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- private ["_RPG","_mission","_aipack","_aicskill","_position","_unitnumber","_skill","_gun","_mags","_backpack","_skin","_gear","_aiweapon","_aigear","_aiskin","_skillarray","_unitGroup","_weapon","_magazine","_weaponandmag","_gearmagazines","_geartools","_unit"];
- _position = _this select 0;
- _unitnumber = _this select 1;
- _skill = _this select 2;
- _gun = _this select 3;
- _mags = _this select 4;
- _backpack = _this select 5;
- _skin = _this select 6;
- _gear = _this select 7;
- if (count _this > 8) then {
- _mission = _this select 8;
- } else {
- _mission = False;
- };
- _RPG = 1;
- _aiweapon = [];
- _aigear = [];
- _aiskin = "";
- _aicskill = [];
- _aipack = "";
- _skillarray = ["aimingAccuracy","aimingShake","aimingSpeed","endurance","spotDistance","spotTime","courage","reloadSpeed","commanding","general"];
- _unitGroup = createGroup east;
- if (!isServer) exitWith {};
- for "_x" from 1 to _unitnumber do {
- switch (_gun) do {
- case 0 : {_aiweapon = ai_wep0;};
- case 1 : {_aiweapon = ai_wep1;};
- case 2 : {_aiweapon = ai_wep2;};
- case 3 : {_aiweapon = ai_wep3;};
- case 4 : {_aiweapon = ai_wep4;};
- case "Random" : {_aiweapon = ai_wep_random call BIS_fnc_selectRandom;};
- };
- _weaponandmag = _aiweapon call BIS_fnc_selectRandom;
- _weapon = _weaponandmag select 0;
- _magazine = _weaponandmag select 1;
- switch (_gear) do {
- case 0 : {_aigear = ai_gear0;};
- case 1 : {_aigear = ai_gear1;};
- case 2 : {_aigear = ai_gear2;};
- case 3 : {_aigear = ai_gear3;};
- case 4 : {_aigear = ai_gear4;};
- case "Random" : {_aigear = ai_gear_random call BIS_fnc_selectRandom;};
- };
- _gearmagazines = _aigear select 0;
- _geartools = _aigear select 1;
- if (_skin == "") then {
- _aiskin = ai_skin call BIS_fnc_selectRandom;
- } else {
- _aiskin = _skin
- };
- _unit = _unitGroup createUnit [_aiskin, [(_position select 0),(_position select 1),(_position select 2)], [], 10, "PRIVATE"];
- [_unit] joinSilent _unitGroup;
- if (_backpack == "") then {
- _aipack = ai_packs call BIS_fnc_selectRandom;
- } else {
- _aipack = _backpack
- };
- _unit enableAI "TARGET";
- _unit enableAI "AUTOTARGET";
- _unit enableAI "MOVE";
- _unit enableAI "ANIM";
- _unit enableAI "FSM";
- _unit setCombatMode ai_combatmode;
- _unit setBehaviour ai_behaviour;
- removeAllWeapons _unit;
- removeAllItems _unit;
- _unit addweapon _weapon;
- for "_i" from 1 to _mags do {_unit addMagazine _magazine;};
- if ((_x == 1) && (_RPG > 0)) then {
- _unit addweapon "RPG7V";
- _unit addmagazine "PG7VR";
- _unit addmagazine "PG7VR";
- } else {
- _unit addBackpack _aipack;
- };
- {_unit addMagazine _x} forEach _gearmagazines;
- {_unit addweapon _x} forEach _geartools;
- if (ai_custom_skills) then {
- switch (_skill) do {
- case 0 : {_aicskill = ai_custom_array1;};
- case 1 : {_aicskill = ai_custom_array2;};
- case 2 : {_aicskill= ai_custom_array3;};
- case "Random" : {_aicskill = ai_skill_random call BIS_fnc_selectRandom;};
- };
- {_unit setSkill [(_x select 0),(_x select 1)]} forEach _aicskill;
- } else {
- {_unit setSkill [_x,_skill]} forEach _skillarray;
- };
- ai_ground_units = (ai_ground_units + 1);
- _unit addEventHandler ["Killed",{[_this select 0, _this select 1, "ground"] call on_kill;}];
- if (_mission) then {
- _unit setVariable ["missionclean", "ground"];
- };
- };
- _unitGroup selectLeader ((units _unitGroup) select 0);
- [_unitGroup, _position, _mission] call group_waypoints;
- diag_log format ["WAI: Spawned a group of %1 Bandits at %2",_unitnumber,_position];
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