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0544cfe9e7
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.
117 lines
2.9 KiB
Plaintext
117 lines
2.9 KiB
Plaintext
/*
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DMS_fnc_SpawnAIGroup
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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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_pos, // Position of AI
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_count, // Number of AI
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_difficulty, // AI Difficulty: "random","hardcore","difficult","moderate", or "easy"
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_class, // AI Class: "random","assault","MG","sniper" or "unarmed" OR [_class,_launcher]
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_side // Only "bandit" is supported atm
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] call DMS_fnc_SpawnAIGroup;
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Returns AI Group
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*/
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private ["_OK", "_pos", "_count", "_difficulty", "_class", "_side", "_pos_x", "_pos_y", "_pos_z", "_launcher", "_unit", "_client"];
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_OK = params
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[
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["_pos",[0,0,0],[[]],[3]],
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["_count",0,[0]],
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["_difficulty","random",[""]],
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["_class","random",[""]],
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["_side","bandit",[""]]
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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_SpawnAIGroup with invalid parameters: %1",_this];
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};
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_pos_x = _pos select 0;
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_pos_y = _pos select 1;
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_pos_z = _pos select 2;
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(format["SpawnAIGroup :: Spawning %1 %2 %3 AI at %4 with %5 difficulty.",_count,_class,_side,_pos,_difficulty]) call DMS_fnc_DebugLog;
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// if soldier have AT/AA weapons
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if (typeName _class == "ARRAY") then
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{
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_launcher = _class select 1;
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_class = _class select 0;
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};
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// Randomize position
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if(_pos_z == 0) then
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{
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if(round(random 1) == 1) then
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{
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_pos_x = _pos_x - (5 + random(10));
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} else {
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_pos_x = _pos_x + (5 + random(10));
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};
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if(round(random 1) == 1) then
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{
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_pos_y = _pos_y - (5 + random(10));
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} else {
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_pos_y = _pos_y + (5 + random(10));
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};
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};
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_group = createGroup (missionNamespace getVariable [format ["DMS_%1Side",_side],EAST]);
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_group setVariable ["DMS_LockLocality",nil];
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_group setVariable ["DMS_SpawnedGroup",true];
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if (_count < 1) exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_SpawnAIGroup with less than 1 _count! _this: %1",_this];
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_group
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};
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for "_i" from 1 to _count do
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{
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_unit = [_group,[_pos_x,_pos_y,_pos_z],_class,_difficulty,_side,"Soldier"] call DMS_fnc_SpawnAISoldier;
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};
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// An AI will definitely spawn with a launcher if you define type
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if ((!isNil "_launcher") || {DMS_ai_use_launchers && {(random 100) <= DMS_ai_use_launchers_chance}}) then
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{
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if (isNil "_launcher") then
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{
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_launcher = "AT";
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};
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_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcher],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
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removeBackpackGlobal _unit;
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_unit addBackpack "B_Carryall_mcamo";
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_rocket = _launcher call DMS_fnc_selectMagazine;
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[_unit, _launcher, DMS_AI_launcher_ammo_count,_rocket] call BIS_fnc_addWeapon;
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_unit setVariable ["DMS_AI_Launcher",_launcher];
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(format["SpawnAIGroup :: Giving %1 a %2 launcher with %3 %4 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count,_rocket]) call DMS_fnc_DebugLog;
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};
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_group selectLeader ((units _group) select 0);
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_group setFormation "WEDGE";
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if(_pos_z == 0) then
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{
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[_group,_pos,_difficulty,"COMBAT"] call DMS_fnc_SetGroupBehavior;
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};
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diag_log format ["DMS_SpawnAIGroup :: Spawned %1 AI at %2.",_count,_pos];
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_group
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