/* DMS_SpawnAIGroup Created by eraser1 Based off of WAI Usage: [ _pos, // Position of AI _count, // Number of AI _difficulty, // "random","hardcore","difficult","moderate", or "easy" _type // "random","assault","MG","sniper" or "unarmed" _side // "bandit","hero", etc. ] call DMS_SpawnAIGroup; */ //<------ TODO _position = _this select 0; _pos_x = _position select 0; _pos_y = _position select 1; _pos_z = _position select 2; _count = _this select 1; _difficulty = _this select 2; _type = _this select 3; _side = _this select 4; if(debug_mode) then { diag_log("WAI: Spawning AI " + str(_side)); }; // if soldier have AT/AA weapons if (typeName _type == "ARRAY") then { _launcher = _type select 1; _type = _type select 0; }; // Create AI group _unitGroup = createGroup wai_bandit_side; // Find position if(_pos_z == 0) then { if(floor(random 2) == 1) then { _pos_x = _pos_x - (5 + random(10)); } else { _pos_x = _pos_x + (5 + random(10)); }; if(floor(random 2) == 1) then { _pos_y = _pos_y - (5 + random(10)); } else { _pos_y = _pos_y + (5 + random(10)); }; }; // spawn X numvbers of AI in the group for "_x" from 1 to _count do { _unit = [_unitGroup,[_pos_x,_pos_y,_pos_z],_type,_difficulty,_side] call DMS_SpawnAISoldier; ai_ground_units = (ai_ground_units + 1); }; if (!isNil "_launcher" && wai_use_launchers) then { call { if (_launcher == "at") exitWith { _launcher = ai_wep_launchers_AT call BIS_fnc_selectRandom; }; if (_launcher == "aa") exitWith { _launcher = ai_wep_launchers_AA call BIS_fnc_selectRandom; }; }; _rocket = _launcher call find_suitable_ammunition; _unit addItemToBackpack _rocket; _unit addItemToBackpack _rocket; _unit addWeapon _launcher; _unit addBackpack "B_Carryall_mcamo"; if(debug_mode) then { diag_log("WAI: AI "+str(_unit) + " have " + str(_rocket)); }; }; _unitGroup setFormation "ECH LEFT"; _unitGroup selectLeader ((units _unitGroup) select 0); if (!isNil "_mission") then { if(debug_mode) then { diag_log("WAI: mission nr " + str(_mission)); }; [_unitGroup, _mission] spawn bandit_behaviour; } else { [_unitGroup] spawn bandit_behaviour; }; if(_pos_z == 0) then { [_unitGroup,[_pos_x,_pos_y,_pos_z],_difficulty] spawn group_waypoints; }; diag_log format ["WAI: Spawned a group of %1 AI at %2",_count,_position]; _unitGroup