Sarge-AI/SAR_setup_AI_patrol_land.sqf
2016-03-15 15:02:07 -05:00

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/*
# 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 ["_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"];
if (!isServer) exitWith {};
_patrol_area_name = _this select 0;
_error = false;
_argc = count _this;
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 {
_vehicles = _this select 2;
} else {
diag_log "SAR_AI: Error, you need to define vehicles for this land AI group";
_error = true;
};
if (_argc > 3) then {
_vehicles_crews = _this select 3;
} else {
diag_log "SAR_AI: Error, you need to define crews for vehicles for this land AI group";
_error = true;
};
if (_argc > 4) then {
_respawn = _this select 4;
} else {
_respawn = false;
};
if (_argc > 5) then {
_respawn_time = _this select 5;
} else {
_respawn_time = SAR_respawn_waittime;
};
{
if (_x isKindof "Air" || _x isKindof "Ship") then {
diag_log "SAR_AI: Error, you need to define land vehicles only for this land AI group";
_error = true;
};
} foreach _vehicles;
if(_error) exitWith {diag_log "SAR_AI: Vehicle patrol setup failed, wrong parameters passed!";};
/*
_leaderskills = call compile format ["SAR_leader_%1_skills",_type];
_riflemanskills = call compile format ["SAR_soldier_%1_skills",_type];
_sniperskills = call compile format ["SAR_sniper_%1_skills",_type];
*/
// get a random starting position, UPSMON will handle the rest
_rndpos = [_patrol_area_name] call UPSMON_pos;
// create the group
_groupvehicles = createGroup _side;
// create the vehicle and assign crew
{
// create the vehicle
_veh = createVehicle [_x, [_rndpos select 0, _rndpos select 1, 0], [], 0, "NONE"];
_veh setFuel 1;
//_veh setVariable ["Sarge",1,true];
_veh engineon true;
_veh addMPEventHandler ["HandleDamage", {_this spawn SAR_AI_VEH_HIT;_this select 2;}];
[_veh] joinSilent _groupvehicles;
// read the crew definition
_veh_setup = _vehicles_crews select _forEachIndex;
_leaderNPC = call compile format ["SAR_leader_%1_list",_type];
// vehicle is defined to carry the group leader
if((_veh_setup select 0) == 1) then {
_leader = _groupvehicles createunit [_leaderNPC call BIS_fnc_selectRandom, [(_rndpos select 0) + 10, _rndpos select 1, 0], [], 0.5, "NONE"];
_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;
[_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 _veh;
_leader assignAsDriver _veh;
[_leader] joinSilent _groupvehicles;
/*
// set skills of the leader
{
_leader setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _leaderskills;
*/
// store AI type on the AI
_leader setVariable ["SAR_AI_type",_ai_type + " Leader",false];
/*
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];
// set behaviour & speedmode
_leader setspeedmode "FULL";
_leader setBehaviour "SAFE";
*/
};
_snipers = _veh_setup select 1;
_sniperlist = call compile format ["SAR_sniper_%1_list",_type];
for "_i" from 0 to (_snipers - 1) do
{
_this = _groupvehicles createunit [_sniperlist call BIS_fnc_selectRandom, [(_rndpos select 0) - 30, _rndpos select 1, 0], [], 0.5, "FORM"];
_sniper_weapon_names = ["sniper",_type] call SAR_unit_loadout_weapons;
_sniper_items = ["sniper",_type] call SAR_unit_loadout_items;
_sniper_tools = ["sniper",_type] call SAR_unit_loadout_tools;
[_this,_sniper_weapon_names,_sniper_items,_sniper_tools] call SAR_unit_loadout;
[_this] spawn SAR_AI_trace_veh;
switch (_grouptype) do
{
case 1:{_this setIdentity "id_SAR_sold_man";};
case 2:{_this setIdentity "id_SAR_surv_lead";};
case 3:{_this setIdentity "id_SAR_band";};
};
[_this] spawn SAR_AI_reammo;
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
[_this] joinSilent _groupvehicles;
if (isnull (assignedDriver _veh)) then {
_this moveInDriver _veh;
_this assignAsDriver _veh;
} else {
//move in vehicle
_this moveInCargo _veh;
_this assignAsCargo _veh;
};
/*
// set skills
{
_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _sniperskills;
*/
// store AI type on the AI
_this setVariable ["SAR_AI_type",_ai_type,false];
};
_riflemen = _veh_setup select 2;
_riflemenlist = call compile format ["SAR_soldier_%1_list",_type];
for "_i" from 0 to (_riflemen - 1) do
{
_this = _groupvehicles createunit [_riflemenlist call BIS_fnc_selectRandom, [(_rndpos select 0) + 30, _rndpos select 1, 0], [], 0.5, "FORM"];
_soldier_items = ["rifleman",_type] call SAR_unit_loadout_items;
_soldier_tools = ["rifleman",_type] call SAR_unit_loadout_tools;
_soldier_weapon_names = ["rifleman",_type] call SAR_unit_loadout_weapons;
[_this,_soldier_weapon_names,_soldier_items,_soldier_tools] call SAR_unit_loadout;
[_this] spawn SAR_AI_trace_veh;
switch (_grouptype) do
{
case 1:{_this setIdentity "id_SAR_sold_man";};
case 2:{_this setIdentity "id_SAR_surv_lead";};
case 3:{_this setIdentity "id_SAR_band";};
};
[_this] spawn SAR_AI_reammo;
_this addMPEventHandler ["MPkilled", {Null = _this spawn SAR_AI_killed;}];
_this addMPEventHandler ["MPHit", {Null = _this spawn SAR_AI_hit;}];
[_this] joinSilent _groupvehicles;
// move in vehicle
_this moveInCargo _veh;
_this assignAsCargo _veh;
/*
// set skills
{
_this setskill [_x select 0,(_x select 1 +(floor(random 2) * (_x select 2)))];
} foreach _riflemanskills;
*/
// store AI type on the AI
_this setVariable ["SAR_AI_type",_ai_type,false];
};
} foreach _vehicles;
if (SAR_HC) then {
{
_hcID = getPlayerUID _x;
if(_hcID select [0,2] isEqualTo 'HC')then {
_SAIS_HC = _groupvehicles 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",_groupvehicles,_hcID];
};
} else {
if (SAR_DEBUG) then {
diag_log format ["Sarge's AI System: Moving group %1 to Headless Client %2 has failed",_groupvehicles,_hcID];
};
};
};
} forEach allPlayers;
};
// initialize upsmon for the group
_ups_para_list = [_leader,_patrol_area_name,'ONROAD','NOFOLLOW','SAFE','SPAWNED','DELETE:',SAR_DELETE_TIMEOUT];
if (_respawn) then {
_ups_para_list pushBack ['RESPAWN'];
_ups_para_list pushBack ['RESPAWNTIME:'];
_ups_para_list pushBack [_respawn_time];
};
if(SAR_AI_disable_UPSMON_AI) then {
_ups_para_list pushBack ['NOAI'];
};
_ups_para_list spawn UPSMON;
if(SAR_DEBUG) then {
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];
};
_groupvehicles;