/* 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. _optionalGearSet // OPTIONAL: Manually defined AI gear. ] call DMS_SpawnAIGroup; Usage for _optionalGearSet: [ _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" ] */ //<------ TODO: SETUP PRIVATE VARS _OK = params [ ["_group",(createGroup DMS_banditSide),[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 isEqualTo "custom") && {((count _this)>5)}) then { _customGear = _this select 5; _useCustomGear = true; }; }; //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(_side == "bandit") exitWith { _unit setVariable ["Bandit",true];}; if(_side == "hero") exitWith { _unit setVariable ["Hero",true];}; if(_side == "special") exitWith { _unit setVariable ["Special",true];}; }; */ call { if (_type isEqualTo "random") exitWith { _type = DMS_random_AI call BIS_fnc_selectRandom;}; if (_type isEqualTo "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 // Items {_unit linkItem _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; _muzzle = [_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 find_suitable_suppressor; 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"; _muzzle = [_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; _muzzle = [_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon; }; // Infinite Ammo _unit addeventhandler ["Fired", {(_this select 0) setvehicleammo 1;}]; }; } else { _OK = _optionalGearSet params [ ["_weapon","",[""]], ["_weaponAttachments",[],[[]]], ["_magazines",[],[[]]], ["_pistol","",[""]], ["_pistolAttachments",[],[[]]], ["_items",[],[[]]], ["_helmet","",[""]], ["_uniform","",[""]], ["_vest","",[""]], ["_backpack","",[""]] ]; if (!_OK) exitWith { diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _optionalGearSet: %1 | _this: %2",_optionalGearSet,_this]; }; // 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; }; if(_difficulty isEqualTo "random") then { _difficulty = DMS_ai_skill_random call BIS_fnc_selectRandom; }; _skillArray = missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]; { _unit setSkill [(_x select 0),(_x select 1)]; false; } count _skillArray; // Ground unit _unit addEventHandler ["Killed",{[_this, "soldier"] call DMS_OnKill;}]; _unit enableAI "TARGET"; _unit enableAI "AUTOTARGET"; _unit enableAI "MOVE"; _unit enableAI "ANIM"; _unit enableAI "FSM"; _unit