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129 lines
3.3 KiB
Plaintext
129 lines
3.3 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", or "sniper" 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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if !(params
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[
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"_pos",
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"_count",
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"_difficulty",
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"_class",
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"_side"
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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 (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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private _launcherType = "";
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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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private _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",true]; // Lock locality until all units are spawned
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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 (DMS_ai_use_launchers || {!(_launcherType isEqualTo "")}) then
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{
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if (_launcherType isEqualTo "") then
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{
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_launcherType = "AT";
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};
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private _units = units _group;
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private _launchers = missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcherType],DMS_AI_wep_launchers_AT];
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for "_i" from 0 to ((DMS_ai_launchers_per_group min _count)-1) 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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private _unit = _units select _i;
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private _launcher = selectRandom _launchers;
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removeBackpackGlobal _unit;
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_unit addBackpack "B_Carryall_mcamo";
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[_unit, _launcher, DMS_AI_launcher_ammo_count] call DMS_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 rockets",_unit,_launcher,DMS_AI_launcher_ammo_count]) 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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if (DMS_ai_freezeOnSpawn) then
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{
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[_group,true] call DMS_fnc_FreezeToggle;
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};
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_group setVariable ["DMS_LockLocality",false]; // Unlock locality now that we're done with the group
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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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