mirror of
https://github.com/Teh-Dango/Sarge-AI.git
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291 lines
9.0 KiB
Plaintext
291 lines
9.0 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 ["_riflemenlist","_side","_leader_group","_patrol_area_name","_rndpos","_argc","_grouptype","_respawn","_leader_weapon_names","_leader_items","_leader_tools","_soldier_weapon_names","_soldier_items","_soldier_tools","_leaderskills","_sniperskills","_ups_para_list","_sniperlist","_riflemanskills","_vehicles","_error","_vehicles_crews","_leader","_leadername","_snipers","_riflemen","_veh","_veh_setup","_forEachIndex","_groupvehicles","_sniper_weapon_names","_sniper_items","_sniper_tools","_leader_veh_crew","_type","_respawn_time","_ai_type"];
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if (!isServer) exitWith {};
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_patrol_area_name = _this select 0;
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_error = false;
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_argc = count _this;
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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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_vehicles = _this select 2;
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} else {
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diag_log "SAR_AI: Error, you need to define vehicles for this land AI group";
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_error = true;
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};
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if (_argc > 3) then {
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_vehicles_crews = _this select 3;
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} else {
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diag_log "SAR_AI: Error, you need to define crews for vehicles for this land AI group";
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_error = true;
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};
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if (_argc > 4) then {
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_respawn = _this select 4;
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} else {
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_respawn = false;
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};
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if (_argc > 5) then {
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_respawn_time = _this select 5;
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} else {
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_respawn_time = SAR_respawn_waittime;
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};
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{
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if (_x isKindof "Air" || _x isKindof "Ship") then {
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diag_log "SAR_AI: Error, you need to define land vehicles only for this land AI group";
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_error = true;
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};
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} foreach _vehicles;
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if(_error) exitWith {diag_log "SAR_AI: Vehicle patrol setup failed, wrong parameters passed!";};
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/*
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_leaderskills = call compile format ["SAR_leader_%1_skills",_type];
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_riflemanskills = call compile format ["SAR_soldier_%1_skills",_type];
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_sniperskills = call compile format ["SAR_sniper_%1_skills",_type];
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*/
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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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// create the group
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_groupvehicles = createGroup _side;
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// create the vehicle and assign crew
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{
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// create the vehicle
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_veh = createVehicle [_x, [_rndpos select 0, _rndpos select 1, 0], [], 0, "NONE"];
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_veh setFuel 1;
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//_veh setVariable ["Sarge",1,true];
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_veh engineon true;
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_veh addMPEventHandler ["HandleDamage", {_this spawn SAR_AI_VEH_HIT;_this select 2;}];
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[_veh] joinSilent _groupvehicles;
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// read the crew definition
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_veh_setup = _vehicles_crews select _forEachIndex;
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_leaderNPC = call compile format ["SAR_leader_%1_list",_type];
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// vehicle is defined to carry the group leader
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if((_veh_setup select 0) == 1) then {
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_leader = _groupvehicles createunit [_leaderNPC call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _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_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 _veh;
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_leader assignAsDriver _veh;
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[_leader] joinSilent _groupvehicles;
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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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*/
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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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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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// set behaviour & speedmode
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_leader setspeedmode "FULL";
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_leader setBehaviour "SAFE";
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*/
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};
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_snipers = _veh_setup select 1;
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_sniperlist = call compile format ["SAR_sniper_%1_list",_type];
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for "_i" from 0 to (_snipers - 1) do
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{
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_this = _groupvehicles createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "FORM"];
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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_veh;
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switch (_grouptype) do
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{
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case 1:{_this setIdentity "id_SAR_sold_man";};
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case 2:{_this setIdentity "id_SAR_surv_lead";};
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case 3:{_this setIdentity "id_SAR_band";};
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};
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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 _groupvehicles;
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if (isnull (assignedDriver _veh)) then {
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_this moveInDriver _veh;
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_this assignAsDriver _veh;
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} else {
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//move in vehicle
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_this moveInCargo _veh;
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_this assignAsCargo _veh;
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};
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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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_riflemen = _veh_setup select 2;
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_riflemenlist = call compile format ["SAR_soldier_%1_list",_type];
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for "_i" from 0 to (_riflemen - 1) do
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{
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_this = _groupvehicles createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) + 30, _rndpos select 1, 0], [], 0.5, "FORM"];
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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_veh;
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switch (_grouptype) do
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{
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case 1:{_this setIdentity "id_SAR_sold_man";};
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case 2:{_this setIdentity "id_SAR_surv_lead";};
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case 3:{_this setIdentity "id_SAR_band";};
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};
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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 _groupvehicles;
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// move in vehicle
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_this moveInCargo _veh;
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_this assignAsCargo _veh;
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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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} foreach _vehicles;
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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 = _groupvehicles 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",_groupvehicles,_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",_groupvehicles,_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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// initialize upsmon for the group
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_ups_para_list = [_leader,_patrol_area_name,'ONROAD','NOFOLLOW','SAFE','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_disable_UPSMON_AI) then {
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_ups_para_list pushBack ['NOAI'];
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};
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_ups_para_list spawn UPSMON;
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if(SAR_DEBUG) then {
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diag_log format["Sarge's AI System: Land vehicle group (%2), side %3 spawned in %1 in a %4, side %5.",_patrol_area_name,_groupvehicles, _side, typeOf _veh, side _veh];
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};
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_groupvehicles; |