/* # 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: Epoch Mod Changes: Dango https://www.hod-servers.com */ 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"]; _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!"; _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!"; _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!"; _error = true; }; } forEach _vehicles; if (_error) exitWith {diag_log "SARGE FATAL: Land vehicle spawning has detected an error causing the script to exit!";}; // 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; _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; // 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; // vehicle is defined to carry the group leader if ((_veh_setup select 0) == 1) then { _leader = _groupvehicles createUnit [_leaderModel call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"]; _modelUniform = _leaderUniform select 0; if (_leader isKindOf "Epoch_Female_F") then {_modelUniform = _leaderUniform select 1;}; [_leader,_modelUniform,_leaderVest,_leaderBackpack,_leaderPrimary,_leaderItems,_leaderTools] call SAR_unit_loadout; 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!"; }; }; [_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; // 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]; }; _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; for "_i" from 0 to (_riflemen - 1) do { _this = _groupvehicles createUnit [_riflemanModel call BIS_fnc_selectRandom, [(_rndpos select 0) + 30, _rndpos select 1, 0], [], 0.5, "FORM"]; _modelUniform = _riflemanUniform select 0; if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _riflemanUniform select 1;}; [_this,_modelUniform,_riflemanVest,_riflemanBackpack,_riflemanPrimary,_riflemanItems,_riflemanTools] call SAR_unit_loadout; 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!"; }; }; [_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;}]; [_this] joinSilent _groupvehicles; // move in vehicle _this moveInCargo _veh; _this assignAsCargo _veh; // set skills { _this setSkill [_x select 0,((_x select 1) * (_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]; }; _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; for "_i" from 0 to (_snipers - 1) do { _this = _groupvehicles createUnit [_sniperModel call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "FORM"]; _modelUniform = _sniperUniform select 0; if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _sniperUniform select 1;}; [_this,_modelUniform,_sniperVest,_sniperBackpack,_sniperPrimary,_sniperItems,_sniperTools] call SAR_unit_loadout; 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!"; }; }; [_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;}]; [_this] joinSilent _groupvehicles; if (isNull (assignedDriver _veh)) then { _this moveInDriver _veh; _this assignAsDriver _veh; } else { //move in vehicle _this moveInCargo _veh; _this assignAsCargo _veh; }; // set skills { _this setSkill [_x select 0,((_x select 1) * (_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]; }; } forEach _vehicles; // 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; }; 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"; }; _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]; }; }; }; } forEach allPlayers; */ _groupvehicles;