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whoopsies
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@ -4,7 +4,7 @@ class CfgPatches
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{
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units[] = {};
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weapons[] = {};
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a3_DMS_version = "February 23, 2017";
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a3_DMS_version = "February 25, 2017";
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requiredVersion = 1.66;
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requiredAddons[] = {"exile_client","exile_server_config"};
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};
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@ -7,7 +7,7 @@
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[
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_group, // GROUP: Group the AI will belong to
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_pos, // ARRAY (positionATL): Position of AI
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_class, // STRING: Classname: "random","assault","MG", or "sniper". Use "custom" to use "_customGearSet"
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_class, // STRING: Classname: "random","assault","MG", or "sniper".
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_difficulty, // STRING: Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
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_side, // STRING: "bandit" only by default
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_type, // STRING: Type of AI: "soldier","static","vehicle","heli", etc.
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@ -101,19 +101,6 @@ removeUniform _unit;
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removeVest _unit;
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removeBackpackGlobal _unit;
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// Give default items
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{
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// "Why doesn't linkItem work with any of these? Because fuck you, that's why" - BIS
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach DMS_ai_default_items;
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if (_class in DMS_ai_SupportedRandomClasses) then
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{
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@ -137,14 +124,22 @@ switch (DMS_AI_NamingType) do
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};
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if !(_class in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _class: %1 | _this: %2",_class,_this];
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deleteVehicle _unit;
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};
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if (_customGearSet isEqualTo []) then
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{
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// Make sure the "_class" is supported. This check is moved here to maintain backwards compatibility.
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if !(_class in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _class: %1 | _this: %2",_class,_this];
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};
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// Add Clothes first to make sure the unit can store everything...
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_unit addHeadgear (selectRandom (missionNamespace getVariable [format ["DMS_%1_helmets",_class],DMS_assault_helmets]));
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_unit forceAddUniform (selectRandom (missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes]));
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_unit addVest (selectRandom (missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests]));
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_unit addBackpackGlobal (selectRandom (missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks]));
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// Equipment (Stuff that goes in the toolbelt slots)
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{
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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@ -158,12 +153,6 @@ if (_customGearSet isEqualTo []) then
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} forEach (missionNamespace getVariable [format ["DMS_%1_equipment",_class],[]]);
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// Clothes
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_unit addHeadgear (selectRandom (missionNamespace getVariable [format ["DMS_%1_helmets",_class],DMS_assault_helmets]));
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_unit forceAddUniform (selectRandom (missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes]));
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_unit addVest (selectRandom (missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests]));
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_unit addBackpackGlobal (selectRandom (missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks]));
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// Random items that can be added to the unit's inventory, such as food, meds, etc.
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private _randItemCount = missionNamespace getVariable [format ["DMS_%1_RandItemCount",_class],0];
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@ -399,14 +388,27 @@ else
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] call ExileServer_system_thread_addTask;
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};
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// Give default items
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{
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_unit setSkill _x;
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} forEach (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]);
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// "Why doesn't linkItem work with any of these? Because fuck you, that's why" - BIS
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach DMS_ai_default_items;
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// Soldier killed event handler
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_unit addMPEventHandler ["MPKilled",'if (isServer) then {_this call DMS_fnc_OnKilled;};'];
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// Remove ramming damage from players.
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// Will not work if unit is not local (offloaded)
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if (DMS_ai_disable_ramming_damage) then
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@ -427,6 +429,11 @@ if (DMS_ai_disable_ramming_damage) then
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};
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// Tweak difficulty stuff.
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{
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_unit setSkill _x;
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} forEach (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]);
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if (_difficulty == "hardcore") then
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{
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// Make him a little bit harder ;)
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@ -445,6 +452,7 @@ _unit setCustomAimCoef (missionNamespace getVariable [format["DMS_AI_AimCoef_%1"
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_unit enableStamina (missionNamespace getVariable [format["DMS_AI_EnableStamina_%1",_difficulty], true]);
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if (_type=="Soldier") then
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{
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_unit setVariable ["DMS_AISpawnPos",_pos];
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@ -458,6 +466,7 @@ if (_type == "Paratroopers") then
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_unit addBackpackGlobal "B_Parachute";
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};
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// Set info variables
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_unit setVariable ["DMS_AISpawnTime", time];
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_unit setVariable ["DMS_AI_Side", _side];
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@ -1,4 +1,4 @@
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![ArmA 1.62](https://img.shields.io/badge/Arma-1.62-blue.svg) ![Exile 1.0.0 Potato](https://img.shields.io/badge/Exile-1.0.1%20Sweet Potato-C72651.svg) ![DMS Version](https://img.shields.io/badge/DMS%20Version-2016--09--05-blue.svg) ![Build Status](https://img.shields.io/badge/build-passing-brightgreen.svg)
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![ArmA 1.66](https://img.shields.io/badge/Arma-1.66-blue.svg) ![Exile 1.0.2 "Kohlrabi"](https://img.shields.io/badge/Exile-1.0.2%20Kohlrabi-C72651.svg) ![DMS Version](https://img.shields.io/badge/DMS%20Version-2017--02--25-blue.svg)
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# To the User:
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