118 lines
5.8 KiB
Plaintext
118 lines
5.8 KiB
Plaintext
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private ["_aiMag","_aiWeapon","_aiAssault","_aiMachine","_aiSniper","_aiRandomWep","_aiWepAndMag","_aiPosition","_divisor","_playerUID","_clientKey","_playerPos","_activatingPlayer","_exitReason","_aiArea","_aiCount","_unitGroup","_unit","_deadai","_killer"];
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//_activatingPlayer = _this select 0;
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//_params = _this select 1;
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//_clientKey = _this select 2;
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EAT_BanditorHero = _params select 0;
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_aiArea = _params select 1;
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_aiCount = _params select 2;
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_divisor = _params select 3;
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_aiPosition = _params select 4;
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_playerPos = _params select 6;
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//_playerUID = getPlayerUID _activatingPlayer;
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_exitReason = [_this,"EAT_AiSpawn",_playerPos,_clientKey,_playerUID,_activatingPlayer] call server_verifySender;
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if (_exitReason != "") exitWith {diag_log _exitReason};
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#define AI_SKILL [["aimingAccuracy",0.60],["aimingShake",0.60],["aimingSpeed",0.60],["endurance",1.00],["spotDistance",0.60],["spotTime",0.60],["courage",1.00],["reloadSpeed",1.00],["commanding",1.00],["general",1.00]]
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#define AI_ITEMS ["ItemBandage","ItemAntibiotic","ItemPainkiller","ItemAntibacterialWipe","ItemMorphine","ItemEpinephrine","FoodCanBakedBeans","FoodCanPotatoes","ItemSodaMtngreen","ItemSodaLemonade"]
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#define AI_BAG ["DZ_Czech_Vest_Pouch","DZ_ALICE_Pack_EP1","DZ_TK_Assault_Pack_EP1","DZ_British_ACU","DZ_GunBag_EP1","DZ_CivilBackpack_EP1","DZ_Backpack_EP1","DZ_LargeGunBag_EP1"]
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#define BANDIT_SKIN ["Ins_Soldier_GL_DZ","TK_INS_Soldier_EP1_DZ","TK_INS_Warlord_EP1_DZ","GUE_Commander_DZ","GUE_Soldier_Sniper_DZ","GUE_Soldier_MG_DZ","GUE_Soldier_Crew_DZ","GUE_Soldier_2_DZ","GUE_Soldier_CO_DZ","BanditW1_DZ","BanditW2_DZ","Bandit1_DZ","Bandit2_DZ"]
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#define HERO_SKIN ["Soldier_Sniper_PMC_DZ","FR_OHara_DZ","Soldier_Bodyguard_AA12_PMC_DZ","FR_R_DZ","FR_Sapper_DZ","FR_Marksman_DZ","FR_Assault_R_DZ","UN_CDF_Soldier_Guard_EP1_DZ","UN_CDF_Soldier_EP1_DZ","BAF_Soldier_N_MTP_DZ"]
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#define AI_TOOLS ["ItemKnife","ItemMap","ItemMatchbox","ItemHatchet","ItemToolbox","ItemCrowbar"]
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_aiAssault = [["M16A4_ACOG_DZ","30Rnd_556x45_Stanag"],["Sa58V_RCO_EP1","30Rnd_762x39_AK47"],["SCAR_L_STD_Mk4CQT","30Rnd_556x45_Stanag"],["M8_sharpshooter","30Rnd_556x45_Stanag"],["M4A1_Holo_MFL_DZ","30Rnd_556x45_Stanag"],["SCAR_L_STD_HOLO","30Rnd_556x45_Stanag"],["M4A1_CCO_DZ","30Rnd_556x45_Stanag"],["G36C_ACOG_DZ","30Rnd_556x45_G36"],["AKM_Kobra_DZ","30Rnd_762x39_AK47"],["SA58_Holo_DZ","30Rnd_762x39_SA58"],["m8_carbine","30Rnd_556x45_Stanag"],["L85A2_CCO_FL_DZ","30Rnd_556x45_Stanag"],["AK74_GL_PSO1_DZ","30Rnd_545x39_AK"]];
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_aiMachine = [["RPK74_Kobra_DZ","75Rnd_545x39_RPK"],["Mk48_CCO_DZ","100Rnd_762x51_M240"],["M249_DZ","200Rnd_556x45_M249"],["Pecheneg_DZ","100Rnd_762x54_PK"],["M240_DZ","100Rnd_762x51_M240"]];
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_aiSniper = [["M14_Holo_DZ","20Rnd_762x51_DMR"],["SCAR_H_LNG_Sniper_SD","20Rnd_762x51_SB_SCAR"],["M110_NVG_EP1","20rnd_762x51_B_SCAR"],["SVD_PSO1_Gh_DZ","10Rnd_762x54_SVD"],["VSS_Vintorez","20Rnd_9x39_SP5_VSS"],["DMR_DZ","20Rnd_762x51_DMR"],["M40A3_DZ","5Rnd_762x51_M24"]];
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_aiRandomWep = [_aiAssault,_aiAssault,_aiAssault,_aiSniper,_aiMachine];
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_aiWepAndMag = (_aiRandomWep call BIS_fnc_selectRandom) call BIS_fnc_selectRandom;
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_aiWeapon = _aiWepAndMag select 0;
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_aiMag = _aiWepAndMag select 1;
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EAT_unitWaypoints = {
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private ["_wp","_pos_x","_pos_y","_pos_z","_unitGroup","_position","_waypoint"];
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_unitGroup = _this select 0;
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_position = _this select 1;
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_pos_x = _position select 0;
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_pos_y = _position select 1;
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_pos_z = _position select 2;
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_waypoint = _this select 2;
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{
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_wp = _unitGroup addWaypoint [_x,10];
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_wp setWaypointType "MOVE";
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} count [[_pos_x,(_pos_y+_waypoint),0],[(_pos_x+_waypoint),_pos_y,0],[_pos_x,(_pos_y-_waypoint),0],[(_pos_x-_waypoint),_pos_y,0]];
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_wp = _unitGroup addWaypoint [[_pos_x,_pos_y,0],_waypoint];
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_wp setWaypointType "CYCLE";
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};
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_unitGroup = createGroup EAST;
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for "_x" from 1 to (_aiCount/_divisor) do {
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if (EAT_BanditorHero == "Hero") then {
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_unit = _unitGroup createUnit [(HERO_SKIN call BIS_fnc_selectRandom),_aiPosition,[],(_aiArea/2),"CAN COLLIDE"];
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} else {
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_unit = _unitGroup createUnit [(BANDIT_SKIN call BIS_fnc_selectRandom),_aiPosition,[],(_aiArea/2),"CAN COLLIDE"];
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};
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[_unit] joinSilent _unitGroup;
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//_unit setVariable ["Bandit",true];
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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 setCombatMode "YELLOW";
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_unit setBehaviour "COMBAT";
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removeAllWeapons _unit;
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removeAllItems _unit;
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if (sunOrMoon != 1) then {
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_unit addWeapon "NVGoggles";
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};
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_i = 0;
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_j = 0;
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// Magazine count 3
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for "_i" from 1 to 3 do {
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_unit addMagazine _aiMag;
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};
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_unit addWeapon _aiWeapon;
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_unit selectWeapon _aiWeapon;
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_unit addBackpack (AI_BAG call BIS_fnc_selectRandom);
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_unit addWeapon (AI_TOOLS call BIS_fnc_selectRandom);
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for "_j" from 1 to 3 do {
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_unit addMagazine (AI_ITEMS call BIS_fnc_selectRandom);
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};
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{
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_unit setSkill [(_x select 0),(_x select 1)]
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} count AI_SKILL;
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_unit addEventHandler ["Killed",{
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_deadai = _this select 0;
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_killer = _this select 1;
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_deadai setVariable ["bodyName","unknown",false];
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[_deadai,_killer] spawn {
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private ["_humanity","_humankills","_banditkills","_player"];
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_player = _this select 1;
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if (isPlayer _player) then {
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_humanity = _player getVariable["humanity",0];
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if (EAT_BanditorHero == "Hero") then {
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_humankills = _player getVariable["humanKills",0];
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_player setVariable ["humanKills",(_humankills + 1),true];
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_player setVariable ["humanity",(_humanity - EAT_HumanityGainLoss),true];
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} else {
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_banditkills = _player getVariable ["banditKills", 0];
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_player setVariable ["banditKills",(_banditkills + 1),true];
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_player setVariable ["humanity",(_humanity + EAT_HumanityGainLoss),true];
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};
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};
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uiSleep EAT_aiDeleteTimer; deleteVehicle (_this select 0);};}];
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};
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_unitGroup setFormation "ECH LEFT";
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_unitGroup selectLeader ((units _unitGroup) select 0);
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[_unitGroup, _aiPosition, _aiArea] spawn EAT_unitWaypoints;
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