/* DMS_fnc_SpawnAISoldier Created by eraser1 Based off of WAI Usage: [ _group, // GROUP: Group the AI will belong to _pos, // ARRAY (positionATL): Position of AI _class, // STRING: Classname: "random","assault","MG", or "sniper". _difficulty, // STRING: Difficulty: "random","static","hardcore","difficult","moderate", or "easy" _side, // STRING: "bandit" only by default _type, // STRING: Type of AI: "soldier","static","vehicle","heli", etc. _customGearSet // (OPTIONAL) ARRAY: Manually defined AI gear. ] call DMS_fnc_SpawnAISoldier; Usage for _customGearSet: [ _weapon, // String | EG: "LMG_Zafir_F" _weaponAttachments, // Array of strings | EG: ["optic_dms","bipod_03_F_blk"] _magazines, // Array of arrays | EG: [["150Rnd_762x54_Box",2],["16Rnd_9x21_Mag",3],["Exile_Item_InstaDoc",3]] _pistol, // String | EG: "hgun_Pistol_heavy_01_snds_F" _pistolAttachments, // Array of strings | EG: ["optic_MRD","muzzle_snds_acp"] _assignedItems, // Array of strings | EG: ["Rangefinder","ItemGPS","NVGoggles"] _launcher, // String | EG: "launch_RPG32_F" _helmet, // String | EG: "H_HelmetLeaderO_ocamo" _uniform, // String | EG: "U_O_GhillieSuit" _vest, // String | EG: "V_PlateCarrierGL_blk" _backpack // String | EG: "B_Carryall_oli" ] Returns AI Object */ // Enabling this ensures that any optic/bipod/accessory that isn't compatible with a weapon cannot be selected. (Doesn't apply to custom gear sets) #define USE_EXTRA_CHECKING 1 private _customGearSet = []; if !(params [ "_group", "_pos", "_class", "_difficulty", "_side", "_type" ]) then { diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with invalid parameters: %1",_this]; } else { if ((_class == "custom") && {(count _this)>6}) then { _customGearSet = _this select 6; }; }; _difficulty = switch (toLower _difficulty) do { case "random": { selectRandom DMS_ai_skill_random; }; case "randomdifficult": { selectRandom DMS_ai_skill_randomDifficult; }; case "randomeasy": { selectRandom DMS_ai_skill_randomEasy; }; case "randomintermediate": { selectRandom DMS_ai_skill_randomIntermediate; }; default { _difficulty; }; }; //Create unit private _unit = _group createUnit [DMS_AI_Classname, _pos, [], 0,"FORM"]; _unit allowFleeing 0; // Remove existing gear {_unit removeWeaponGlobal _x;} forEach (weapons _unit); {_unit unlinkItem _x;} forEach (assignedItems _unit); {_unit removeItem _x;} forEach (items _unit); removeAllItemsWithMagazines _unit; removeHeadgear _unit; removeUniform _unit; removeVest _unit; removeBackpackGlobal _unit; if (_class in DMS_ai_SupportedRandomClasses) then { _class = selectRandom (missionNamespace getVariable [format["DMS_%1_AI",_class], DMS_random_AI]); }; // Set random DMS unit names if you don't want Arma assigned (real names) switch (DMS_AI_NamingType) do { case 1: { _unit setName format["[DMS %1 %2 %3]",toUpper _side,_class,floor(random 1000)]; }; case 2: { _unit setName format["%1 %2", selectRandom DMS_AI_FirstNames, selectRandom DMS_AI_LastNames]; }; default {}; // Default ArmA names otherwise... }; if (_customGearSet isEqualTo []) then { // Make sure the "_class" is supported. This check is moved here to maintain backwards compatibility. if !(_class in DMS_ai_SupportedClasses) exitWith { diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _class: %1 | _this: %2",_class,_this]; }; // Add Clothes first to make sure the unit can store everything... _unit addHeadgear (selectRandom (missionNamespace getVariable [format ["DMS_%1_helmets",_class],DMS_assault_helmets])); _unit forceAddUniform (selectRandom (missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes])); _unit addVest (selectRandom (missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests])); _unit addBackpackGlobal (selectRandom (missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks])); // Equipment (Stuff that goes in the toolbelt slots) { if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then { _unit addWeapon _x; } else { _unit linkItem _x; }; } forEach (missionNamespace getVariable [format ["DMS_%1_equipment",_class],[]]); // Random items that can be added to the unit's inventory, such as food, meds, etc. private _randItemCount = missionNamespace getVariable [format ["DMS_%1_RandItemCount",_class],0]; if (_randItemCount>0) then { private _randItems = missionNamespace getVariable [format ["DMS_%1_RandItems",_class],["Exile_Item_PlasticBottleFreshWater"]]; for "_i" from 1 to _randItemCount do { _unit addItem (selectRandom _randItems); }; }; // Items (Loot stuff that goes in uniform/vest/backpack) {_unit addItem _x;} forEach (missionNamespace getVariable [format ["DMS_%1_items",_class],[]]); // Make AI effective at night private _nighttime = (sunOrMoon != 1); if (_nighttime) then { _unit linkItem "NVGoggles"; }; private _weapon = selectRandom (missionNamespace getVariable [format ["DMS_%1_weps",_class],DMS_assault_weps]); [_unit, _weapon, 6 + floor(random 3)] call DMS_fnc_AddWeapon; _unit selectWeapon _weapon; #ifdef USE_EXTRA_CHECKING // "Guaranteed" method of finding/adding weapon attachments. if ((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_class],0])) then { private _optic = selectRandom ( (missionNamespace getVariable [format ["DMS_%1_optics",_class],DMS_assault_optics]) arrayIntersect (getArray (configfile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "CowsSlot")) ); if !(isNil "_optic") then { _unit addPrimaryWeaponItem _optic; }; }; if (_nighttime && {(random 100) <= DMS_ai_nighttime_accessory_chance}) then { private _accessory = selectRandom (getArray (configfile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "PointerSlot")); if !(isNil "_accessory") then { _unit addPrimaryWeaponItem _accessory; }; }; if ((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_class],0])) then { private _bipod = selectRandom ( DMS_AI_BipodList arrayIntersect (getArray (configfile >> "CfgWeapons" >> _weapon >> "WeaponSlotsInfo" >> "UnderBarrelSlot")) ); if !(isNil "_bipod") then { _unit addPrimaryWeaponItem _bipod; }; }; #else // "Regular" method of finding/adding weapon attachments. if ((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_class],0])) then { _unit addPrimaryWeaponItem (selectRandom (missionNamespace getVariable [format ["DMS_%1_optics",_class],DMS_assault_optics])); }; if (_nighttime && {(random 100) <= DMS_ai_nighttime_accessory_chance}) then { _unit addPrimaryWeaponItem (selectRandom ["acc_pointer_IR","acc_flashlight"]); }; if ((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_class],0])) then { _unit addPrimaryWeaponItem (selectRandom DMS_AI_BipodList); }; #endif if ((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_class],0])) then { private _suppressor = _weapon call DMS_fnc_FindSuppressor; 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"; [_unit, "arifle_SDAR_F", 4 + floor(random 3), "20Rnd_556x45_UW_mag"] call DMS_fnc_AddWeapon; }; */ private _pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_class],[]]; if !(_pistols isEqualTo []) then { private _pistol = selectRandom _pistols; [_unit, _pistol, 2 + floor(random 2)] call DMS_fnc_AddWeapon; }; // Infinite Ammo. This will NOT work if AI unit is offloaded to client. // Removed because there isn't much need for this. // _unit addeventhandler ["Fired", {(vehicle (_this select 0)) setvehicleammo 1;}]; } else { if !(_customGearSet params [ ["_weapon","",[""]], ["_weaponAttachments",[],[[]]], ["_magazines",[],[[]]], ["_pistol","",[""]], ["_pistolAttachments",[],[[]]], ["_assignedItems",[],[[]]], ["_launcher","",[""]], ["_helmet","",[""]], ["_uniform","",[""]], ["_vest","",[""]], ["_backpack","",[""]] ]) then { diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _customGearSet: %1 | _this: %2",_customGearSet,_this]; }; if (DMS_DEBUG) then { (format ["SpawnAISoldier :: Equipping unit %1 with _customGearSet: %2",_unit,_customGearSet]) call DMS_fnc_DebugLog; }; // 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 addBackpackGlobal _backpack; }; if !(_launcher isEqualTo "") then { _unit addWeapon _launcher; }; // Add pistol and attachments if !(_pistol isEqualTo "") then { _unit addWeapon _pistol; { _unit addHandgunItem _x; } forEach _pistolAttachments; }; // Add gun and attachments if !(_weapon isEqualTo "") then { _unit addWeapon _weapon; { _unit addPrimaryWeaponItem _x; } forEach _weaponAttachments; _unit selectWeapon _weapon; }; // Add magazines and items about half a second after spawning so that backpack inventory can be used reliably. Thanks to second_coming for reporting this issue. [ 0.5, { params [ "_unit", "_magazines", "_assignedItems" ]; { if (_x isEqualType "") then { _x = [_x,1]; }; _unit addMagazines _x; } forEach _magazines; { if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then { _unit addWeapon _x; } else { _unit linkItem _x; }; } forEach _assignedItems; }, [_unit,_magazines,_assignedItems], false, false ] call ExileServer_system_thread_addTask; }; // Give default items { // "Why doesn't linkItem work with any of these? Because fuck you, that's why" - BIS if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then { _unit addWeapon _x; } else { _unit linkItem _x; }; } forEach DMS_ai_default_items; // Soldier killed event handler _unit addMPEventHandler ["MPKilled",'if (isServer) then {_this call DMS_fnc_OnKilled;};']; // Remove ramming damage from players. // Will not work if unit is not local (offloaded) if (DMS_ai_disable_ramming_damage) then { _unit addEventHandler ["HandleDamage", { _dmg = _this select 2; _source = _this select 3; _projectile = _this select 4; if ((_projectile isEqualTo "") && {isPlayer _source}) then { _dmg = 0; }; _dmg }]; }; // Tweak difficulty stuff. { _unit setSkill _x; } forEach (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]); if (_difficulty == "hardcore") then { // Make him a little bit harder ;) { _unit disableAI _x; } forEach ["SUPPRESSION", "AIMINGERROR"]; }; if (_difficulty == "easy") then { // Disable visibility raycasts for "easy" AI. _unit disableAI "CHECKVISIBLE"; }; _unit setCustomAimCoef (missionNamespace getVariable [format["DMS_AI_AimCoef_%1",_difficulty], 0.7]); _unit enableStamina (missionNamespace getVariable [format["DMS_AI_EnableStamina_%1",_difficulty], true]); if (_type=="Soldier") then { _unit setVariable ["DMS_AISpawnPos",_pos]; _unit setVariable ["DMS_LastAIDistanceCheck",time]; }; // Just use "Soldier" type for everything else. if (_type == "Paratroopers") then { _type = "Soldier"; _unit addBackpackGlobal "B_Parachute"; }; // Set info variables _unit setVariable ["DMS_AISpawnTime", time]; _unit setVariable ["DMS_AI_Side", _side]; _unit setVariable ["DMS_AI_Type", _type]; // Set money/respect variables _unit setVariable [ "DMS_AI_Money", missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0] ]; _unit setVariable [ "DMS_AI_Respect", missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_side,_type],0] ]; private _AIMoney = if (DMS_Spawn_AI_With_Money) then { private _base_money_amount = missionNamespace getVariable [format["DMS_%1_%2_SpawnMoney",_side,_type], 0]; private _population_bonus = DMS_AIMoney_PopulationMultiplier * (if (isNil '_playerCount') then {count allPlayers} else {_playerCount}); _base_money_amount + _population_bonus } else { 0 }; _unit setVariable [ "ExileMoney", _AIMoney, true ]; if (DMS_DEBUG) then { (format ["SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty carrying %7 poptabs to group %5",_class,_side,_pos,_difficulty,_group,_type,_AIMoney]) call DMS_fnc_DebugLog; }; [_unit] joinSilent _group; _unit