mirror of
https://github.com/IT07/a3_vemf_reloaded.git
synced 2024-08-30 16:52:11 +00:00
109 lines
3.8 KiB
Plaintext
109 lines
3.8 KiB
Plaintext
/*
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Author: original by Vampire, completely rewritten by IT07
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Description:
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spawns VEMFr AI using given _pos and unit/group count. Handles their inventory and transfers them to a client
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Params:
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_this select 0: POSITION - where to spawn the units around
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_this select 1: SCALAR - how many groups to spawn
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_this select 2: SCALAR - how many units to put in each group
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_this select 3: SCALAR - AI mode
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_this select 4: STRING - exact config name of mission
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Returns:
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ARRAY with group(s)
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*/
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private ["_spawned","_allUnits","_pos"];
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_spawned = [];
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_allUnits = [];
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_pos = param [0, [], [[]]];
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if (_pos isEqualTypeArray [0,0,0]) then
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{
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private ["_grpCount"];
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_grpCount = param [1, 1, [0]];
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if (_grpCount > 0) then
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{
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private ["_unitsPerGrp"];
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_unitsPerGrp = param [2, 1, [0]];
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if (_unitsPerGrp > 0) then
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{
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private ["_mode","_missionName"];
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_mode = param [3, -1, [0]];
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_missionName = param [4, "", [""]];
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if (_missionName in ("missionList" call VEMFr_fnc_getSetting) OR _missionName isEqualTo "Static") then
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{
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private [
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"_sldrClass","_hc","_aiDifficulty","_skills","_accuracy","_aimShake","_aimSpeed","_stamina","_spotDist","_spotTime","_courage","_reloadSpd","_commanding","_general","_units"
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];
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_sldrClass = "unitClass" call VEMFr_fnc_getSetting;
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_hc = "headLessClientSupport" call VEMFr_fnc_getSetting;
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_aiDifficulty = [["aiSkill"],["difficulty"]] call VEMFr_fnc_getSetting param [0, "Veteran", [""]];
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_skills = [["aiSkill", _aiDifficulty],["accuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"]] call VEMFr_fnc_getSetting;
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_accuracy = _skills select 0;
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_aimShake = _skills select 1;
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_aimSpeed = _skills select 2;
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_stamina = _skills select 3;
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_spotDist = _skills select 4;
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_spotTime = _skills select 5;
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_courage = _skills select 6;
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_reloadSpd = _skills select 7;
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_commanding = _skills select 8;
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_general = _skills select 9;
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_units = []; // Define units array. the for loops below will fill it with units
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for "_g" from 1 to _grpCount do // Spawn Groups near Position
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{
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private ["_groupSide"];
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_groupSide = ("unitClass" call VEMFr_fnc_getSetting) call VEMFr_fnc_checkSide;
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if not isNil"_groupSide" then
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{
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private["_grp"];
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_grp = createGroup _groupSide;
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_grp setBehaviour "AWARE";
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_grp setCombatMode "RED";
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_grp allowFleeing 0;
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for "_u" from 1 to _unitsPerGrp do
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{
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private ["_unit"];
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_unit = _grp createUnit [_sldrClass, _pos, [], 10, "FORM"]; // Create Unit There
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_allUnits pushBack _unit;
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_unit addMPEventHandler ["mpkilled","if (isDedicated) then { [_this select 0, _this select 1] spawn VEMFr_fnc_aiKilled }"];
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// Set skills
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_unit setSkill ["aimingAccuracy", _accuracy];
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_unit setSkill ["aimingShake", _aimShake];
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_unit setSkill ["aimingSpeed", _aimSpeed];
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_unit setSkill ["endurance", _stamina];
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_unit setSkill ["spotDistance", _spotDist];
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_unit setSkill ["spotTime", _spotTime];
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_unit setSkill ["courage", _courage];
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_unit setSkill ["reloadSpeed", _reloadSpd];
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_unit setSkill ["commanding", _commanding];
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_unit setSkill ["general", _general];
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_unit setRank "Private"; // Set rank
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if (_u isEqualTo _unitsPerGrp) then
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{
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_grp selectLeader _unit; // Leader Assignment
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};
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};
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_grp enableAttack true;
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_spawned pushBack _grp;
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};
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};
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private ["_invLoaded"];
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_invLoaded = [_allUnits, _missionName, _mode] call VEMFr_fnc_loadInv; // Load the AI's inventory
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if not _invLoaded then
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{
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_spawned = false;
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["fn_spawnVEMFrAI", 0, "failed to load AI's inventory..."] spawn VEMFr_fnc_log;
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};
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};
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};
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};
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};
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_spawned
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