DMS_Exile/@ExileServer/addons/a3_dms/scripts/SpawnAISoldier.sqf
2015-08-29 12:15:48 +02:00

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/*
DMS_SpawnAISoldier
Created by eraser1
Based off of WAI
Usage:
[
_group, // Group the AI will belong to
_pos, // Position of AI
_type, // "random","assault","MG","sniper" or "unarmed"
_difficulty, // "random","hardcore","difficult","moderate", or "easy"
_side, // "bandit","hero", etc.
_optionalGearSet // OPTIONAL: Manually defined AI gear.
] call DMS_SpawnAIGroup;
Usage for _optionalGearSet:
[
_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"]
_helmet, // String | EG: "H_HelmetLeaderO_ocamo"
_uniform, // String | EG: "U_O_GhillieSuit"
_vest, // String | EG: "V_PlateCarrierGL_blk"
_backpack // String | EG: "B_Carryall_oli"
]
*/
//<------ TODO: SETUP PRIVATE VARS
_OK = params
[
["_group",(createGroup DMS_banditSide),[grpNull]],
["_pos",[0,0,0],[[]],[3]],
["_type","random",[""]],
["_difficulty","random",[""]],
["_side","bandit",[""]]
];
_useCustomGear = false;
_unarmed = false;
if (!_OK) then
{
diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with invalid parameters: %1",_this];
}
else
{
if ((_type isEqualTo "custom") && {((count _this)>5)}) then
{
_customGear = _this select 5;
_useCustomGear = true;
};
};
//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
{
{_unit linkItem _x;false;} count DMS_ai_default_items;
};
/*
call {
if(_side == "bandit") exitWith { _unit setVariable ["Bandit",true];};
if(_side == "hero") exitWith { _unit setVariable ["Hero",true];};
if(_side == "special") exitWith { _unit setVariable ["Special",true];};
};
*/
call
{
if (_type isEqualTo "random") exitWith { _type = DMS_random_AI call BIS_fnc_selectRandom;};
if (_type isEqualTo "unarmed") exitWith { _type = "assault";_unarmed = true; };
};
// Unit name
_unit setName format["[DMS_Unit_%1%2]",_type,floor(random 1000)];
if (!_useCustomGear) then
{
if !(_type in DMS_ai_SupportedClasses) exitWith
{
diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _type: %1 | _this: %2",_type,_this];
};// No more idiot-proofing for the following configs
// Items
{_unit linkItem _x;false;} count (missionNamespace getVariable [format ["DMS_%1_items",_type],[]]);
// Clothes
_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_type],[]]) call BIS_fnc_selectRandom);
_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_type],[]]) call BIS_fnc_selectRandom);
_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_type],[]]) call BIS_fnc_selectRandom);
_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_type],[]]) 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",_type],[]) call BIS_fnc_selectRandom;
_muzzle = [_unit, _weapon, 4 + floor(random 3)] call BIS_fnc_addWeapon;
_unit selectWeapon _weapon;
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_type],0])) then
{
_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_type],[]) 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",_type],0])) then
{
_unit addPrimaryWeaponItem (DMS_ai_BipodList call BIS_fnc_selectRandom);
};
if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_type],0])) then
{
_suppressor = _weapon call find_suitable_suppressor;
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";
_muzzle = [_unit, "arifle_SDAR_F", 4 + floor(random 3), "20Rnd_556x45_UW_mag"] call BIS_fnc_addWeapon;
};
_pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_type],[];
if !(_pistols isEqualTo []) then
{
_pistol = _pistols call BIS_fnc_selectRandom;
_muzzle = [_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon;
};
// Infinite Ammo
_unit addeventhandler ["Fired", {(_this select 0) setvehicleammo 1;}];
};
}
else
{
_OK = _optionalGearSet params
[
["_weapon","",[""]],
["_weaponAttachments",[],[[]]],
["_magazines",[],[[]]],
["_pistol","",[""]],
["_pistolAttachments",[],[[]]],
["_items",[],[[]]],
["_helmet","",[""]],
["_uniform","",[""]],
["_vest","",[""]],
["_backpack","",[""]]
];
if (!_OK) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _optionalGearSet: %1 | _this: %2",_optionalGearSet,_this];
};
// 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;
};
// Add Magazines before weapon so that gun will be loaded
{
if ((typeName _x) isEqualTo "STRING") then
{
_x = [_x,1];
};
_unit addMagazines _x;
false;
} count _magazines;
// Add gun and attachments
if !(_weapon isEqualTo "") then
{
_muzzle = [_unit, _weapon, 0] call BIS_fnc_addWeapon;
{
_unit addPrimaryWeaponItem _x;
false;
} count _weaponAttachments;
_unit selectWeapon _weapon;
};
// Add pistol and attachments
if !(_pistol isEqualTo "") then
{
_muzzle = [_unit, _pistol, 0] call BIS_fnc_addWeapon;
{
_unit addPrimaryWeaponItem _x;
false;
} count _pistolAttachments;
};
// Add items
{
_unit addItem _x;
false;
} count _items;
};
if(_difficulty isEqualTo "random") then
{
_difficulty = DMS_ai_skill_random call BIS_fnc_selectRandom;
};
_skillArray = missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]];
{
_unit setSkill [(_x select 0),(_x select 1)];
false;
} count _skillArray;
// Ground unit
//_unit addEventHandler ["Killed",{[_this, "soldier"] call DMS_OnKill;}];
_unit addEventHandler ["Killed",{[_unit, _group, "soldier"] call TargetsKilled;}];
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "FSM";
_unit