mirror of
https://github.com/Defent/DMS_Exile.git
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70fae7bc44
* **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).
369 lines
9.9 KiB
Plaintext
369 lines
9.9 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: Group the AI will belong to
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_pos, // ARRAY (positionATL): Position of AI
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_class, // STRING: Classname: "random","assault","MG","sniper" or "unarmed". Use "custom" to use "_customGearSet"
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_difficulty, // STRING: Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
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_side, // STRING: "bandit" only by default
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_type, // STRING: Type of AI: "soldier","static","vehicle","heli", etc.
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_customGearSet // (OPTIONAL) ARRAY: Manually defined AI gear.
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] call DMS_fnc_SpawnAISoldier;
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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],["Exile_Item_InstaDoc",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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_assignedItems, // Array of strings | EG: ["Rangefinder","ItemGPS","NVGoggles"]
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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", "_type", "_unit", "_side", "_nighttime", "_weapon", "_muzzle", "_suppressor", "_pistols", "_pistol", "_customGearSet", "_helmet", "_uniform", "_vest", "_backpack", "_launcher", "_magazines", "_weaponAttachments", "_pistolAttachments", "_assignedItems", "_difficulty", "_skillArray"];
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_useCustomGear = false;
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_unarmed = false;
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if !(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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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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_customGearSet = _this select 6;
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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 [DMS_AI_Classname, _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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{_unit removeWeaponGlobal _x;} forEach (weapons _unit);
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{_unit unlinkItem _x;} forEach (assignedItems _unit);
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{_unit removeItem _x;} forEach (items _unit);
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removeAllItemsWithMagazines _unit;
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removeHeadgear _unit;
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removeUniform _unit;
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removeVest _unit;
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removeBackpackGlobal _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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if (_class == "unarmed") then
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{
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_class = "assault";
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_unarmed = true;
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}
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else
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{
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if (_class in DMS_ai_SupportedRandomClasses) then
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{
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_class = (missionNamespace getVariable [format["DMS_%1_AI",_class], DMS_random_AI]) call BIS_fnc_selectRandom;
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};
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};
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// Unit name
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_unit setName format["[DMS_%3Unit_%1%2]",_class,floor(random 1000),toUpper _side];
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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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deleteVehicle _unit;
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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],DMS_assault_helmets]) call BIS_fnc_selectRandom);
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_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes]) call BIS_fnc_selectRandom);
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_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests]) call BIS_fnc_selectRandom);
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_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks]) 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],DMS_assault_weps]) 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],DMS_assault_optics]) 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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if !(_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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["_assignedItems",[],[[]]],
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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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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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(format ["SpawnAISoldier :: Equipping unit %1 with _customGearSet: %2",_unit,_customGearSet]) call DMS_fnc_DebugLog;
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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 (_x isEqualType "") 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 items
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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 _assignedItems;
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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 addHandgunItem _x;
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} forEach _pistolAttachments;
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};
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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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};
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{
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_unit setSkill _x;
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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. Also remove any damage within 5 seconds of spawning.
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// 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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_source = _this select 3;
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_projectile = _this select 4;
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if ((_projectile isEqualTo "") && {isPlayer _source}) 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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{
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_unit enableAI _x;
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} forEach ["TARGET", "AUTOTARGET", "MOVE", "ANIM", "FSM"];
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if (_difficulty=="hardcore") then
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{
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// Make him a little bit harder ;)
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{
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_unit disableAI _x;
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} forEach ["SUPPRESSION", "AIMINGERROR"];
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};
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_unit setCustomAimCoef (missionNamespace getVariable [format["DMS_AI_AimCoef_%1",_difficulty], 0.7]);
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_unit enableStamina (missionNamespace getVariable [format["DMS_AI_EnableStamina_%1",_difficulty], true]);
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_unit setVariable ["DMS_AISpawnTime", time];
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_unit setVariable ["DMS_AI_Side", _side];
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_unit setVariable ["DMS_AI_Type", _type];
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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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(format ["SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty to group %5",_class,_side,_pos,_difficulty,_group,_type]) call DMS_fnc_DebugLog;
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};
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_unit |