2022-04-21 16:15:41 +03:00

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Executable File

/* //
DZMSM2Spawn.sqf by JasonTM
Usage: [positions,,skillLevel,AI type,mission number] call DZMSM2Spawn;
Position is the coordinates to spawn at [X,Y,Z]
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 _positions = _this select 0;
local _skill = _this select 1;
local _aiType = _this select 2;
local _mission = nil;
if (count _this > 3) then {
_mission = _this select 3;
};
local _unitGroup = createGroup east;
local _aiskin = "";
// 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];
};
_unitGroup setVariable ["DoNotFreeze", true];
{
//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, [0,0,0], [], 10, "PRIVATE"];
//Make him join the correct team
[_unit] joinSilent _unitGroup;
//Add the behavior
_unit enableAI "TARGET";
_unit enableAI "AUTOTARGET";
_unit enableAI "MOVE";
_unit enableAI "ANIM";
_unit enableAI "FSM";
_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;
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);
// 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;}];
// Lets spawn the M2 Static Gun
local _static = "M2StaticMG" createVehicle _x;
if (surfaceIsWater _x) then {
_static setPosASL _x;
} else {
_static setPosATL _x;
};
dayz_serverObjectMonitor set [count dayz_serverObjectMonitor,_static];
_unit moveInGunner _static;
_static addEventHandler ["GetOut",{
_unit = _this select 2;
_static = _this select 0;
if (alive _unit) then {_unit moveInGunner _static};
}];
if !(isNil "_mission") then {
_unit setVariable ["DZMSAI" + dayz_serverKey, [_mission,_aiType]];
DZMSMissionData select _mission set [0, ((DZMSMissionData select _mission) select 0) + 1];
((DZMSMissionData select _mission) select 5) set [count ((DZMSMissionData select _mission) select 5), _static];
} else {
_unit setVariable ["DZMSAI" + dayz_serverKey, [-1,_aiType]];
};
} forEach _positions;