mirror of
https://github.com/Defent/DMS_Exile.git
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283 lines
7.6 KiB
Plaintext
283 lines
7.6 KiB
Plaintext
/*
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DMS_SpawnAISoldier
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Created by eraser1
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Based off of WAI
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Usage:
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[
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_group, // Group the AI will belong to
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_pos, // Position of AI
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_type, // "random","assault","MG","sniper" or "unarmed"
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_difficulty, // "random","hardcore","difficult","moderate", or "easy"
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_side, // "bandit","hero", etc.
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_customGearSet // OPTIONAL: Manually defined AI gear.
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] call DMS_SpawnAIGroup;
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Usage for _customGearSet:
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[
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_weapon, // String | EG: "LMG_Zafir_F"
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_weaponAttachments, // Array of strings | EG: ["optic_dms","bipod_03_F_blk"]
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_magazines, // Array of arrays | EG: [["150Rnd_762x54_Box",2],["16Rnd_9x21_Mag",3]]
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_pistol, // String | EG: "hgun_Pistol_heavy_01_snds_F"
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_pistolAttachments, // Array of strings | EG: ["optic_MRD","muzzle_snds_acp"]
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_items, // Array of strings | EG: ["Rangefinder","ItemGPS","Exile_Item_InstaDoc"]
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_helmet, // String | EG: "H_HelmetLeaderO_ocamo"
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_uniform, // String | EG: "U_O_GhillieSuit"
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_vest, // String | EG: "V_PlateCarrierGL_blk"
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_backpack // String | EG: "B_Carryall_oli"
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]
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Returns AI Unit
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*/
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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"];
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_OK = params
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[
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["_group",grpNull,[grpNull]],
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["_pos",[0,0,0],[[]],[3]],
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["_type","random",[""]],
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["_difficulty","random",[""]],
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["_side","bandit",[""]]
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];
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_useCustomGear = false;
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_unarmed = false;
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if (!_OK) then
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with invalid parameters: %1",_this];
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}
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else
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{
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if ((_type == "custom") && {((count _this)>5)}) then
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{
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_customGear = _this select 5;
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_useCustomGear = true;
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};
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};
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if(_difficulty == "random") then
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{
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_difficulty = DMS_ai_skill_random call BIS_fnc_selectRandom;
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};
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//Create unit
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_unit = _group createUnit ["O_recon_F", _pos, [], 0,"FORM"];
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_unit allowFleeing 0;
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[_unit] joinSilent _group;
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// Remove existing gear
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removeAllWeapons _unit;
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removeAllItems _unit;
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removeAllAssignedItems _unit;
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removeUniform _unit;
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removeVest _unit;
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removeBackpack _unit;
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removeHeadgear _unit;
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removeGoggles _unit;
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// Give default items
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if !(DMS_ai_default_items isEqualTo []) then
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{
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{_unit linkItem _x;} forEach DMS_ai_default_items;
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};
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switch (_type) do
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{
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case "random" : {_type = DMS_random_AI call BIS_fnc_selectRandom;};
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case "unarmed" : {_type = "assault";_unarmed = true;};
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};
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// Unit name
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_unit setName format["[DMS_Unit_%1%2]",_type,floor(random 1000)];
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if (!_useCustomGear) then
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{
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if !(_type in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _type: %1 | _this: %2",_type,_this];
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};// No more idiot-proofing for the following configs
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// Equipment (Stuff that goes in the toolbelt slots)
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{_unit linkItem _x;} forEach (missionNamespace getVariable [format ["DMS_%1_equipment",_type],[]]);
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// Items (Loot stuff that goes in uniform/vest/backpack)
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{_unit addItem _x;} forEach (missionNamespace getVariable [format ["DMS_%1_items",_type],[]]);
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// Clothes
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_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_type],[]]) call BIS_fnc_selectRandom);
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_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_type],[]]) call BIS_fnc_selectRandom);
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_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_type],[]]) call BIS_fnc_selectRandom);
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_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_type],[]]) call BIS_fnc_selectRandom);
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// Make AI effective at night
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_nighttime = (sunOrMoon != 1);
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if (_nighttime) then
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{
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_unit linkItem "NVGoggles";
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};
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if (!_unarmed) then
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{
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_weapon = (missionNamespace getVariable [format ["DMS_%1_weps",_type],[]]) call BIS_fnc_selectRandom;
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[_unit, _weapon, 6 + floor(random 3)] call BIS_fnc_addWeapon;
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_unit selectWeapon _weapon;
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_type],0])) then
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{
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_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_type],[]]) call BIS_fnc_selectRandom);
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};
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if (_nighttime && {(random 100) <= DMS_ai_nighttime_accessory_chance}) then
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{
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_unit addPrimaryWeaponItem (["acc_pointer_IR","acc_flashlight"] call BIS_fnc_selectRandom);
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};
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_type],0])) then
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{
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_unit addPrimaryWeaponItem (DMS_ai_BipodList call BIS_fnc_selectRandom);
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};
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_type],0])) then
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{
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_suppressor = _weapon call DMS_FindSuppressor;
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if(_suppressor != "") then
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{
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_unit addPrimaryWeaponItem _suppressor;
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};
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};
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// In case spawn position is water
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if (DMS_ai_enable_water_equipment && {surfaceIsWater _pos}) then
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{
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removeHeadgear _unit;
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removeAllWeapons _unit;
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_unit forceAddUniform "U_O_Wetsuit";
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_unit addVest "V_RebreatherIA";
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_unit addGoggles "G_Diving";
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[_unit, "arifle_SDAR_F", 4 + floor(random 3), "20Rnd_556x45_UW_mag"] call BIS_fnc_addWeapon;
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};
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_pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_type],[]];
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if !(_pistols isEqualTo []) then
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{
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_pistol = _pistols call BIS_fnc_selectRandom;
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[_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon;
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};
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// Infinite Ammo
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// This will NOT work if AI unit is offloaded to client
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_unit addeventhandler ["Fired", {(_this select 0) setvehicleammo 1;}];
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};
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}
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else
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{
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_OK = _customGearSet params
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[
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["_weapon","",[""]],
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["_weaponAttachments",[],[[]]],
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["_magazines",[],[[]]],
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["_pistol","",[""]],
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["_pistolAttachments",[],[[]]],
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["_items",[],[[]]],
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["_helmet","",[""]],
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["_uniform","",[""]],
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["_vest","",[""]],
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["_backpack","",[""]]
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];
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if (!_OK) then
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{
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diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _customGearSet: %1 | _this: %2",_customGearSet,_this];
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};
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG SpawnAISoldier :: Equipping unit %1 with _customGearSet: %2",_unit,_customGearSet];
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};
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// Clothes
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if !(_helmet isEqualTo "") then
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{
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_unit addHeadgear _helmet;
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};
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if !(_uniform isEqualTo "") then
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{
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_unit forceAddUniform _uniform;
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};
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if !(_vest isEqualTo "") then
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{
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_unit addVest _vest;
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};
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if !(_backpack isEqualTo "") then
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{
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_unit addBackpack _backpack;
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};
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// Add Magazines before weapon so that gun will be loaded
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{
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if ((typeName _x) isEqualTo "STRING") then
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{
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_x = [_x,1];
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};
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_unit addMagazines _x;
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} forEach _magazines;
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// Add gun and attachments
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if !(_weapon isEqualTo "") then
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{
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_muzzle = [_unit, _weapon, 0] call BIS_fnc_addWeapon;
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{
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_unit addPrimaryWeaponItem _x;
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} forEach _weaponAttachments;
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_unit selectWeapon _weapon;
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};
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// Add pistol and attachments
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if !(_pistol isEqualTo "") then
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{
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_muzzle = [_unit, _pistol, 0] call BIS_fnc_addWeapon;
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{
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_unit addPrimaryWeaponItem _x;
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} forEach _pistolAttachments;
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};
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// Add items
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{
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_unit addItem _x;
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} forEach _items;
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};
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{
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_unit setSkill [(_x select 0),(_x select 1)];
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} forEach (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]);
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// Soldier killed event handler
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_unit addMPEventHandler ["MPKilled",'if (isServer) then {[_this, '+str _side+', "soldier"] call DMS_OnKilled;};'];
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_unit enableAI "TARGET";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "MOVE";
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_unit enableAI "ANIM";
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_unit enableAI "FSM";
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if (DMS_DEBUG) then
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{
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diag_log format ["DMS_DEBUG SpawnAISoldier :: Spawned a %1 %2 AI at %3 with %4 difficulty to group %5",_type,_side,_pos,_difficulty,_group];
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};
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_unit
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