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Feb 17th, 2014
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  1. private ["_RPG","_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. _RPG = 1;
  16.  
  17. _aiweapon = [];
  18. _aigear = [];
  19. _aiskin = "";
  20. _aicskill = [];
  21. _aipack = "";
  22. _skillarray = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"];
  23. _unitGroup = createGroup east;
  24.  
  25. if (!isServer) exitWith {};
  26.  
  27. for "_x" from 1 to _unitnumber do {
  28. switch (_gun) do {
  29. case 0 : {_aiweapon = ai_wep0;};
  30. case 1 : {_aiweapon = ai_wep1;};
  31. case 2 : {_aiweapon = ai_wep2;};
  32. case 3 : {_aiweapon = ai_wep3;};
  33. case 4 : {_aiweapon = ai_wep4;};
  34. case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
  35. };
  36. _weaponandmag = _aiweapon call BIS_fnc_selectRandom;
  37. _weapon = _weaponandmag select 0;
  38. _magazine = _weaponandmag select 1;
  39. switch (_gear) do {
  40. case 0 : {_aigear = ai_gear0;};
  41. case 1 : {_aigear = ai_gear1;};
  42. case 2 : {_aigear = ai_gear2;};
  43. case 3 : {_aigear = ai_gear3;};
  44. case 4 : {_aigear = ai_gear4;};
  45. case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
  46. };
  47. _gearmagazines = _aigear select 0;
  48. _geartools = _aigear select 1;
  49. if (_skin == "") then {
  50. _aiskin = ai_skin call BIS_fnc_selectRandom;
  51. } else {
  52. _aiskin = _skin
  53. };
  54. _unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"];
  55. [_unit] joinSilent _unitGroup;
  56. if (_backpack == "") then {
  57. _aipack = ai_packs call BIS_fnc_selectRandom;
  58. } else {
  59. _aipack = _backpack
  60. };
  61. _unit enableAI "TARGET";
  62. _unit enableAI "AUTOTARGET";
  63. _unit enableAI "MOVE";
  64. _unit enableAI "ANIM";
  65. _unit enableAI "FSM";
  66. _unit setCombatMode ai_combatmode;
  67. _unit setBehaviour ai_behaviour;
  68. removeAllWeapons _unit;
  69. removeAllItems _unit;
  70. _unit addweapon _weapon;
  71. for "_i" from 1 to _mags do {_unit addMagazine _magazine;};
  72. if ((_x == 1) && (_RPG > 0)) then {
  73. _unit addweapon "RPG7V";
  74. _unit addmagazine "PG7VR";
  75. _unit addmagazine "PG7VR";
  76. } else {
  77. _unit addBackpack _aipack;
  78. };
  79. {_unit addMagazine _x} forEach _gearmagazines;
  80. {_unit addweapon _x} forEach _geartools;
  81. if (ai_custom_skills) then {
  82. switch (_skill) do {
  83. case 0 : {_aicskill = ai_custom_array1;};
  84. case 1 : {_aicskill = ai_custom_array2;};
  85. case 2 : {_aicskill= ai_custom_array3;};
  86. case "Random" : {_aicskill = ai_skill_random call BIS_fnc_selectRandom;};
  87. };
  88. {_unit setSkill [(_x select 0),(_x select 1)]} forEach _aicskill;
  89. } else {
  90. {_unit setSkill [_x,_skill]} forEach _skillarray;
  91. };
  92. ai_ground_units = (ai_ground_units + 1);
  93. _unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
  94. if (_mission) then {
  95. _unit setVariable ["missionclean", "ground"];
  96. };
  97. };
  98. _unitGroup selectLeader ((units _unitGroup) select 0);
  99. [_unitGroup, _position, _mission] call group_waypoints;
  100.  
  101. diag_log format ["WAI: Spawned a group of %1 Bandits at %2",_unitnumber,_position];
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