/* DMS_fnc_SpawnAIVehicle Created by eraser1 Usage: [ [ _spawnPos, // The position at which the AI vehicle will spawn _gotoPos // (OPTIONAL) The position to which the AI vehicle will drive to. If it isn't defined, _spawnPos is used ], _group, // Group to which the AI units belongs to _class, // Class: "random","assault","MG","sniper" or "unarmed" _difficulty, // Difficulty: "random","static","hardcore","difficult","moderate", or "easy" _side, // "bandit","hero", etc. _vehClass // (OPTIONAL) String: classname of the Vehicle. Use "random" to select a random one from DMS_ArmedVehicles ] call DMS_fnc_SpawnAIVehicle; Returns the spawned vehicle. */ private ["_OK", "_positions", "_veh", "_spawnPos", "_gotoPos", "_vehClass", "_driver", "_gunner", "_group", "_class", "_difficulty", "_side", "_crewCount"]; if !(params [ ["_positions",[],[[]],[1,2]], ["_group",grpNull,[grpNull]], ["_class","random",[""]], ["_difficulty","static",[""]], ["_side","bandit",[""]] ]) exitWith { diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIVehicle with invalid parameters: %1",_this]; }; // Using another params-exitwith structure just for _spawnPos because it's pretty important... if !(_positions params [ ["_spawnPos",[],[[]],[2,3]] ]) exitWith { diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIVehicle with invalid _positions parameters: %1",_positions]; }; _gotoPos = if ((count _positions)>1) then {_positions param [1,_spawnPos,[[]],[2,3]]} else {_spawnPos}; _vehClass = "random"; if ((count _this)>5) then { _vehClass = param [5,"random",[""]]; }; if (_vehClass == "random") then { _vehClass = DMS_ArmedVehicles call BIS_fnc_selectRandom; }; _veh = createVehicle [_vehClass, _spawnPos, [], 0, "NONE"]; _veh setFuel 1; _veh engineOn true; _veh setDir (random 360); _veh lock 2; _group addVehicle _veh; _driver = [_group,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier; _driver moveInDriver _veh; _driver setVariable ["DMS_AssignedVeh",_veh]; _crewCount = { _unit = [_group,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier; _unit moveInTurret [_veh, _x]; _unit setVariable ["DMS_AssignedVeh",_veh]; true } count (allTurrets [_veh, true]); if (DMS_DEBUG) then { (format ["SpawnAIVehicle :: Created a %1 armed vehicle (%2) with %7 crew members at %3 going to %4 with %5 difficulty to group %6.",_side,_vehClass,_spawnPos,_gotoPos,_difficulty,_group,_crewCount+1]) call DMS_fnc_DebugLog; }; _veh