New factions

This commit is contained in:
IT07 2016-07-19 21:28:29 +02:00
parent 9a05bdea97
commit 4df134dd19

View File

@ -24,12 +24,11 @@ params [
if ((_this1 in ("missionList" call VEMFr_fnc_config)) OR (_this1 isEqualTo "Static")) then
{
scopeName "this";
if (_this2 isEqualTo 0) then // "Militia"
if (_this2 isEqualTo 0) then // Guerilla
{
private ["_s","_unifs","_headG","_vests","_packs","_lnchers","_rfles","_pstls","_ls","_lc","_a"];
private ["_s","_unifs","_headGr","_vests","_packs","_lnchers","_rfles","_pstls","_ls","_lc","_a"];
// Define settings
_s = [["aiGear"],["aiUniforms","aiHeadGear","aiVests","aiBackpacks","aiLaunchers","aiRifles","aiPistols"]] call VEMFr_fnc_config;
_s params ["_unifs","_headG","_vests","_packs","_lnchers","_rfles","_pstls"];
([["aiInventory","Guerilla"],["backpacks","faceWear","headGear","launchers","rifles","uniforms","vests"]] call VEMFr_fnc_config) params ["_packs","_faceWr","_headGr","_lnchers","_rfles","_unifs","_vests"];
{
private ["_xx","_g","_a","_pw","_hw"];
_xx = _x;
@ -54,7 +53,231 @@ if ((_this1 in ("missionList" call VEMFr_fnc_config)) OR (_this1 isEqualTo "Stat
{
_xx addBackpack "B_Parachute";
};
_g = selectRandom _headG;
_g = selectRandom _headGr;
_xx addHeadGear _g;
_g = selectRandom _faceWr;
_xx addGoggles _g;
_g = selectRandom _vests;
_xx addVest _g;
_ls = [[_this1],["allowLaunchers","hasLauncherChance"]] call VEMFr_fnc_config;
if ((_ls select 0) isEqualTo 1) then
{
_lc = _ls select 1;
if ((_lc isEqualTo 100) OR ((ceil random (100 / _lc) isEqualTo (ceil random (100 / _lc))))) then
{
if not(_this1 isEqualTo "BaseAttack") then
{
_g = selectRandom _packs;
_xx addBackpack _g;
};
_g = selectRandom _lnchers;
_a = getArray (configFile >> "cfgWeapons" >> _g >> "magazines");
if (count _a > 2) then
{
_a resize 2;
};
for "_i" from 0 to (2 + (round random 1)) do
{
_xx addMagazine (selectRandom _a);
};
_xx addWeapon _g;
};
};
// Select a random weapon
_pw = selectRandom _rfles;
// Give this guy some ammo
_g = [_xx,_pw,"",""] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if not _g then
{
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
} forEach _this0;
_r = true;
breakOut "this";
};
if (_this2 isEqualTo 1) then // Regular police
{
private ["_s","_headGr","_vests","_unifs","_rfles","_pstls","_packs"];
_s = [["aiInventory","PoliceRegular"],["headGear","pistols","rifles","uniforms","vests"]] call VEMFr_fnc_config;
_s params ["_headGr","_pstls","_rfles","_unifs","_vests"];
{
private ["_xx","_g","_pw","_hw"];
_xx = _x;
// Strip it
removeAllWeapons _xx;
removeAllItems _xx;
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
{
removeAllAssignedItems _xx;
};
removeUniform _xx;
removeVest _xx;
removeBackpack _xx;
removeGoggles _xx;
removeHeadGear _xx;
_g = selectRandom _headGr;
_xx addHeadGear _g;
_g = selectRandom _vests;
_xx addVest _g;
_g = selectRandom _unifs;
_xx forceAddUniform _g;
_pw = selectRandom _rfles;
_hw = selectRandom _pstls;
// Give this guy some ammo
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
_xx addWeapon _hw;
if (_this1 isEqualTo "BaseAttack") then
{
_xx addBackpack "B_Parachute";
};
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
} forEach _this0;
_r = true;
breakOut "this";
};
if (_this2 isEqualTo 2) then // Police Special Forces
{
private ["_s","_rfles","_pstls"];
([["aiInventory","PoliceSpecialForces"],["faceWear","headGear","pistols","rifles","uniforms","vests"]] call VEMFr_fnc_config) params ["_faceWr","_headGrr","_pstls","_rfles","_unifs","_vests"];
{
private ["_xx","_g","_pw","_hw"];
_xx = _x;
// Strip it
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then { removeAllAssignedItems _xx };
removeAllItems _xx;
removeAllWeapons _xx;
removeBackpack _xx;
removeGoggles _xx;
removeHeadGear _xx;
removeUniform _xx;
removeVest _xx;
_xx addHeadGear (selectRandom _headGrr);
_xx addGoggles (selectRandom _faceWr);
_xx addVest (selectRandom _vests);
_xx forceAddUniform (selectRandom _unifs);
_pw = selectRandom _rfles;
_hw = selectRandom _pstls;
// Give this guy some ammo
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
_xx addWeapon _hw;
if (_this1 isEqualTo "BaseAttack") then { _xx addBackpack "B_Parachute" };
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
} forEach _this0;
_r = true;
};
if (_this2 isEqualTo 3) then // Gendarmerie
{
private ["_rfles","_pstls"];
([["aiInventory","Gendarmerie"],["headGear","faceWear","pistols","rifles","uniforms","vests"]] call VEMFr_fnc_config) params ["_headGrr","_facewr","_pstls","_rfles","_unifs","_vests"];
{
private ["_xx","_g","_pw","_hw"];
_xx = _x;
// Strip it
if (("removeAllAssignedItems" call VEMFr_fnc_config) isEqualTo 1) then { removeAllAssignedItems _xx };
removeAllItems _xx;
removeAllWeapons _xx;
removeBackpack _xx;
removeGoggles _xx;
removeHeadGear _xx;
removeUniform _xx;
removeVest _xx;
_xx addHeadGear (selectRandom _headGrr);
_xx addGoggles (selectRandom _facewr);
_xx addVest (selectRandom _vests);
_xx forceAddUniform (selectRandom _unifs);
_pw = selectRandom _rfles;
_hw = selectRandom _pstls;
// Give this guy some ammo
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
_xx addWeapon _hw;
if (_this1 isEqualTo "BaseAttack") then { _xx addBackpack "B_Parachute" };
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
} forEach _this0;
_r = true;
};
if (_this2 isEqualTo 4) then // Raiders
{
private ["_s","_unifs","_headGr","_vests","_packs","_lnchers","_rfles","_pstls","_ls","_lc","_a"];
// Define settings
([["aiInventory","ApexBandits"],["backpacks","headGear","launchers","rifles","uniforms","vests"]] call VEMFr_fnc_config) params ["_packs","_headGrr","_lnchers","_rfles","_unifs","_vests"];
{
private ["_xx","_g","_a","_pw"];
_xx = _x;
// Strip it
removeAllWeapons _xx;
removeAllItems _xx;
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
{
removeAllAssignedItems _xx;
};
removeVest _xx;
removeBackpack _xx;
removeGoggles _xx;
removeHeadGear _xx;
if (count _unifs > 0) then
{
removeUniform _xx;
_g = selectRandom _unifs;
_xx forceAddUniform _g; // Give the poor naked guy some clothing :)
};
if (_this1 isEqualTo "BaseAttack") then
{
_xx addBackpack "B_Parachute";
};
_g = selectRandom _headGrr;
_xx addHeadGear _g;
_g = selectRandom _vests;
_xx addVest _g;
@ -85,16 +308,14 @@ if ((_this1 in ("missionList" call VEMFr_fnc_config)) OR (_this1 isEqualTo "Stat
// Select a random weapon
_pw = selectRandom _rfles;
_hw = selectRandom _pstls;
// Give this guy some ammo
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
_g = [_xx, _pw, "", ""] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
_xx addWeapon _hw;
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if not _g then
@ -105,107 +326,5 @@ if ((_this1 in ("missionList" call VEMFr_fnc_config)) OR (_this1 isEqualTo "Stat
_r = true;
breakOut "this";
};
if (_this2 isEqualTo 1) then // Regular police
{
private ["_s","_headG","_vests","_unifs","_rfles","_pstls","_packs"];
_s = [["policeConfig"],["headGear","vests","uniforms","rifles","pistols","backpacks"]] call VEMFr_fnc_config;
_s params ["_headG","_vests","_unifs","_rfles","_pstls","_packs"];
{
private ["_xx","_g","_pw","_hw"];
_xx = _x;
// Strip it
removeAllWeapons _xx;
removeAllItems _xx;
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
{
removeAllAssignedItems _xx;
};
removeUniform _xx;
removeVest _xx;
removeBackpack _xx;
removeGoggles _xx;
removeHeadGear _xx;
_g = selectRandom _headG;
_xx addHeadGear _g;
_g = selectRandom _vests;
_xx addVest _g;
_g = selectRandom _unifs;
_xx forceAddUniform _g;
_pw = selectRandom _rfles;
_hw = selectRandom _pstls;
// Give this guy some ammo
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
_xx addWeapon _hw;
if not(_this1 isEqualTo "BaseAttack") then
{
_xx addBackPack (selectRandom _packs);
} else
{
_xx addBackpack "B_Parachute";
};
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
} forEach _this0;
_r = true;
breakOut "this";
};
if (_this2 isEqualTo 2) then // S.W.A.T.
{
private ["_s","_rfles","_pstls"];
_s = [["policeConfig"],["rifles","pistols"]] call VEMFr_fnc_config;
_s params ["_rfles","_pstls"];
{
private ["_xx","_g","_pw","_hw"];
_xx = _x;
// Strip it
if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then { removeAllAssignedItems _xx };
removeAllItems _xx;
removeAllWeapons _xx;
removeBackpack _xx;
removeGoggles _xx;
removeHeadGear _xx;
removeUniform _xx;
removeVest _xx;
_xx addHeadGear "H_HelmetB_light_black";
_xx addGoggles "G_Balaclava_blk";
_xx addVest "V_PlateCarrier2_blk";
_xx forceAddUniform "Exile_Uniform_ExileCustoms";
_pw = selectRandom _rfles;
_hw = selectRandom _pstls;
// Give this guy some ammo
_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
_xx addWeapon _pw;
_xx selectWeapon _pw;
_xx addWeapon _hw;
if (_this1 isEqualTo "BaseAttack") then { _xx addBackpack "B_Parachute" };
// Give this guy some weaponItems
_g = [_xx] call VEMFr_fnc_giveWeaponItems;
if (isNil "_g") then
{
["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM ("log" call VEMFr_fnc_scriptPath);
};
} forEach _this0;
_r = true;
};
};
_r