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afb4833a65
#### 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.
334 lines
8.8 KiB
Plaintext
334 lines
8.8 KiB
Plaintext
/*
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DMS_fnc_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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_class, // Classname: "random","assault","MG","sniper" or "unarmed"
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_difficulty, // Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
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_side, // "bandit","hero", etc.
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_type, // Type of AI: "soldier","static","vehicle","heli", etc.
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_customGearSet // OPTIONAL: Manually defined AI gear.
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] call DMS_fnc_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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_launcher, // String | EG: "launch_RPG32_F"
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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", "_class", "_customGear", "_type", "_unit", "_side", "_nighttime", "_weapon", "_muzzle", "_suppressor", "_pistols", "_pistol", "_customGearSet", "_helmet", "_uniform", "_vest", "_backpack", "_launcher", "_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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["_class","random",[""]],
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["_difficulty","random",[""]],
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["_side","bandit",[""]],
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["_type","soldier",[""]]
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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 ((_class == "custom") && {((count _this)>6)}) 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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{
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// "Why doesn't linkItem work with any of these? Because fuck you, that's why" - BIS
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach DMS_ai_default_items;
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};
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switch (toLower _class) do
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{
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case "random" : {_class = DMS_random_AI call BIS_fnc_selectRandom;};
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case "unarmed" : {_class = "assault";_unarmed = true;};
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};
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// Unit name
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_unit setName format["[DMS_Unit_%1%2]",_class,floor(random 1000)];
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if (!_useCustomGear) then
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{
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if !(_class in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _class: %1 | _this: %2",_class,_this];
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};
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// Equipment (Stuff that goes in the toolbelt slots)
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{
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach (missionNamespace getVariable [format ["DMS_%1_equipment",_class],[]]);
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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",_class],[]]);
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// Clothes
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_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_class],[]]) call BIS_fnc_selectRandom);
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_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_class],[]]) call BIS_fnc_selectRandom);
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_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_class],[]]) call BIS_fnc_selectRandom);
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_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_class],[]]) 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",_class],[]]) 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",_class],0])) then
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{
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_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_class],[]]) 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",_class],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",_class],0])) then
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{
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_suppressor = _weapon call DMS_fnc_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",_class],[]];
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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", {(vehicle (_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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["_launcher","",[""]],
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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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if !(_launcher isEqualTo "") then
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{
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[_unit, _launcher, 0] call BIS_fnc_addWeapon;
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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) == "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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[_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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[_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+', '+str _type+'] call DMS_fnc_OnKilled;};'];
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// Remove ramming damage from players. Will not work if unit is not local (offloaded)
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if (DMS_ai_disable_ramming_damage) then
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{
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_unit addEventHandler ["HandleDamage",
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{
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_dmg = _this select 2;
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if (isPlayer (_this select 3) && {(_this select 4)==""}) then
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{
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_dmg = 0;
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};
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_dmg
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}];
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};
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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 (_type=="Soldier") then
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{
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_unit setVariable ["DMS_AISpawnPos",_pos];
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_unit setVariable ["DMS_LastAIDistanceCheck",time];
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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 :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty to group %5",_class,_side,_pos,_difficulty,_group,_type];
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};
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_unit
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