#include "..\script_component.hpp" /* * Author: IDSolutions * Spawns an enemy wave for a defense task * * Arguments: * 0: Defense zone marker name * 1: Task ID * 2: Wave number (0-based) * * Return Value: * None * * Example: * ["defend_marker", "defend_1", 0] call forge_client_task_fnc_spawnEnemyWave; * * Public: No */ params [["_defenseZone", "", [""]], ["_taskID", "", [""]], ["_waveNumber", 0, [0]]]; if (_defenseZone == "") exitWith { diag_log "ERROR: No defense zone provided for enemy wave spawn"; }; // TODO: Add unit types to mission config private _basicTypes = ["O_Soldier_F", "O_Soldier_AR_F", "O_Soldier_GL_F", "O_medic_F"]; private _specialTypes = ["O_Soldier_LAT_F", "O_soldier_M_F", "O_Soldier_TL_F", "O_Soldier_SL_F"]; private _eliteTypes = ["O_Soldier_HAT_F", "O_Soldier_AA_F", "O_engineer_F", "O_Sharpshooter_F"]; private _unitCount = 6 + (_waveNumber * 2); // TODO: Make this configurable in mission config private _specialChance = 0.2 + (_waveNumber * 0.1); // TODO: Make this configurable in mission config private _eliteChance = (_waveNumber * 0.05); // TODO: Make this configurable in mission config private _center = getMarkerPos _defenseZone; private _radius = (getMarkerSize _defenseZone select 0) max (getMarkerSize _defenseZone select 1); private _spawnRadius = _radius + 150; private _spawnPositions = []; for "_i" from 0 to 3 do { private _angle = _i * 90; private _variance = 45; private _spawnAngle = _angle + (random (_variance * 2) - _variance); private _spawnDist = _spawnRadius + (random 50 - 25); private _spawnX = (_center select 0) + (_spawnDist * cos _spawnAngle); private _spawnY = (_center select 1) + (_spawnDist * sin _spawnAngle); private _spawnPos = [_spawnX, _spawnY, 0]; private _safePos = _spawnPos findEmptyPosition [0, 50, "O_Soldier_F"]; if (count _safePos > 0) then { _spawnPositions pushBack _safePos; }; }; private _groups = []; { private _groupSize = ceil(_unitCount / (count _spawnPositions)); private _group = createGroup east; _groups pushBack _group; for "_i" from 1 to _groupSize do { private _unitType = _basicTypes select (floor random count _basicTypes); private _roll = random 1; if (_roll < _eliteChance) then { _unitType = _eliteTypes select (floor random count _eliteTypes); } else { if (_roll < _specialChance) then { _unitType = _specialTypes select (floor random count _specialTypes); }; }; private _unit = _group createUnit [_unitType, _x, [], 0, "NONE"]; _unit setVariable ["assignedTask", _taskID, true]; _unit setBehaviour "AWARE"; _unit setSpeedMode "NORMAL"; _unit enableDynamicSimulation true; }; [_group, _center, _radius * 0.75] call CBA_fnc_taskDefend; } forEach _spawnPositions; diag_log format ["Spawned defense wave %1 for task %2 with %3 units", _waveNumber + 1, _taskID, _unitCount];