Using custom AI script, want to use your AI Group name.

UrbanSkaters

Valued Member!
Hey Sarge, I'm using the script below for a custom addition to my map that this works really well for. What I want to know is what should the _aiGroup = createGroup resistence; be if I want it to use your faction settings instead of the factions.sqf file that came with this script. Id like to just use whatever factions settings you use :)

//Created by axeman Edited by TheSzerdi
private ["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_wp","_aispawnpos","_aiwep1","_aiammo1","_aiwep2","_aiammo2"];

_aiunit = objNull;
_aiGroup = createGroup resistance;
_aispawnpos =_this select 0;
_wpradius = _this select 1;
_wpnum = _this select 2;
_numunits = _this select 3;
_levelnum = _this select 4;

_xpos = _aispawnpos select 0;
_ypos = _aispawnpos select 1;

diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];

for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do
{
_unitpos = [_xpos+x,_ypos+x,0];

if (_levelnum==0) then // in_sityes troops
{
if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers
{
"GUE_Soldier_Crew_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
_rndLOut=floor(random 4);
_ailoadout=
switch (_rndLOut) do
{
case 0: {["M1014","8Rnd_B_Beneli_74Slug","revolver_EP1","6Rnd_45ACP"]};
case 1: {["M1014","8Rnd_B_Beneli_Pellets","revolver_EP1","6Rnd_45ACP"]};
case 2: {["Remington870_lamp","8Rnd_B_Beneli_74Slug","Colt1911","7Rnd_45ACP_1911"]};
case 3: {["Remington870_lamp","8Rnd_B_Beneli_Pellets","Colt1911","7Rnd_45ACP_1911"]};
};
};
if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers
{
"GUE_Soldier_Sniper_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];
_rndLOut=floor(random 3);
_ailoadout=
switch (_rndLOut) do
{
case 0: {["LeeEnfield","10x_303","Makarov","8Rnd_9x18_Makarov"]};
case 1: {["Huntingrifle","5x_22_LR_17_HMR","Makarov","8Rnd_9x18_Makarov"]};
case 2: {["M14_EP1","20Rnd_762x51_DMR","Makarov","8Rnd_9x18_Makarov"]};
};
};
};
if (_levelnum==1) then //in_military troops
{
if (x == 1) then //one troops comander
{
"GUE_Soldier_MG_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"LIEUTENANT"];
_rndLOut=floor(random 7);
_ailoadout=
switch (_rndLOut) do
{
case 0: {["AK_47_M","30Rnd_762x39_AK47"]};
case 1: {["M4A1_RCO_GL","30Rnd_762x39_AK47"]};
case 2: {["Sa58P_EP1","30Rnd_762x39_SA58"]};
case 3: {["Sa58V_CCO_EP1","30Rnd_762x39_SA58"]};
case 4: {["Sa58V_EP1","30Rnd_762x39_SA58"]};
case 5: {["M4SPR","30Rnd_556x45_Stanag"]};
case 6: {["AK_47_M","30Rnd_762x39_AK47"]};
};
};
if ((x == 2) || (x == 3)) then //troops sergeant
{
"BanditW2_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"];
_rndLOut=floor(random 4);
_ailoadout=
switch (_rndLOut) do
{
case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag","glock17_EP1","17Rnd_9x19_glock17"]};
case 1: {["RPK_74","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"]};
case 2: {["G36A_camo","30Rnd_556x45_G36","MakarovSD","8Rnd_9x18_Makarov"]};
case 3: {["AK_47_M","30Rnd_762x39_AK47"]};
};
};
if (x > 3) then //troops soldiers
{
"Ins_Soldier_GL_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"];

_rndLOut=floor(random 5);
_ailoadout=
switch (_rndLOut) do
{
case 0: {["SVD_CAMO","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]};
case 1: {["M24","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]};
case 2: {["M24_des_EP1","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]};
case 3: {["SVD","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]};
case 4: {["AK_107_pso","30Rnd_545x39_AK","M9","15Rnd_9x19_M9"]};
};
};
};
diag_log format ["AIUNIT: Creating BAF_Soldier_L_DDPM by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut];

_aiunit enableAI "TARGET";
_aiunit enableAI "AUTOTARGET";
_aiunit enableAI "MOVE";
_aiunit enableAI "ANIM";
_aiunit enableAI "FSM";
_aiunit allowDammage true;

_aiunit addEventHandler ['killed',{_this execVM "\z\addons\dayz_server\modules\bodyclean.sqf"}]; //Body disappear time

_aiunit setCombatMode "RED";
_aiunit setBehaviour "AWARE";

//clear default weapons / ammo
removeAllWeapons _aiunit;
//add random selection
_aiwep1 = _ailoadout select 0;
_aiammo1 = _ailoadout select 1;
_aiwep2 = _ailoadout select 2;
_aiammo2 = _ailoadout select 3;
_aiunit addweapon _aiwep1;
_aiunit addMagazine _aiammo1;
_aiunit addMagazine _aiammo1;
_aiunit addMagazine _aiammo1;
_aiunit addweapon _aiwep2;
_aiunit addMagazine _aiammo2;
_aiunit addMagazine _aiammo2;
_aiunit removeWeapon "ItemRadio";
//add some garbage
if (x == 1) then {
_aiunit addMagazine "SmokeShellGreen";
_aiunit addMagazine "HandGrenade_West";
_aiunit addMagazine "FoodCanBakedBeans";
_aiunit addMagazine "ItemSodaCoke";
_aiunit addMagazine "ItemPainkiller";
_aiunit addMagazine "ItemHeatPack";
_aiunit addMagazine "ItemEpinephrine";
_aiunit addMagazine "ItemMorphine";
};
if (x == 2) then {
_aiunit addMagazine "ItemHeatPack";
_aiunit addMagazine "ItemPainkiller";
_aiunit addMagazine "ItemEpinephrine";
_aiunit addMagazine "ItemMorphine";
};
if (x >= 3) then {
_aiunit addMagazine "ItemHeatPack";
_aiunit addMagazine "ItemBandage";
};
//set skills
_aiunit setSkill ["aimingAccuracy",0.75];
_aiunit setSkill ["aimingShake",0.89];
_aiunit setSkill ["aimingSpeed",0.89];
_aiunit setSkill ["endurance",0.99];
_aiunit setSkill ["spotDistance",0.99];
_aiunit setSkill ["spotTime",0.99];
_aiunit setSkill ["courage",0.99];
_aiunit setSkill ["reloadSpeed",0.28];
_aiunit setSkill ["commanding",0.99];
_aiunit setSkill ["general",0.89];
//sleep 0.5;
};
//generate waypoints
for [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do {
_wppos = [_xpos+(x*5),_ypos+(x*5),_wpradius];
_wp = _aiGroup addWaypoint [_wppos, _wpradius];
_wp setWaypointType "MOVE";
};
_wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius];
_wp setWaypointType "CYCLE";

// diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos];
 
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