a3_vemf_reloaded/exile_vemf_reloaded/functions/fn_spawnVEMFrAI.sqf

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