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* NEW CONFIG VALUES: ```DMS_GodmodeCrates``` and ```DMS_CrateCase_Sniper```. DMS_GodmodeCrates is pretty self-explanatory :P * NEW FEATURE FOR "DMS_fnc_FillCrate": You can now define "crate cases" in the config (such as "DMS_CrateCase_Sniper"). Passing the "crate case" name (such as "Sniper") will make the crate spawn with the exact gear defined in the config. Refer to the testmission.sqf (line 80) and "DMS_CrateCase_Sniper" config for an example. * Spawned vehicles will now be LOCKED and INVINCIBLE until the mission is completed. * Spawned vehicles spawn with 100% fuel. * "Fixed" some cases where killing from a mounted gun would reset your money/respect (maybe). * Fixed some spelling errors and incorrect names in some of the mission messages/markers. * Fixed DMS_fnc_FindSafePos for Bornholm. If you have any issues with custom maps, please let us know. * Fixed backpack spawning on the ground behind an AI unit that was supposed to get a launcher.
115 lines
2.7 KiB
Plaintext
115 lines
2.7 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, // Position of AI
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_count, // Number of AI
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_difficulty, // AI Difficulty: "random","hardcore","difficult","moderate", or "easy"
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_class // AI Class: "random","assault","MG","sniper" or "unarmed" OR [_class,_launcher]
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_side // Only "bandit" is supported atm
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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", "_side", "_pos_x", "_pos_y", "_pos_z", "_launcher", "_unit", "_client"];
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_OK = params
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[
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["_pos",[0,0,0],[[]],[3]],
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["_count",0,[0]],
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["_difficulty","random",[""]],
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["_class","random",[""]],
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["_side","bandit",[""]]
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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_SpawnAIGroup with invalid parameters: %1",_this];
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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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};
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_pos_x = _pos select 0;
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_pos_y = _pos select 1;
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_pos_z = _pos select 2;
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if(DMS_DEBUG) then
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{
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diag_log format["DMS_DEBUG SpawnAIGroup :: Spawning %1 %2 %3 AI at %4 with %5 difficulty.",_count,_class,_side,_pos,_difficulty];
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};
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// if soldier have AT/AA weapons
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if (typeName _class == "ARRAY") then
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{
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_launcher = _class select 1;
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_class = _class select 0;
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};
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// Randomize position
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if(_pos_z == 0) then
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{
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if(round(random 1) == 1) then
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{
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_pos_x = _pos_x - (5 + random(10));
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} else {
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_pos_x = _pos_x + (5 + random(10));
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};
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if(round(random 1) == 1) then
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{
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_pos_y = _pos_y - (5 + random(10));
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} else {
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_pos_y = _pos_y + (5 + random(10));
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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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for "_i" from 1 to _count do {
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_unit = [_group,[_pos_x,_pos_y,_pos_z],_class,_difficulty,_side,"Soldier"] 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 "_launcher") || {DMS_ai_use_launchers && {(random 100) <= DMS_ai_use_launchers_chance}}) then
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{
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if (isNil "_launcher") then
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{
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_launcher = "AT";
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};
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_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcher],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
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removeBackpack _unit;
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_unit addBackpack "B_Carryall_mcamo";
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[_unit, _launcher, DMS_AI_launcher_ammo_count] call BIS_fnc_addWeapon;
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if(DMS_DEBUG) then
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{
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diag_log format["DMS_DEBUG SpawnAIGroup :: Giving %1 a %2 launcher.",_unit,_launcher];
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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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if(_pos_z == 0) then
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{
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[_group,_pos,_difficulty] call DMS_fnc_SetGroupBehavior;
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};
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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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