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readded debug functions second time (#3131)
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* readed debug functions seccond time

---------

Co-authored-by: targetingsnake <targetingsnake@users.noreply.github.com>
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targetingsnake and targetingsnake authored Feb 10, 2024
1 parent 6540b7c commit 1df0da1
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2 changes: 2 additions & 0 deletions A3A/addons/core/CfgFunctions.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -293,6 +293,8 @@ class CfgFunctions
class installSchrodingersBuildingFix {};
class prepFunctions {};
class spawnDebuggingLoop {};
class spawnSelectedTemplateAI {};
class debugSpawnVics {};
};

class Dialogs {
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90 changes: 90 additions & 0 deletions A3A/addons/core/functions/Debug/fn_debugSpawnVics.sqf
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@@ -0,0 +1,90 @@
/*
Author: Targetingsnake
Description:
Spawns a vehicles from template around player
Arguments: None
Return Value: None
Scope: Local
Environment: Any
Public: Yes
Dependencies:
Example: [] call A3A_fnc_debugSpawnVics;
License: MIT License
*/

#include "..\..\script_component.hpp"
FIX_LINE_NUMBERS()
private _factions = [A3A_faction_reb, A3A_faction_inv, A3A_faction_occ, A3A_faction_civ];

private _pos = getPos player;
private _lines = 10;
private _current_line = 0;
private _start_y = _pos select 0;

private _calcPos = {
params ["_lpos", "_llines", "_currentLines", "_y_start"];
if (_currentLines >= (_llines - 1)) then {
_lpos set [1, (_lpos#1 + 30 )];
_lpos set [0, _y_start];
_currentLines = 0;
} else {
_lpos set [0, (_lpos#0) + 30];
_currentLines = _currentLines + 1;
};
[_lpos, _currentLines]
};

private _debugOutput = {
params["_type"];
if (typeName _type != "STRING") then {
_type = str _type;
};
private _string = "Spawning: " + _type;
Info(_string);
};

Info("Start spawning vehicles");
{
Info("Spawning next Faction");
private _fn = _x get "name";
_fn = "Spawning " + _fn ;
Info(_fn);
private _faction = _x;
private _keys = keys _x;
{
private _key = _x;
if (typeName _key == "STRING") then {
private _value = _faction get _key;
if (["vehicle", _x] call BIS_fnc_inString || (["static", _x] call BIS_fnc_inString
&& (!(["unit", _x] call BIS_fnc_inString)) && (!(["Mag", _x] call BIS_fnc_inString))) ) then {
if (typeName _value == "ARRAY" ) then {
{
if (typeName _x == "STRING") then {
_ar = [_pos, _lines, _current_line, _start_y] call _calcPos;
_pos = _ar#0;
_current_line = _ar#1;
[_x] call _debugOutput;
createVehicle [_x, _pos, [], 0, "CAN_COLLIDE"];
};
} forEach _value;
};
if (typeName _value == "STRING" ) then {
_ar = [_pos, _lines, _current_line, _start_y] call _calcPos;
_pos = _ar#0;
_current_line = _ar#1;
[_value] call _debugOutput;
createVehicle [_value, _pos, [], 0, "CAN_COLLIDE"];
};
};
};
} forEach _keys;
_pos set [1, ((_pos#1) + 100)];
_pos set [0, (_start_y - 30)];
_current_line = _lines;
} forEach _factions;
Info("End spawning vehicles");
156 changes: 156 additions & 0 deletions A3A/addons/core/functions/Debug/fn_spawnSelectedTemplateAI.sqf
Original file line number Diff line number Diff line change
@@ -0,0 +1,156 @@
/*
Author: Targetingsnake, Bob, Laze
Description:
Spawns a couple of AI Units to check template
Arguments: None
Return Value: None
Scope: Local
Environment: Any
Public: Yes
Dependencies:
Example: [] call A3A_fnc_spawnSelectedTemplateAI;
License: MIT License
*/
#include "..\..\script_component.hpp"
FIX_LINE_NUMBERS()

Info("Start spawning units");

//All Loadouts with 15 meters in between with NatoInit
private _returnpos = getpos (player);
private _westGrp = createGroup west;
private _eastGrp = createGroup east;

//All Loadouts with 15 meters in between
_returnpos = getpos (player);
//SF
[_westGrp, "loadouts_occ_SF_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_Rifleman", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_Medic", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_Engineer", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_ExplosivesExpert", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_Grenadier", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_LAT", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_AT", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_AA", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_MachineGunner", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_Marksman", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_SF_Sniper", getpos (player)] call A3A_fnc_createUnit;
player setPos (getPos player vectorAdd [15,0,0]);
//Military
[_westGrp, "loadouts_occ_military_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_Rifleman", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_Medic", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_Engineer", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_ExplosivesExpert", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_Grenadier", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_LAT", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_AT", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_AA", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_MachineGunner", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_Marksman", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_military_Sniper", getpos (player)] call A3A_fnc_createUnit;
player setPos (getPos player vectorAdd [15,0,0]);
//Militia
[_westGrp, "loadouts_occ_militia_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_Rifleman", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_Medic", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_Engineer", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_ExplosivesExpert", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_Grenadier", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_LAT", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_AT", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_AA", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_MachineGunner", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_Marksman", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_militia_Sniper", getpos (player)] call A3A_fnc_createUnit;
player setPos (getPos player vectorAdd [15,0,0]);
//Other Loadouts
[_westGrp, "loadouts_occ_police_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_police_Standard", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_other_Official", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_other_Traitor", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_other_Crew", getpos (player)] call A3A_fnc_createUnit;
[_westGrp, "loadouts_occ_other_Pilot", getpos (player)] call A3A_fnc_createUnit;
player setpos _returnpos;
player setPos (getPos player vectorAdd [0,10,0]);
//Safety west
_westGrp setCombatMode "BLUE";
_westGrp setBehaviourStrong "CARELESS";
{
_x disableAI "TARGET";
_x disableAI "AUTOTARGET";
_x stop true;
_x setCaptive true;
} forEach units _westGrp;
{[_x] call A3A_fnc_NATOinit} forEach units _westGrp;
//All INV Loadouts
//SF
[_eastGrp, "loadouts_inv_SF_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_Rifleman", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_Medic", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_Engineer", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_ExplosivesExpert", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_Grenadier", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_LAT", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_AT", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_AA", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_MachineGunner", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_Marksman", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_SF_Sniper", getpos (player)] call A3A_fnc_createUnit;
player setPos (getPos player vectorAdd [15,0,0]);
//Military
[_eastGrp, "loadouts_inv_military_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_Rifleman", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_Medic", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_Engineer", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_ExplosivesExpert", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_Grenadier", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_LAT", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_AT", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_AA", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_MachineGunner", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_Marksman", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_military_Sniper", getpos (player)] call A3A_fnc_createUnit;
player setPos (getPos player vectorAdd [15,0,0]);
//Militia
[_eastGrp, "loadouts_inv_militia_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_Rifleman", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_Medic", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_Engineer", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_ExplosivesExpert", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_Grenadier", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_LAT", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_AT", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_AA", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_MachineGunner", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_Marksman", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_militia_Sniper", getpos (player)] call A3A_fnc_createUnit;
player setPos (getPos player vectorAdd [15,0,0]);
//Other Loadouts
[_eastGrp, "loadouts_inv_police_SquadLeader", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_police_Standard", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_other_Official", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_other_Traitor", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_other_Crew", getpos (player)] call A3A_fnc_createUnit;
[_eastGrp, "loadouts_inv_other_Pilot", getpos (player)] call A3A_fnc_createUnit;


//Safety east
_eastGrp setCombatMode "BLUE";
_eastGrp setBehaviourStrong "CARELESS";
{
_x disableAI "TARGET";
_x disableAI "AUTOTARGET";
_x stop true;
_x setCaptive true;
} forEach units _eastGrp;
{[_x] call A3A_fnc_NATOinit} forEach units _eastGrp;
player setpos _returnpos;

Info("End spawning units");

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