Sarge-AI/sarge/SAR_setup_AI_patrol_heli.sqf
Teh Dango 02d74ec337 Quick Update
A few minor changes in the placement of code to ensure the selected
"host' is executing all the code properly.
2016-03-25 21:47:06 -04:00

233 lines
7.0 KiB
Plaintext

/*
# 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 ["_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"];
if (!isServer) exitWith {};
_patrol_area_name = _this select 0;
_argc = count _this;
_error = false;
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 {
_respawn = _this select 2;
} else {
_respawn = false;
};
if (_argc > 3) then {
_respawn_time = _this select 3;
} else {
_respawn_time = SAR_respawn_waittime;
};
if (_error) exitWith {diag_log "SAR_AI: Heli patrol setup failed, wrong parameters passed!";};
_leaderNPC = call compile format ["SAR_leader_%1_list",_type];
_riflemenlist = call compile format ["SAR_soldier_%1_list",_type];
/*
_leaderskills = call compile format ["SAR_leader_%1_skills",_type];
_sniperskills = call compile format ["SAR_sniper_%1_skills",_type];
*/
_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;
// get a random starting position, UPSMON will handle the rest
_rndpos = [_patrol_area_name] call UPSMON_pos;
_groupheli = createGroup _side;
// protect group from being deleted by DayZ
_groupheli setVariable ["SAR_protect",true,true];
// create the vehicle
_heli = createVehicle [(SAR_heli_type call BIS_fnc_selectRandom), [(_rndpos select 0) + 10, _rndpos select 1, 80], [], 0, "FLY"];
_heli setFuel 1;
_heli setVariable ["Sarge",1,true];
_heli engineon true;
_heli setVehicleAmmo 1;
[_heli] joinSilent _groupheli;
sleep 1;
_leader = _groupheli createunit [(_leaderNPC call BIS_fnc_selectRandom), [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
[_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 _heli;
_leader assignAsDriver _heli;
[_leader] joinSilent _groupheli;
/*
{
_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];
/*
// set behaviour & speedmode
_leader setspeedmode "FULL";
_leader setBehaviour "AWARE";
*/
// Gunner 1
_man2heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "CAN_COLLIDE"];
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
[_man2heli,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
_man2heli moveInTurret [_heli,[0]];
[_man2heli] spawn SAR_AI_trace_veh;
switch (_grouptype) do
{
case 1:{_man2heli setIdentity "id_SAR_sold_man";};
case 2:{_man2heli setIdentity "id_SAR_surv_lead";};
case 3:{_man2heli setIdentity "id_SAR_band";};
};
[_man2heli] spawn SAR_AI_reammo;
_man2heli addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
_man2heli addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
[_man2heli] joinSilent _groupheli;
/*
// set skills
{
_man2heli setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _sniperskills;
*/
// store AI type on the AI
_man2heli setVariable ["SAR_AI_type",_ai_type,false];
//Gunner 2
_man3heli = _groupheli createunit [_riflemenlist call BIS_fnc_selectRandom, [_rndpos select 0, (_rndpos select 1) + 30, 0], [], 0.5, "CAN_COLLIDE"];
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
[_man3heli,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
_man3heli moveInTurret [_heli,[1]];
[_man3heli] spawn SAR_AI_trace_veh;
switch (_grouptype) do
{
case 1:{_man3heli setIdentity "id_SAR_sold_man";};
case 2:{_man3heli setIdentity "id_SAR_surv_lead";};
case 3:{_man3heli setIdentity "id_SAR_band";};
};
[_man3heli] spawn SAR_AI_reammo;
_man3heli addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
_man3heli addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
[_man3heli] joinSilent _groupheli;
/*
// set skills
{
_man3heli setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _sniperskills;
*/
// store AI type on the AI
_man3heli setVariable ["SAR_AI_type",_ai_type,false];
// initialize upsmon for the group
_ups_para_list = [_leader,_patrol_area_name,'NOFOLLOW','AWARE','SPAWNED','DELETE:',SAR_DELETE_TIMEOUT];
if (_respawn) then {
_ups_para_list pushBack ['RESPAWN'];
_ups_para_list pushBack ['RESPAWNTIME:'];
_ups_para_list pushBack [_respawn_time];
};
_ups_para_list spawn UPSMON;
if (SAR_HC) then {
{
_hcID = getPlayerUID _x;
if(_hcID select [0,2] isEqualTo 'HC')then {
_SAIS_HC = _groupheli 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",_groupheli,_hcID];
};
} else {
if (SAR_DEBUG) then {
diag_log format ["Sarge's AI System: Moving group %1 to Headless Client %2 has failed",_groupheli,_hcID];
};
};
};
} forEach allPlayers;
};
if(SAR_DEBUG) then {
diag_log format["Sarge's AI System: AI Heli patrol (%2) spawned in: %1.",_patrol_area_name,_groupheli];
};
_groupheli;