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ef822c5a28
Spent a shitton of time setting up SpawnAISoldier. Highly configurable, with the option of using a custom config. I will set up the "private" var line, as well as some debug info later. Increased magazine count for guns spawned in crates
278 lines
7.1 KiB
Plaintext
278 lines
7.1 KiB
Plaintext
/*
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DMS_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 the AI will belong to
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_pos, // Position of AI
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_type, // "random","assault","MG","sniper" or "unarmed"
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_difficulty, // "random","hardcore","difficult","moderate", or "easy"
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_side, // "bandit","hero", etc.
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_optionalGearSet // OPTIONAL: Manually defined AI gear.
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] call DMS_SpawnAIGroup;
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Usage for _optionalGearSet:
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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]]
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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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_items, // Array of strings | EG: ["Rangefinder","ItemGPS","Exile_Item_InstaDoc"]
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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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*/
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//<------ TODO: SETUP PRIVATE VARS
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_OK = params
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[
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["_group",(createGroup DMS_banditSide),[grpNull]],
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["_pos",[0,0,0],[[]],[3]],
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["_type","random",[""]],
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["_difficulty","random",[""]],
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["_side","bandit",[""]]
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];
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_useCustomGear = false;
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_unarmed = false;
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if (!_OK) 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 ((_type isEqualTo "custom") && {((count _this)>5)}) then
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{
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_customGear = _this select 5;
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_useCustomGear = true;
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};
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};
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//Create unit
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_unit = _group createUnit ["O_recon_F", _pos, [], 0,"FORM"];
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_unit allowFleeing 0;
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[_unit] joinSilent _group;
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// Remove existing gear
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removeAllWeapons _unit;
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removeAllItems _unit;
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removeAllAssignedItems _unit;
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removeUniform _unit;
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removeVest _unit;
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removeBackpack _unit;
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removeHeadgear _unit;
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removeGoggles _unit;
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// Give default items
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if !(DMS_ai_default_items isEqualTo []) then
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{
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{_unit linkItem _x;false;} count DMS_ai_default_items;
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};
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/*
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call {
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if(_side == "bandit") exitWith { _unit setVariable ["Bandit",true];};
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if(_side == "hero") exitWith { _unit setVariable ["Hero",true];};
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if(_side == "special") exitWith { _unit setVariable ["Special",true];};
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};
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*/
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call
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{
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if (_type isEqualTo "random") exitWith { _type = DMS_random_AI call BIS_fnc_selectRandom;};
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if (_type isEqualTo "unarmed") exitWith { _type = "assault";_unarmed = true; };
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};
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// Unit name
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_unit setName format["[DMS_Unit_%1%2]",_type,floor(random 1000)];
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if (!_useCustomGear) then
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{
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if !(_type in DMS_ai_SupportedClasses) exitWith
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{
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diag_log format ["DMS ERROR :: DMS_SpawnAISoldier called with unsupported _type: %1 | _this: %2",_type,_this];
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};// No more idiot-proofing for the following configs
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// Items
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{_unit linkItem _x;false;} count (missionNamespace getVariable [format ["DMS_%1_items",_type],[]]);
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// Clothes
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_unit addHeadgear ((missionNamespace getVariable [format ["DMS_%1_helmets",_type],[]]) call BIS_fnc_selectRandom);
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_unit forceAddUniform ((missionNamespace getVariable [format ["DMS_%1_clothes",_type],[]]) call BIS_fnc_selectRandom);
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_unit addVest ((missionNamespace getVariable [format ["DMS_%1_vests",_type],[]]) call BIS_fnc_selectRandom);
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_unit addBackpack ((missionNamespace getVariable [format ["DMS_%1_backpacks",_type],[]]) call BIS_fnc_selectRandom);
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// Make AI effective at night
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_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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_weapon = (missionNamespace getVariable [format ["DMS_%1_weps",_type],[]) call BIS_fnc_selectRandom;
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_muzzle = [_unit, _weapon, 4 + floor(random 3)] call BIS_fnc_addWeapon;
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_unit selectWeapon _weapon;
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_optic_chance",_type],0])) then
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{
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_unit addPrimaryWeaponItem ((missionNamespace getVariable [format ["DMS_%1_optics",_type],[]) call BIS_fnc_selectRandom);
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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 (["acc_pointer_IR","acc_flashlight"] call BIS_fnc_selectRandom);
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};
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_bipod_chance",_type],0])) then
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{
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_unit addPrimaryWeaponItem (DMS_ai_BipodList call BIS_fnc_selectRandom);
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};
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if((random 100) <= (missionNamespace getVariable [format["DMS_%1_suppressor_chance",_type],0])) then
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{
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_suppressor = _weapon call find_suitable_suppressor;
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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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// 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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_muzzle = [_unit, "arifle_SDAR_F", 4 + floor(random 3), "20Rnd_556x45_UW_mag"] call BIS_fnc_addWeapon;
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};
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_pistols = missionNamespace getVariable [format ["DMS_%1_pistols",_type],[];
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if !(_pistols isEqualTo []) then
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{
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_pistol = _pistols call BIS_fnc_selectRandom;
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_muzzle = [_unit, _pistol, 2 + floor(random 2)] call BIS_fnc_addWeapon;
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};
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// Infinite Ammo
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_unit addeventhandler ["Fired", {(_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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_OK = _optionalGearSet 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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["_items",[],[[]]],
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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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if (!_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Calling DMS_SpawnAISoldier with invalid _optionalGearSet: %1 | _this: %2",_optionalGearSet,_this];
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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 addBackpack _backpack;
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};
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// Add Magazines before weapon so that gun will be loaded
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{
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if ((typeName _x) isEqualTo "STRING") 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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false;
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} count _magazines;
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// Add gun and attachments
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if !(_weapon isEqualTo "") then
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{
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_muzzle = [_unit, _weapon, 0] call BIS_fnc_addWeapon;
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{
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_unit addPrimaryWeaponItem _x;
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false;
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} count _weaponAttachments;
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_unit selectWeapon _weapon;
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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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_muzzle = [_unit, _pistol, 0] call BIS_fnc_addWeapon;
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{
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_unit addPrimaryWeaponItem _x;
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false;
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} count _pistolAttachments;
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};
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// Add items
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{
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_unit addItem _x;
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false;
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} count _items;
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};
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if(_difficulty isEqualTo "random") then
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{
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_difficulty = DMS_ai_skill_random call BIS_fnc_selectRandom;
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};
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_skillArray = missionNamespace getVariable [format["DMS_ai_skill_%1",_difficulty],[]];
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{
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_unit setSkill [(_x select 0),(_x select 1)];
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false;
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} count _skillArray;
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// Ground unit
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_unit addEventHandler ["Killed",{[_this, "soldier"] call DMS_OnKill;}];
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_unit enableAI "TARGET";
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_unit enableAI "AUTOTARGET";
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_unit enableAI "MOVE";
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_unit enableAI "ANIM";
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_unit enableAI "FSM";
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_unit |