DMS_Exile/@ExileServer/addons/a3_dms/scripts/SpawnAIGroup.sqf
eraser1 c4ffd25836 Whoops
Fixed a silly mistake
2015-09-01 12:15:49 -05:00

130 lines
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/*
DMS_SpawnAIGroup
Created by eraser1
Based off of WAI
Usage:
[
_pos, // Position of AI
_count, // Number of AI
_difficulty, // "random","hardcore","difficult","moderate", or "easy"
_type // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
_side // Only "bandit" is supported atm
] call DMS_SpawnAIGroup;
Returns AI Group
*/
private ["_OK", "_pos", "_count", "_difficulty", "_type", "_side", "_pos_x", "_pos_y", "_pos_z", "_launcher", "_unit", "_client"];
_OK = params
[
["_pos",[0,0,0],[[]],[3]],
["_count",0,[0]],
["_difficulty","random",[""]],
["_type","random",[""]],
["_side","bandit",[""]]
];
if (!_OK) then
{
diag_log format ["DMS ERROR :: Calling DMS_SpawnAIGroup with invalid parameters: %1",_this];
};
if (_count < 1) exitWith
{
diag_log format ["DMS ERROR :: Calling DMS_SpawnAIGroup with less than 1 _count! _this: %1",_this];
};
_pos_x = _pos select 0;
_pos_y = _pos select 1;
_pos_z = _pos select 2;
if(DMS_DEBUG) then
{
diag_log format["DMS_DEBUG SpawnAIGroup :: Spawning %1 %2 %3 AI at %4 with %5 difficulty.",_count,_type,_side,_pos,_difficulty];
};
// if soldier have AT/AA weapons
if (typeName _type == "ARRAY") then
{
_launcher = _type select 1;
_type = _type select 0;
};
// Randomize position
if(_pos_z == 0) then
{
if(round(random 1) == 1) then
{
_pos_x = _pos_x - (5 + random(10));
} else {
_pos_x = _pos_x + (5 + random(10));
};
if(round(random 1) == 1) then
{
_pos_y = _pos_y - (5 + random(10));
} else {
_pos_y = _pos_y + (5 + random(10));
};
};
_group = createGroup (missionNamespace getVariable [format ["DMS_%1Side",_side],EAST]);
for "_i" from 1 to _count do {
_unit = [_group,[_pos_x,_pos_y,_pos_z],_type,_difficulty,_side] call DMS_SpawnAISoldier;
};
// An AI will definitely spawn with a launcher if you define type
if ((!isNil "_launcher") || {DMS_ai_use_launchers && {(random 100) <= DMS_ai_use_launchers_chance}}) then
{
if (isNil "_launcher") then
{
_launcher = "AT";
};
_launcher = ((missionNamespace getVariable [format ["DMS_AI_wep_launchers_%1",_launcher],["launch_NLAW_F"]]) call BIS_fnc_selectRandom);
_unit addBackpack "B_Carryall_mcamo";
[_unit, _launcher, DMS_AI_launcher_ammo_count] call BIS_fnc_addWeapon;
if(DMS_DEBUG) then
{
diag_log format["DMS_DEBUG SpawnAIGroup :: Giving %1 a %2 launcher.",_unit,_launcher];
};
};
_group selectLeader ((units _group) select 0);
_group setFormation "WEDGE";
if(_pos_z == 0) then
{
[_group,_pos,_difficulty] call DMS_SetGroupBehavior;
};
if (DMS_ai_offload_to_client) then
{
/*
_client = (allPlayers call BIS_fnc_selectRandom);
ExileServerOwnershipSwapQueue pushBack [_group,_client];
*/
[_group,_pos] call DMS_SetAILocality;
if(DMS_DEBUG) then
{
diag_log format["DMS_DEBUG SpawnAIGroup :: Swapping group ownership of %1 to clients.",_group];
};
};
diag_log format ["DMS_SpawnAIGroup :: Spawned %1 AI at %2.",_count,_pos];
_group