DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SpawnAISoldier.sqf
eraser1 0544cfe9e7 Readme changes, new debug fnc, fixes, tweaks
Created disclaimer for DMS. Now mentioning that HC for DMS isn't that
good.
Some structure stuff in readme (let's see if it works lol)

* **NEW CONFIG VALUE: DMS_Use_Map_Config**
* You can now overwrite "main config values" with map-specific config
values located in the new "map_configs" folder. This should allow you to
use one DMS PBO if you have multiple servers with different maps.
Included examples for Altis, Bornholm, Esseker, and Tavi (Taviana).
* Because of the above implementation, DMS by default will not include
the salt flats blacklist for findSafePos. In addition, it is
preconfigured to the hilly terrains in Esseker and Taviana, as well as
reducing all of the blacklist distances due to the smaller map size in
Esseker.
* Created new function "DMS_fnc_DebugLog". All DMS files (that produced
debug logs) have been changed, including mission files. However,
updating them is not important (and completely pointless if you don't
even use DMS_DEBUG).
* Fixed a few locations where it said "sized" instead of "seized".
Thanks to [icomrade](https://github.com/icomrade) for pointing them out.
* DMS now utilizes the "ARMA_LOG" DLL (if it exists) by infiSTAR to
produce debug logs (if enabled). All debug logs now also include server
uptime (in seconds) and server FPS.
* The FSM no longer produces debug logs.
* AI Locality manager will now run every minute.
* Debug logs for "DMS_fnc_MissionsMonitor" will only output the mission
name and the position, instead of all of the parameters.
* "DMS_fnc_IsNearWater" will now check the provided position itself for
water.
* "DMS_fnc_IsValidPosition" will now do a surfaceNormal check within a 5
meter radius of the provided position as well.
* "_customGearSet" should now actually work for
"DMS_fnc_SpawnAISoldier", and the function title comment has been
updated for the slightly tweaked syntax.
2015-10-09 20:35:07 -05:00

336 lines
9.1 KiB
Plaintext

/*
DMS_fnc_SpawnAISoldier
Created by eraser1
Based off of WAI
Usage:
[
_group, // Group the AI will belong to
_pos, // Position of AI
_class, // Classname: "random","assault","MG","sniper" or "unarmed". Use "custom" to use "_customGearSet"
_difficulty, // Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
_side, // "bandit","hero", etc.
_type, // Type of AI: "soldier","static","vehicle","heli", etc.
_customGearSet // OPTIONAL: 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 Unit
*/
private ["_OK", "_useCustomGear", "_unarmed", "_class", "_type", "_unit", "_side", "_nighttime", "_weapon", "_muzzle", "_suppressor", "_pistols", "_pistol", "_customGearSet", "_helmet", "_uniform", "_vest", "_backpack", "_launcher", "_magazines", "_weaponAttachments", "_pistolAttachments", "_assignedItems", "_difficulty", "_skillArray"];
_OK = params
[
["_group",grpNull,[grpNull]],
["_pos",[0,0,0],[[]],[3]],
["_class","random",[""]],
["_difficulty","random",[""]],
["_side","bandit",[""]],
["_type","soldier",[""]]
];
_useCustomGear = false;
_unarmed = false;
if (!_OK) 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;
_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
{_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;
// Give default items
if !(DMS_ai_default_items isEqualTo []) then
{
{
// "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;
};
switch (toLower _class) do
{
case "random" : {_class = DMS_random_AI call BIS_fnc_selectRandom;};
case "unarmed" : {_class = "assault";_unarmed = true;};
};
// Unit name
_unit setName format["[DMS_%3Unit_%1%2]",_class,floor(random 1000),toUpper _side];
if (!_useCustomGear) then
{
if !(_class in DMS_ai_SupportedClasses) exitWith
{
diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _class: %1 | _this: %2",_class,_this];
deleteVehicle _unit;
};
// 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],[]]);
// Items (Loot stuff that goes in uniform/vest/backpack)
{_unit addItem _x;} forEach (missionNamespace getVariable [format ["DMS_%1_items",_class],[]]);
// Clothes
_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_class],[]]) call BIS_fnc_selectRandom);
_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_class],[]]) call BIS_fnc_selectRandom);
_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_class],[]]) call BIS_fnc_selectRandom);
_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_class],[]]) 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",_class],[]]) call BIS_fnc_selectRandom;
[_unit, _weapon, 6 + floor(random 3)] call BIS_fnc_addWeapon;
_unit selectWeapon _weapon;
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_class],0])) then
{
_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_class],[]]) 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",_class],0])) then
{
_unit addPrimaryWeaponItem (DMS_ai_BipodList call BIS_fnc_selectRandom);
};
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_class],0])) then
{
_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 BIS_fnc_addWeapon;
};
_pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_class],[]];
if !(_pistols isEqualTo []) then
{
_pistol = _pistols call BIS_fnc_selectRandom;
[_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon;
};
// Infinite Ammo
// This will NOT work if AI unit is offloaded to client
_unit addeventhandler ["Fired", {(vehicle (_this select 0)) setvehicleammo 1;}];
};
}
else
{
_OK = _customGearSet params
[
["_weapon","",[""]],
["_weaponAttachments",[],[[]]],
["_magazines",[],[[]]],
["_pistol","",[""]],
["_pistolAttachments",[],[[]]],
["_assignedItems",[],[[]]],
["_launcher","",[""]],
["_helmet","",[""]],
["_uniform","",[""]],
["_vest","",[""]],
["_backpack","",[""]]
];
if (!_OK) then
{
diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _customGearSet: %1 | _this: %2",_customGearSet,_this];
};
(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 addBackpack _backpack;
};
if !(_launcher isEqualTo "") then
{
[_unit, _launcher, 0] call BIS_fnc_addWeapon;
};
// Add Magazines before weapon so that gun will be loaded
{
if ((typeName _x) == "STRING") then
{
_x = [_x,1];
};
_unit addMagazines _x;
} forEach _magazines;
// Add items
{
if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
{
_unit addWeapon _x;
}
else
{
_unit linkItem _x;
};
} forEach _assignedItems;
// Add pistol and attachments
if !(_pistol isEqualTo "") then
{
[_unit, _pistol, 0] call BIS_fnc_addWeapon;
{
_unit addHandgunItem _x;
} forEach _pistolAttachments;
};
// Add gun and attachments
if !(_weapon isEqualTo "") then
{
[_unit, _weapon, 0] call BIS_fnc_addWeapon;
{
_unit addPrimaryWeaponItem _x;
} forEach _weaponAttachments;
_unit selectWeapon _weapon;
};
};
{
_unit setSkill [(_x select 0),(_x select 1)];
} forEach (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]);
// Soldier killed event handler
_unit addMPEventHandler ["MPKilled",'if (isServer) then {[_this, '+str _side+', '+str _type+'] 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;
if (isPlayer (_this select 3) && {(_this select 4)==""}) then
{
_dmg = 0;
};
_dmg
}];
};
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "FSM";
if (_type=="Soldier") then
{
_unit setVariable ["DMS_AISpawnPos",_pos];
_unit setVariable ["DMS_LastAIDistanceCheck",time];
};
(format ["SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty to group %5",_class,_side,_pos,_difficulty,_group,_type]) call DMS_fnc_DebugLog;
_unit