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Apr 7th, 2014
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  1. private ["_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_magazine","_weaponandmag","_gearmagazines","_geartools","_unit"];
  2. _position = _this select 0;
  3. _unitnumber = _this select 1;
  4. _skill = _this select 2;
  5. _gun = _this select 3;
  6. _mags = _this select 4;
  7. _backpack = _this select 5;
  8. _skin = _this select 6;
  9. _gear = _this select 7;
  10. if (count _this > 8) then {
  11. _mission = _this select 8;
  12. } else {
  13. _mission = False;
  14. };
  15.  
  16. _aiweapon = [];
  17. _aigear = [];
  18. _aiskin = "";
  19. _aicskill = [];
  20. _aipack = "";
  21. _skillarray = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"];
  22. _unitGroup = createGroup east;
  23.  
  24. if (!isServer) exitWith {};
  25.  
  26. for "_x" from 1 to _unitnumber do {
  27. switch (_gun) do {
  28. case 0 : {_aiweapon = ai_wep0;};
  29. case 1 : {_aiweapon = ai_wep1;};
  30. case 2 : {_aiweapon = ai_wep2;};
  31. case 3 : {_aiweapon = ai_wep3;};
  32. case 4 : {_aiweapon = ai_wep4;};
  33. case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
  34. };
  35. _weaponandmag = _aiweapon call BIS_fnc_selectRandom;
  36. _weapon = _weaponandmag select 0;
  37. _magazine = _weaponandmag select 1;
  38. switch (_gear) do {
  39. case 0 : {_aigear = ai_gear0;};
  40. case 1 : {_aigear = ai_gear1;};
  41. case 2 : {_aigear = ai_gear2;};
  42. case 3 : {_aigear = ai_gear3;};
  43. case 4 : {_aigear = ai_gear4;};
  44. case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
  45. };
  46. _gearmagazines = _aigear select 0;
  47. _geartools = _aigear select 1;
  48. if (_skin == "") then {
  49. _aiskin = ai_skin call BIS_fnc_selectRandom;
  50. } else {
  51. _aiskin = _skin
  52. };
  53. _unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"];
  54. [_unit] joinSilent _unitGroup;
  55. if (_backpack == "") then {
  56. _aipack = ai_packs call BIS_fnc_selectRandom;
  57. } else {
  58. _aipack = _backpack
  59. };
  60. _unit enableAI "TARGET";
  61. _unit enableAI "AUTOTARGET";
  62. _unit enableAI "MOVE";
  63. _unit enableAI "ANIM";
  64. _unit enableAI "FSM";
  65. _unit setCombatMode ai_combatmode;
  66. _unit setBehaviour ai_behaviour;
  67. removeAllWeapons _unit;
  68. removeAllItems _unit;
  69. _unit addweapon _weapon;
  70. for "_i" from 1 to _mags do {_unit addMagazine _magazine;};
  71. _unit addBackpack _aipack;
  72. {_unit addMagazine _x} forEach _gearmagazines;
  73. {_unit addweapon _x} forEach _geartools;
  74. if (ai_custom_skills) then {
  75. switch (_skill) do {
  76. case 0 : {_aicskill = ai_custom_array1;};
  77. case 1 : {_aicskill = ai_custom_array2;};
  78. case 2 : {_aicskill= ai_custom_array3;};
  79. case "Random" : {_aicskill = ai_skill_random call BIS_fnc_selectRandom;};
  80. };
  81. {_unit setSkill [(_x select 0),(_x select 1)]} forEach _aicskill;
  82. } else {
  83. {_unit setSkill [_x,_skill]} forEach _skillarray;
  84. };
  85. ai_ground_units = (ai_ground_units + 1);
  86. _unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
  87. if (_mission) then {
  88. _unit setVariable ["missionclean", "ground"];
  89. };
  90. };
  91. _unitGroup selectLeader ((units _unitGroup) select 0);
  92. [_unitGroup, _position, _mission] call group_waypoints;
  93.  
  94. diag_log format ["WAI: Spawned a group of %1 Bandits at %2",_unitnumber,_position];
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