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Create SpawnAISolder + prep SpawnAIGroup + tweaks
Spent a shitton of time setting up SpawnAISoldier. Highly configurable, with the option of using a custom config. I will set up the "private" var line, as well as some debug info later. Increased magazine count for guns spawned in crates
This commit is contained in:
parent
cd213e451c
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@ -58,16 +58,6 @@ DMS_DEBUG = false;
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/* AI Settings */
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DMS_ai_wep_accessories = ["acc_pointer_IR","acc_flashlight"];
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DMS_ai_wep_suppressors = [
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"muzzle_snds_H",
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"muzzle_snds_L",
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"muzzle_snds_M",
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"muzzle_snds_B",
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"muzzle_snds_H_MG",
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"muzzle_snds_acp"
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];
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DMS_banditSide = EAST; // The side (team) that AI Bandits will spawn on
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DMS_clear_AI_body = false; // Clear AI body when they die
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@ -78,7 +68,8 @@ DMS_DEBUG = false;
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DMS_ai_share_info_distance = 300; // The distance killer's info will be shared to other AI
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DMS_ai_use_launchers = true; // Enable/disable spawning an AI in a group with a launcher
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DMS_ai_use_launchers_chance = 0.5; // Percentage chance to actually spawn the launcher (per-group)
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DMS_ai_use_launchers_chance = 50; // Percentage chance to actually spawn the launcher (per-group)
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DMS_ai_nighttime_accessory_chance = 75; // Percentage chance that AI will have a flashlight or laser pointer on their guns if spawned during nighttime
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DMS_ai_remove_launchers = false; // Remove rocket launchers on AI death
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DMS_ai_enable_water_equipment = true; // Enable/disable overriding default weapons of an AI if it spawns on/in water
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@ -96,6 +87,24 @@ DMS_DEBUG = false;
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"O_HMG_01_high_F"
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];
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DMS_ai_default_items = [ // Toolbelt items each AI will spawn with
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"ItemWatch",
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"ItemMap",
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"ItemCompass",
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"ItemRadio"
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];
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DMS_ai_BipodList = [
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"bipod_01_F_blk",
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"bipod_01_F_mtp",
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"bipod_01_F_snd",
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"bipod_02_F_blk",
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"bipod_02_F_hex",
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"bipod_02_F_tan",
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"bipod_03_F_blk",
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"bipod_03_F_oli"
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];
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//Assault Class
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DMS_assault_weps = [ // Assault Rifles
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"arifle_Katiba_GL_F",
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@ -109,7 +118,7 @@ DMS_DEBUG = false;
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"arifle_Mk20_plain_F",
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"arifle_Mk20_F"
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];
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DMS_assault_pistols = [ // Pistols for Assault Class
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DMS_assault_pistols = [ // Pistols for Assault Class (Set to empty array if you don't want to give them any pistols)
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"hgun_PDW2000_F",
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"hgun_ACPC2_F",
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"hgun_Rook40_F",
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@ -125,7 +134,9 @@ DMS_DEBUG = false;
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"optic_MRCO",
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"optic_DMS"
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];
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DMS_assault_scope_chance = 0.75; // Percentage chance that Assault class AI will get an optic on their weapons
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DMS_assault_optic_chance = 75; // Percentage chance that an Assault Class AI will get an optic
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DMS_assault_bipod_chance = 25; // Percentage chance that an Assault Class AI will get a bipod
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DMS_assault_suppressor_chance = 25; // Percentage chance that an Assault Class AI will get a suppressor
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DMS_assault_items = ["ItemGPS"];
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DMS_assault_helmets = [ // Helmets for Assault Class
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"H_HelmetSpecB_paint1",
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@ -177,7 +188,7 @@ DMS_DEBUG = false;
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"arifle_MX_SW_Black_F",
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"MMG_01_hex_F"
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];
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DMS_MG_pistols = [ // Pistols for MG Class
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DMS_MG_pistols = [ // Pistols for MG Class (Set to empty array if you don't want to give them any pistols)
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"hgun_PDW2000_F",
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"hgun_ACPC2_F",
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"hgun_Rook40_F",
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@ -191,8 +202,10 @@ DMS_DEBUG = false;
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"optic_Holosight",
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"optic_MRCO"
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];
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DMS_MG_scope_chance = 0.5; // Percentage chance that MG Class AI will get an optic on their weapons
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DMS_MG_items = ["ItemWatch","ItemMap","ItemCompass","Binocular"];
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DMS_MG_optic_chance = 50; // Percentage chance that an MG Class AI will get an optic
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DMS_MG_bipod_chance = 90; // Percentage chance that an MG Class AI will get a bipod
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DMS_MG_suppressor_chance = 10; // Percentage chance that an MG Class AI will get a suppressor
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DMS_MG_items = ["Binocular"];
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DMS_MG_helmets = [ // Helmets for MG Class
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"H_PilotHelmetHeli_I",
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"H_PilotHelmetHeli_O",
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@ -252,7 +265,7 @@ DMS_DEBUG = false;
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"arifle_MXM_Black_F",
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"srifle_DMR_02_F"
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];
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DMS_sniper_pistols = [ // Pistols for Sniper Class
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DMS_sniper_pistols = [ // Pistols for Sniper Class (Set to empty array if you don't want to give them any pistols)
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"hgun_PDW2000_F",
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"hgun_ACPC2_F",
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"hgun_Rook40_F",
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@ -265,7 +278,9 @@ DMS_DEBUG = false;
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"optic_DMS",
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"optic_LRPS"
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];
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DMS_sniper_scope_chance = 1; // Percentage chance that Sniper Class AI will get an optic on their weapons
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DMS_sniper_optic_chance = 100; // Percentage chance that a Sniper Class AI will get an optic
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DMS_sniper_bipod_chance = 90; // Percentage chance that a Sniper Class AI will get a bipod
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DMS_sniper_suppressor_chance = 15; // Percentage chance that a Sniper Class AI will get a suppressor
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DMS_sniper_items = ["Rangefinder","ItemGPS"];
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DMS_sniper_helmets = [ // Helmets for Sniper Class
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"H_HelmetSpecB_paint1",
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@ -308,16 +323,23 @@ DMS_DEBUG = false;
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"B_Carryall_cbr",
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"B_Bergen_blk"
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];
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DMS_ai_SupportedClasses = [ // Allowed AI classes. If you want to create your own class, make sure you define everything as I've defined above, and add it here
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"assault",
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"MG",
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"sniper"
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];
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DMS_random_AI = [ // The classes that a "random" AI can spawn as | DEFAULT: 60% Assault, 20% MG, 20% Sniper
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"assault",
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"assault",
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"assault",
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"machine",
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"MG",
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"sniper"
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];
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DMS_AI_wep_launchers = ["Exile_Melee_Axe"];
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/* AI Settings */
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@ -386,12 +408,12 @@ DMS_DEBUG = false;
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];
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DMS_BoxItems = DMS_BoxSurvivalSupplies+DMS_BoxBuildingSupplies+DMS_BoxOptics; // Random "items" can spawn optics, survival supplies, or building supplies
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DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
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DMS_RareLoot = true; // Potential chance to spawn rare loot in any crate.
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DMS_RareLootList = [ // List of rare loot to spawn
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"Exile_Item_SafeKit",
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"Exile_Item_CodeLock"
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];
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DMS_RareLootChance = 0.1; // Chance to spawn rare loot in any crate | Default: 10%
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DMS_RareLootChance = 10; // Percentage Chance to spawn rare loot in any crate | Default: 10%
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// Vehicles
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DMS_ArmedVehicles = [ // List of armed vehicles that can spawn
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@ -5,7 +5,6 @@
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/* compiles
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DMS_CreateMarker = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\DMS_CreateMarker.sqf";
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DMS_spawnAI = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\DMS_spawnAI.sqf";
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spawn_group = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\spawn_group.sqf";
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spawn_soldier = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\spawn_soldier.sqf";
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spawn_static = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\spawn_static.sqf";
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@ -32,6 +31,8 @@ DMS_isNearWater = compileFinal preprocessFileLineNumbers "\x\addons\dms\scr
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DMS_RemoveMarkers = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\RemoveMarkers.sqf";
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DMS_selectMagazine = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SelectMagazine.sqf";
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DMS_TargetsKilled = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\TargetsKilled.sqf";
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DMS_SpawnAIGroup = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SpawnAIGroup.sqf";
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DMS_SpawnAISoldier = compileFinal preprocessFileLineNumbers "\x\addons\dms\scripts\SpawnAISoldier.sqf";
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//Load config
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#include "config.sqf";
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@ -89,7 +89,7 @@ if ((_wepCount>0) && {count _weps>0}) then
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_weapon = _weps call BIS_fnc_selectRandom;
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_ammo = _weapon call DMS_selectMagazine;
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_box addWeaponCargoGlobal _weapon;
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_box addMagazineCargoGlobal [_ammo, (2 + floor(random 3))];
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_box addMagazineCargoGlobal [_ammo, (4 + floor(random 3))];
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};
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};
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88
@ExileServer/addons/a3_dms/scripts/SpawnAIGroup.sqf
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88
@ExileServer/addons/a3_dms/scripts/SpawnAIGroup.sqf
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@ -0,0 +1,88 @@
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/*
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DMS_SpawnAIGroup
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Created by eraser1
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Based off of WAI
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Usage:
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[
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_pos, // Position of AI
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_count, // Number of AI
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_difficulty, // "random","hardcore","difficult","moderate", or "easy"
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_type // "random","assault","MG","sniper" or "unarmed"
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_side // "bandit","hero", etc.
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] call DMS_SpawnAIGroup;
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*/
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//<------ TODO
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_position = _this select 0;
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_pos_x = _position select 0;
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_pos_y = _position select 1;
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_pos_z = _position select 2;
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_count = _this select 1;
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_difficulty = _this select 2;
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_type = _this select 3;
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_side = _this select 4;
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if(debug_mode) then { diag_log("WAI: Spawning AI " + str(_side)); };
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// if soldier have AT/AA weapons
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if (typeName _type == "ARRAY") then {
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_launcher = _type select 1;
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_type = _type select 0;
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};
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// Create AI group
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_unitGroup = createGroup wai_bandit_side;
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// Find position
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if(_pos_z == 0) then {
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if(floor(random 2) == 1) then {
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_pos_x = _pos_x - (5 + random(10));
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} else {
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_pos_x = _pos_x + (5 + random(10));
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};
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if(floor(random 2) == 1) then {
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_pos_y = _pos_y - (5 + random(10));
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} else {
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_pos_y = _pos_y + (5 + random(10));
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};
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};
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// spawn X numvbers of AI in the group
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for "_x" from 1 to _count do {
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_unit = [_unitGroup,[_pos_x,_pos_y,_pos_z],_type,_difficulty,_side] call DMS_SpawnAISoldier;
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ai_ground_units = (ai_ground_units + 1);
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};
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if (!isNil "_launcher" && wai_use_launchers) then {
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call {
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if (_launcher == "at") exitWith { _launcher = ai_wep_launchers_AT call BIS_fnc_selectRandom; };
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if (_launcher == "aa") exitWith { _launcher = ai_wep_launchers_AA call BIS_fnc_selectRandom; };
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};
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_rocket = _launcher call find_suitable_ammunition;
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_unit addItemToBackpack _rocket;
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_unit addItemToBackpack _rocket;
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_unit addWeapon _launcher;
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_unit addBackpack "B_Carryall_mcamo";
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if(debug_mode) then { diag_log("WAI: AI "+str(_unit) + " have " + str(_rocket)); };
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};
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_unitGroup setFormation "ECH LEFT";
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_unitGroup selectLeader ((units _unitGroup) select 0);
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if (!isNil "_mission") then {
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if(debug_mode) then { diag_log("WAI: mission nr " + str(_mission)); };
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[_unitGroup, _mission] spawn bandit_behaviour;
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} else {
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[_unitGroup] spawn bandit_behaviour;
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};
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if(_pos_z == 0) then {
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[_unitGroup,[_pos_x,_pos_y,_pos_z],_difficulty] spawn group_waypoints;
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};
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diag_log format ["WAI: Spawned a group of %1 AI at %2",_count,_position];
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_unitGroup
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278
@ExileServer/addons/a3_dms/scripts/SpawnAISoldier.sqf
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278
@ExileServer/addons/a3_dms/scripts/SpawnAISoldier.sqf
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@ -0,0 +1,278 @@
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/*
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DMS_SpawnAISoldier
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Created by eraser1
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Based off of WAI
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Usage:
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[
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_group, // Group the AI will belong to
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_pos, // Position of AI
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_type, // "random","assault","MG","sniper" or "unarmed"
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_difficulty, // "random","hardcore","difficult","moderate", or "easy"
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_side, // "bandit","hero", etc.
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_optionalGearSet // OPTIONAL: Manually defined AI gear.
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] call DMS_SpawnAIGroup;
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Usage for _optionalGearSet:
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[
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_weapon, // String | EG: "LMG_Zafir_F"
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_weaponAttachments, // Array of strings | EG: ["optic_dms","bipod_03_F_blk"]
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_magazines, // Array of arrays | EG: [["150Rnd_762x54_Box",2],["16Rnd_9x21_Mag",3]]
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_pistol, // String | EG: "hgun_Pistol_heavy_01_snds_F"
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_pistolAttachments, // Array of strings | EG: ["optic_MRD","muzzle_snds_acp"]
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_items, // Array of strings | EG: ["Rangefinder","ItemGPS","Exile_Item_InstaDoc"]
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_helmet, // String | EG: "H_HelmetLeaderO_ocamo"
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_uniform, // String | EG: "U_O_GhillieSuit"
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_vest, // String | EG: "V_PlateCarrierGL_blk"
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_backpack // String | EG: "B_Carryall_oli"
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]
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*/
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//<------ TODO: SETUP PRIVATE VARS
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_OK = params
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[
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["_group",(createGroup DMS_banditSide),[grpNull]],
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["_pos",[0,0,0],[[]],[3]],
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["_type","random",[""]],
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["_difficulty","random",[""]],
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["_side","bandit",[""]]
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];
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_useCustomGear = false;
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_unarmed = false;
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if (!_OK) then
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with invalid parameters: %1",_this];
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}
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else
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{
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if ((_type isEqualTo "custom") && {((count _this)>5)}) then
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{
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_customGear = _this select 5;
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_useCustomGear = true;
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};
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};
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//Create unit
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_unit = _group createUnit ["O_recon_F", _pos, [], 0,"FORM"];
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_unit allowFleeing 0;
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[_unit] joinSilent _group;
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// Remove existing gear
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removeAllWeapons _unit;
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removeAllItems _unit;
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removeAllAssignedItems _unit;
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removeUniform _unit;
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removeVest _unit;
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removeBackpack _unit;
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removeHeadgear _unit;
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removeGoggles _unit;
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// Give default items
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if !(DMS_ai_default_items isEqualTo []) then
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{
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{_unit linkItem _x;false;} count DMS_ai_default_items;
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};
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/*
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call {
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if(_side == "bandit") exitWith { _unit setVariable ["Bandit",true];};
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if(_side == "hero") exitWith { _unit setVariable ["Hero",true];};
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if(_side == "special") exitWith { _unit setVariable ["Special",true];};
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};
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*/
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call
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{
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if (_type isEqualTo "random") exitWith { _type = DMS_random_AI call BIS_fnc_selectRandom;};
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if (_type isEqualTo "unarmed") exitWith { _type = "assault";_unarmed = true; };
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};
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// Unit name
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_unit setName format["[DMS_Unit_%1%2]",_type,floor(random 1000)];
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if (!_useCustomGear) then
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{
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if !(_type in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _type: %1 | _this: %2",_type,_this];
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};// No more idiot-proofing for the following configs
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// Items
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{_unit linkItem _x;false;} count (missionNamespace getVariable [format ["DMS_%1_items",_type],[]]);
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// Clothes
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_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_type],[]]) call BIS_fnc_selectRandom);
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_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_type],[]]) call BIS_fnc_selectRandom);
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_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_type],[]]) call BIS_fnc_selectRandom);
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_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_type],[]]) call BIS_fnc_selectRandom);
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// Make AI effective at night
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_nighttime = (sunOrMoon != 1);
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if (_nighttime) then
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{
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_unit linkItem "NVGoggles";
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};
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if (!_unarmed) then
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{
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_weapon = (missionNamespace getVariable [format ["DMS_%1_weps",_type],[]) call BIS_fnc_selectRandom;
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_muzzle = [_unit, _weapon, 4 + floor(random 3)] call BIS_fnc_addWeapon;
|
||||
_unit selectWeapon _weapon;
|
||||
|
||||
|
||||
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_type],0])) then
|
||||
{
|
||||
_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_type],[]) call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
if (_nighttime && {(random 100) <= DMS_ai_nighttime_accessory_chance}) then
|
||||
{
|
||||
_unit addPrimaryWeaponItem (["acc_pointer_IR","acc_flashlight"] call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_type],0])) then
|
||||
{
|
||||
_unit addPrimaryWeaponItem (DMS_ai_BipodList call BIS_fnc_selectRandom);
|
||||
};
|
||||
|
||||
|
||||
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_type],0])) then
|
||||
{
|
||||
_suppressor = _weapon call find_suitable_suppressor;
|
||||
if(_suppressor != "") then
|
||||
{
|
||||
_unit addPrimaryWeaponItem _suppressor;
|
||||
};
|
||||
};
|
||||
|
||||
// In case spawn position is water
|
||||
if (DMS_ai_enable_water_equipment && {surfaceIsWater _pos}) then
|
||||
{
|
||||
removeHeadgear _unit;
|
||||
removeAllWeapons _unit;
|
||||
_unit forceAddUniform "U_O_Wetsuit";
|
||||
_unit addVest "V_RebreatherIA";
|
||||
_unit addGoggles "G_Diving";
|
||||
_muzzle = [_unit, "arifle_SDAR_F", 4 + floor(random 3), "20Rnd_556x45_UW_mag"] call BIS_fnc_addWeapon;
|
||||
};
|
||||
|
||||
_pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_type],[];
|
||||
if !(_pistols isEqualTo []) then
|
||||
{
|
||||
_pistol = _pistols call BIS_fnc_selectRandom;
|
||||
_muzzle = [_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon;
|
||||
};
|
||||
|
||||
// Infinite Ammo
|
||||
_unit addeventhandler ["Fired", {(_this select 0) setvehicleammo 1;}];
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
_OK = _optionalGearSet params
|
||||
[
|
||||
["_weapon","",[""]],
|
||||
["_weaponAttachments",[],[[]]],
|
||||
["_magazines",[],[[]]],
|
||||
["_pistol","",[""]],
|
||||
["_pistolAttachments",[],[[]]],
|
||||
["_items",[],[[]]],
|
||||
["_helmet","",[""]],
|
||||
["_uniform","",[""]],
|
||||
["_vest","",[""]],
|
||||
["_backpack","",[""]]
|
||||
];
|
||||
|
||||
if (!_OK) exitWith
|
||||
{
|
||||
diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _optionalGearSet: %1 | _this: %2",_optionalGearSet,_this];
|
||||
};
|
||||
|
||||
// Clothes
|
||||
if !(_helmet isEqualTo "") then
|
||||
{
|
||||
_unit addHeadgear _helmet;
|
||||
};
|
||||
|
||||
if !(_uniform isEqualTo "") then
|
||||
{
|
||||
_unit forceAddUniform _uniform;
|
||||
};
|
||||
|
||||
if !(_vest isEqualTo "") then
|
||||
{
|
||||
_unit addVest _vest;
|
||||
};
|
||||
|
||||
if !(_backpack isEqualTo "") then
|
||||
{
|
||||
_unit addBackpack _backpack;
|
||||
};
|
||||
|
||||
|
||||
// Add Magazines before weapon so that gun will be loaded
|
||||
{
|
||||
if ((typeName _x) isEqualTo "STRING") then
|
||||
{
|
||||
_x = [_x,1];
|
||||
};
|
||||
_unit addMagazines _x;
|
||||
false;
|
||||
} count _magazines;
|
||||
|
||||
|
||||
// Add gun and attachments
|
||||
if !(_weapon isEqualTo "") then
|
||||
{
|
||||
_muzzle = [_unit, _weapon, 0] call BIS_fnc_addWeapon;
|
||||
|
||||
{
|
||||
_unit addPrimaryWeaponItem _x;
|
||||
false;
|
||||
} count _weaponAttachments;
|
||||
|
||||
_unit selectWeapon _weapon;
|
||||
};
|
||||
|
||||
|
||||
// Add pistol and attachments
|
||||
if !(_pistol isEqualTo "") then
|
||||
{
|
||||
_muzzle = [_unit, _pistol, 0] call BIS_fnc_addWeapon;
|
||||
|
||||
{
|
||||
_unit addPrimaryWeaponItem _x;
|
||||
false;
|
||||
} count _pistolAttachments;
|
||||
};
|
||||
|
||||
// Add items
|
||||
{
|
||||
_unit addItem _x;
|
||||
false;
|
||||
} count _items;
|
||||
};
|
||||
|
||||
if(_difficulty isEqualTo "random") then
|
||||
{
|
||||
_difficulty = DMS_ai_skill_random call BIS_fnc_selectRandom;
|
||||
};
|
||||
|
||||
_skillArray = missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]];
|
||||
|
||||
{
|
||||
_unit setSkill [(_x select 0),(_x select 1)];
|
||||
false;
|
||||
} count _skillArray;
|
||||
|
||||
// Ground unit
|
||||
_unit addEventHandler ["Killed",{[_this, "soldier"] call DMS_OnKill;}];
|
||||
|
||||
_unit enableAI "TARGET";
|
||||
_unit enableAI "AUTOTARGET";
|
||||
_unit enableAI "MOVE";
|
||||
_unit enableAI "ANIM";
|
||||
_unit enableAI "FSM";
|
||||
|
||||
_unit
|
Loading…
Reference in New Issue
Block a user