker_MafiaTraderCity_Fortify": { // Tell group in terminal to fortify _ups_para_list pushBack ["RANDOMA","NOWP"]; _ups_para_list spawn UPSMON; }; default { // Patrol action is default _ups_para_list spawn UPSMON; }; }; 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)]; }; 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: Now moving group %1 to Headless Client %2",_group,_hcID]; }; } else { if (SAR_DEBUG) then { diag_log format ["Sarge's AI System: ERROR! Moving group %1 to Headless Client %2 has failed!",_group,_hcID]; }; }; }; } forEach allPlayers; }; _group;