DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SpawnAISoldier.sqf
eraser1 afb4833a65 Fixes + Tweaks + Features
#### September 13, 2015 (11:45 PM CST-America):
* NEW CONFIG VALUES: DMS_MaxAIDistance and DMS_AIDistanceCheckFrequency
* You can now use the above config values to kill AI that flee from
their spawn position. Only "Soldier" AI will be killed.
* Removed "O_HMG_01_F" from AI Static Weapons. AI were pretty useless on
it... unless the AI were facing the right direction.
* Reduced AI count and removed the "playerNear" parameter from
testmission for easier testing.
* NEW: When an AI vehicle gunner is killed, and the driver is still
alive, after a little delay, the driver is then switched to the gunner
seat. You should no longer have AI vehicles with a dead gunner that's
driving around aimlessly :) There is a 5-8 second delay to simulate
reaction time. Then the driver is ejected, then after 1.5 seconds the AI
is then forced into the  gunner seat.
* NOTE: The above feature only works when the AI is still local (not
offloaded). If the AI is offloaded, the AI is simply ejected and becomes
a foot soldier.
* AI assigned vehicles are destroyed when the crew is empty. Simulation
is also disabled on them.
* Reduced some of the "params" RPT spam, from DMS_fnc_SetGroupBehavior.
* Tweaked AI Vehicle spawning logic. The AI are initially assigned to a
temporary group and then behavior is set, then they join the assigned
group to prevent overriding behavior of other ground units.
* Non-persistent vehicles should now be fit properly to the terrain.
2015-09-16 22:37:17 -05:00

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/*
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"
_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_SpawnAIGroup;
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]]
_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"]
_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", "_customGear", "_type", "_unit", "_side", "_nighttime", "_weapon", "_muzzle", "_suppressor", "_pistols", "_pistol", "_customGearSet", "_helmet", "_uniform", "_vest", "_backpack", "_launcher", "_magazines", "_weaponAttachments", "_pistolAttachments", "_items", "_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
{
_customGear = _this select 5;
_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
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
{
{
// "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_Unit_%1%2]",_class,floor(random 1000)];
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];
};
// 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",[],[[]]],
["_items",[],[[]]],
["_launcher","",[""]],
["_helmet","",[""]],
["_uniform","",[""]],
["_vest","",[""]],
["_backpack","",[""]]
];
if (!_OK) then
{
diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _customGearSet: %1 | _this: %2",_customGearSet,_this];
};
if (DMS_DEBUG) then
{
diag_log format ["DMS_DEBUG SpawnAISoldier :: Equipping unit %1 with _customGearSet: %2",_unit,_customGearSet];
};
// 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 gun and attachments
if !(_weapon isEqualTo "") then
{
[_unit, _weapon, 0] call BIS_fnc_addWeapon;
{
_unit addPrimaryWeaponItem _x;
} forEach _weaponAttachments;
_unit selectWeapon _weapon;
};
// Add pistol and attachments
if !(_pistol isEqualTo "") then
{
[_unit, _pistol, 0] call BIS_fnc_addWeapon;
{
_unit addPrimaryWeaponItem _x;
} forEach _pistolAttachments;
};
// Add items
{
_unit addItem _x;
} forEach _items;
};
{
_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];
};
if (DMS_DEBUG) then
{
diag_log format ["DMS_DEBUG SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty to group %5",_class,_side,_pos,_difficulty,_group,_type];
};
_unit