DMS_Exile/@ExileServer/addons/a3_dms/scripts/fn_SpawnAIVehicle.sqf
eraser1 9b8e4e1573 Static Missions! And MORE!
* ** NEW CONFIG VALUES:

|DMS_MaxStaticMissions|
|DMS_TimeToFirstStaticMission|
|DMS_TimeBetweenStaticMissions|
|DMS_StaticMissionTimeOut|
|DMS_StaticMissionTimeoutResetRange|
|DMS_StaticMinPlayerDistance|
|DMS_UsePredefinedMissionLocations|
|DMS_PredefinedMissionLocations|
|DMS_MinDistFromWestBorder|
|DMS_MinDistFromEastBorder|
|DMS_MinDistFromSouthBorder|
|DMS_MinDistFromNorthBorder|
|DMS_StaticMissionTypes|
**
* Added new value "DMS_Version".
* ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG";
donthasslethehoff, mercbase, and testmission have been updated with the
new names**
* DMS will now check to make sure that marker colors passed to
fn_CreateMarker are valid marker colors.
* You can now control how far away from each border a mission will spawn
(each border is separate: west, east, south, north). All "supported"
maps have config values adjusted in "map_configs".
* New salt flats base by [Darth Rogue from
SOA](http://soldiersofanarchy.net/).
* **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is
currently the only static mission for Altis ONLY. However, it shouldn't
be too difficult to export it to other maps (once positions have been
adjusted). **
* Fixed a couple of outdated/inaccurate function documentation comments.
* **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT.
YESSSSS**
* Fixed fn_CleanUp producing debug logs even with debug disabled.
* Fixed the CleanUp list not Cleaning Up after itself (hah!).
* Added diag_tickTime and DMS_Version to debug logs.
* You can now define a custom function for DMS_FillCrate. It will be
passed params from _lootValues select 0. ** I haven't tested this at
all. Just keep that in mind ;) **
* You can now manually define mission spawning locations into an array,
and that array will be used to find a location. Each location will still
be checked for validity, and if no valid positions are found from the
list, a random one is then generated using the normal method. ** I
didn't test this part at all either :P **
* fn_FindSafePos should be even more efficient now, and even more
controllable.
* Quite a few new functions; most notably: fn_GroupReinforcementsManager
* fn_GroupReinforcementsManager is used by static missions to provide
reinforcements for AI once they fall below a certain threshold (and/or
any other parameters you provide). Make sure to check out the function
documentation and give any suggestions for new reinforcement types!
* New function "DMS_fnc_ImportFromM3E_Static" will simply import a base
from the provided file (under static). No conversion to relative
position or anything. Simply spawning, positioning, and disabling
simulation.
* Removed the check for being outside map edges from fn_isValidPosition.
* "hardcore" AI will now be even more difficult ;)
2015-10-30 21:18:58 -05:00

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/*
DMS_fnc_SpawnAIVehicle
Created by eraser1
Usage:
[
[
_spawnPos, // The position at which the AI vehicle will spawn
_gotoPos // (OPTIONAL) The position to which the AI vehicle will drive to. If it isn't defined, _spawnPos is used
],
_group, // Group to which the AI units belongs to
_class, // Class: "random","assault","MG","sniper" or "unarmed"
_difficulty, // Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
_side, // "bandit","hero", etc.
_vehClass // (OPTIONAL) String: classname of the Vehicle. Use "random" to select a random one from DMS_ArmedVehicles
] call DMS_fnc_SpawnAIVehicle;
Returns the spawned vehicle.
*/
private ["_OK", "_positions", "_veh", "_spawnPos", "_gotoPos", "_vehClass", "_driver", "_gunner", "_tmpGroup", "_group", "_class", "_difficulty", "_side"];
_OK = params
[
["_positions",[],[[]],[1,2]],
["_group",grpNull,[grpNull]],
["_class","random",[""]],
["_difficulty","static",[""]],
["_side","bandit",[""]]
];
if (!_OK) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIVehicle with invalid parameters: %1",_this];
};
// Using another params-exitwith structure just for _spawnPos because it's pretty important...
_OK = _positions params
[
["_spawnPos",[],[[]],[2,3]]
];
if (!_OK) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_fnc_SpawnAIVehicle with invalid _positions parameters: %1",_positions];
};
_gotoPos = if ((count _positions)>1) then {_positions param [1,_spawnPos,[[]],[2,3]]} else {_spawnPos};
_vehClass = "random";
if ((count _this)>5) then
{
_vehClass = param [5,"random",[""]];
};
if (_vehClass == "random") then
{
_vehClass = DMS_ArmedVehicles call BIS_fnc_selectRandom;
};
_tmpGroup = createGroup (missionNamespace getVariable [format ["DMS_%1Side",_side],EAST]);
_veh = createVehicle [_vehClass, _spawnPos, [], 0, "NONE"];
_veh setDir (random 360);
_veh lock 2;
_group addVehicle _veh;
_tmpGroup addVehicle _veh;
_driver = [_tmpGroup,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
_gunner = [_tmpGroup,_spawnPos,_class,_difficulty,_side,"Vehicle"] call DMS_fnc_SpawnAISoldier;
_driver moveInDriver _veh;
_gunner moveInGunner _veh;
_driver setVariable ["DMS_AssignedVeh",_veh];
_gunner setVariable ["DMS_AssignedVeh",_veh];
[_tmpGroup,_gotoPos,_difficulty,"AWARE"] call DMS_fnc_SetGroupBehavior;
[_driver,_gunner] joinSilent _group;
if (DMS_DEBUG) then
{
(format ["SpawnAIVehicle :: Created a %1 armed vehicle (%2) at %3 with %4 difficulty to group %5",_side,_vehClass,_spawnPos,_difficulty,_group]) call DMS_fnc_DebugLog;
};
_veh