163 lines
4.9 KiB
Plaintext
Executable File
163 lines
4.9 KiB
Plaintext
Executable File
/* //
|
|
DZMSAISpawn.sqf by Vampire
|
|
Updated for DZMS 2.0 by JasonTM
|
|
Usage: [position,unitcount,skillLevel,AI type,mission number] call DZMSAISpawn;
|
|
Position is the coordinates to spawn at [X,Y,Z]
|
|
UnitCount is the number of units to spawn
|
|
SkillLevel is the skill number defined in DZMSAIConfig.sqf
|
|
AI type is either "Hero" or "Bandit" set in DZMSTimer.sqf
|
|
Mission number is the count of the DZMSMissionData array (-1 because arrays are zero indexed) when the mission spawns
|
|
*/ //
|
|
|
|
local _position = _this select 0;
|
|
local _unitcount = _this select 1;
|
|
local _skill = _this select 2;
|
|
local _aiType = _this select 3;
|
|
local _mission = nil;
|
|
if (count _this > 4) then {
|
|
_mission = _this select 4;
|
|
};
|
|
|
|
local _wpRadius = 10;
|
|
local _xpos = _position select 0;
|
|
local _ypos = _position select 1;
|
|
local _aiskin = "";
|
|
local _unitGroup = createGroup east;
|
|
|
|
// Add the group to the mission data array
|
|
if !(isNil "_mission") then {
|
|
((DZMSMissionData select _mission) select 4) set [count ((DZMSMissionData select _mission) select 4), _unitGroup];
|
|
};
|
|
|
|
for "_x" from 1 to _unitcount do {
|
|
|
|
//Lets pick a skin from the array and assign as Hero or Bandit
|
|
if (_aiType == "Bandit") then {
|
|
_aiskin = DZMSBanditSkins call BIS_fnc_selectRandom;;
|
|
} else {
|
|
_aiskin = DZMSHeroSkins call BIS_fnc_selectRandom;
|
|
};
|
|
|
|
//Lets spawn the unit
|
|
local _unit = _unitGroup createUnit [_aiskin, _position, [], 10, "PRIVATE"];
|
|
|
|
//Make him join the correct team
|
|
[_unit] joinSilent _unitGroup;
|
|
|
|
//Add the behavior
|
|
_unit setCombatMode "YELLOW";
|
|
_unit setBehaviour "COMBAT";
|
|
|
|
//Remove the items he spawns with by default
|
|
removeAllWeapons _unit;
|
|
removeAllItems _unit;
|
|
|
|
//Now we need to figure out their loadout, and assign it
|
|
local _wepArray = DZMSAIWeps call BIS_fnc_selectRandom;
|
|
local _weapon = _wepArray call BIS_fnc_selectRandom;
|
|
local _magazine = getArray (configFile >> "CfgWeapons" >> _weapon >> "magazines") select 0;
|
|
|
|
for "_i" from 1 to 3 do {
|
|
_unit addMagazine _magazine;
|
|
};
|
|
|
|
_unit addBackpack (DZMSPacks call BIS_fnc_selectRandom);
|
|
_unit addWeapon _weapon;
|
|
_unit selectWeapon _weapon;
|
|
|
|
if (!DZMSOverwatch) then {
|
|
local _attachments = configFile >> "CfgWeapons" >> _weapon >> "Attachments";
|
|
if (isClass _attachments && {count _attachments > 0}) then {
|
|
local _attach = configName (_attachments call BIS_fnc_selectRandom);
|
|
if (_attach == "Attachment_Tws") then {
|
|
if (DZMS_AllowThermal) then {
|
|
_unit addMagazine _attach;
|
|
};
|
|
} else {
|
|
_unit addMagazine _attach;
|
|
};
|
|
};
|
|
};
|
|
|
|
if (DZMSUseNVG) then {
|
|
_unit addWeapon "NVGoggles";
|
|
};
|
|
|
|
//Get the gear array
|
|
local _aigear = [DZMSGear0,DZMSGear1,DZMSGear2,DZMSGear3,DZMSGear4] call BIS_fnc_selectRandom;
|
|
|
|
{
|
|
_unit addMagazine _x;
|
|
} count (_aigear select 0);
|
|
|
|
{
|
|
_unit addWeapon _x;
|
|
} count (_aigear select 1);
|
|
|
|
//Lets give a launcher to odd numbered AI if enabled
|
|
if (DZMSUseRPG) then {
|
|
if !(_x mod 2 == 0) then { // check if AI number is divisible by 2.
|
|
_unit addWeapon "RPG7V";
|
|
_unit addMagazine "PG7V";
|
|
_unit addMagazine "PG7V";
|
|
};
|
|
};
|
|
|
|
// New for 1.0.7 - Hero and bandit dog tags that can be traded for +/- humanity.
|
|
if (_aitype == "Hero") then {
|
|
if (random 1 <= DZMS_HeroDogTag) then {
|
|
_unit addMagazine "ItemDogTagHero";
|
|
};
|
|
} else {
|
|
if (random 1 <= DZMS_BanditDogTag) then {
|
|
_unit addMagazine "ItemDogTagBandit";
|
|
};
|
|
};
|
|
|
|
//Lets set the skills
|
|
local _aicskill = call {
|
|
if (_skill == 0) exitWith {DZMSSkills0;};
|
|
if (_skill == 1) exitWith {DZMSSkills1;};
|
|
if (_skill == 2) exitWith {DZMSSkills2;};
|
|
if (_skill == 3) exitWith {DZMSSkills3;};
|
|
DZMSSkills1;
|
|
};
|
|
|
|
{
|
|
_unit setSkill [(_x select 0),(_x select 1)]
|
|
} count _aicskill;
|
|
|
|
_unit addEventHandler ["Killed",{ [(_this select 0), (_this select 1)] call DZMSAIKilled;}];
|
|
|
|
if !(isNil "_mission") then {
|
|
_unit setVariable ["DZMSAI" + dayz_serverKey, [_mission,_aiType]];
|
|
DZMSMissionData select _mission set [0, ((DZMSMissionData select _mission) select 0) + 1];
|
|
} else {
|
|
_unit setVariable ["DZMSAI" + dayz_serverKey, [-1,_aiType]];
|
|
};
|
|
};
|
|
|
|
// These are 4 waypoints in a NorthSEW around the center
|
|
local _wppos1 = [_xpos, _ypos + 20, 0];
|
|
local _wppos2 = [_xpos + 20, _ypos, 0];
|
|
local _wppos3 = [_xpos, _ypos - 20, 0];
|
|
local _wppos4 = [_xpos - 20, _ypos, 0];
|
|
|
|
_unitGroup allowFleeing 0;
|
|
|
|
// We add the 4 waypoints
|
|
local _wp1 = _unitGroup addWaypoint [_wppos1, _wpRadius];
|
|
_wp1 setWaypointType "MOVE";
|
|
local _wp2 = _unitGroup addWaypoint [_wppos2, _wpRadius];
|
|
_wp2 setWaypointType "MOVE";
|
|
local _wp3 = _unitGroup addWaypoint [_wppos3, _wpRadius];
|
|
_wp3 setWaypointType "MOVE";
|
|
local _wp4 = _unitGroup addWaypoint [_wppos4, _wpRadius];
|
|
_wp4 setWaypointType "MOVE";
|
|
|
|
// Then we add a center waypoint that tells them to visit the rest
|
|
local _wpfin = _unitGroup addWaypoint [[_xpos,_ypos, 0], _wpRadius];
|
|
_wpfin setWaypointType "CYCLE";
|
|
|
|
if (DZMSDebug) then {diag_log text format["[DZMS]: (%2) %1 AI Spawned.",count (units _unitGroup),_aiType];};
|