Hey all,
Any way to add AI with vehicles to Epoch events?
I'm going to have a play with it myself too, just wondered if anyone had done it already to save me some time!
Here is the code I am looking at adding vehicles to
//Created by axeman Edited by TheSzerdiprivate ["_aiunit","_xpos","_ypos","_unitpos","_aiGroup","_wppos","_wpradius","_wpnum","_levelnum","_numunits","_rndLOut","_ailoadout","_wp","_aispawnpos","_aiwep1","_aiammo1","_aiwep2","_aiammo2"];_aiunit = objNull;_aiGroup = createGroup resistance;_aispawnpos =_this select 0;_wpradius = _this select 1;_wpnum = _this select 2;_numunits = _this select 3;_levelnum = _this select 4;_xpos = _aispawnpos select 0;_ypos = _aispawnpos select 1;diag_log format ["AIUNIT: Spawn initiated: Centre:%1 | Radius in m:%2 | Waypoint number:%3 | WeaponLevel:%4",_aispawnpos,_wpradius,_wpnum,_levelnum];for [{ x=1 },{ x < _numunits+1 },{ x = x + 1; }] do{_unitpos = [_xpos+x,_ypos+x,0];if (_levelnum==0) then // in_sityes troops{if ((x == 1) || (x == 3) || (x == 5)) then //troop soldiers{"Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];_rndLOut=floor(random 4);_ailoadout=switch (_rndLOut) do{case 0: {["DMR","20Rnd_762x51_DMR","revolver_EP1","6Rnd_45ACP"]};case 1: {["M4A3_CCO_EP1","30Rnd_556x45_Stanag","revolver_EP1","6Rnd_45ACP"]};case 2: {["M249_DZ","200Rnd_556x45_M249","Colt1911","7Rnd_45ACP_1911"]};case 3: {["AKS_GOLD","30Rnd_545x39_AK","Colt1911","7Rnd_45ACP_1911"]};};};if ((x == 2) || (x == 4) || (x >= 6)) then //troops snipers{"Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"PRIVATE"];_rndLOut=floor(random 3);_ailoadout=switch (_rndLOut) do{case 0: {["DMR","20Rnd_762x51_DMR","Makarov","8Rnd_9x18_Makarov"]};case 1: {["SVD_CAMO","10Rnd_762x54_SVD","Makarov","8Rnd_9x18_Makarov"]};case 2: {["M14_EP1","20Rnd_762x51_DMR","Makarov","8Rnd_9x18_Makarov"]};};};};if (_levelnum==1) then //in_military troops{if (x == 1) then //one troops comander{"Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"LIEUTENANT"];_rndLOut=floor(random 7);_ailoadout=switch (_rndLOut) do{case 0: {["M249_DZ","200Rnd_556x45_M249","MakarovSD","8Rnd_9x18_Makarov"]};case 1: {["M4A1_RCO_GL","30Rnd_762x39_AK47","M9SD","15Rnd_9x19_M9SD"]};case 2: {["Sa58P_EP1","30Rnd_762x39_SA58","MakarovSD","8Rnd_9x18_Makarov"]};case 3: {["Sa58V_CCO_EP1","30Rnd_762x39_SA58","M9SD","15Rnd_9x19_M9SD"]};case 4: {["Sa58V_EP1","30Rnd_762x39_SA58","MakarovSD","8Rnd_9x18_Makarov"]};case 5: {["M4SPR","30Rnd_556x45_Stanag","M9SD","15Rnd_9x19_M9SD"]};case 6: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD","MakarovSD","8Rnd_9x18_Makarov"]};};};if ((x == 2) || (x == 3)) then //troops sergeant{"Bandit1_DZ" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"SERGEANT"];_rndLOut=floor(random 4);_ailoadout=switch (_rndLOut) do{case 0: {["BAF_L85A2_RIS_SUSAT","30Rnd_556x45_Stanag","glock17_EP1","17Rnd_9x19_glock17"]};case 1: {["RPK_74","75Rnd_545x39_RPK","M9","15Rnd_9x19_M9"]};case 2: {["G36A_camo","30Rnd_556x45_G36","MakarovSD","8Rnd_9x18_Makarov"]};case 3: {["M4A1_HWS_GL_SD_Camo","30Rnd_556x45_StanagSD","MakarovSD","8Rnd_9x18_Makarov"]};};};if (x > 3) then //troops soldiers{"BAF_Soldier_Sniper_MTP" createUnit [_unitpos, _aiGroup, "_aiunit=this;",1,"CORPORAL"];_rndLOut=floor(random 5);_ailoadout=switch (_rndLOut) do{case 0: {["SVD_CAMO","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]};case 1: {["M24","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]};case 2: {["M24_des_EP1","5Rnd_762x51_M24","MakarovSD","8Rnd_9x18_Makarov"]};case 3: {["SVD","10Rnd_762x54_SVD","MakarovSD","8Rnd_9x18_Makarov"]};case 4: {["AK_107_pso","30Rnd_545x39_AK","M9","15Rnd_9x19_M9"]};};};};diag_log format ["AIUNIT: Creating BAF_Soldier_L_DDPM by %1 at %2. Result:%3 | Loadout:%4 / Num:%5",player,_unitpos,_aiunit,_ailoadout,_rndLOut];_aiunit enableAI "TARGET";_aiunit enableAI "AUTOTARGET";_aiunit enableAI "MOVE";_aiunit enableAI "ANIM";_aiunit enableAI "FSM";_aiunit allowDammage true;_aiunit addEventHandler ['killed',{_this execVM "\z\addons\dayz_server\Missions\bodyclean.sqf"}]; //Body disappear time_aiunit setCombatMode "RED";_aiunit setBehaviour "COMBAT";//clear default weapons / ammoremoveAllWeapons _aiunit;//add random selection_aiwep1 = _ailoadout select 0;_aiammo1 = _ailoadout select 1;_aiwep2 = _ailoadout select 2;_aiammo2 = _ailoadout select 3;_aiunit addweapon _aiwep1;_aiunit addMagazine _aiammo1;_aiunit addMagazine _aiammo1;_aiunit addMagazine _aiammo1;_aiunit addweapon _aiwep2;_aiunit addMagazine _aiammo2;_aiunit addMagazine _aiammo2;_aiunit removeWeapon "ItemRadio";//add some garbageif (x == 1) then {_aiunit addMagazine "SmokeShellGreen";_aiunit addMagazine "HandGrenade_West";_aiunit addMagazine "FoodCanBakedBeans";_aiunit addMagazine "ItemSodaCoke";_aiunit addMagazine "ItemPainkiller";_aiunit addMagazine "ItemHeatPack";_aiunit addMagazine "ItemEpinephrine";_aiunit addMagazine "ItemMorphine";};if (x == 2) then {_aiunit addMagazine "ItemHeatPack";_aiunit addMagazine "ItemPainkiller";_aiunit addMagazine "ItemEpinephrine";_aiunit addMagazine "ItemMorphine";};if (x >= 3) then {_aiunit addMagazine "ItemHeatPack";_aiunit addMagazine "ItemBandage";};//set skills_aiunit setSkill ["aimingAccuracy",0.8];_aiunit setSkill ["aimingShake",0.7];_aiunit setSkill ["aimingSpeed",0.8];_aiunit setSkill ["endurance",0.9];_aiunit setSkill ["spotDistance",0.8];_aiunit setSkill ["spotTime",0.7];_aiunit setSkill ["courage",0.9];_aiunit setSkill ["reloadSpeed",0.8];_aiunit setSkill ["commanding",1];_aiunit setSkill ["general",1];//sleep 0.5;};//generate waypointsfor [{ x=1 },{ x < _wpnum },{ x = x + 1; }] do {_wppos = [_xpos+(x*20),_ypos+(x*20),_wpradius];_wp = _aiGroup addWaypoint [_wppos, _wpradius];_wp setWaypointType "MOVE";};_wp = _aiGroup addWaypoint [[_xpos,_ypos,0], _wpradius];_wp setWaypointType "CYCLE";diag_log format ["AIUNIT: Last Waypoint %1 at %2",_wp,_wppos];
Cheers :D