mirror of
https://github.com/Teh-Dango/Sarge-AI.git
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02d74ec337
A few minor changes in the placement of code to ensure the selected "host' is executing all the code properly.
233 lines
7.0 KiB
Plaintext
233 lines
7.0 KiB
Plaintext
/*
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# Original #
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Sarge AI System 1.5
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Created for Arma 2: DayZ Mod
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Author: Sarge
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https://github.com/Swiss-Sarge
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# Fork #
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Sarge AI System 2.0+
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Modded for Arma 3: Exile Mod
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Changes: Dango
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http://www.hod-servers.com
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*/
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private ["_ai_type","_riflemenlist","_side","_leader_group","_patrol_area_name","_rndpos","_groupheli","_heli","_leader","_man2heli","_man3heli","_argc","_grouptype","_respawn","_leader_weapon_names","_leader_items","_leader_tools","_soldier_weapon_names","_soldier_items","_soldier_tools","_leaderskills","_sniperskills","_ups_para_list","_type","_error","_respawn_time","_leadername"];
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if (!isServer) exitWith {};
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_patrol_area_name = _this select 0;
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_argc = count _this;
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_error = false;
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if (_argc > 1) then {
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_grouptype = _this select 1;
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switch (_grouptype) do
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{
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case 1:
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{
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_side = SAR_AI_friendly_side;
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_type = "sold";
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_ai_type = "AI Military";
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_ai_id = "id_SAR_sold_man";
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};
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case 2:
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{
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_side = SAR_AI_friendly_side;
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_type = "surv";
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_ai_type = "AI Survivor";
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_ai_id = "id_SAR_surv_lead";
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};
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case 3:
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{
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_side = SAR_AI_unfriendly_side;
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_type = "band";
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_ai_type = "AI Bandit";
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_ai_id = "id_SAR_band";
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};
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};
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} else {
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_error = true;
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};
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if (_argc > 2) then {
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_respawn = _this select 2;
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} else {
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_respawn = false;
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};
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if (_argc > 3) then {
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_respawn_time = _this select 3;
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} else {
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_respawn_time = SAR_respawn_waittime;
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};
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if (_error) exitWith {diag_log "SAR_AI: Heli patrol setup failed, wrong parameters passed!";};
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_leaderNPC = call compile format ["SAR_leader_%1_list",_type];
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_riflemenlist = call compile format ["SAR_soldier_%1_list",_type];
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/*
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_leaderskills = call compile format ["SAR_leader_%1_skills",_type];
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_sniperskills = call compile format ["SAR_sniper_%1_skills",_type];
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*/
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_leader_weapon_names = ["leader",_type] call SAR_unit_loadout_weapons;
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_leader_items = ["leader",_type] call SAR_unit_loadout_items;
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_leader_tools = ["leader",_type] call SAR_unit_loadout_tools;
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// get a random starting position, UPSMON will handle the rest
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_rndpos = [_patrol_area_name] call UPSMON_pos;
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_groupheli = createGroup _side;
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// protect group from being deleted by DayZ
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_groupheli setVariable ["SAR_protect",true,true];
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// create the vehicle
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_heli = createVehicle [(SAR_heli_type call BIS_fnc_selectRandom), [(_rndpos select 0) + 10, _rndpos select 1, 80], [], 0, "FLY"];
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_heli setFuel 1;
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_heli setVariable ["Sarge",1,true];
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_heli engineon true;
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_heli setVehicleAmmo 1;
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[_heli] joinSilent _groupheli;
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sleep 1;
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_leader = _groupheli createunit [(_leaderNPC call BIS_fnc_selectRandom), [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
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[_leader,_leader_weapon_names,_leader_items,_leader_tools] call SAR_unit_loadout;
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[_leader] spawn SAR_AI_trace_veh;
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switch (_grouptype) do
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{
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case 1:{_leader setIdentity "id_SAR_sold_man";};
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case 2:{_leader setIdentity "id_SAR_surv_lead";};
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case 3:{_leader setIdentity "id_SAR_band";};
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};
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[_leader] spawn SAR_AI_reammo;
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_leader addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
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_leader addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
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_leader moveInDriver _heli;
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_leader assignAsDriver _heli;
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[_leader] joinSilent _groupheli;
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/*
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{
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_leader setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
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} foreach _leaderskills;
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SAR_leader_number = SAR_leader_number + 1;
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_leadername = format["SAR_leader_%1",SAR_leader_number];
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_leader setVehicleVarname _leadername;
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_leader setVariable ["SAR_leader_name",_leadername,false];
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*/
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// store AI type on the AI
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_leader setVariable ["SAR_AI_type",_ai_type + " Leader",false];
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/*
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// set behaviour & speedmode
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_leader setspeedmode "FULL";
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_leader setBehaviour "AWARE";
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*/
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// Gunner 1
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_man2heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
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_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
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_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
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_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
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[_man2heli,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
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_man2heli moveInTurret [_heli,[0]];
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[_man2heli] spawn SAR_AI_trace_veh;
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switch (_grouptype) do
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{
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case 1:{_man2heli setIdentity "id_SAR_sold_man";};
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case 2:{_man2heli setIdentity "id_SAR_surv_lead";};
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case 3:{_man2heli setIdentity "id_SAR_band";};
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};
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[_man2heli] spawn SAR_AI_reammo;
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_man2heli addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
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_man2heli addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
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[_man2heli] joinSilent _groupheli;
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/*
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// set skills
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{
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_man2heli setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
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} foreach _sniperskills;
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*/
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// store AI type on the AI
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_man2heli setVariable ["SAR_AI_type",_ai_type,false];
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//Gunner 2
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_man3heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [_rndpos select 0, (_rndpos select 1) + 30, 0], [], 0.5, "CAN_COLLIDE"];
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_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
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_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
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_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
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[_man3heli,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
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_man3heli moveInTurret [_heli,[1]];
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[_man3heli] spawn SAR_AI_trace_veh;
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switch (_grouptype) do
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{
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case 1:{_man3heli setIdentity "id_SAR_sold_man";};
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case 2:{_man3heli setIdentity "id_SAR_surv_lead";};
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case 3:{_man3heli setIdentity "id_SAR_band";};
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};
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[_man3heli] spawn SAR_AI_reammo;
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_man3heli addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
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_man3heli addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
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[_man3heli] joinSilent _groupheli;
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/*
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// set skills
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{
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_man3heli setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
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} foreach _sniperskills;
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*/
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// store AI type on the AI
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_man3heli setVariable ["SAR_AI_type",_ai_type,false];
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// initialize upsmon for the group
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_ups_para_list = [_leader,_patrol_area_name,'NOFOLLOW','AWARE','SPAWNED','DELETE:',SAR_DELETE_TIMEOUT];
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if (_respawn) then {
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_ups_para_list pushBack ['RESPAWN'];
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_ups_para_list pushBack ['RESPAWNTIME:'];
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_ups_para_list pushBack [_respawn_time];
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};
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_ups_para_list spawn UPSMON;
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if (SAR_HC) then {
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{
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_hcID = getPlayerUID _x;
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if(_hcID select [0,2] isEqualTo 'HC')then {
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_SAIS_HC = _groupheli setGroupOwner (owner _x);
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if (_SAIS_HC) then {
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if (SAR_DEBUG) then {
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diag_log format ["Sarge's AI System: Moved group %1 to Headless Client %2",_groupheli,_hcID];
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};
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} else {
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if (SAR_DEBUG) then {
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diag_log format ["Sarge's AI System: Moving group %1 to Headless Client %2 has failed",_groupheli,_hcID];
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};
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};
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};
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} forEach allPlayers;
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};
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if(SAR_DEBUG) then {
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diag_log format["Sarge's AI System: AI Heli patrol (%2) spawned in: %1.",_patrol_area_name,_groupheli];
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};
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_groupheli; |