/* DMS_SpawnAISoldier Created by eraser1 Based off of WAI Usage: [ _group, // Group the AI will belong to _pos, // Position of AI _type, // "random","assault","MG","sniper" or "unarmed" _difficulty, // "random","hardcore","difficult","moderate", or "easy" _side, // "bandit","hero", etc. _customGearSet // OPTIONAL: Manually defined AI gear. ] call DMS_SpawnAIGroup; 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]] _pistol, // String | EG: "hgun_Pistol_heavy_01_snds_F" _pistolAttachments, // Array of strings | EG: ["optic_MRD","muzzle_snds_acp"] _items, // Array of strings | EG: ["Rangefinder","ItemGPS","Exile_Item_InstaDoc"] _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 Unit */ private ["_OK", "_useCustomGear", "_unarmed", "_type", "_customGear", "_unit", "_side", "_nighttime", "_weapon", "_muzzle", "_suppressor", "_pistols", "_pistol", "_customGearSet", "_helmet", "_uniform", "_vest", "_backpack", "_magazines", "_weaponAttachments", "_pistolAttachments", "_items", "_difficulty", "_skillArray"]; _OK = params [ ["_group",grpNull,[grpNull]], ["_pos",[0,0,0],[[]],[3]], ["_type","random",[""]], ["_difficulty","random",[""]], ["_side","bandit",[""]] ]; _useCustomGear = false; _unarmed = false; if (!_OK) then { diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with invalid parameters: %1",_this]; } else { if ((_type == "custom") && {((count _this)>5)}) then { _customGear = _this select 5; _useCustomGear = true; }; }; if(_difficulty == "random") then { _difficulty = DMS_ai_skill_random call BIS_fnc_selectRandom; }; //Create unit _unit = _group createUnit ["O_recon_F", _pos, [], 0,"FORM"]; _unit allowFleeing 0; [_unit] joinSilent _group; // Remove existing gear removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; // Give default items if !(DMS_ai_default_items isEqualTo []) then { {_unit linkItem _x;false;} count DMS_ai_default_items; }; call { if (_type == "random") exitWith { _type = DMS_random_AI call BIS_fnc_selectRandom;}; if (_type == "unarmed") exitWith { _type = "assault";_unarmed = true; }; }; // Unit name _unit setName format["[DMS_Unit_%1%2]",_type,floor(random 1000)]; if (!_useCustomGear) then { if !(_type in DMS_ai_SupportedClasses) exitWith { diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _type: %1 | _this: %2",_type,_this]; };// No more idiot-proofing for the following configs // Equipment (Stuff that goes in the toolbelt slots) {_unit linkItem _x;false;} count (missionNamespace getVariable [format ["DMS_%1_equipment",_type],[]]); // Items (Loot stuff that goes in uniform/vest/backpack) {_unit addItem _x;false;} count (missionNamespace getVariable [format ["DMS_%1_items",_type],[]]); // Clothes _unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_type],[]]) call BIS_fnc_selectRandom); _unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_type],[]]) call BIS_fnc_selectRandom); _unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_type],[]]) call BIS_fnc_selectRandom); _unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_type],[]]) call BIS_fnc_selectRandom); // Make AI effective at night _nighttime = (sunOrMoon != 1); if (_nighttime) then { _unit linkItem "NVGoggles"; }; if (!_unarmed) then { _weapon = (missionNamespace getVariable [format ["DMS_%1_weps",_type],[]]) call BIS_fnc_selectRandom; [_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 DMS_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 BIS_fnc_addWeapon; }; _pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_type],[]]; if !(_pistols isEqualTo []) then { _pistol = _pistols call BIS_fnc_selectRandom; [_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon; }; // Infinite Ammo _unit addeventhandler ["Fired", {(_this select 0) setvehicleammo 1;}]; }; } else { _OK = _customGearSet params [ ["_weapon","",[""]], ["_weaponAttachments",[],[[]]], ["_magazines",[],[[]]], ["_pistol","",[""]], ["_pistolAttachments",[],[[]]], ["_items",[],[[]]], ["_helmet","",[""]], ["_uniform","",[""]], ["_vest","",[""]], ["_backpack","",[""]] ]; if (!_OK) then { diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _customGearSet: %1 | _this: %2",_customGearSet,_this]; }; if (DMS_DEBUG) then { diag_log format ["DMS_DEBUG SpawnAISoldier :: Equipping unit %1 with _customGearSet: %2",_unit,_customGearSet]; }; // 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; }; { _unit setSkill [(_x select 0),(_x select 1)]; false; } count (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]); // Soldier killed event handler _unit addMPEventHandler ["MPKilled",{[_this, _side, "soldier"] call DMS_OnKilled;}]; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; if (DMS_DEBUG) then { diag_log format ["DMS_DEBUG SpawnAISoldier :: Spawned a %1 %2 AI at %3 with %4 difficulty to group %5",_type,_side,_pos,_difficulty,_group]; }; _unit