mirror of
https://github.com/Teh-Dango/Sarge-AI.git
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234 lines
6.9 KiB
Plaintext
234 lines
6.9 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 ["_leadername","_type","_patrol_area_name","_grouptype","_snipers","_riflemen","_action","_side","_leaderList","_riflemenlist","_sniperlist","_rndpos","_group","_leader","_cond","_respawn","_leader_weapon_names","_leader_items","_leader_tools","_soldier_weapon_names","_soldier_items","_soldier_tools","_sniper_weapon_names","_sniper_items","_sniper_tools","_leaderskills","_riflemanskills","_sniperskills","_ups_para_list","_respawn_time","_argc","_ai_type"];
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if (!isServer) exitWith {};
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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 = toLower (_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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_leaderList = call compile format ["SAR_leader_%1_list", _type];
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//_leaderskills = call compile format ["SAR_leader_%1_skills", _type];
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// get a random starting position that is on land
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_rndpos = [_patrol_area_name] call UPSMON_pos;
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_group = createGroup _side;
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// create leader of the group
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_leader = _group createunit [_leaderList call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
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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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[_leader,_leader_weapon_names,_leader_items,_leader_tools] call SAR_unit_loadout;
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[_leader] spawn SAR_AI_trace;
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_leader setIdentity "id_SAR_sold_lead";
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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] joinSilent _group;
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/*
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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 +(floor(random 2) * (_x select 2)))];
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} foreach _leaderskills;
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// define and store the leadername
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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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// if needed broadcast to the clients **I believe the new UPSMON does this already
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//_leader Call Compile Format ["%1=_This ; PublicVariable ""%1""",_leadername];
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*/
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// Establish siper unit type and skills
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_sniperlist = call compile format ["SAR_sniper_%1_list", _type];
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//_sniperskills = call compile format ["SAR_sniper_%1_skills", _type];
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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 [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0), _rndpos select 1, 0], [], 0.5, "NONE"];
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_sniper_weapon_names = ["sniper",_type] call SAR_unit_loadout_weapons;
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_sniper_items = ["sniper",_type] call SAR_unit_loadout_items;
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_sniper_tools = ["sniper",_type] call SAR_unit_loadout_tools;
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[_this,_sniper_weapon_names,_sniper_items,_sniper_tools] call SAR_unit_loadout;
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[_this] spawn SAR_AI_trace;
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_this setIdentity "id_SAR";
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[_this] spawn SAR_AI_reammo;
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_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
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_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
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[_this] joinSilent _group;
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/*
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// set skills
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{
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_this 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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_this setVariable ["SAR_AI_type",_ai_type,false];
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};
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// Establish rifleman unit type and skills
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_riflemenlist = call compile format ["SAR_soldier_%1_list", _type];
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//_riflemanskills = call compile format ["SAR_soldier_%1_skills", _type];
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for "_i" from 0 to (_riflemen - 1) do
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{
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_this = _group createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) , _rndpos select 1, 0], [], 0.5, "NONE"];
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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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_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
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[_this,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
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[_this] spawn SAR_AI_trace;
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_this setIdentity "id_SAR_sold_man";
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[_this] spawn SAR_AI_reammo;
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_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
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_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
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[_this] joinSilent _group;
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/*
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// set skills
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{
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_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
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} foreach _riflemanskills;
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*/
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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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};
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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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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_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 spawn UPSMON;
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};
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case "PATROL":
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{
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_ups_para_list spawn UPSMON;
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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 spawn UPSMON;
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};
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default
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{
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_ups_para_list spawn UPSMON;
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};
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};
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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 = _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's AI System: Moved 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's AI System: 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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};
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if (SAR_DEBUG) then {
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diag_log format ["Sarge's 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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_group; |