mirror of
https://github.com/Teh-Dango/Sarge-AI.git
synced 2024-08-30 16:32:11 +00:00
3ac749d64b
This is the latest stable version of Sarge AI for Arma 3: Exile.
112 lines
6.1 KiB
Plaintext
112 lines
6.1 KiB
Plaintext
if (!isServer) exitwith {};
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_cas = _this select 0;
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_object = _this select 1;
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switch (_cas) do {
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case 0: {
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// composition pour fabrique IED
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_objects = [[_object,"TOP"],"DemoCharge_Remote_Ammo",1,[(random 0.2)+0.2,(random 0.2)-0.1,0],(random 20)-10] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"DemoCharge_Remote_Ammo",1,[(random 0.2)-0.4,(random 0.2)-0.2,0],random 60] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_DuctTape_F",1,[-0.4,(random 0.2)+0.3,0],(random 20)-20] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_File1_F",1,[-0.4,-0.5,0],90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Can_V3_F",1,[-0.4,-0.6,0],90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Screwdriver_V2_F",1,[-0.3,-0.5,0],random 90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_MobilePhone_old_F",1,[-0.4,-0.3,0],60] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_MultiMeter_F",1,[-0.2,+0.5,0],random 180] call BIS_fnc_spawnObjects;
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};
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case 1: {
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// Composition pour QG insurgé
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_file = ["Land_File1_F","Land_FilePhotos_F","Land_File2_F"] call BIS_fnc_selectRandom;
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_pen = ["Land_PenRed_F","Land_PenBlack_F"] call BIS_fnc_selectRandom;
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_objects = [[_object,"TOP"],"Land_Map_altis_F",1,[0,0,0],(getdir _object)+ 180] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_PortableLongRangeRadio_F",1,[-0.4,(random 0.2)+0.3,0],(random 20)-20] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_BottlePlastic_V1_F",1,[-0.4,-0.2,0],0] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_file,1,[-0.4,-0.6,0],90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_pen,1,[-0.3,-0.5,0],random 90] call BIS_fnc_spawnObjects;
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};
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case 2: {
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// Composition table argent
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_ordi = ["Land_Laptop_unfolded_F","Land_Laptop_F"] call BIS_fnc_selectRandom;
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_file = ["Land_File1_F","Land_FilePhotos_F","Land_File2_F"] call BIS_fnc_selectRandom;
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_pen = ["Land_PenRed_F","Land_PenBlack_F"] call BIS_fnc_selectRandom;
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_can = ["Land_Can_V2_F","Land_Can_V3_F","Land_Can_Rusty_F","Land_Can_V1_F"] call BIS_fnc_selectRandom;
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_objects = [[_object,"TOP"],_ordi,1,[0,0,0],(getdir _object) +270] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_MobilePhone_smart_F",1,[-0.4,(random 0.2)+0.3,-0.4],(random 20)-20] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_can,1,[0.2,-0.4,-0.4],0] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Money_F",1,[0.4,0.5,-0.1],0] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_file,1,[-0.4,-0.6,0],90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_pen,1,[-0.3,-0.5,0],random 90] call BIS_fnc_spawnObjects;
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};
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case 3: {
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// Composition table d'operation
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_object1 = ["Land_Bandage_F","Land_BloodBag_F","Land_Antibiotic_F","Land_Bandage_F","Land_Bandage_F","Land_PainKillers_F"] call BIS_fnc_selectRandom;
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_object2 = ["Land_Bandage_F","Land_BloodBag_F","Land_Antibiotic_F","Land_Bandage_F","Land_Bandage_F","Land_PainKillers_F"] call BIS_fnc_selectRandom;
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_object3 = ["Land_Bandage_F","Land_BloodBag_F","Land_Antibiotic_F","Land_Bandage_F","Land_Bandage_F","Land_PainKillers_F"] call BIS_fnc_selectRandom;
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_objects = [[_object,"TOP"],"Land_Defibrillator_F",1,[0,random -0.2,0],(getdir _object)+ 180] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Bandage_F",1,[-0.4,(random 0.2)+0.3,0],(random 20)-20] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_object1,1,[-0.4,-0.1,0],random 90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_object2,1,[-0.2,-0.1,0],random 180] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Antibiotic_F",1,[-0.4,-0.5,0],90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_BloodBag_F",1,[-0.3,0,0],random 90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_object3,1,[0.2,0.1,0],random 90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_object1,1,[0.4,0.3,0],random 180] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],_object2,1,[0.3,-0.4,0],random 180] call BIS_fnc_spawnObjects;
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};
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case 4: {
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// Composition atelier réparation
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_objects = [[_object,"TOP"],"Land_CanisterOil_F",1,[-0.5,-0.1,0],random 180] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_MultiMeter_F",1,[0.2,0.2,0],(random 20)-20] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Pliers_F",1,[0.1,0.1,0],0] call BIS_fnc_spawnObjects;
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};
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case 5: {
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// compostion pour etagère ied
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_obj1 = "Land_FMradio_F" createVehicle [0,0,0];
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_obj1 setdir ((getdir _object) + random 30);
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_obj1 attachTo [_object,[0,0,0.54]];
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_obj2 = "Land_HandyCam_F" createVehicle [0,0,0];
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_obj2 setdir random 180;
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_obj2 attachTo [_object,[0.1,0.3,0.15]];
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_obj4 = "Land_ButaneCanister_F" createVehicle [0,0,0];
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_obj4 attachTo [_object,[-0.2,0.3,0.2]];
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_obj3 = "Land_PortableLongRangeRadio_F" createVehicle [0,0,0];
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_obj3 attachTo [_object,[-0.2,-0.2,0.15]];
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};
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case 6: {
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// Composition dépot munition
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_weapon = ["arifle_TRG21_F","arifle_TRG20_F","arifle_TRG21_GL_F","arifle_TRG20_ACO_Flash_F","launch_B_Titan_short_F"] call BIS_fnc_selectRandom;
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_weaponspawn = createvehicle ["groundWeaponHolder", getposATL _object, [], 0, "can_collide"];
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_weaponspawn addweaponcargo [_weapon,1];
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_weaponspawn setVectorDirAndUp [[0,0,1],[0,0,0]];
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_tablePosition = getPosATL _object;
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_tableMaxWorldBounds = _object modelToWorld (boundingBox _object select 1);
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_tablePosition set [2, _tableMaxWorldBounds select 2];
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_weaponspawn setPosATL _tablePosition;
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_objects = [[_object,"TOP"],"Land_Magazine_rifle_F",1,[-0.3,0.1,0],90] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Magazine_rifle_F",1,[-0.4,(random 0.2)+0.3,0],(random 20)-20] call BIS_fnc_spawnObjects;
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_objects = [[_object,"TOP"],"Land_Magazine_rifle_F",1,[-0.4,-0.1,0],random 90] call BIS_fnc_spawnObjects;
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};
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case 5: {
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// compostion pour tentes
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_obj1 = "Land_Ammobox_rounds_F" createVehicle [0,0,0];
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_obj1 setdir ((getdir _object) + random 30);
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_obj1 attachTo [_object,[0,0,0.54]];
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};
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};
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//[0,0,-0.25], |