/* DMS_fnc_OnKilled Created by eraser1 and Defent Influenced by WAI Usage: [ [ _killedUnit, _killer ], _side, // "bandit" only for now _type // Type of AI: "soldier","static","vehicle","heli", etc. ] call DMS_fnc_OnKilled; */ private ["_unit", "_killer", "_side", "_type", "_launcher", "_launcherVar", "_playerObj", "_removeAll", "_rockets", "_grp", "_grpUnits", "_av", "_memCount", "_gunner", "_driver", "_gunnerIsAlive", "_driverIsAlive", "_grp", "_owner", "_start", "_roadKilled", "_veh", "_boom", "_revealAmount", "_muzzle", "_silencer"]; if (DMS_DEBUG) then { (format ["OnKilled :: Logging AI death with parameters: %1",_this]) call DMS_fnc_DebugLog; }; _unit = _this select 0; _killer = _this select 1; _side = _unit getVariable ["DMS_AI_Side", "bandit"]; _type = _unit getVariable ["DMS_AI_Type", "soldier"]; _launcher = secondaryWeapon _unit; _launcherVar = _unit getVariable ["DMS_AI_Launcher",""]; _playerObj = objNull; _unit call ([missionNamespace getVariable [_unit getVariable ["DMS_AI_CustomOnKilledFnc",""],{}]] param [0,{},[{}]]); // Some of the previously used functions work with non-local argument. Some don't. BIS is annoying _removeAll = { {_this removeWeaponGlobal _x;} forEach (weapons _this); {_this unlinkItem _x;} forEach (assignedItems _this); {_this removeItem _x;} forEach (items _this); removeAllItemsWithMagazines _this; removeHeadgear _this; removeUniform _this; removeVest _this; removeBackpackGlobal _this; }; moveOut _unit; _unit removeAllEventHandlers "HandleDamage"; // Remove gear according to configs if (DMS_clear_AI_body && {(random 100) <= DMS_clear_AI_body_chance}) then { _unit call _removeAll; }; if (DMS_ai_remove_launchers && {(_launcherVar != "") || {_launcher != ""}}) then { // Because arma is stupid sometimes if (_launcher=="") then { _launcher = _launcherVar; diag_log "sneaky launchers..."; _unit spawn { sleep 0.5; { _holder = _x; { if (_x isKindOf ["LauncherCore", configFile >> "CfgWeapons"]) exitWith { deleteVehicle _holder; diag_log "gotcha"; }; } forEach (weaponCargo _holder); } forEach (nearestObjects [_this, ["GroundWeaponHolder","WeaponHolderSimulated"], 5]); }; }; _unit removeWeaponGlobal _launcher; { if (_x isKindOf ["CA_LauncherMagazine", configFile >> "CfgMagazines"]) then { _unit removeMagazineGlobal _x; }; } forEach (magazines _unit); }; if(DMS_RemoveNVG) then { _unit unlinkItem "NVGoggles"; }; _grp = group _unit; _grpUnits = (units _grp) - [_unit]; // Give the AI a new leader if the killed unit was the leader if (!(_grpUnits isEqualTo []) && {(leader _grp) isEqualTo _unit}) then { _grp selectLeader (_grpUnits call BIS_fnc_selectRandom); }; _av = _unit getVariable ["DMS_AssignedVeh",objNull]; if (!isNull _av) then { // Determine whether or not the vehicle has any active crew remaining. _memCount = {[(alive _x),false] select (_unit isEqualTo _x);} count (crew _av); // Destroy the vehicle and add it to cleanup if there are no active crew members of the vehicle. if (_memCount<1) then { if ((DMS_AI_destroyStaticWeapon && {(random 100)0}) then { _gunner = gunner _av; _driver = driver _av; // The fact that I have to do this in the FUCKING ONKILLED EVENTHANDLER is a testament to why ArmA will make me die prematurely _gunnerIsAlive = alive _gunner; _driverIsAlive = alive _driver; if (_unit isEqualTo _gunner) then { _gunnerIsAlive = false; }; if (_unit isEqualTo _driver) then { _driverIsAlive = false; }; // If the gunner is dead but the driver is alive, then the driver becomes the gunner. // Helps with troll AI vehicles driving around aimlessly after the gunner is shot off. More realistic imo if (!_gunnerIsAlive && {_driverIsAlive}) then { [_driver,_av,_killer] spawn { _driver = _this select 0; _av = _this select 1; _killer = _this select 2; _grp = group _driver; _owner = groupOwner _grp; _grp setVariable ["DMS_LockLocality",true]; // The AI has to be local in order for these commands to work, so I reset locality, just because it's really difficult to deal with otherwise if (_owner!=2) then { diag_log format ["Temporarily setting owner of %1 to server from %2. Success: %3",_grp,_owner,_grp setGroupOwner 2]; }; sleep 5+(random 3); // 5 to 8 seconds delay after gunner death if !(alive _driver) exitWith {}; unassignVehicle _driver; moveOut _driver; _driver disableCollisionWith _av; _av setVehicleAmmoDef 1; waitUntil { unassignVehicle _driver; doGetOut _driver; moveOut _driver; (vehicle _driver)==_driver }; _driver assignAsGunner _av; [_driver] orderGetIn true; sleep 1.5; if !(alive _driver) exitWith {}; _driver moveInGunner _av; _driver enableCollisionWith _av; if (DMS_DEBUG) then { (format["OnKilled :: Switched driver of AI Vehicle (%1) to gunner.",typeOf _av]) call DMS_fnc_DebugLog; }; if (_owner!=2) then { _start = time; // Controlling AI... yes. I have to do this waitUntil { _driver assignAsGunner _av; [_driver] orderGetIn true; _driver moveInGunner _av; (((gunner _av) isEqualTo _driver) || {(time-_start)>30}) }; sleep 3; _start = time; waitUntil { _driver assignAsGunner _av; [_driver] orderGetIn true; _driver moveInGunner _av; (((gunner _av) isEqualTo _driver) || {(time-_start)>30}) }; _driver doTarget _killer; _driver doFire _killer; sleep 15; diag_log format ["Resetting ownership of %1 to %2. Success: %3",_grp,_owner,_grp setGroupOwner _owner]; }; _grp setVariable ["DMS_LockLocality",false]; }; }; }; }; }; _roadKilled = false; if (isPlayer _killer) then { _veh = vehicle _killer; _playerObj = _killer; // Fix for players killing AI from mounted vehicle guns if (!(_killer isKindOf "Exile_Unit_Player") && {!isNull (gunner _killer)}) then { _playerObj = gunner _killer; }; if (!(_veh isEqualTo _killer) && {(driver _veh) isEqualTo _killer}) then { _playerObj = driver _veh; _roadKilled = true; if (DMS_explode_onRoadkill) then { _boom = createVehicle ["SLAMDirectionalMine_Wire_Ammo", [0,0,100], [], 0, "CAN_COLLIDE"]; _boom setPosATL (getPosATL _playerObj); _boom setDamage 1; if (DMS_DEBUG) then { (format ["OnKilled :: %1 roadkilled an AI! Creating mine at the roadkilled AI's position!",name _killer]) call DMS_fnc_DebugLog; }; }; // Remove gear from roadkills if configured to do so if (DMS_remove_roadkill && {(random 100) <= DMS_remove_roadkill_chance}) then { _unit call _removeAll; }; }; _unit setVariable ["DMS_KillerID",owner _playerObj]; // Reveal the killer to the AI units if (DMS_ai_share_info) then { _revealAmount = 4.0; _muzzle = currentMuzzle _playerObj; if (_muzzle isEqualType "") then { _silencer = _playerObj weaponAccessories _muzzle select 0; if (!isNil "_silencer" && {_silencer != ""}) then { _revealAmount = 2.0; }; }; { if ((alive _x) && {!(isPlayer _x) && {(_x distance2D _unit) <= DMS_ai_share_info_distance}}) then { _x reveal [_killer, _revealAmount max (_x knowsAbout _playerObj)]; }; } forEach _grpUnits; }; }; [_playerObj, _unit, _side, _type, _roadKilled] call DMS_fnc_PlayerAwardOnAIKill; // Let Exile handle the AI Body cleanup. _unit setVariable ["ExileDiedAt",time]; _unit setVariable ["DMS_KillerObj",[_playerObj,_killer] select (isNull _playerObj)];