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Major-Mayhem

Converting murks AI spawn script to ArmA3

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~Salute~

 

looking for help converting murks AI spawn script to ArmA3

any help would be gretaly appreciated

 

requires two files

murks_spawn.sqf

murks_spawn_loaded.sqf

//    File: murk_spawn.sqf
//	Function: to allow for simple trigger based spawning using editor placed units and waypoints.
//		    The script deletes all units when the mission start and the recreate them on command.
//			The script also captures mission, so it can be loaded with murk_spawn_loaded.sqf.
//    Parameters: 
//			_this select 0: OBJECT - unit name (this) 
//			_this select 1: STRING - trigger name
//			_this select 2: STRING - spawn type ("once","repeated","wave" and "reset")
//			_this select 3 (optional): NUMBER - spawn lives (the amount of time the unit respawns, or wave number)
//			_this select 4 (optional): NUMBER - spawn delay
//			_this select 5 (optional): STRING - init string called for the leader of the group
//			_this select 6 (optional): NUMBER-  will start removal sequence of all dead group members after X seconds (default 120)


//	=== Usage: === 
//		Example trigger: Anybody Once (or whatever you want), onActivation: catch_trigger = "triggername"; publicVariable "catch_trigger"; 
//		Unit (leader of group):	nul = [this,"triggername","SPAWNTYPE",LIVES,DELAY] execVM "murk_spawn.sqf"; 
//		
//      Example: nul = [this,"triggername","once"] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger
//      Example: nul = [this,"triggername","repeated",4,30] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit based on the trigger, then respawn it 4 times with a 30 second delay upon death
//      Example: nul = [this,"triggername","wave",5,60] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger, then respawn the entire group (regardless of deaths) 5 times with 60 seconds between
//      Example: nul = [this,"triggername","reset",5] execVM "murk_spawn.sqf"; ---- Will spawn the editor unit once based on the trigger, then reset the trigger after a preset time (15 seconds default). The unit will be created when trigger is true again, maximum number of lives.
// -----------------------------------------------------------------------------------------------------
//
// V8 (ArmAIIholic)
// - Waypoints are also remembered -- no dummy groups at all!!!
// - You get the output on Clipboard you can paste and execute. Added loader for Clipboard missions.
// V7 (ArmAIIholic)
// - Added GameLogic center to reduce number of dummy groups at the beginning, and in modes repeated and reset
// - Changed beginning scope to isServer, rather than using exitWith
// - Shortened initializing trigger part in init.sqf
// - Added original instructions and examples, adapted for v7
// - SQM is from v5 with some groups added
// V6 - Dedicated to Xeno, for his advice
// - Fix: Performance/effiency optimizations across the board
//	- Shortened parameters
// 	- Improved group cleanup, units in groups are now always deleted so that the group can be deleted
//	- New type of unit cleanup, no longer spawns eventhandlers for each unit
//	- Better array usage, no more additions over multiple arrays
//	- Moved the internal turret crew function out
//	- Further attempt to make vehicle/infantry storage and recreation more similar in order to cut code
// - Fix: Now supports mixed infantry and vehicle groups
// V5
// - Change: Removed group and function scripts, everything done in a single file
// - Change: Spawn trigger variable is now a setVariable of the trigger instead of a global variable
// - Add: Option to enable removal of dead units, eventhandler attached to everyone spawning
// - Fix: Should now work in multiplayer on a dedicated server (only tested on a local dedicated/join setup however)
// - Fix: Performance issues with helos from V4 resolved
// - Fix: Some minor bugs with the optional parameters
// - Fix: Now properly support crews in turrets-on-turrets (had to bring in some BIS made functions)
// V4
// - See older versions

// This script is serverside
if(isServer) then 
{

// -------------------  Init  ----------------------- //
_countThis = count _this;

// ----------------  Parameters  -------------------- //
_unit = _this select 0;
_trigger = _this select 1;
_spawntype = _this select 2;
_spawnlives = if (_countThis >= 4) then { _this select 3; } else { 1 }; // Optional
_spawndelay = if (_countThis >= 5) then { _this select 4; } else { 1 }; // Optional
_initString = if (_countThis >= 6) then { _this select 5; } else { "" }; // Optional
_bodyRemove = if (_countThis >= 7) then { _this select 6; } else { 120 }; // Optional

// --  Delete the unit (this is always done ASAP)  -- //
_unitArray = [];
_unitGroup = group _unit;
_unitsInGroup = units _unitGroup;
_unitCount = count _unitsInGroup;
_unitsInGroupAdd = [];
_side = side _unitGroup;

while { _unitCount > 0 } do { 
	// The currently worked on unit
	_unitsInGroup = units _unitGroup;
	_unit = _unitsInGroup select 0;
	_unitCount = count _unitsInGroup;
	// Check if its a vehicle
	if ( (vehicle _unit) isKindOf "LandVehicle" OR (vehicle _unit) isKindOf "Air") then { 
		_vcl = vehicle _unit;
		if (!(_vcl in _unitsInGroupAdd) AND (typeOf _vcl != "")) then {
			_unitsIngroupAdd set [count _unitsInGroupAdd, _vcl];
			_unitCrewArray = [];
			_crew = crew _vcl;
			{ _unitCrewArray set [count _unitCrewArray, typeOf _x]; } forEach _crew;
			_unitInfoArray = [typeOf _vcl,getPos _vcl,getDir _vcl,vehicleVarName _vcl,skill _vcl,rank _vcl,weapons _vcl,magazines _vcl,_unitCrewArray];
			_unitArray set [count _unitArray, _unitInfoArray];
			deleteVehicle _vcl;
			{ deleteVehicle _x; } forEach _crew;
		};
	}
	// Otherwise its infantry
	else {
		_unitInfoArray = [typeOf _unit,getPos _unit,getDir _unit,vehicleVarName _unit,skill _unit,rank _unit,weapons _unit,magazines _unit,[]]; 
		_unitArray set [count _unitArray, _unitInfoArray];
		deleteVehicle _unit;
	};
	sleep 0.01;
};

// Gathering waypoints
_countWaypoints = 0;
_waypointsArray = [];
_waypointsEntry = [];

_countWaypoints = count(waypoints _unitGroup);

for [{_i=0}, {_i < _countWaypoints}, {_i=_i+1}] do
{
	_waypointsEntry = [];
	
	_wPos = waypointPosition [_unitGroup, _i];
	_wHPos = waypointHousePosition [_unitGroup, _i];
	_wBih = waypointBehaviour [_unitGroup, _i];
	_wCM = waypointCombatMode [_unitGroup, _i];
	_wCR = waypointCompletionRadius [_unitGroup, _i];
	_wDes = waypointDescription [_unitGroup, _i];
	_wForm = waypointFormation [_unitGroup, _i];
	_wScr = waypointScript [_unitGroup, _i];
	_wShw = waypointShow [_unitGroup, _i];
	_wSp = waypointSpeed [_unitGroup, _i];
	_wSt = waypointStatements [_unitGroup, _i]; //diag_log _wSt;
	_wTo = waypointTimeout [_unitGroup, _i];
	_wTy = waypointType [_unitGroup, _i];
	
	_waypointsEntry = _waypointsEntry + [_wPos] + [_wHPos] + [_wBih] + [_wCM] + [_wCR] + [_wDes] + [_wForm] + [_wScr] + [_wShw] + [_wSp] + [_wSt] + [_wTo] + [_wTy];

	_waypointsArray = _waypointsArray + [_waypointsEntry];
};

//diag_log format ["Waypoints' array : %1",_waypointsArray];

deleteGroup _unitGroup;

// --------------  Record mission  ------------------ //

_gatherData = [];

_gatherData = _gatherData + [_unitArray] + [_side] + [_waypointsArray] + [_trigger] + [_spawntype] + [_spawnlives] + [_spawndelay] + [_initString] + [_bodyRemove];

Mission_capture = Mission_capture + [_gatherData];


// -----------------  Functions  -------------------- //

// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_returnConfigEntry as its needed for turrets and shortened a bit
_fnc_returnConfigEntry = {
	private ["_config", "_entryName","_entry", "_value"];
	_config = _this select 0;
	_entryName = _this select 1;
	_entry = _config >> _entryName;
	//If the entry is not found and we are not yet at the config root, explore the class' parent.
	if (((configName (_config >> _entryName)) == "") && (!((configName _config) in ["CfgVehicles", "CfgWeapons", ""]))) then {
		[inheritsFrom _config, _entryName] call _fnc_returnConfigEntry;
	}
	else { if (isNumber _entry) then { _value = getNumber _entry; } else { if (isText _entry) then { _value = getText _entry; }; }; };
	//Make sure returning 'nil' works.
	if (isNil "_value") exitWith {nil};
	_value;
};
	
// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_fnc_returnVehicleTurrets and shortened a bit
_fnc_returnVehicleTurrets = {
	private ["_entry","_turrets", "_turretIndex"];
	_entry = _this select 0;
	_turrets = [];
	_turretIndex = 0;
	//Explore all turrets and sub-turrets recursively.
	for "_i" from 0 to ((count _entry) - 1) do {
		private ["_subEntry"];
		_subEntry = _entry select _i;
		if (isClass _subEntry) then {
			private ["_hasGunner"];
			_hasGunner = [_subEntry, "hasGunner"] call _fnc_returnConfigEntry;
			//Make sure the entry was found.
			if (!(isNil "_hasGunner")) then {
				if (_hasGunner == 1) then {
					_turrets = _turrets + [_turretIndex];		
					//Include sub-turrets, if present.
					if (isClass (_subEntry >> "Turrets")) then { _turrets = _turrets + [[_subEntry >> "Turrets"] call _fnc_returnVehicleTurrets]; } 
					else { _turrets = _turrets + [[]]; };
				};
			};
			_turretIndex = _turretIndex + 1;
		};
	};
	_turrets;
};

_fnc_moveInTurrets = {	
	private ["_turrets","_path","_i"];
	_turrets = _this select 0;
	_path = _this select 1;
	_currentCrewMember = _this select 2;
	_crew = _this select 3;
	_spawnUnit = _this select 4;
	_i = 0;     
	while {_i < (count _turrets)} do { 
		 _turretIndex = _turrets select _i;
		_thisTurret = _path + [_turretIndex];
		(_crew select _currentCrewMember) moveInTurret [_spawnUnit, _thisTurret]; _currentCrewMember = _currentCrewMember + 1;
		//Spawn units into subturrets.
		[_turrets select (_i + 1), _thisTurret, _currentCrewmember, _crew, _spawnUnit] call _fnc_moveInTurrets;
		_i = _i + 2;
	};
};

// This is the general cleanup function running in the background for the group, replaces the removebody eventhandler and delete group in V5
_fnc_cleanGroup = {
	_group = _this select 0;
	_unitsGroup = units _group;
	_sleep = _this select 1;
	// Hold until the entire group is dead
	while { ({alive _x} count _unitsGroup) > 0 } do { sleep 5; };
	sleep _sleep;
	{
		_origPos = getPos _x;
		_z = _origPos select 2;
		_desiredPosZ = if ( (vehicle _x) iskindOf "Man") then { (_origPos select 2) - 0.5 } else { (_origPos select 2) - 3 };
		if ( vehicle _x == _x ) then {
			_x enableSimulation false;
			while { _z > _desiredPosZ } do { 
				_z = _z - 0.01;
				_x setPos [_origPos select 0, _origPos select 1, _z];
				sleep 0.1;
			};
		};
		deleteVehicle _x; 
		sleep 5;
	} forEach _unitsGroup;		
	// Now we know that all units are deleted
	deleteGroup _group;
};

_fnc_spawnUnit = {
	// We need to pass the old group so we can copy waypoints from it, the rest we already know
	_oldGroup = _this select 0;
	_newGroup = createGroup (_this select 1);
	_waypointsArray = _this select 2;
	// If the old group doesnt have any units in it its a spawned group rather than respawned
	if ( count (units _oldGroup) == 0) then { deleteGroup _oldGroup; };
	{
		_spawnUnit = Object;
		_unitType = _x select 0; _unitPos  = _x select 1; _unitDir  = _x select 2;
		_unitName = _x select 3; _unitSkill = _x select 4; _unitRank = _x select 5;
		_unitWeapons = _x select 6; _unitMagazines = _x select 7; _unitCrew = _x select 8;
		// Check if the unit has a crew, if so we know its a vehicle
		if (count _unitCrew > 0) then { 
			if (_unitPos select 2 >= 10) then { 
				_spawnUnit = createVehicle [_unitType,_unitPos, [], 0, "FLY"]; 
				_spawnUnit setVelocity [50 * (sin _unitDir), 50 * (cos _unitDir), 0];
			}
			else { _spawnUnit = _unitType createVehicle _unitPos; };
			// Create the entire crew
			_crew = [];
     			{ _unit = _newGroup createUnit [_x, getPos _spawnUnit, [], 0, "NONE"]; _crew set [count _crew, _unit]; } forEach _unitCrew;
	      	// We assume that all vehicles have a driver, the first one of the crew
			(_crew select 0) moveInDriver _spawnUnit;
			// Count the turrets and move the men inside	      	
	      	_turrets = [configFile >> "CfgVehicles" >> _unitType >> "turrets"] call _fnc_returnVehicleTurrets;
	      	[_turrets, [], 1, _crew, _spawnUnit] call _fnc_moveInTurrets; 	      	
		}
		// Otherwise its infantry
		else { 
			_spawnUnit = _newGroup createUnit [_unitType,_unitPos, [], 0, "NONE"]; 
			removeAllWeapons _spawnUnit;
			{_spawnUnit removeMagazine _x} forEach magazines _spawnUnit;
			removeAllItems _spawnUnit;
			{_spawnUnit addMagazine _x} forEach _unitMagazines;
			{_spawnUnit addWeapon _x} forEach _unitWeapons;
			_spawnUnit selectWeapon (primaryWeapon _spawnUnit);
		};
		// Set all the things common to the spawned unit
		_spawnUnit setDir _unitDir;
		_spawnUnit setSkill _unitSkill;
		_spawnUnit setUnitRank _unitRank;
		if (_spawntype == "once" OR _spawntype == "repeated") then { 
			_spawnUnit setVehicleVarName _unitName;
			if (vehiclevarname _spawnUnit != "") then { _spawnUnit setVehicleInit format["%1=this;",_unitName]; processInitCommands; };
		};
	} forEach _unitArray;
	
	private ["_i"]; _i = 0;

	//Let's return them their waypoints
	{
		//diag_log format ["All data : %1",_x];
		_wp = _newGroup addWaypoint [(_x select 0),0,_i];
		[_newGroup, _i] setWaypointHousePosition (_x select 1);	
		[_newGroup, _i] setWaypointBehaviour (_x select 2);
		[_newGroup, _i] setWaypointCombatMode (_x select 3);
		[_newGroup, _i] setWaypointCompletionRadius (_x select 4);
		[_newGroup, _i] setWaypointDescription (_x select 5);
		[_newGroup, _i] setWaypointFormation (_x select 6);
		[_newGroup, _i] setWaypointScript (_x select 7);
		[_newGroup, _i] showWaypoint (_x select 8);
		[_newGroup, _i] setWaypointSpeed (_x select 9);
		[_newGroup, _i] setWaypointStatements (_x select 10);
		[_newGroup, _i] setWaypointTimeout (_x select 11);
		[_newGroup, _i] setWaypointType (_x select 12);
		
		_i = _i + 1;
		
	} forEach _waypointsArray;
	
	// Setting the leaders init and the groups body removal time
	(vehicle (leader _newGroup)) setVehicleInit _initString; processInitCommands;
	// Run the cleanup function for this group
	[_newGroup, _bodyRemove] spawn _fnc_cleanGroup;
	
	// Have to return the new group
	_newGroup;
};

//diag_log format ["Number of groups : %1",(count allGroups)];

// --------------  Waiting period  ------------------ //
waitUntil { _trigger == catch_trigger };

// ---------------  Spawn Modes  ------------------- //
// REPEAT MODE, i.e. basic respawn based on lives
if (_spawntype == "repeated") then {
	while { _spawnlives > 0 } do {
		_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
		_spawnLives = _spawnLives - 1;
		_unitsGroup = units _unitGroup;	
		while { ({alive _x} count _unitsGroup) > 0 } do { sleep 2; };
		sleep _spawndelay;
	};
};

// WAVE MODE, this is fairly simple, just sleep a while then respawn. Spawnlives in this case is number of waves
if (_spawntype == "wave") then {
	while { _spawnlives > 0 } do {
		_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
		_spawnLives = _spawnLives - 1;
		sleep _spawndelay;
	};
};

// RESET MODE, sleep a while then set the variable to false (even if you set it like 50 times over). Spawn lives is used to tick how many times its possible to reset.
if (_spawntype == "reset") then {
	while { _spawnlives > 0 } do {
		_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
		_spawnLives = _spawnLives - 1;
		sleep 15;
		catch_trigger = "none";
		waitUntil {_trigger == catch_trigger};
	};
};

// ONCE MODE
if (_spawntype == "once") then { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; };

};

second file

murks_spawn_loaded.sqf

// Murklor script for loaded groups

if(isServer) then 
{

// ----------------  Parameters  -------------------- //

_unitArray = (_this select 0) select  0;
_side = (_this select 0) select  1; //diag_log _side;
_waypointsArray = (_this select 0) select  2;
_trigger = (_this select 0) select  3; //diag_log _trigger;
_spawntype = (_this select 0) select  4; //diag_log _spawntype;
_spawnlives = (_this select 0) select  5;
_spawndelay = (_this select 0) select  6;
_initString = (_this select 0) select  7;
_bodyRemove = (_this select 0) select  8;

_unitGroup = "";

// -----------------  Functions  -------------------- //

// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_returnConfigEntry as its needed for turrets and shortened a bit
_fnc_returnConfigEntry = {
	private ["_config", "_entryName","_entry", "_value"];
	_config = _this select 0;
	_entryName = _this select 1;
	_entry = _config >> _entryName;
	//If the entry is not found and we are not yet at the config root, explore the class' parent.
	if (((configName (_config >> _entryName)) == "") && (!((configName _config) in ["CfgVehicles", "CfgWeapons", ""]))) then {
		[inheritsFrom _config, _entryName] call _fnc_returnConfigEntry;
	}
	else { if (isNumber _entry) then { _value = getNumber _entry; } else { if (isText _entry) then { _value = getText _entry; }; }; };
	//Make sure returning 'nil' works.
	if (isNil "_value") exitWith {nil};
	_value;
};
	
// *WARNING* BIS FUNCTION RIPOFF - Taken from fn_fnc_returnVehicleTurrets and shortened a bit
_fnc_returnVehicleTurrets = {
	private ["_entry","_turrets", "_turretIndex"];
	_entry = _this select 0;
	_turrets = [];
	_turretIndex = 0;
	//Explore all turrets and sub-turrets recursively.
	for "_i" from 0 to ((count _entry) - 1) do {
		private ["_subEntry"];
		_subEntry = _entry select _i;
		if (isClass _subEntry) then {
			private ["_hasGunner"];
			_hasGunner = [_subEntry, "hasGunner"] call _fnc_returnConfigEntry;
			//Make sure the entry was found.
			if (!(isNil "_hasGunner")) then {
				if (_hasGunner == 1) then {
					_turrets = _turrets + [_turretIndex];		
					//Include sub-turrets, if present.
					if (isClass (_subEntry >> "Turrets")) then { _turrets = _turrets + [[_subEntry >> "Turrets"] call _fnc_returnVehicleTurrets]; } 
					else { _turrets = _turrets + [[]]; };
				};
			};
			_turretIndex = _turretIndex + 1;
		};
	};
	_turrets;
};

_fnc_moveInTurrets = {	
	private ["_turrets","_path","_i"];
	_turrets = _this select 0;
	_path = _this select 1;
	_currentCrewMember = _this select 2;
	_crew = _this select 3;
	_spawnUnit = _this select 4;
	_i = 0;     
	while {_i < (count _turrets)} do { 
		 _turretIndex = _turrets select _i;
		_thisTurret = _path + [_turretIndex];
		(_crew select _currentCrewMember) moveInTurret [_spawnUnit, _thisTurret]; _currentCrewMember = _currentCrewMember + 1;
		//Spawn units into subturrets.
		[_turrets select (_i + 1), _thisTurret, _currentCrewmember, _crew, _spawnUnit] call _fnc_moveInTurrets;
		_i = _i + 2;
	};
};

// This is the general cleanup function running in the background for the group, replaces the removebody eventhandler and delete group in V5
_fnc_cleanGroup = {
	_group = _this select 0;
	_unitsGroup = units _group;
	_sleep = _this select 1;
	// Hold until the entire group is dead
	while { ({alive _x} count _unitsGroup) > 0 } do { sleep 5; };
	sleep _sleep;
	{
		_origPos = getPos _x;
		_z = _origPos select 2;
		_desiredPosZ = if ( (vehicle _x) iskindOf "Man") then { (_origPos select 2) - 0.5 } else { (_origPos select 2) - 3 };
		if ( vehicle _x == _x ) then {
			_x enableSimulation false;
			while { _z > _desiredPosZ } do { 
				_z = _z - 0.01;
				_x setPos [_origPos select 0, _origPos select 1, _z];
				sleep 0.1;
			};
		};
		deleteVehicle _x; 
		sleep 5;
	} forEach _unitsGroup;		
	// Now we know that all units are deleted
	deleteGroup _group;
};

_fnc_spawnUnit = {
	// We need to pass the old group so we can copy waypoints from it, the rest we already know
	_oldGroup = _this select 0;
	_newGroup = createGroup (_this select 1);
	_waypointsArray = _this select 2;
	// If the old group doesnt have any units in it its a spawned group rather than respawned
	if (typeName _oldGroup != "STRING") then { if ( count (units _oldGroup) == 0) then { deleteGroup _oldGroup; };};
	{
		_spawnUnit = Object;
		_unitType = _x select 0; _unitPos  = _x select 1; _unitDir  = _x select 2;
		_unitName = _x select 3; _unitSkill = _x select 4; _unitRank = _x select 5;
		_unitWeapons = _x select 6; _unitMagazines = _x select 7; _unitCrew = _x select 8;
		// Check if the unit has a crew, if so we know its a vehicle
		if (count _unitCrew > 0) then { 
			if (_unitPos select 2 >= 10) then { 
				_spawnUnit = createVehicle [_unitType,_unitPos, [], 0, "FLY"]; 
				_spawnUnit setVelocity [50 * (sin _unitDir), 50 * (cos _unitDir), 0];
			}
			else { _spawnUnit = _unitType createVehicle _unitPos; };
			// Create the entire crew
			_crew = [];
     			{ _unit = _newGroup createUnit [_x, getPos _spawnUnit, [], 0, "NONE"]; _crew set [count _crew, _unit]; } forEach _unitCrew;
	      	// We assume that all vehicles have a driver, the first one of the crew
			(_crew select 0) moveInDriver _spawnUnit;
			// Count the turrets and move the men inside	      	
	      	_turrets = [configFile >> "CfgVehicles" >> _unitType >> "turrets"] call _fnc_returnVehicleTurrets;
	      	[_turrets, [], 1, _crew, _spawnUnit] call _fnc_moveInTurrets; 	      	
		}
		// Otherwise its infantry
		else { 
			_spawnUnit = _newGroup createUnit [_unitType,_unitPos, [], 0, "NONE"]; 
			removeAllWeapons _spawnUnit;
			{_spawnUnit removeMagazine _x} forEach magazines _spawnUnit;
			removeAllItems _spawnUnit;
			{_spawnUnit addMagazine _x} forEach _unitMagazines;
			{_spawnUnit addWeapon _x} forEach _unitWeapons;
			_spawnUnit selectWeapon (primaryWeapon _spawnUnit);
		};
		// Set all the things common to the spawned unit
		_spawnUnit setDir _unitDir;
		_spawnUnit setSkill _unitSkill;
		_spawnUnit setUnitRank _unitRank;
		if (_spawntype == "once" OR _spawntype == "repeated") then { 
			_spawnUnit setVehicleVarName _unitName;
			if (vehiclevarname _spawnUnit != "") then { _spawnUnit setVehicleInit format["%1=this;",_unitName]; processInitCommands; };
		};
	} forEach _unitArray;
	
	private ["_i"]; _i = 0;

	//Let's return them their waypoints
	{
		//diag_log format ["All data : %1",_x];
		_wp = _newGroup addWaypoint [(_x select 0),0,_i];
		[_newGroup, _i] setWaypointHousePosition (_x select 1);	
		[_newGroup, _i] setWaypointBehaviour (_x select 2);
		[_newGroup, _i] setWaypointCombatMode (_x select 3);
		[_newGroup, _i] setWaypointCompletionRadius (_x select 4);
		[_newGroup, _i] setWaypointDescription (_x select 5);
		[_newGroup, _i] setWaypointFormation (_x select 6);
		[_newGroup, _i] setWaypointScript (_x select 7);
		[_newGroup, _i] showWaypoint (_x select 8);
		[_newGroup, _i] setWaypointSpeed (_x select 9);
		[_newGroup, _i] setWaypointStatements (_x select 10);
		[_newGroup, _i] setWaypointTimeout (_x select 11);
		[_newGroup, _i] setWaypointType (_x select 12);
		
		_i = _i + 1;
		
	} forEach _waypointsArray;
	
	// Setting the leaders init and the groups body removal time
	(vehicle (leader _newGroup)) setVehicleInit _initString; processInitCommands;
	// Run the cleanup function for this group
	[_newGroup, _bodyRemove] spawn _fnc_cleanGroup;
	
	// Have to return the new group
	_newGroup;
};

//diag_log format ["Number of groups : %1",(count allGroups)];

// --------------  Waiting period  ------------------ //
waitUntil { _trigger == catch_trigger };

// ---------------  Spawn Modes  ------------------- //
// REPEAT MODE, i.e. basic respawn based on lives
if (_spawntype == "repeated") then {
	while { _spawnlives > 0 } do {
		_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
		_spawnLives = _spawnLives - 1;
		_unitsGroup = units _unitGroup;	
		while { ({alive _x} count _unitsGroup) > 0 } do { sleep 2; };
		sleep _spawndelay;
	};
};

// WAVE MODE, this is fairly simple, just sleep a while then respawn. Spawnlives in this case is number of waves
if (_spawntype == "wave") then {
	while { _spawnlives > 0 } do {
		_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
		_spawnLives = _spawnLives - 1;
		sleep _spawndelay;
	};
};

// RESET MODE, sleep a while then set the variable to false (even if you set it like 50 times over). Spawn lives is used to tick how many times its possible to reset.
if (_spawntype == "reset") then {
	while { _spawnlives > 0 } do {
		_unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit;
		_spawnLives = _spawnLives - 1;
		sleep 15;
		catch_trigger = "none";
		waitUntil {_trigger == catch_trigger};
	};
};

// ONCE MODE
if (_spawntype == "once") then { _unitGroup = [_unitGroup,_side,_waypointsArray] call _fnc_spawnUnit; };

};

~Salute~

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