mirror of
https://github.com/IT07/a3_vemf_reloaded.git
synced 2024-08-30 16:52:11 +00:00
214 lines
6.3 KiB
Plaintext
214 lines
6.3 KiB
Plaintext
/*
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Author: IT07
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Description:
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gives inventory to given units
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Param:
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_this: ARRAY
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_this select 0: ARRAY - units to load inventory for
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_this select 1: STRING - must be in missionList
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_this select 2: SCALAR - inventory mode
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Returns:
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BOOLEAN - true if nothing failed
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*/
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private ["_r","_this0","_this1","_this2"];
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params [
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["_this0", [], [[]]],
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["_this1", "", [""]],
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["_this2", 0, [0]]
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];
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if ((_this1 in ("missionList" call VEMFr_fnc_config)) OR (_this1 isEqualTo "Static")) then
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{
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scopeName "this";
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if (_this2 isEqualTo 0) then // "Militia"
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{
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private ["_s","_unifs","_headG","_vests","_packs","_lnchers","_rfles","_pstls","_ls"];
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// Define settings
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_s = [["aiGear"],["aiUniforms","aiHeadGear","aiVests","aiBackpacks","aiLaunchers","aiRifles","aiPistols"]] call VEMFr_fnc_config;
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_s params ["_unifs","_headG","_vests","_packs","_lnchers","_rfles","_pstls"];
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{
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private ["_xx","_g","_a","_pw","_hw"];
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_xx = _x;
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// Strip it
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removeAllWeapons _xx;
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removeAllItems _xx;
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if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
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{
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removeAllAssignedItems _xx;
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};
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removeVest _xx;
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removeBackpack _xx;
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removeGoggles _xx;
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removeHeadGear _xx;
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if (count _unifs > 0) then
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{
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removeUniform _xx;
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_g = selectRandom _unifs;
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_xx forceAddUniform _g; // Give the poor naked guy some clothing :)
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};
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if (_this1 isEqualTo "BaseAttack") then
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{
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_xx addBackpack "B_Parachute";
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};
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_g = selectRandom _headG;
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_xx addHeadGear _g;
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_g = selectRandom _vests;
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_xx addVest _g;
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_ls = [[_this1],["allowLaunchers","hasLauncherChance"]] call VEMFr_fnc_config;
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if ((_ls select 0) isEqualTo 1) then
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{
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private ["_lc"];
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_lc = _ls select 1;
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if ((_lc isEqualTo 100) OR ((ceil random (100 / _lc) isEqualTo (ceil random (100 / _lc))))) then
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{
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if not(_this1 isEqualTo "BaseAttack") then
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{
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_g = selectRandom _packs;
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_xx addBackpack _g;
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};
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_g = selectRandom _lnchers;
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private ["_a"];
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_a = getArray (configFile >> "cfgWeapons" >> _g >> "magazines");
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if (count _a > 2) then
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{
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_a resize 2;
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};
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for "_i" from 0 to (2 + (round random 1)) do
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{
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_xx addMagazine (selectRandom _a);
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};
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_xx addWeapon _g;
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};
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};
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// Select a random weapon
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_pw = selectRandom _rfles;
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_hw = selectRandom _pstls;
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// Give this guy some ammo
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_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
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if (isNil "_g") then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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_xx addWeapon _pw;
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_xx selectWeapon _pw;
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_xx addWeapon _hw;
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// Give this guy some weaponItems
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_g = [_xx] call VEMFr_fnc_giveWeaponItems;
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if not _g then
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{
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["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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} forEach _this0;
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_r = true;
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breakOut "this";
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};
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if (_this2 isEqualTo 1) then // Regular police
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{
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private ["_s","_headG","_vests","_unifs","_rfles","_pstls","_packs"];
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_s = [["policeConfig"],["headGear","vests","uniforms","rifles","pistols","backpacks"]] call VEMFr_fnc_config;
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_s params ["_headG","_vests","_unifs","_rfles","_pstls","_packs"];
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{
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private ["_xx","_g","_pw","_hw"];
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_xx = _x;
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// Strip it
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removeAllWeapons _xx;
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removeAllItems _xx;
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if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then
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{
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removeAllAssignedItems _xx;
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};
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removeUniform _xx;
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removeVest _xx;
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removeBackpack _xx;
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removeGoggles _xx;
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removeHeadGear _xx;
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_g = selectRandom _headG;
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_xx addHeadGear _g;
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_g = selectRandom _vests;
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_xx addVest _g;
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_g = selectRandom _unifs;
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_xx forceAddUniform _g;
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_pw = selectRandom _rfles;
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_hw = selectRandom _pstls;
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// Give this guy some ammo
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_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
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if (isNil "_g") then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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_xx addWeapon _pw;
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_xx selectWeapon _pw;
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_xx addWeapon _hw;
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if not(_this1 isEqualTo "BaseAttack") then
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{
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_xx addBackPack (selectRandom _packs);
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} else
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{
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_xx addBackpack "B_Parachute";
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};
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// Give this guy some weaponItems
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_g = [_xx] call VEMFr_fnc_giveWeaponItems;
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if (isNil "_g") then
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{
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["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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} forEach _this0;
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_r = true;
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breakOut "this";
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};
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if (_this2 isEqualTo 2) then // S.W.A.T.
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{
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private ["_s","_rfles","_pstls"];
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_s = [["policeConfig"],["rifles","pistols"]] call VEMFr_fnc_config;
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_s params ["_rfles","_pstls"];
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{
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private ["_xx","_g","_pw","_hw"];
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_xx = _x;
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// Strip it
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if ("removeAllAssignedItems" call VEMFr_fnc_config isEqualTo 1) then { removeAllAssignedItems _xx };
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removeAllItems _xx;
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removeAllWeapons _xx;
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removeBackpack _xx;
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removeGoggles _xx;
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removeHeadGear _xx;
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removeUniform _xx;
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removeVest _xx;
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_xx addHeadGear "H_HelmetB_light_black";
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_xx addGoggles "G_Balaclava_blk";
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_xx addVest "V_PlateCarrier2_blk";
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_xx forceAddUniform "Exile_Uniform_ExileCustoms";
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_pw = selectRandom _rfles;
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_hw = selectRandom _pstls;
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// Give this guy some ammo
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_g = [_xx, _pw, "", _hw] call VEMFr_fnc_giveAmmo;
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if (isNil "_g") then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _xx]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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_xx addWeapon _pw;
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_xx selectWeapon _pw;
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_xx addWeapon _hw;
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if (_this1 isEqualTo "BaseAttack") then { _xx addBackpack "B_Parachute" };
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// Give this guy some weaponItems
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_g = [_xx] call VEMFr_fnc_giveWeaponItems;
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if (isNil "_g") then
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{
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["fn_loadInv", 0, format["FAILED to giveWeaponItems to %1", _xx]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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} forEach _this0;
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_r = true;
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};
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};
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_r
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