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#include "script_component.hpp"
/* ----------------------------------------------------------------------------
Script: fnc_waypointGarrison
Description:
Scripted waypoint that makes group garrision nearby buildings and static weapons.
Parameters:
0: Group <GROUP>
1: Waypoint position <ARRAY>
Returns:
true <BOOLEAN>
Examples:
(begin example)
_group addWaypoint [_position, 0] setWaypointScript "\x\cba\addons\ai\fnc_waypointGarrison.sqf []";
[_group, _position] execVM "\x\cba\addons\ai\fnc_waypointGarrison.sqf";
(end)
Author:
commy2
---------------------------------------------------------------------------- */
#define POP_RAND(array) (array deleteAt floor random count array)
params ["_group", "_position"];
// leader should not issue attack orders
_group enableAttack false;
private _staticWeapons = _position nearObjects ["StaticWeapon", 50] select {locked _x != 2 && {_x emptyPositions "gunner" > 0}};
private _buildings = (_position nearObjects ["Building", 50]) apply {_x buildingPos -1} select {count _x > 0};
{
if (count _staticWeapons > 0 && {random 1 < 0.31}) then {
_x assignAsGunner (_staticWeapons deleteAt 0);
[_x] orderGetIn true;
} else {
if (count _buildings > 0 && {random 1 < 0.90}) then {
private _building = selectRandom _buildings;
private _position = POP_RAND(_building);
// if building positions are all taken, remove from possible buildings
if (_building isEqualTo []) then {
_buildings = _buildings select {count _x > 0};
};
// prevent units from crouching or going prone
_x setUnitPos "UP";
// doMoveAndStay
[_x, _position] spawn {
params ["_unit", "_position"];
_unit doMove _position;
waitUntil {unitReady _unit};
doStop _unit;
};
} else {
_x doMove _position;
};
};
} forEach units _group;
true
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