DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SpawnAIGroup.sqf

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/*
DMS_fnc_SpawnAIGroup
Created by eraser1
Based off of WAI
Usage:
[
_pos, // ARRAY (positionATL): Position of AI
_count, // SCALAR: Number of AI
_difficulty, // STRING: AI Difficulty: "random","hardcore","difficult","moderate", or "easy"
_class, // STRING: AI Class: "random","assault","MG", or "sniper" OR [_class,_launcherType]
_side, // STRING: Only "bandit" is supported by default
_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
] call DMS_fnc_SpawnAIGroup;
Returns AI Group
*/
if !(params
[
"_pos",
"_count",
"_difficulty",
"_class",
"_side"
])
exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_SpawnAIGroup with invalid parameters: %1",_this];
grpNull
};
if (DMS_DEBUG) then
{
(format["SpawnAIGroup :: Spawning %1 %2 %3 AI at %4 with %5 difficulty.",_count,_class,_side,_pos,_difficulty]) call DMS_fnc_DebugLog;
};
private _launcherType = "";
// if soldier have AT/AA weapons
if (_class isEqualType []) then
{
_launcherType = _class select 1;
_class = _class select 0;
};
private _customGearSet = [];
if (_class == "custom") then
{
if ((count _this)>5) then
{
_customGearSet = _this select 5;
}
else
{
diag_log format["DMS ERROR :: Calling DMS_fnc_SpawnAIGroup with custom class without defining _customGearSet! Setting _class to ""random"" _this: %1",_this];
_class = "random";
};
};
_group = createGroup (missionNamespace getVariable [format ["DMS_%1Side",_side],EAST]);
_group setVariable ["DMS_LockLocality",true]; // Lock locality until all units are spawned
_group setVariable ["DMS_SpawnedGroup",true];
_group setVariable ["DMS_Group_Side", _side];
for "_i" from 1 to _count do
{
_unit = [_group,_pos,_class,_difficulty,_side,"Soldier",_customGearSet] call DMS_fnc_SpawnAISoldier;
};
// An AI will definitely spawn with a launcher if you define type
if (DMS_ai_use_launchers || {!(_launcherType isEqualTo "")}) then
{
if (_launcherType isEqualTo "") then
{
_launcherType = "AT";
};
private _units = units _group;
private _launchers = missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],DMS_AI_wep_launchers_AT];
for "_i" from 0 to ((DMS_ai_launchers_per_group min _count)-1) do
{
if ((random 100)<DMS_ai_use_launchers_chance) then
{
private _unit = _units select _i;
private _launcher = selectRandom _launchers;
removeBackpackGlobal _unit;
_unit addBackpack "B_Carryall_mcamo";
[_unit, _launcher, DMS_AI_launcher_ammo_count] call DMS_fnc_addWeapon;
_unit setVariable ["DMS_AI_Launcher",_launcher];
if (DMS_DEBUG) then
{
(format["SpawnAIGroup :: Giving %1 a %2 launcher with %3 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count]) call DMS_fnc_DebugLog;
};
};
};
};
_group selectLeader ((units _group) select 0);
_group setFormation "WEDGE";
[_group,_pos,_difficulty,"COMBAT"] call DMS_fnc_SetGroupBehavior;
if (DMS_ai_freezeOnSpawn) then
{
[_group,true] call DMS_fnc_FreezeToggle;
};
_group setVariable ["DMS_LockLocality",false]; // Unlock locality now that we're done with the group
diag_log format ["DMS_SpawnAIGroup :: Spawned %1 AI at %2.",_count,_pos];
_group