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- ///// ///// ///// ///// ///// ///// ///// ///// /////
- /////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////mmmyum's animated air raid dayz///////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////////////////////
- // v0.66 may 10 2013 6pmEST RANDOM AND STATIC ANIMAI
- //
- // decided to get you guys some kind of update with some of the requested features.
- // non-animated version will not be updated at this time, maybe later if there is demand.
- // to do following the code
- // don't forget to read the readme! (below)
- //thanks to: opendayz.net! arma scripters Maxjoiner and DarkXess. Sarge and Kind-Sir for all their help with this, and Grafzhal for his animated heli crashes code which helped me learn
- //
- //-------------------------------------------------------------------------------------------------------------
- // README
- // README
- // README
- // change SETUP sections
- // change SETUP section later in code if you want custom bomber spawn in and spawn out locations
- // change SET UP AI CODE section if you want AI spawns
- // read further comments if you'd like to customize further
- // note: if you fuck up formatting, especially for _loc
- // ! it will not work
- //NEW! SARGE'S AI CALLS - setup for sarge's AI done, now choose either custom or sarge's AI
- //!!!!!!!!!!!!!!!!!!!!!! IMPORTANT SETUP VALUES: MUST SET THESE FOR CODE TO WORK PROPERLY FOR YOU
- //_rmodyn ----- _useRandChoice ---------- _useRandBomb ------------ _spawnynAI -------------_spawnnumAI----_spawnMarker
- //locations list - change if you want less/different locations - if you change me, random(##) must represent number of cases.
- // start and end points
- //---------------------------------------------------------------------------------------------------------------
- //////////////////////////////BEGIN FILE
- private ["_preWaypointPos","_spawnMarker","_spawnRadius","_wp","_espl","_sound","_duration","_aispawncoords","_aispawn","_rndSel","_loc","_city","_z","_xx","_y","_coords","_target","_posdebug","_heliModel","_heliStart","_safetyPoint","_bomberName","_positionLand","_bomber","_landingzone2","_aigroup2","_helipilot2","_wp2","_pos","_siren","_pos1","_wp3","_repeat","_break","_choice","_rmodyn","_preWaypoints","_sounddist","_ray","_pos2","_targetpos","_poswhistl","_sirenB","_citySwing","_wpT","_citySwing2","_wpT2","_wpLand","_rndSlp","_esp2","_useRandChoice","_useRandBomb","_aiSpawnX","_aiSpawnY","_spawnynAI","_spawnnumAI","_wpLandSpawn","_numbeofBombs","_esp3","_posEsp3","_debugPosEs1","_bomberDisT","_sirenPlayCnt","_randomLyn","_bomberPos","_debugYn","_yumEndCounter","_safetyEndPos","_safetyEnd","_sargeAI"];
- sleep 5;
- ////////////////////////////////////////////////////SETUP SETUP SETUP//SETUP SETUP SETUP//SETUP SETUP SETUP//SETUP SETUP SETUP//SETUP SETUP SETUP
- _repeat = 48; //times to repeat//number of times to cycle complete code (pick new place to bomb)
- _break = 2760; //time to break between attacks, in seconds (time between cycles)
- _choice = 3; //type of bombing 1 light, 2 medium, 3 heavy
- _randomLyn = true; //true if you want random locations (be sure to set static location otherwise!)
- _loc = ["BalottaAirstrip",1.5,4829.9868,2450.1104]; //Set to static location format ["name",z,x,y] //SKIP if using random locations
- _city = "BalottaAirstrip"; //Set to string name of static location//allows for custom name in rpt no spaces
- _useRandChoice = false; //true if you want random choice of type of bomb per bomb
- _useRandBomb = true; //true if you want an extra random bomb
- _numbeofBombs = 40; //how many bombs are dropped assuming 1 per cycle
- _rmodyn = false; //true if you have rMod, false if you don't (choice of heli bomber) //mmmyum - it may work even without rmod as reported by users!
- _preWaypoints = 2; //add waypoints before arriving at location. //mmmyum testing now
- _spawnMarker = 'center'; //change to 'name' if you want a custom waypoint, i made mine north (do it in mission.sqm!) only for prewaypoints
- _spawnRadius = 7000; //radius to choose for prewaypoint (choose within x of _spawnMarker)
- _sounddist = 1000; //distance sounds are audible at
- _ray = 180; //ray of bombing//radius
- _spawnynAI = false; //true if you want AIs to spawn (sometimes) //MUST SET UP AI CODE for your particular method of spawning AI
- _spawnnumAI = 7; //number of times you want AIs to spawn MUST SET UP AI CODE
- _debugYn = false; //additional debug messages
- ////////////////////////////////////////////////////END SETUP//END SETUP//END SETUP//END SETUP//END SETUP//END SETUP//END SETUP//END SETUP
- //Initialize //dont change this
- _xx = 4829.9868;
- _y = 2450.1104;
- _z = 1.5;
- //Set
- _z = _loc select 1;
- _xx = _loc select 2;
- _y = _loc select 3;
- _coords = [_xx,_y,_z];
- diag_log format ["RANDOM WORLDSPACE: Initializing defaults... %1 | %2 %3 %4| RANDOM ON: %5",_city,_xx,_y,_z,_randomLyn];
- //BEGIN LOOP! //change to While {true} do... for infinite loops
- While {_repeat > 0} do {
- _duration = _numbeofBombs;
- //if option for random/static
- if (_randomLyn) then {
- _rndSel=floor(random 48); //select random number 0-49, then set loc based on the case number//change locations if you'd like, format ["name",z,x,y]//change random number to number of last case
- _loc=
- switch (_rndSel) do {
- case 0: {["BalottaAirstrip",1.5,4829.9868,2450.1104]};
- case 1: {["Berenzino",1.5,12954.624,9783.1533]};
- case 2: {["Bereznio2",1.5,12043.963,9091.3477]};
- case 3: {["BlackMountain",1.5,10276.416,12049.6640]};
- case 4: {["Bor",1.5,3320.1643,3938.3496]};
- case 5: {["Cherno",1.5,6743.8853,2581.1865]};
- case 6: {["DevilsCastle",1.5,6891.9189,11438.73]};
- case 7: {["DonsCamp",1.5,7788.2856,12613.048]};
- case 8: {["Drozhino",1.5,3442.2849,4955.7129]};
- case 9: {["Dubrovka",1.5,10445.011,9868.9912]};
- case 10: {["Electro",1.5,10480.69,2217.8027]};
- case 11: {["Factory",1.5,13060.078,7094.0596]};
- case 12: {["Gorka",1.5,9659.084,8795.334]};
- case 13: {["Grishno",1.5,5979.6953,10343.341]};
- case 14: {["Guglovo",1.5,8517.8682,6676.3276]};
- case 15: {["Gvozdno",1.5,8614.4316,11868.967]};
- case 16: {["Kabanino",1.5,5318.8369,8602.6328]};
- case 17: {["Kamyshovo",1.5,12127.406,3496.2185]};
- case 18: {["Khelm",1.5,12290.833,10904.328]};
- case 19: {["Komarovo",1.5,3654.0908,2475.9468]};
- case 20: {["Kozlovka",1.5,4483.6777,4616.1675]};
- case 21: {["Krastonav",1.5,11212.624,12256.609]};
- case 22: {["Lopatino",1.5,2780.3135,10018.82]};
- case 23: {["Moglievka",1.5,7544.5845,5148.7822]};
- case 24: {["Msta",1.5,11275.323,5495.4053]};
- case 25: {["Myshkino",1.5,2019.2487,7327.7178]};
- case 26: {["Nadezhdino",1.5,5846.4434,4706.708]};
- case 27: {["NEAF",1.5,12073.906,12724.305]};
- case 28: {["Nizhnoye",1.5,13002.393,8285.8574]};
- case 29: {["NovySobor",1.5,7074.4854,7683.4883]};
- case 30: {["NWAF",1.5,4480.0781,10375.544]};
- case 31: {["Orlovets",1.5,12146.174,7266.5801]};
- case 32: {["Pavlovo",1.5,1693.9392,3845.0657]};
- case 33: {["Petrovka",1.5,5014.1143,12493.039]};
- case 34: {["Pogorevka",1.5,4473.5957,6411.3198]};
- case 35: {["Polana",1.5,10753.393,8132.6606]};
- case 36: {["Prigorodki",1.5,7976.5557,3299.5386]};
- case 37: {["Pulkovo",1.5,4915.0903,5605.6401]};
- case 38: {["Pusta",1.5,9156.2549,3897.7598]};
- case 39: {["Pustoshka",1.5,3072.9629,7945.4404]};
- case 40: {["Rogovo",1.5,4808.0024,6805.0518]};
- case 41: {["Shakhovka",1.5,9654.5244,6555.2583]};
- case 42: {["Solnichny",1.5,13454.279,6233.647]};
- case 43: {["Soosnovka",1.5,2528.7561,6354.9839]};
- case 44: {["Staroye",1.5,10140.659,5434.4302]};
- case 45: {["Tulga",1.5,12803.296,4450.7466]};
- case 46: {["Vybor",1.5,3815.0635,8865.0938]};
- case 44: {["Vyshnoye",1.5,6590.3159,6029.1128]};
- case 48: {["Zelenogorsk",1.5,2758.7144,5304.3457]};
- };
- _city = _loc select 0;
- _z = _loc select 1;
- _xx = _loc select 2;
- _y = _loc select 3;
- _coords = [_xx,_y,_z];
- if (_debugYn) then {
- diag_log format ["RANDOM WORLDSPACE: %1 | %2",_city,_coords];
- };
- sleep 1;
- diag_log format ["RANDOM WORLDSPACE SELECTED: %1 | City: %2 | Coords: %3 , %4 | Try %5",_rndSel,_city,_xx,_y,_repeat];
- }; //end if random locations //otherwise static
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //above ---- the worldpace is selected, coordinates stored in _coords = [_xx,_y,_z]/////////////////////////////////////////////////////////
- //below ---- chopper is created, flies to waypoint _coords while sirens play, hangs around till bombs are done flies off and is deleted/////////////
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //CREATE TARGET///////////////
- _loc = createVehicle ["HeliHEmpty", _coords,[], 0, "NONE"];
- _target = createVehicle ["HeliHEmpty",position _loc,[], 0, "NONE"];
- _posdebug = position _target;
- diag_log format ["AIRRAID: SEL: %1 | TARGET: %2 | CITY: %3",_posdebug,_coords,_city];
- sleep 2;
- //Random Heli-Type
- if (_rmodyn) then {
- _heliModel = ["Mi24_D","MV22"] call BIS_fnc_selectRandom;
- //_heliModel = ["Mi24_D","MV22","UH1H_DZ","Mi17_DZ"] call BIS_fnc_selectRandom;
- } else {
- //_heliModel = ["UH1H_DZ","Mi17_DZ"] call BIS_fnc_selectRandom;
- //_heliModel = ["Mi24_D","MV22"] call BIS_fnc_selectRandom;
- _heliModel = ["Su25_TK_EP1","A10","MQ9PredatorB"] call BIS_fnc_selectRandom;
- };
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////SETUP//SETUP//SETUP
- //Random-Startposition - change to where you want the bomber to come from
- _heliStart = [[13987.627,10755.155,300],[13987.627,10755.155,300]] call BIS_fnc_selectRandom;
- //A Backup Waypoint, change to whatever you like - goes here after bombing
- _safetyPoint = [13987.627, 10755.155];
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////SETUP//SETUP//SETUP
- _bomberName = getText (configFile >> "CfgVehicles" >> _heliModel >> "displayName");
- diag_log(format["AIRRAID: BOMBER: %1 | TYPE: %4 Start at %2 | End at %3",_bomberName,str(_heliStart),str(_safetyPoint),_heliModel]);
- _positionLand = [position _target,0,200,5,0,2000,0] call BIS_fnc_findSafePos; //set chopper destination
- diag_log(format["AIRRAID: BOMBER: %1 moving from %2 to %3 NOW!( TIME: %4 )", _bomberName, str(_heliStart), str(_positionLand), round(time)]);
- //Build bomber
- _bomber = createVehicle [_heliModel,_heliStart, [], 0, "FLY"];
- _bomber setVariable["Sarge",1,true];
- _bomber engineOn true;
- _bomber flyInHeight 100;
- _bomber forceSpeed 300;
- //Create an Invisibile Landingpad near place to be bombed
- _landingzone2 = createVehicle ["HeliHEmpty", [_positionLand select 0, _positionLand select 1,0], [], 0, "CAN_COLLIDE"]; //_targets x,y
- if (_debugYn) then {
- diag_log(format["AIRRAID: BOMBER: DEBUG: %1 | BOMBER POS: %2 | POS LAND: %3 | TARGET: %4",str(getPosATL _landingzone2),str(getPosATL _bomber),str(_positionLand),str(getPosATL _target)]);
- };
- _sargeAI = false;
- //Bandit woman pilot
- _aigroup2 = creategroup civilian;
- _helipilot2 = _aigroup2 createUnit ["SurvivorW2_DZ",getPos _bomber,[],0,"FORM"];
- _helipilot2 moveindriver _bomber;
- _helipilot2 assignAsDriver _bomber;
- sleep 0.5;
- //prewaypoints
- if(_preWaypoints > 0) then {
- for "_x" from 1 to _preWaypoints do {
- _preWaypointPos = [getMarkerPos _spawnMarker,0,_spawnRadius,10,0,2000,0] call BIS_fnc_findSafePos;
- diag_log(format["AIRRAID: BOMBER: Adding Pre-target Waypoint #%1 on %2", _x,str(_preWaypointPos)]);
- _wp = _aigroup2 addWaypoint [_preWaypointPos, 0];
- _wp setWaypointType "MOVE";
- _bomber flyInHeight 100;
- _bomber forceSpeed 300;
- _bomber setspeedmode "NORMAL";
- sleep 45;
- waituntil {(_bomber distance _preWaypointPos) <= 2000 || not alive _bomber};
- _bomberPos = getPosATL _bomber;
- _wp setWPPos _bomberPos;
- sleep 35;
- deleteWaypoint _wp; //deletes waypoint
- diag_log(format["AIRRAID: BOMBER: %1 POS: %2 end moving to Pre-target Waypoint at %3 ( TIME: %4 )", _bomberName, str(getPosATL _bomber), str(_preWaypointPos), round(time)]);
- };
- };
- //Tell bomber to move to target
- _wp2 = _aigroup2 addWaypoint [position _target, 0];
- _wp2 setWaypointType "MOVE";
- _wp2 setWaypointBehaviour "CARELESS";
- waituntil {(_bomber distance _positionLand) <= 10000 || not alive _bomber};
- _bomber flyInHeight 100;
- _bomber forceSpeed 300;
- _bomber setspeedmode "NORMAL";
- ///////////////////////////////////////////////////////////////////START SIRENS/////////////////////////////////////////////////////
- _pos = position _target;
- if (not alive _bomber) then {diag_log format ["AIRRAID: BOMBER DESTROYED: %1",_bomberName];};
- diag_log format ["AIRRAID: INCOMING ATTACK: Sounding Siren at: %1 %2",_pos,_wp2];
- //Create sirens
- _siren = createVehicle ["HeliHEmpty",position _target,[], 0, "NONE"];
- _sirenB = createVehicle ["HeliHEmpty",position _target,[], 0, "NONE"];
- _pos1 = position _siren;
- if (_debugYn) then {
- diag_log format ["AIRRAID: DEBUG: SIREN: %1 | TARGET: %2 | POS_TARGET %3",_pos1,_coords,_pos];
- };
- diag_log(format["AIRRAID: BOMBER: %1 is at %2!", _bomberName, str(getPosATL _bomber)]);
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- sleep 2;
- [nil,_sirenB,rSAY,['nam', _sounddist]] call RE;
- _bomberDisT = _bomber distance _target;
- diag_log(format["AIRRAID: BOMBER: DISTANCE: %1 | POSITION: %2",_bomberDisT,str(getPosATL _bomber)]);
- _sirenPlayCnt = 0;
- //begin siren loop
- while {(_bomberDisT < 10000) and (_bomberDisT > 1000) and (_sirenPlayCnt < 20)} do {
- if (not alive _bomber) exitWith{diag_log format ["AIRRAID: BOMBER DESTROYED: %1",_bomberName]};
- if (_debugYn) then {
- diag_log(format["AIRRAID: Playing Siren at %1 | Siren Nam %2 | Loop Num: %3",str(getPosATL _siren),_sounddist,_sirenPlayCnt]);
- };
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- sleep 8;
- _rndSlp = floor(random 3);
- sleep _rndSlp;
- _bomberDisT = _bomber distance _pos;
- sleep 1;
- diag_log(format["AIRRAID: BOMBER: SIRENLOOP: DISTANCE: %1 | POSITION: %2",_bomberDisT,str(getPosATL _bomber)]);
- _sirenPlayCnt = _sirenPlayCnt + 1;
- sleep 1;
- };
- if (_sirenPlayCnt < 3) then {
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- sleep 7;
- [nil,_sirenB,rSAY,['nam', _sounddist]] call RE;
- sleep 8;
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- sleep 7;
- if (_debugYn) then {
- diag_log(format["AIRRAID: BOMBER: SIRENIF: PLAYCOUNT: %1 + 3| POSITION: %2",_sirenPlayCnt,str(getPosATL _bomber)]);
- };
- };
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- sleep 10;
- [nil,_sirenB,rSAY,['nam', _sounddist]] call RE;
- sleep 10;
- _bomber flyInHeight 100;
- _bomber forceSpeed 200;
- _bomber setspeedmode "NORMAL";
- _bomberDisT = _bomber distance _pos;
- diag_log(format["AIRRAID: BOMBER: DISTANCE: %1 | POSITION: %2",_bomberDisT,str(getPosATL _bomber)]);
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- sleep 12;
- [nil,_sirenB,rSAY,['nam', _sounddist]] call RE;
- waituntil {(_bomber distance _target) <= 1200 || not alive _bomber};
- sleep 8;
- _bomberPos = getPosATL _bomber;
- _wp2 setWPPos _bomberPos;
- sleep 8;
- deleteWaypoint _wp2; //deletes waypoint
- _bomber flyInHeight 150;
- _bomber forceSpeed 200;
- _bomber setspeedmode "NORMAL";
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- _citySwing = [position _target,0,20,1,0,2000,0] call BIS_fnc_findSafePos; //set chopper cycle move back and forth over city
- _wpT = _aigroup2 addWaypoint [_citySwing, 0];
- _wpT setWaypointType "MOVE";
- sleep 15;
- _citySwing2 = [position _target,20,45,1,0,2000,0] call BIS_fnc_findSafePos; //set chopper cycle move back and forth over city
- _wpT2 = _aigroup2 addWaypoint [_citySwing2, 0];
- _wpT2 setWaypointType "MOVE";
- diag_log(format["AIRRAID: BOMBER: %1 Bombing Initialize: arrived at %2!, ", _bomberName, str(getPosATL _bomber)]);
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- ///////////////////////////////////////////////////START BOMBING////////////////////////////////////////////////////////////////////
- _debugPosEs1 = getPosATL _bomber;
- _debugPosEs1 set [2, 0.1];
- sleep 1;
- _esp3 = createVehicle ["SH_105_HE",_debugPosEs1,[], 0, "NONE"];
- _posEsp3 = position _esp3;
- if (_debugYn) then {
- diag_log format ["AIRRAID: DEBUG ESP3: %1 | debugPosEs1: %2",_posEsp3,_debugPosEs1];
- };
- ///////////////////////////debug above
- sleep 3;
- //play long siren during bombing, one short siren
- [nil,_sirenB,rSAY,['nam', _sounddist]] call RE;
- sleep 1;
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- //start bombs loop
- While {_duration > 0} do {
- if (not alive _bomber) exitWith{diag_log format ["AIRRAID: BOMBER DESTROYED: %1",_bomberName]};
- if (_useRandChoice) then {
- _choice = floor(random 3);
- };
- _sound = createVehicle ["HeliHEmpty",position _target,[], _ray, "NONE"];
- [nil,_sound,rSAY,['mortar1', _sounddist]] call RE;
- sleep 2;
- If (_choice == 0) then {
- _espl = createVehicle ["SH_105_HE",position _sound,[], 0, "NONE"];
- };
- If (_choice == 1) then {
- _espl = createVehicle ["SH_105_HE",position _sound,[], 0, "NONE"];
- };
- If (_choice == 2) then {
- _espl = createVehicle ["SH_125_HE",position _sound,[], 0, "NONE"];
- };
- If (_choice == 3) then {
- _espl = createVehicle ["BO_GBU12_LGB",position _sound,[], 0, "NONE"];
- };
- if (_duration > 59 || _duration < 2) then {
- [nil,_siren,rSAY,['nam', _sounddist]] call RE;
- _pos2 = getPosATL _espl;
- _poswhistl = getPosATL _sound;
- _targetpos = getPosATL _target;
- diag_log format ["AIRRAID: BOMB: %1 | TARGET: %2 | NUMBER: %3 | SOUND %4 | CHOICE %5",str(_pos2),_targetpos,_duration,_poswhistl,_choice];
- };
- _duration = _duration - 1;
- sleep (random 2);
- if (_useRandBomb) then {
- [nil,_sound,rSAY,['mortar1', _sounddist]] call RE;
- sleep 1;
- _esp2 = createVehicle ["SH_105_HE",position _sound,[], 0, "NONE"];
- };
- deletevehicle _sound;
- }; // Close while loop. loop while _duration >1
- ///////////////////////////////////////////////////END SIRENS AND BOMBING, HELI LOWER TO GROUND, (SPAWN AIs), FLY AWAY//////////////////////////////////////////////////////////////
- sleep 2;
- _bomberPos = getPosATL _bomber;
- _wpT setWPPos _bomberPos;
- sleep 5;
- deleteWaypoint _wpT; //deletes waypoint
- _bomberPos = getPosATL _bomber;
- _wpT2 setWPPos _bomberPos;
- sleep 5;
- deleteWaypoint _wpT2; //deletes waypoint
- /*_wpLandSpawn = [position _landingzone2,5,120,4,0,2000,0] call BIS_fnc_findSafePos;
- _wpLand = _aigroup2 addWaypoint [_wpLandSpawn, 0];
- _wpLand setWaypointType "MOVE";
- _bomber flyInHeight 100;
- _bomber forceSpeed 90;
- _bomber setspeedmode "NORMAL";
- sleep 15;
- if (_heliModel == "MV22") then { _bomber flyInHeight 35; } else {
- _bomber flyInHeight 15;
- };
- _bomber forceSpeed 0;
- _bomber setspeedmode "NORMAL";
- sleep 10;
- */
- diag_log(format["AIRRAID: BOMBER: %1 has Completed Bombing at %2!", _bomberName, str(getPosATL _bomber)]);
- if (_spawnynAI) then {
- if (_spawnnumAI > 0) then {
- _aispawncoords = position _bomber;
- diag_log(format["AIRRAID: BOMBER: AISPAWN: %1 | NUMBER %2",_aispawncoords,_spawnnumAI]);
- _aiSpawnX = _aispawncoords select 0;
- _aiSpawnY = _aispawncoords select 1;
- _spawnnumAI = _spawnnumAI - 1;
- /////////////////////////////////////////////////////////////////// //SET UP AI CODE//SET UP AI CODE//SETUP SETUP SETUP//SETUP SETUP SETUP
- //CUSTOM AI CALL
- _aispawn = [[_aiSpawnX,_aiSpawnY,0],5000,20,5] execVM "units\add_unit_server_band.sqf"; //whole map waypoints//SETUP AI CODE HERE SETUP AI CODE HERE SETUP AI CODE HERE
- //THIS is how I call AI spawns on my server, you will need to set it up for your own code
- //use _aiSpawnX for x coords and _aiSpawnY for y coords - copy how you call AI spawn coords
- //SARGE's AI CALL setup example //UNCOMMENT IF YOU WANT TO USE (remove /* and */ THIS! COMMENT out _aispawn = [[_aiSpawnX,.... if you do!
- /*
- SAR_marker_bomber = createMarker ["SAR_bomber", [_aiSpawnX,_aiSpawnY]];
- SAR_marker_bomber setMarkerShape "RECTANGLE";
- SAR_marker_bomber setMarkeralpha 0;
- SAR_marker_bomber setMarkerType "Flag";
- SAR_marker_bomber setMarkerBrush "Solid";
- SAR_marker_bomber setMarkerSize [25, 25]; //make rectangle small
- //then call the spawn
- [SAR_marker_bomber,1,0,2,"patrol",false] call SAR_AI; //1,0,2 is 1 leader, 0 snipers, and 2 soldiers, change to your liking!
- _sargeAI = true; */
- /////////////////////////////////////////////////////////////// //SET UP AI CODE//SET UP AI CODE//SETUP SETUP SETUP//SETUP SETUP SETUP END SETUP
- };
- };
- if (not alive _bomber) then {diag_log format ["AIRRAID: BOMBER DESTROYED: %1",_bomberName];};
- _bomberPos = getPosATL _bomber;
- _wpLand setWPPos _bomberPos;
- _bomber forceSpeed 25;
- _bomber flyInHeight 400;
- sleep 5;
- //deleteWaypoint _wpLand; //deletes waypoint
- //create landing pad near end point
- _safetyEndPos = [[_safetyPoint select 0,_safetyPoint select 1,0],0,1000,4,1,2000,0] call BIS_fnc_findSafePos;
- _safetyEnd = createVehicle ["HeliHEmpty", _safetyEndPos,[], 0, "NONE"];
- //Adding a last Waypoint up in the North, to send bomber away after completion. Change this location (_safetyPoint) to where you want the AI to seem to originate from
- _wp3 = _aigroup2 addWaypoint [_safetyEndPos, 0];
- _wp3 setWaypointType "MOVE"; //maybe change to land?
- _wp3 setWaypointBehaviour "CARELESS";
- //Get position of the helis
- //_posBomb = [getpos _bomber select 0, getpos _bomber select 1,0];
- sleep 3;
- _bomber forceSpeed 400;
- _bomber flyInHeight 400;
- _bomber setspeedmode "NORMAL";
- diag_log(format["AIRRAID: BOMBER: %1 Leaving Area %2", _bomberName, str(getPosATL _bomber)]);
- //bomber position loop
- _bomberDisT = _bomber distance _safetyEnd;
- _yumEndCounter = 0;
- while {(_bomberDisT < 20000) and (_bomberDisT > 2000) and (_yumEndCounter < 45)} do {
- if (not alive _bomber) exitWith{diag_log format ["AIRRAID: BOMBER DESTROYED: %1",_bomberName]};
- _bomberDisT = _bomber distance _safetyEnd;
- diag_log(format["AIRRAID: BOMBER: DISTANCE SAFETYPOINT: %1 | POSITION: %2",_bomberDisT,str(getPosATL _bomber)]);
- sleep 30;
- _yumEndCounter = _yumEndCounter + 1;
- };
- //////////////////////////////////////////////////////////CLEAN UP//CLEAN UP//CLEAN UP//
- sleep 60;
- _bomberDisT = _bomber distance _safetyEnd;
- diag_log(format["AIRRAID: BOMBER: DISTANCE SAFETYPOINT: %1 | POSITION: %2",_bomberDisT,str(getPosATL _bomber)]);
- _bomber forceSpeed 200;
- _bomber flyInHeight 100;
- _bomber setspeedmode "NORMAL";
- sleep 60;
- deletevehicle _helipilot2;
- deletevehicle _bomber;
- if (_debugYn) then {
- diag_log format ["AIRRAID: DEBUG: Bomber deleted %1",_bomberName];
- };
- if (_sargeAI) then {
- deleteMarker "SAR_bomber";
- };
- sleep 0.1;
- deletevehicle _landingzone2;
- sleep 0.1;
- _repeat = _repeat - 1;
- sleep 0.1;
- deletevehicle _siren;
- sleep 0.1;
- deletevehicle _loc;
- sleep 0.1;
- deletevehicle _target;
- diag_log format ["AIRRAID: END CYCLE: Going down for sleep: Repeat:%1 | Sleep:%2",_repeat,_break];
- sleep _break;
- }; //close while loop. loop - while _repeat > 1
- exit
- ///////////////////////////////////////////TO DO
- //
- //bombs start to drop from chopper pos as it hits city borders //working well for me - but bomber position is not always idea. Working on this.
- ///////////////////-- UP NEXT! activate debug, see your rpt debug and report if it matches the bomber position message in the forum.
- //crash site spawn if bomber destroyed //maybe - this seems to smash my fps a bit
- //AI parachutes? //hell yeah, this is in testing now
- //
- //nuke options (this is still a ways off)
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