/* # 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 ["_riflemenlist","_side","_leader_group","_patrol_area_name","_rndpos","_argc","_grouptype","_respawn","_leader_weapon_names","_leader_items","_leader_tools","_soldier_weapon_names","_soldier_items","_soldier_tools","_leaderskills","_sniperskills","_ups_para_list","_sniperlist","_riflemanskills","_vehicles","_error","_vehicles_crews","_leader","_leadername","_snipers","_riflemen","_veh","_veh_setup","_forEachIndex","_groupvehicles","_sniper_weapon_names","_sniper_items","_sniper_tools","_leader_veh_crew","_type","_respawn_time","_ai_type"]; if (!isServer) exitWith {}; _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 "SAR_AI: Error, you need to define vehicles for this land AI group"; _error = true; }; if (_argc > 3) then { _vehicles_crews = _this select 3; } else { diag_log "SAR_AI: Error, you need to define crews for vehicles for this land AI group"; _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 "SAR_AI: Error, you need to define land vehicles only for this land AI group"; _error = true; }; } foreach _vehicles; if(_error) exitWith {diag_log "SAR_AI: Vehicle patrol setup failed, wrong parameters passed!";}; /* _leaderskills = call compile format ["SAR_leader_%1_skills",_type]; _riflemanskills = call compile format ["SAR_soldier_%1_skills",_type]; _sniperskills = call compile format ["SAR_sniper_%1_skills",_type]; */ // get a random starting position, UPSMON will handle the rest _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, "NONE"]; _veh setFuel 1; //_veh setVariable ["Sarge",1,true]; _veh engineon true; _veh addMPEventHandler ["HandleDamage", {_this spawn SAR_AI_VEH_HIT;_this select 2;}]; [_veh] joinSilent _groupvehicles; // read the crew definition _veh_setup = _vehicles_crews select _forEachIndex; _leaderNPC = call compile format ["SAR_leader_%1_list",_type]; // vehicle is defined to carry the group leader if((_veh_setup select 0) == 1) then { _leader = _groupvehicles createunit [_leaderNPC call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _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_veh; 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_AI_reammo; _leader addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}]; _leader addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}]; _leader moveInDriver _veh; _leader assignAsDriver _veh; [_leader] joinSilent _groupvehicles; /* // set skills of the leader { _leader setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))]; } foreach _leaderskills; */ // store AI type on the AI _leader setVariable ["SAR_AI_type",_ai_type + " Leader",false]; /* 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]; // set behaviour & speedmode _leader setspeedmode "FULL"; _leader setBehaviour "SAFE"; */ }; _snipers = _veh_setup select 1; _sniperlist = call compile format ["SAR_sniper_%1_list",_type]; for "_i" from 0 to (_snipers - 1) do { _this = _groupvehicles createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "FORM"]; _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_veh; 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_AI_reammo; _this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}]; _this addMPEventHandler ["MPHit", {Null = _this spawn SAR_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 +(floor(random 2) * (_x select 2)))]; } foreach _sniperskills; */ // store AI type on the AI _this setVariable ["SAR_AI_type",_ai_type,false]; }; _riflemen = _veh_setup select 2; _riflemenlist = call compile format ["SAR_soldier_%1_list",_type]; for "_i" from 0 to (_riflemen - 1) do { _this = _groupvehicles createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) + 30, _rndpos select 1, 0], [], 0.5, "FORM"]; _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_veh; 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_AI_reammo; _this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}]; _this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}]; [_this] joinSilent _groupvehicles; // move in vehicle _this moveInCargo _veh; _this assignAsCargo _veh; /* // 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]; }; } foreach _vehicles; if (SAR_HC) then { { _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: Moved group %1 to Headless Client %2",_groupvehicles,_hcID]; }; } else { if (SAR_DEBUG) then { diag_log format ["Sarge's AI System: Moving group %1 to Headless Client %2 has failed",_groupvehicles,_hcID]; }; }; }; } forEach allPlayers; }; // 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_disable_UPSMON_AI) then { _ups_para_list pushBack ['NOAI']; }; _ups_para_list spawn UPSMON; 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]; }; _groupvehicles;