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117 lines
3.6 KiB
Plaintext
117 lines
3.6 KiB
Plaintext
private ["_group", "_pos","_soldier","_skill","_units","_playerObject"];
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_pos = _this select 0;
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_units = _this select 1;
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_skill = _this select 2;
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_group = createGroup EAST;
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_group setBehaviour "COMBAT";
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_group setCombatMode "RED";
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_group allowFleeing 0;
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// Set AI owner to Player.
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//_group setGroupOwner (owner player);
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// Not tested this one, may need to apply above one.
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//ExileServerOwnershipSwapQueue pushBack [_group,_playerObject];
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for "_i" from 1 to _units do {
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_soldier = _group createUnit ["i_g_soldier_unarmed_f", [_pos select 0, _pos select 1, 0], [], 1, "Form"];
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// Unlimmited ammo
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_soldier addeventhandler ["fired", {(_this select 0) setvehicleammo 1}];
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removeAllAssignedItems _soldier;
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removeUniform _soldier;
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removeHeadgear _soldier;
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removeAllItems _soldier;
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removeAllWeapons _soldier;
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uiSleep 1;
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_soldier forceaddUniform "U_I_officerUniform";
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_soldier addVest " V_TacVest_blk_POLICE ";
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_soldier addGoggles "G_Tactical_Clear";
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for "_i" from 1 to 3 do {
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_soldier addItemToVest "30Rnd_65x39_caseless_mag";
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};
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_soldier addWeapon "arifle_MXC_Holo_pointer_F";
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_soldier setRank "Private";
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{
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_soldier enableAI _x;
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}forEach ["TARGET","AUTOTARGET","MOVE","ANIM"];
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_soldier disableAI "FSM";
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_soldier allowDammage true;
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// FIX FOR Ai vs Ai killing.
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[_soldier] joinSilent _group;
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// Trigger for AI being killed.
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//_soldier addEventHandler ["Killed",{ [(_this select 0), (_this select 1)] call on_kill; }];
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switch (_skill) do
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{
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case 1:
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{
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_soldier setSkill ["aimingspeed", 0.05];
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_soldier setSkill ["spotdistance", 0.05];
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_soldier setSkill ["aimingaccuracy", 0.02];
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_soldier setSkill ["aimingshake", 0.02];
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_soldier setSkill ["spottime", 0.1];
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_soldier setSkill ["spotdistance", 0.3];
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_soldier setSkill ["commanding", 0.3];
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_soldier setSkill ["general", 0.2];
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};
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case 2:
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{
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_soldier setSkill ["spotdistance", 0.1];
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_soldier setSkill ["aimingaccuracy", 0.05];
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_soldier setSkill ["aimingshake", 0.05];
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_soldier setSkill ["spottime", 0.2];
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_soldier setSkill ["spotdistance", 0.4];
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_soldier setSkill ["commanding", 0.4];
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_soldier setSkill ["general", 0.3];
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};
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case 3:
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{
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_soldier setSkill ["aimingspeed", 0.15];
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_soldier setSkill ["spotdistance", 0.15];
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_soldier setSkill ["aimingaccuracy", 0.1];
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_soldier setSkill ["aimingshake", 0.1];
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_soldier setSkill ["spottime", 0.3];
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_soldier setSkill ["spotdistance", 0.5];
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_soldier setSkill ["commanding", 0.5];
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_soldier setSkill ["general", 0.6];
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};
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case 4:
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{
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_soldier setSkill ["aimingspeed", 0.3];
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_soldier setSkill ["spotdistance", 0.3];
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_soldier setSkill ["aimingaccuracy", 0.3];
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_soldier setSkill ["aimingshake", 0.3];
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_soldier setSkill ["spottime", 0.4];
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_soldier setSkill ["spotdistance", 0.6];
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_soldier setSkill ["commanding", 0.6];
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_soldier setSkill ["general", 0.7];
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};
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case 5:
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{
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_soldier setSkill ["aimingspeed", 0.9];
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_soldier setSkill ["spotdistance", 0.9];
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_soldier setSkill ["aimingaccuracy", 0.9];
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_soldier setSkill ["aimingshake", 0.9];
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_soldier setSkill ["spottime", 0.9];
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_soldier setSkill ["spotdistance", 0.9];
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_soldier setSkill ["commanding", 0.8];
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};
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case 6: // Stupidly fucking OP.
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{
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_soldier setSkill ["aimingspeed", 1];
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_soldier setSkill ["spotdistance", 1];
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_soldier setSkill ["aimingaccuracy", 1];
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_soldier setSkill ["aimingshake", 1];
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_soldier setSkill ["spottime", 1];
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_soldier setSkill ["spotdistance", 1];
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_soldier setSkill ["commanding", 1];
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};
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};
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};
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_soldier
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