mirror of
https://github.com/Teh-Dango/Sarge-AI.git
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65e4453908
Major Update. Now supporting DesolationRedux, Epoch and Exile.
329 lines
10 KiB
Plaintext
329 lines
10 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: Epoch Mod
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Changes: Dango
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https://www.hod-servers.com
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*/
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private ["_leadername","_type","_patrol_area_name","_grouptype","_snipers","_riflemen","_action","_side","_leaderList","_riflemanGender","_sniperGender","_rndpos","_group","_leader","_cond","_respawn","_leaderPrimary","_leaderItems","_leaderTools","_riflemanPrimary","_riflemanItems","_riflemanTools","_sniperPrimary","_sniperItems","_sniperTools","_leaderskills","_riflemanSkills","_sniperSkills","_ups_para_list","_respawn_time","_argc","_ai_type"];
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_patrol_area_name = _this select 0;
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_grouptype = _this select 1;
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_snipers = _this select 2;
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_riflemen = _this select 3;
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_action = toUpper (_this select 4);
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_respawn = _this select 5;
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_argc = count _this;
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if (_argc > 6) then {
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_respawn_time = _this select 6;
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} else {
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_respawn_time = SAR_respawn_waittime;
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};
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switch (_grouptype) do
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{
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case 1: // military
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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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};
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case 2: // survivors
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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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};
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case 3: // bandits
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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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};
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};
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// get a random starting position that is on land
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if (SAR_useBlacklist) then {
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_rndpos = [_patrol_area_name,0,SAR_Blacklist] call UPSMON_pos;
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} else {
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_rndpos = [_patrol_area_name] call UPSMON_pos;
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};
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// Create group for AI
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_group = createGroup _side;
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// Prepare leader AI loadout options
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_leaderModel = call compile format ["SAR_%1_leader_model", _type];
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_leaderSkills = call compile format ["SAR_%1_leader_skills", _type];
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_leaderUniform = call compile format ["SAR_%1_leader_uniform", _type];
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_leaderVest = call compile format ["SAR_%1_leader_vest", _type];
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_leaderBackpack = call compile format ["SAR_%1_leader_backpack", _type];
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_leaderPrimary = ["leader",_type] call SAR_unit_loadout_weapons;
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_leaderItems = ["leader",_type] call SAR_unit_loadout_items;
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_leaderTools = ["leader",_type] call SAR_unit_loadout_tools;
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// create leader of the group
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_leader = _group createUnit [_leaderModel call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
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_leader setVariable ["SAR_protect",true,true];
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[_leader] joinSilent _group;
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sleep 0.5;
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_modelUniform = _leaderUniform select 0;
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if (_leader isKindOf "Epoch_Female_F") then {_modelUniform = _leaderUniform select 1;};
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[_leader,_modelUniform,_leaderVest,_leaderBackpack,_leaderPrimary,_leaderItems,_leaderTools] call SAR_unit_loadout;
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switch (side _leader) do {
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case SAR_AI_friendly_side:
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{
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if ((headGear _leader) isEqualTo "Shemag") then {
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removeHeadgear _leader;
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};
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};
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case SAR_AI_unfriendly_side:
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{
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removeHeadgear _leader;
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sleep 0.1;
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_leader addHeadGear "H_Shemag_olive";
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};
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default
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{
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diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Leader!";
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};
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};
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[_leader] spawn SAR_fnc_AI_trace;
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_leader setIdentity "id_SAR_sold_lead";
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[_leader] spawn SAR_fnc_AI_refresh;
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_leader addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
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_leader addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
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_leader addEventHandler ["HandleDamage",{if (_this select 1 != "") then {_unit = _this select 0; damage _unit + ((_this select 2) - damage _unit) * SAR_leader_health_factor}}];
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//[_leader, ["Wait Here!", {"\addons\sarge\SAR_interact.sqf","",1,true,true,"","((side _leader != east) && (alive _leader))"}]] remoteExec ["addAction", 0, true];
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//["I need assistance!",{"sarge\SAR_interact.sqf","",1,true,true,"","(side _target != EAST)"}]
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//_leader addaction ["Help Me!", {"sarge\SAR_interact.sqf" remoteExec [ "BIS_fnc_execVM",0]}];
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// set skills of the leader
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{
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_leader setSkill [_x select 0,((_x select 1) * (_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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// store AI type on the AI
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_leader setVariable ["SAR_AI_type",_ai_type + " Leader",false];
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// store experience value on AI
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_leader setVariable ["SAR_AI_experience",0,false];
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// Establish rifleman unit type and skills
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_riflemanModel = call compile format ["SAR_%1_rifleman_model", _type];
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_riflemanSkills = call compile format ["SAR_%1_rifleman_skills", _type];
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_riflemanUniform = call compile format ["SAR_%1_rifleman_uniform", _type];
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_riflemanVest = call compile format ["SAR_%1_rifleman_vest", _type];
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_riflemanBackpack = call compile format ["SAR_%1_rifleman_backpack", _type];
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_riflemanPrimary = ["rifleman",_type] call SAR_unit_loadout_weapons;
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_riflemanItems = ["rifleman",_type] call SAR_unit_loadout_items;
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_riflemanTools = ["rifleman",_type] call SAR_unit_loadout_tools;
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for "_i" from 0 to (_riflemen - 1) do
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{
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_this = _group createUnit [_riflemanModel call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
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[_this] joinSilent _group;
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sleep 0.5;
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_modelUniform = _riflemanUniform select 0;
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if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _riflemanUniform select 1;};
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[_this,_modelUniform,_riflemanVest,_riflemanBackpack,_riflemanPrimary,_riflemanItems,_riflemanTools] call SAR_unit_loadout;
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switch (side _this) do {
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case SAR_AI_friendly_side:
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{
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if ((headGear _this) isEqualTo "Shemag") then {
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removeHeadgear _this;
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};
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};
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case SAR_AI_unfriendly_side:
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{
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removeHeadgear _this;
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sleep 0.1;
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_this addHeadGear "H_Shemag_olive";
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};
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default
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{
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diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Rifleman!";
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};
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};
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[_this] spawn SAR_fnc_AI_trace;
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_this setIdentity "id_SAR_sold_man";
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[_this] spawn SAR_fnc_AI_refresh;
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_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
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_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
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_this addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*1}}];
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// set skills
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{
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_this setSkill [_x select 0,((_x select 1) * (_x select 2))];
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} forEach _riflemanSkills;
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// store AI type on the AI
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_this setVariable ["SAR_AI_type",_ai_type,false];
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// store experience value on AI
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_this setVariable ["SAR_AI_experience",0,false];
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};
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// Prepare sniper AI loadout options
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_sniperModel = call compile format ["SAR_%1_sniper_model", _type];
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_sniperSkills = call compile format ["SAR_%1_sniper_skills", _type];
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_sniperUniform = call compile format ["SAR_%1_sniper_uniform", _type];
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_sniperVest = call compile format ["SAR_%1_sniper_vest", _type];
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_sniperBackpack = call compile format ["SAR_%1_sniper_backpack", _type];
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_sniperPrimary = ["sniper",_type] call SAR_unit_loadout_weapons;
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_sniperItems = ["sniper",_type] call SAR_unit_loadout_items;
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_sniperTools = ["sniper",_type] call SAR_unit_loadout_tools;
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// create crew
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for "_i" from 0 to (_snipers - 1) do
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{
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_this = _group createUnit [_sniperModel call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"];
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[_this] joinSilent _group;
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sleep 0.5;
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_modelUniform = _sniperUniform select 0;
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if (_this isKindOf "Epoch_Female_F") then {_modelUniform = _sniperUniform select 1;};
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[_this,_modelUniform,_sniperVest,_sniperBackpack,_sniperPrimary,_sniperItems,_sniperTools] call SAR_unit_loadout;
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switch (side _this) do {
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case SAR_AI_friendly_side:
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{
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if ((headGear _this) isEqualTo "Shemag") then {
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removeHeadgear _this;
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};
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};
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case SAR_AI_unfriendly_side:
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{
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removeHeadgear _this;
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sleep 0.1;
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_this addHeadGear "H_Shemag_olive";
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};
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default
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{
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diag_log "SARGE ERROR: Something went wrong when attempting to determine AI side to change headgear for Sniper!";
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};
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};
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[_this] spawn SAR_fnc_AI_trace;
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_this setIdentity "id_SAR";
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[_this] spawn SAR_fnc_AI_refresh;
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_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_fnc_AI_killed;}];
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_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_fnc_AI_hit;}];
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_this addEventHandler ["HandleDamage",{if (_this select 1!="") then {_unit=_this select 0;damage _unit+((_this select 2)-damage _unit)*1}}];
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// set skills
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{
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_this setSkill [_x select 0,((_x select 1) * (_x select 2))];
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} forEach _sniperSkills;
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// store AI type on the AI
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_this setVariable ["SAR_AI_type",_ai_type,false];
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// store experience value on AI
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_this setVariable ["SAR_AI_experience",0,false];
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};
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// initialize upsmon for the group
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_ups_para_list = [_leader,_patrol_area_name,"NOSHARE","NOFOLLOW","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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if (!SAR_AI_STEAL_VEHICLE) then {
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_ups_para_list pushBack "NOVEH2";
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};
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if (!SAR_AI_COMBAT_VEHICLE) then {
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_ups_para_list pushBack "NOVEH";
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};
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if (SAR_AI_disable_UPSMON_AI) then {
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_ups_para_list pushBack "NOAI";
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};
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if(_action == "") then {_action = "PATROL";};
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switch (_action) do {
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case "NOUPSMON":
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{
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};
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case "FORTIFY":
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{
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_ups_para_list pushBack "FORTIFY";
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_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
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};
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case "PATROL":
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{
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_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
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};
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case "AMBUSH":
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{
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_ups_para_list pushBack "AMBUSH";
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_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
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};
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default
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{
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_ups_para_list execVM "\addons\sarge\UPSMON\UPSMON.sqf";
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};
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};
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if (SAR_DEBUG) then {
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diag_log format ["Sarge AI System: Infantry group (%3) spawned in: %1 with action: %2 on side: %4",_patrol_area_name,_action,_group,(side _group)];
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};
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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 = _group 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 AI System: Now moving group %1 to Headless Client %2",_group,_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 AI System: ERROR! Moving group %1 to Headless Client %2 has failed!",_group,_hcID];
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};
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};
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};
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} forEach allPlayers; */
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_group; |