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* **NEW CONFIG VALUES:** DMS_SpawnFlareOnReinforcements DMS_MissionMarkerWinDot_Type DMS_MissionMarkerLoseDot_Type DMS_EnableBoxMoving DMS_BasesToImportOnServerStart DMS_AI_Classname DMS_AI_AimCoef_easy DMS_AI_AimCoef_moderate DMS_AI_AimCoef_difficult DMS_AI_AimCoef_hardcore DMS_AI_EnableStamina_easy DMS_AI_EnableStamina_moderate DMS_AI_EnableStamina_difficult DMS_AI_EnableStamina_hardcore DMS_AI_destroyStaticWeapon DMS_AI_destroyStaticWeapon_chance DMS_ai_SupportedRandomClasses DMS_random_non_assault_AI DMS_random_non_MG_AI DMS_random_non_sniper_AI * Please check out the new config values in config.sqf to see what they do :) * Fixed issue with "thieves" mission (and DMS-spawned persistent vehicles in general). Big thank you to [JamieKG from Eternal Gamer](http://eternal-gamer.com/) and Torndeco. * **New static mission: "slums"** * Credit for the base goes to [William from Refugees of the Fallen](http://refugeesofthefallen.enjin.com/) * Spawns 2 crates at 2 different locations from a list of 5 locations. * No AI vehicles, only infantry (introduces Close Quarters Combat) * Added to Altis by default. * Static bases can now be imported on server startup instead of mission spawns. Enabled by default for saltflats and slums. * Increased "DMS_MissionTimeoutResetRange" from 1000 to 1500. * Removed the Navid from config (MG AI and box weapons). * Edited panthera3_config to reduce SpawnZoneNear and TraderZoneNear blacklists. * Edited "blackhawkdown" and "donthasslethehoff" missions to use a slightly different heli wreck classname. * Increased marker circle diameter for saltflats mission to 750 meters. * Moved "DMS_Version" variable assignment to pre-init. * Moved Map Center and Map Radius assignments to post-init. * Added support for 2 new optional parameters: _onMonitorStart and _onMonitorEnd, run before and after the Mission Monitor checks the mission, but AFTER "Mission Success State" is checked. * Mines should now be deleted when a mission fails. * Script optimizations for almost all functions using new command(s) introduced in ArmA v1.54, as well as improved technique(s). * "ExileServer_system_garbageCollector_deleteObject" is now used to actually delete items by DMS_fnc_CleanUp. * AI and vehicle cleanup should now be completely handled by Exile. * Added support for mARMA logging. * **You can now disable the movement/lifting of loot crates after the mission is complete using "DMS_EnableBoxMoving".** * Added some debug code to DMS_fnc_FindSafePos and DMS_fnc_IsValidPosition (commented out by default) * New group reinforcement type "increasing_difficulty". * DMS_fnc_IsNearWater now checks for invalid parameter(s). * DMS_fnc_PlayerAwardOnAIKill now checks for roadkill values AFTER unit-defined respect/tabs. * You can now define different marker types for mission completion/failure using "DMS_MissionMarkerWinDot_Type" and "DMS_MissionMarkerLoseDot_Type" respectively. * "DMS_fnc_SetGroupBehavior" can now take a unit as parameter as well. It will also now return true if behavior was changed, false otherwise. * "DMS_fnc_SpawnAIGroup" and "DMS_fnc_SpawnAIGroup_MultiPos" now supports the definition of custom gear sets. * Improved function documentation for "DMS_fnc_SpawnAIGroup", "DMS_fnc_SpawnAIGroup_MultiPos", and "DMS_fnc_SpawnAISoldier". * "DMS_fnc_SpawnAISoldier" now supports multiple different random AI class presets. This means that you can define a certain "random" class preset, but have it select from a specially defined list that excludes classes that you don't want. * Added default values to certain "missionNameSpace getVariable"s in DMS_fnc_SpawnAISoldier to prevent script errors in the event of invalid definitions. * Slight logic tweak/fix to DMS_fnc_TargetsKilled (it shouldn't throw errors when there aren't any).
128 lines
3.5 KiB
Plaintext
128 lines
3.5 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, // ARRAY (positionATL): Position of AI
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_count, // SCALAR: Number of AI
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_difficulty, // STRING: AI Difficulty: "random","hardcore","difficult","moderate", or "easy"
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_class, // STRING: AI Class: "random","assault","MG","sniper" or "unarmed" OR [_class,_launcherType]
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_side, // STRING: Only "bandit" is supported by default
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_customGearSet // (OPTIONAL) ARRAY: Manually defined AI gear. Refer to functional documentation of fn_SpawnAISoldier.sqf for more info: https://github.com/Defent/DMS_Exile/blob/master/%40ExileServer/addons/a3_dms/scripts/fn_SpawnAISoldier.sqf
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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", "_group", "_side", "_customGearSet", "_launcherType", "_launcher", "_unit", "_rocket"];
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if !(params
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[
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["_pos","_pos ERROR",[[]],[3]],
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["_count","_count ERROR",[0]],
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["_difficulty","_difficulty ERROR",[""]],
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["_class","_class ERROR",[""]],
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["_side","_side ERROR",[""]]
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])
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exitWith
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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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grpNull
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};
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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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grpNull
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};
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if (DMS_DEBUG) then
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{
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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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};
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// if soldier have AT/AA weapons
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if (_class isEqualType []) then
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{
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_launcherType = _class select 1;
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_class = _class select 0;
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};
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_customGearSet = [];
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if (_class == "custom") then
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{
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if ((count _this)>5) then
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{
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_customGearSet = _this select 5;
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}
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else
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{
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diag_log format["DMS ERROR :: Calling DMS_fnc_SpawnAIGroup with custom class without defining _customGearSet! Setting _class to ""random"" _this: %1",_this];
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_class = "random";
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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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_group setVariable ["DMS_Group_Side", _side];
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for "_i" from 1 to _count do
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{
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_unit = [_group,_pos,_class,_difficulty,_side,"Soldier",_customGearSet] 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 "_launcherType") || {DMS_ai_use_launchers && {DMS_ai_launchers_per_group>0}}) then
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{
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if (isNil "_launcherType") then
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{
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_launcherType = "AT";
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};
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_units = units _group;
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for "_i" from 0 to (((DMS_ai_launchers_per_group min _count)-1) max 0) do
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{
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if ((random 100)<DMS_ai_use_launchers_chance) then
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{
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_unit = _units select _i;
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_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],["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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if (DMS_DEBUG) then
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{
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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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};
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};
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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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[_group,_pos,_difficulty,"COMBAT"] call DMS_fnc_SetGroupBehavior;
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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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