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https://github.com/Defent/DMS_Exile.git
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461 lines
11 KiB
Plaintext
461 lines
11 KiB
Plaintext
/*
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DMS_fnc_SpawnAISoldier
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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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_group, // GROUP: Group the AI will belong to
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_pos, // ARRAY (positionATL): Position of AI
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_class, // STRING: Classname: "random","assault","MG","sniper" or "unarmed". Use "custom" to use "_customGearSet"
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_difficulty, // STRING: Difficulty: "random","static","hardcore","difficult","moderate", or "easy"
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_side, // STRING: "bandit" only by default
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_type, // STRING: Type of AI: "soldier","static","vehicle","heli", etc.
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_customGearSet // (OPTIONAL) ARRAY: Manually defined AI gear.
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] call DMS_fnc_SpawnAISoldier;
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Usage for _customGearSet:
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[
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_weapon, // String | EG: "LMG_Zafir_F"
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_weaponAttachments, // Array of strings | EG: ["optic_dms","bipod_03_F_blk"]
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_magazines, // Array of arrays | EG: [["150Rnd_762x54_Box",2],["16Rnd_9x21_Mag",3],["Exile_Item_InstaDoc",3]]
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_pistol, // String | EG: "hgun_Pistol_heavy_01_snds_F"
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_pistolAttachments, // Array of strings | EG: ["optic_MRD","muzzle_snds_acp"]
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_assignedItems, // Array of strings | EG: ["Rangefinder","ItemGPS","NVGoggles"]
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_launcher, // String | EG: "launch_RPG32_F"
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_helmet, // String | EG: "H_HelmetLeaderO_ocamo"
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_uniform, // String | EG: "U_O_GhillieSuit"
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_vest, // String | EG: "V_PlateCarrierGL_blk"
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_backpack // String | EG: "B_Carryall_oli"
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]
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Returns AI Unit
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*/
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private _customGearSet = [];
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private _unarmed = false;
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if !(params
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[
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"_group",
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"_pos",
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"_class",
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"_difficulty",
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"_side",
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"_type"
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])
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then
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with invalid parameters: %1",_this];
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}
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else
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{
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if ((_class == "custom") && {(count _this)>6}) then
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{
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_customGearSet = _this select 6;
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};
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};
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_difficulty =
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switch (toLower _difficulty) do
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{
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case "random":
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{
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selectRandom DMS_ai_skill_random;
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};
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case "randomdifficult":
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{
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selectRandom DMS_ai_skill_randomDifficult;
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};
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case "randomeasy":
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{
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selectRandom DMS_ai_skill_randomEasy;
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};
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case "randomintermediate":
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{
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selectRandom DMS_ai_skill_randomIntermediate;
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};
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default
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{
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_difficulty;
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};
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};
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//Create unit
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private _unit = _group createUnit [DMS_AI_Classname, _pos, [], 0,"FORM"];
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_unit allowFleeing 0;
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// Remove existing gear
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{_unit removeWeaponGlobal _x;} forEach (weapons _unit);
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{_unit unlinkItem _x;} forEach (assignedItems _unit);
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{_unit removeItem _x;} forEach (items _unit);
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removeAllItemsWithMagazines _unit;
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removeHeadgear _unit;
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removeUniform _unit;
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removeVest _unit;
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removeBackpackGlobal _unit;
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// Give default items
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{
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// "Why doesn't linkItem work with any of these? Because fuck you, that's why" - BIS
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach DMS_ai_default_items;
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if (_class == "unarmed") then
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{
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_class = "assault";
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_unarmed = true;
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}
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else
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{
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if (_class in DMS_ai_SupportedRandomClasses) then
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{
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_class = selectRandom (missionNamespace getVariable [format["DMS_%1_AI",_class], DMS_random_AI]);
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};
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};
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// Set random DMS unit names if you don't want Arma assigned (real names)
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if !(DMS_AI_UseRealNames) then
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{
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_unit setName format["[DMS %1 %2 %3]",toUpper _side,_class,floor(random 1000)];
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};
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if (_customGearSet isEqualTo []) then
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{
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if !(_class in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _class: %1 | _this: %2",_class,_this];
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deleteVehicle _unit;
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};
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// Equipment (Stuff that goes in the toolbelt slots)
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{
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach (missionNamespace getVariable [format ["DMS_%1_equipment",_class],[]]);
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// Clothes
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_unit addHeadgear (selectRandom (missionNamespace getVariable [format ["DMS_%1_helmets",_class],DMS_assault_helmets]));
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_unit forceAddUniform (selectRandom (missionNamespace getVariable [format ["DMS_%1_clothes",_class],DMS_assault_clothes]));
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_unit addVest (selectRandom (missionNamespace getVariable [format ["DMS_%1_vests",_class],DMS_assault_vests]));
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_unit addBackpackGlobal (selectRandom (missionNamespace getVariable [format ["DMS_%1_backpacks",_class],DMS_assault_backpacks]));
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// Random items that can be added to the unit's inventory, such as food, meds, etc.
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private _randItemCount = missionNamespace getVariable [format ["DMS_%1_RandItemCount",_class],0];
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if (_randItemCount>0) then
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{
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private _randItems = missionNamespace getVariable [format ["DMS_%1_RandItems",_class],["Exile_Item_PlasticBottleFreshWater"]];
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for "_i" from 1 to _randItemCount do
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{
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_unit addItem (selectRandom _randItems);
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};
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};
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// Items (Loot stuff that goes in uniform/vest/backpack)
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{_unit addItem _x;} forEach (missionNamespace getVariable [format ["DMS_%1_items",_class],[]]);
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// Make AI effective at night
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private _nighttime = (sunOrMoon != 1);
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if (_nighttime) then
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{
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_unit linkItem "NVGoggles";
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};
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if (!_unarmed) then
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{
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private _weapon = selectRandom (missionNamespace getVariable [format ["DMS_%1_weps",_class],DMS_assault_weps]);
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[_unit, _weapon, 6 + floor(random 3)] call DMS_fnc_AddWeapon;
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_unit selectWeapon _weapon;
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_class],0])) then
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{
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_unit addPrimaryWeaponItem (selectRandom (missionNamespace getVariable [format ["DMS_%1_optics",_class],DMS_assault_optics]));
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};
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if (_nighttime && {(random 100) <= DMS_ai_nighttime_accessory_chance}) then
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{
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_unit addPrimaryWeaponItem (selectRandom ["acc_pointer_IR","acc_flashlight"]);
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};
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_class],0])) then
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{
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_unit addPrimaryWeaponItem (selectRandom DMS_ai_BipodList);
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};
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_class],0])) then
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{
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private _suppressor = _weapon call DMS_fnc_FindSuppressor;
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if (_suppressor != "") then
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{
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_unit addPrimaryWeaponItem _suppressor;
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};
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};
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/*
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// In case spawn position is water
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if (DMS_ai_enable_water_equipment && {surfaceIsWater _pos}) then
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{
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removeHeadgear _unit;
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removeAllWeapons _unit;
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_unit forceAddUniform "U_O_Wetsuit";
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_unit addVest "V_RebreatherIA";
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_unit addGoggles "G_Diving";
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[_unit, "arifle_SDAR_F", 4 + floor(random 3), "20Rnd_556x45_UW_mag"] call DMS_fnc_AddWeapon;
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};
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*/
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private _pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_class],[]];
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if !(_pistols isEqualTo []) then
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{
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private _pistol = selectRandom _pistols;
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[_unit, _pistol, 2 + floor(random 2)] call DMS_fnc_AddWeapon;
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};
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// Infinite Ammo
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// This will NOT work if AI unit is offloaded to client
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_unit addeventhandler ["Fired", {(vehicle (_this select 0)) setvehicleammo 1;}];
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};
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}
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else
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{
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if !(_customGearSet params
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[
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["_weapon","",[""]],
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["_weaponAttachments",[],[[]]],
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["_magazines",[],[[]]],
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["_pistol","",[""]],
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["_pistolAttachments",[],[[]]],
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["_assignedItems",[],[[]]],
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["_launcher","",[""]],
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["_helmet","",[""]],
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["_uniform","",[""]],
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["_vest","",[""]],
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["_backpack","",[""]]
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])
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then
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{
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diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _customGearSet: %1 | _this: %2",_customGearSet,_this];
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};
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if (DMS_DEBUG) then
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{
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(format ["SpawnAISoldier :: Equipping unit %1 with _customGearSet: %2",_unit,_customGearSet]) call DMS_fnc_DebugLog;
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};
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// Clothes
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if !(_helmet isEqualTo "") then
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{
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_unit addHeadgear _helmet;
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};
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if !(_uniform isEqualTo "") then
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{
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_unit forceAddUniform _uniform;
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};
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if !(_vest isEqualTo "") then
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{
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_unit addVest _vest;
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};
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if !(_backpack isEqualTo "") then
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{
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_unit addBackpackGlobal _backpack;
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};
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if !(_launcher isEqualTo "") then
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{
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_unit addWeapon _launcher;
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};
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// Add pistol and attachments
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if !(_pistol isEqualTo "") then
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{
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_unit addWeapon _pistol;
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{
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_unit addHandgunItem _x;
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} forEach _pistolAttachments;
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};
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// Add gun and attachments
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if !(_weapon isEqualTo "") then
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{
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_unit addWeapon _weapon;
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{
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_unit addPrimaryWeaponItem _x;
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} forEach _weaponAttachments;
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_unit selectWeapon _weapon;
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};
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// Add magazines and items about half a second after spawning so that backpack inventory can be used reliably. Thanks to second_coming for reporting this issue.
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[
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0.5,
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{
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params
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[
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"_unit",
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"_magazines",
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"_assignedItems"
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];
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{
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if (_x isEqualType "") then
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{
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_x = [_x,1];
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};
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_unit addMagazines _x;
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} forEach _magazines;
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{
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if (_x in ["Binocular","Rangefinder","Laserdesignator","Laserdesignator_02","Laserdesignator_03"]) then
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{
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_unit addWeapon _x;
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}
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else
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{
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_unit linkItem _x;
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};
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} forEach _assignedItems;
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},
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[_unit,_magazines,_assignedItems],
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false,
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false
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] call ExileServer_system_thread_addTask;
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};
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{
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_unit setSkill _x;
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} forEach (missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]]);
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// Soldier killed event handler
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_unit addMPEventHandler ["MPKilled",'if (isServer) then {_this call DMS_fnc_OnKilled;};'];
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// Remove ramming damage from players. Also remove any damage within 5 seconds of spawning.
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// Will not work if unit is not local (offloaded)
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if (DMS_ai_disable_ramming_damage) then
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{
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_unit addEventHandler ["HandleDamage",
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{
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_dmg = _this select 2;
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_source = _this select 3;
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_projectile = _this select 4;
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if ((_projectile isEqualTo "") && {isPlayer _source}) then
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{
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_dmg = 0;
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};
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_dmg
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}];
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};
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{
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_unit enableAI _x;
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} forEach ["TARGET", "AUTOTARGET", "MOVE", "ANIM", "FSM"];
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if (_difficulty=="hardcore") then
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{
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// Make him a little bit harder ;)
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{
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_unit disableAI _x;
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} forEach ["SUPPRESSION", "AIMINGERROR"];
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};
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_unit setCustomAimCoef (missionNamespace getVariable [format["DMS_AI_AimCoef_%1",_difficulty], 0.7]);
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_unit enableStamina (missionNamespace getVariable [format["DMS_AI_EnableStamina_%1",_difficulty], true]);
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if (_type=="Soldier") then
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{
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_unit setVariable ["DMS_AISpawnPos",_pos];
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_unit setVariable ["DMS_LastAIDistanceCheck",time];
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};
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// Just use "Soldier" type for everything else.
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if (_type == "Paratroopers") then
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{
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_type = "Soldier";
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_unit addBackpackGlobal "B_Parachute";
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};
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// Set info variables
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_unit setVariable ["DMS_AISpawnTime", time];
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_unit setVariable ["DMS_AI_Side", _side];
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_unit setVariable ["DMS_AI_Type", _type];
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// Set money/respect variables
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_unit setVariable
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[
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"DMS_AI_Money",
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missionNamespace getVariable [format ["DMS_%1_%2_MoneyGain",_side,_type],0]
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];
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_unit setVariable
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[
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"DMS_AI_Respect",
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missionNamespace getVariable [format ["DMS_%1_%2_RepGain",_side,_type],0]
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];
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private _AIMoney =
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if (DMS_Spawn_AI_With_Money) then
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{
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private _base_money_amount = missionNamespace getVariable [format["DMS_%1_%2_SpawnMoney",_side,_type], 0];
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private _population_bonus = DMS_AIMoney_PopulationMultiplier * (if (isNil '_playerCount') then {count allPlayers} else {_playerCount});
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_base_money_amount + _population_bonus
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}
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else
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{
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0
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};
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_unit setVariable
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[
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"ExileMoney",
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_AIMoney,
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true
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];
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if (DMS_DEBUG) then
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{
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(format ["SpawnAISoldier :: Spawned a %1 %2 %6 AI at %3 with %4 difficulty carrying %7 poptabs to group %5",_class,_side,_pos,_difficulty,_group,_type,_AIMoney]) call DMS_fnc_DebugLog;
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};
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[_unit] joinSilent _group;
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_unit
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