예제 #1
0
 private void Awake()
 {
     samLauncher          = GetComponentInChildren <SAMLauncher>();
     Networker.SAMUpdate += SamUpdate;
     samLauncher.LoadAllMissiles();
     if (samLauncher.lockingRadars == null)
     {
         List <LockingRadar> lockingRadars = new List <LockingRadar>();
         Actor lastActor;
         foreach (var uID in radarUIDS)
         {
             Debug.Log($"Try adding uID {uID} to SAM's radars.");
             if (VTOLVR_Multiplayer.AIDictionaries.allActors.TryGetValue(uID, out lastActor))
             {
                 Debug.Log("Got the actor.");
                 foreach (var radar in lastActor.gameObject.GetComponentsInChildren <LockingRadar>())
                 {
                     lockingRadars.Add(radar);
                     Debug.Log("Added radar to a sam launcher!");
                 }
             }
             else
             {
                 Debug.LogError($"Could not resolve actor from uID {uID}.");
             }
         }
         samLauncher.lockingRadars = lockingRadars.ToArray();
     }
 }
    public static bool Prefix(SAMLauncher __instance)
    {
        if (!Networker.isHost)
        {
            return(true);
        }
        Debug.Log("Beginning sam launch prefix.");
        int j = 0;

        Missile[] missiles = (Missile[])Traverse.Create(__instance).Field("missiles").GetValue();
        for (int i = 0; i < missiles.Length; i++)
        {
            if (missiles[i] != null)
            {
                Debug.Log("Found a suitable missile to attach a sender to.");
                MissileNetworker_Sender missileSender = missiles[i].gameObject.AddComponent <MissileNetworker_Sender>();
                missileSender.networkUID = Networker.GenerateNetworkUID();
                SAMHelper.SAMmissile     = missileSender.networkUID;
                return(true);
            }
        }
        Debug.Log("Could not find a suitable missile to attach a sender to.");
        SAMHelper.SAMmissile = 0;
        return(true);
        // __state = 0;
    }
 public static void Postfix(SAMLauncher __instance, RadarLockData lockData)
 {
     if (Networker.isHost)
     {
         Debug.Log("A sam has fired, attempting to send it to the client in postfix method.");
         if (VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.TryGetValue(__instance.actor, out ulong senderUID))
         {
             if (VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.TryGetValue(lockData.actor, out ulong actorUID))
             {
                 Debug.Log($"Sending sam launch with a missile uID of {SAMHelper.SAMmissile}, sender uID will be {senderUID}, and the actorUID will be {actorUID}.");
                 NetworkSenderThread.Instance.SendPacketAsHostToAllClients(new Message_SamUpdate(actorUID, SAMHelper.SAMmissile, senderUID), Steamworks.EP2PSend.k_EP2PSendReliable);
                 SAMHelper.SAMmissile = 0;
             }
             else
             {
                 Debug.LogWarning($"Could not resolve SAMLauncher {senderUID}'s target.");
             }
         }
         else
         {
             Debug.LogWarning($"Could not resolve a SAMLauncher's uid.");
         }
     }
 }
 static void Postfix(AIUnitSpawn __instance)
 {
     if (Networker.isHost)
     {
         Debug.Log("Setting up new AI.");
         AIManager.setupAIAircraft(__instance.actor);
         Debug.Log("Telling client about newly spawned AI.");
         Actor actor = __instance.actor;
         if (!actor.isPlayer)
         {
             if (actor.name.Contains("Client"))
             {
                 return;
             }
             bool Aggresion = false;
             if (actor.gameObject.GetComponent <UIDNetworker_Sender>() != null)
             {
                 Debug.Log("Try sending ai " + actor.name + " to client.");
                 HPInfo[]            hPInfos2  = null;
                 int[]               cmLoadout = null;
                 UIDNetworker_Sender uidSender = actor.gameObject.GetComponent <UIDNetworker_Sender>();
                 if (actor.role == Actor.Roles.Air)
                 {
                     WeaponManager wm = actor.gameObject.GetComponent <WeaponManager>();
                     if (wm != null)
                     {
                         hPInfos2 = PlaneEquippableManager.generateHpInfoListFromWeaponManager(actor.weaponManager, PlaneEquippableManager.HPInfoListGenerateNetworkType.sender, uidSender.networkUID).ToArray();
                     }
                 }
                 AIUnitSpawn aIUnitSpawn = actor.gameObject.GetComponent <AIUnitSpawn>();
                 if (aIUnitSpawn == null)
                 {
                     Debug.LogWarning("AI unit spawn is null on ai " + actor.name);
                 }
                 else
                 {
                     Aggresion = aIUnitSpawn.engageEnemies;
                 }
                 bool            canBreak = false;
                 PhoneticLetters letters  = new PhoneticLetters();
                 foreach (var Group in VTScenario.current.groups.GetExistingGroups(actor.team))
                 {
                     foreach (var ID in Group.unitIDs)
                     {
                         if (ID == actor.unitSpawn.unitID)
                         {
                             letters  = Group.groupID;
                             canBreak = true;
                             break;
                         }
                     }
                     if (canBreak)
                     {
                         break;
                     }
                 }
                 List <ulong> ids = new List <ulong>();
                 ulong        lastID;
                 SAMLauncher  launcher = actor.gameObject.GetComponentInChildren <SAMLauncher>();
                 if (launcher != null)
                 {
                     foreach (var radar in launcher.lockingRadars)
                     {
                         if (radar.myActor == null)
                         {
                             Debug.LogError("Locking radar on one of the SAM's is literally null.");
                         }
                         if (VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.TryGetValue(radar.myActor, out lastID))
                         {
                             ids.Add(lastID);
                             // Debug.Log("Aded a radar ID");
                         }
                         else
                         {
                             Debug.LogError("Couldn't get a locking radar on one of the SAM's, probably a dictionary problem.");
                         }
                     }
                 }
                 ulong[] irIDS             = new ulong[0];
                 IRSAMNetworker_Sender irs = actor.gameObject.GetComponentInChildren <IRSAMNetworker_Sender>();
                 if (irs != null)
                 {
                     irIDS = irs.irIDs;
                 }
                 Debug.Log("Finally sending AI " + actor.name + " to client all clients.");
                 if (canBreak)
                 {
                     NetworkSenderThread.Instance.SendPacketAsHostToAllClients(new Message_SpawnAIVehicle(actor.name, AIManager.GetUnitNameFromCatalog(actor.unitSpawn.unitName),
                                                                                                          VTMapManager.WorldToGlobalPoint(actor.gameObject.transform.position),
                                                                                                          new Vector3D(actor.gameObject.transform.rotation.eulerAngles), uidSender.networkUID, hPInfos2, cmLoadout, 0.65f, Aggresion, actor.unitSpawn.unitSpawner.unitInstanceID, letters, ids.ToArray(), irIDS),
                                                                               EP2PSend.k_EP2PSendReliable);
                 }
                 else
                 {
                     // Debug.Log("It seems that " + actor.name + " is not in a unit group, sending anyways.");
                     NetworkSenderThread.Instance.SendPacketAsHostToAllClients(new Message_SpawnAIVehicle(actor.name, AIManager.GetUnitNameFromCatalog(actor.unitSpawn.unitName),
                                                                                                          VTMapManager.WorldToGlobalPoint(actor.gameObject.transform.position),
                                                                                                          new Vector3D(actor.gameObject.transform.rotation.eulerAngles), uidSender.networkUID, hPInfos2, cmLoadout, 0.65f, Aggresion, actor.unitSpawn.unitSpawner.unitInstanceID, ids.ToArray(), irIDS),
                                                                               EP2PSend.k_EP2PSendReliable);
                 }
             }
             else
             {
                 Debug.Log("Could not find the UIDNetworker_Sender");
             }
         }
         AIManager.TellClientAboutAI(new Steamworks.CSteamID(0));
     }
 }
예제 #5
0
    /// <summary>
    /// Tell the connected clients about all the vehicles the host has. This code should never be run on a client.
    /// </summary>
    /// <param name="steamID">Pass 0 to tell it to every client.</param>
    public static void TellClientAboutAI(CSteamID steamID)
    {
        if (!Networker.isHost)
        {
            Debug.LogWarning("The client shouldn't be trying to tell everyone about AI");
            return;
        }
        Debug.Log("Trying sending AI's to client " + steamID);
        foreach (var actor in TargetManager.instance.allActors)
        {
            if (actor == null)
            {
                continue;
            }
            if (actor.parentActor != null)
            {
                continue;
            }
            Debug.Log("Trying sending new stage 1");
            if (!actor.isPlayer)
            {
                if (actor.name.Contains("Client [") == false)
                {
                    Debug.Log("Trying sending new stage 2");
                    bool Aggresion = false;
                    if (actor.gameObject.GetComponent <UIDNetworker_Sender>() != null)
                    {
                        Debug.Log("Try sending ai " + actor.name + " to client.");
                        HPInfo[]            hPInfos2  = null;
                        int[]               cmLoadout = null;
                        UIDNetworker_Sender uidSender = actor.gameObject.GetComponent <UIDNetworker_Sender>();
                        List <ulong>        subUIDs   = new List <ulong>();
                        foreach (UIDNetworker_Sender subActor in actor.gameObject.GetComponentsInChildren <UIDNetworker_Sender>())
                        {
                            subUIDs.Add(subActor.networkUID);
                            Debug.Log("Found ID sender with ID " + subActor.networkUID);
                        }

                        if (actor.role == Actor.Roles.Air)
                        {
                            WeaponManager wm = actor.gameObject.GetComponent <WeaponManager>();
                            if (wm != null)
                            {
                                hPInfos2 = PlaneEquippableManager.generateHpInfoListFromWeaponManager(actor.weaponManager, PlaneEquippableManager.HPInfoListGenerateNetworkType.sender, uidSender.networkUID).ToArray();
                            }
                        }
                        AIUnitSpawn aIUnitSpawn = actor.gameObject.GetComponent <AIUnitSpawn>();
                        if (aIUnitSpawn == null)
                        {
                            Debug.LogWarning("AI unit spawn is null on ai " + actor.name);
                        }
                        else
                        {
                            Aggresion = aIUnitSpawn.engageEnemies;
                        }
                        bool            canBreak = false;
                        PhoneticLetters letters  = new PhoneticLetters();
                        foreach (var Group in VTScenario.current.groups.GetExistingGroups(actor.team))
                        {
                            foreach (var ID in Group.unitIDs)
                            {
                                if (aIUnitSpawn != null)
                                {
                                    if (ID == actor.unitSpawn.unitID)
                                    {
                                        letters  = Group.groupID;
                                        canBreak = true;
                                        break;
                                    }
                                }
                            }
                            if (canBreak)
                            {
                                break;
                            }
                        }

                        Debug.LogWarning("passed group stuff");
                        List <ulong> ids = new List <ulong>();
                        ulong        lastID;
                        SAMLauncher  launcher = actor.gameObject.GetComponentInChildren <SAMLauncher>();
                        if (launcher != null)
                        {
                            foreach (var radar in launcher.lockingRadars)
                            {
                                if (radar.myActor == null)
                                {
                                    Debug.LogError("Locking radar on one of the SAM's is literally null.");
                                }
                                if (VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.TryGetValue(radar.myActor, out lastID))
                                {
                                    ids.Add(lastID);
                                    // Debug.Log("Aded a radar ID");
                                }
                                else
                                {
                                    Debug.LogError("Couldn't get a locking radar on one of the SAM's, probably a dictionary problem.");
                                }
                            }
                        }
                        ulong[] irIDS             = new ulong[0];
                        IRSAMNetworker_Sender irs = actor.gameObject.GetComponentInChildren <IRSAMNetworker_Sender>();
                        if (irs != null)
                        {
                            irIDS = irs.irIDs;
                        }
                        bool redfor = false;

                        if (actor.team == Teams.Enemy)
                        {
                            redfor = true;
                        }
                        if (steamID != new CSteamID(0))
                        {
                            Debug.Log("Finally sending AI " + actor.name + " to client " + steamID);
                            Debug.Log("This unit is made from " + subUIDs.Count + " actors! ");
                            if (canBreak)
                            {
                                NetworkSenderThread.Instance.SendPacketToSpecificPlayer(steamID, new Message_SpawnAIVehicle(actor.name, GetUnitNameFromCatalog(actor.unitSpawn.unitName), redfor,
                                                                                                                            VTMapManager.WorldToGlobalPoint(actor.gameObject.transform.position),
                                                                                                                            actor.gameObject.transform.rotation, uidSender.networkUID, subUIDs.ToArray(), hPInfos2, cmLoadout, 0.65f, Aggresion, actor.unitSpawn.unitSpawner.unitInstanceID, letters, ids.ToArray(), irIDS),
                                                                                        EP2PSend.k_EP2PSendReliableWithBuffering);
                            }
                            else
                            {
                                // Debug.Log("It seems that " + actor.name + " is not in a unit group, sending anyways.");
                                NetworkSenderThread.Instance.SendPacketToSpecificPlayer(steamID, new Message_SpawnAIVehicle(actor.name, GetUnitNameFromCatalog(actor.unitSpawn.unitName), redfor,
                                                                                                                            VTMapManager.WorldToGlobalPoint(actor.gameObject.transform.position),
                                                                                                                            actor.gameObject.transform.rotation, uidSender.networkUID, subUIDs.ToArray(), hPInfos2, cmLoadout, 0.65f, Aggresion, actor.unitSpawn.unitSpawner.unitInstanceID, ids.ToArray(), irIDS),
                                                                                        EP2PSend.k_EP2PSendReliableWithBuffering);
                            }
                        }
                        else
                        {
                            Debug.Log("Finally sending AI " + actor.name + " to client all clients.");
                            Debug.Log("This unit is made from " + subUIDs.Count + " actors! ");
                            if (canBreak)
                            {
                                Networker.addToReliableSendBuffer(new Message_SpawnAIVehicle(actor.name, GetUnitNameFromCatalog(actor.unitSpawn.unitName), redfor,
                                                                                             VTMapManager.WorldToGlobalPoint(actor.gameObject.transform.position),
                                                                                             actor.gameObject.transform.rotation, uidSender.networkUID, subUIDs.ToArray(), hPInfos2, cmLoadout, 0.65f, Aggresion, actor.unitSpawn.unitSpawner.unitInstanceID, letters, ids.ToArray(), irIDS));
                            }
                            else
                            {
                                // Debug.Log("It seems that " + actor.name + " is not in a unit group, sending anyways.");
                                Networker.addToReliableSendBuffer(new Message_SpawnAIVehicle(actor.name, GetUnitNameFromCatalog(actor.unitSpawn.unitName), redfor,
                                                                                             VTMapManager.WorldToGlobalPoint(actor.gameObject.transform.position),
                                                                                             actor.gameObject.transform.rotation, uidSender.networkUID, subUIDs.ToArray(), hPInfos2, cmLoadout, 0.65f, Aggresion, actor.unitSpawn.unitSpawner.unitInstanceID, ids.ToArray(), irIDS));
                            }
                        }
                    }
                    else
                    {
                        Debug.Log("Could not find the UIDNetworker_Sender");
                    }
                }
            }
        }
    }
예제 #6
0
    /// <summary>
    /// This is used by the client and only the client to spawn ai vehicles.
    /// </summary>
    public static void SpawnAIVehicle(Packet packet) // This should never run on the host
    {
        if (Networker.isHost)
        {
            Debug.LogWarning("Host shouldn't be trying to spawn an ai vehicle.");
            return;
        }
        Message_SpawnAIVehicle message = (Message_SpawnAIVehicle)((PacketSingle)packet).message;

        if (!PlayerManager.gameLoaded)
        {
            Debug.LogWarning("Our game isn't loaded, adding spawn vehicle to queue");
            AIsToSpawnQueue.Enqueue(packet);
            return;
        }
        foreach (ulong id in spawnedAI)
        {
            if (id == message.rootActorNetworkID)
            {
                Debug.Log("Got a spawnAI message for a vehicle we have already added! Name == " + message.unitName + " Returning...");
                return;
            }
        }

        spawnedAI.Add(message.rootActorNetworkID);
        //Debug.Log("Got a new aiSpawn uID.");
        if (message.unitName == "Player")
        {
            Debug.LogWarning("Player shouldn't be sent to someones client....");
            return;
        }
        Debug.Log("Trying to spawn AI " + message.aiVehicleName);

        GameObject prefab = UnitCatalogue.GetUnitPrefab(message.unitName);

        if (prefab == null)
        {
            Debug.LogError(message.unitName + " was not found.");
            return;
        }
        GameObject newAI = GameObject.Instantiate(prefab, VTMapManager.GlobalToWorldPoint(message.position), message.rotation);

        //Debug.Log("Setting vehicle name");
        newAI.name = message.aiVehicleName;
        Actor actor = newAI.GetComponent <Actor>();

        if (actor == null)
        {
            Debug.LogError("actor is null on object " + newAI.name);
        }

        if (message.redfor)
        {
            actor.team = Teams.Enemy;
        }
        else
        {
            actor.team = Teams.Allied;
        }

        AirportManager airport = newAI.GetComponent <AirportManager>();

        UnitSpawn unitSP = newAI.GetComponent <UnitSpawn>();

        GameObject.Destroy(unitSP);
        if (airport != null)
        {
            newAI.AddComponent <UnitSpawn>();
        }
        else
        {
            newAI.AddComponent <AICarrierSpawn>();
        }

        unitSP = newAI.GetComponent <UnitSpawn>();

        UnitSpawner UnitSpawner = new UnitSpawner();

        actor.unitSpawn             = unitSP;
        actor.unitSpawn.unitSpawner = UnitSpawner;
        unitSP.actor = actor;
        Traverse.Create(actor.unitSpawn.unitSpawner).Field("_spawnedUnit").SetValue(unitSP);
        Traverse.Create(actor.unitSpawn.unitSpawner).Field("_spawned").SetValue(true);
        Traverse.Create(actor.unitSpawn.unitSpawner).Field("_unitInstanceID").SetValue(message.unitInstanceID); // To make objectives work.
        UnitSpawner.team     = actor.team;
        UnitSpawner.unitName = actor.unitSpawn.unitName;

        if (!PlayerManager.teamLeftie)
        {
            UnitSpawner.team = actor.team;
        }
        else
        {
            if (actor.team == Teams.Enemy)
            {
                foreach (Actor subActor in newAI.GetComponentsInChildren <Actor>())
                {
                    subActor.team = Teams.Allied;
                    TargetManager.instance.UnregisterActor(subActor);
                    TargetManager.instance.RegisterActor(subActor);
                }
            }
            else
            if (actor.team == Teams.Allied)
            {
                foreach (Actor subActor in newAI.GetComponentsInChildren <Actor>())
                {
                    subActor.team = Teams.Enemy;
                    TargetManager.instance.UnregisterActor(subActor);
                    TargetManager.instance.RegisterActor(subActor);
                }
            }
            UnitSpawner.team = actor.team;


            if (airport != null)
            {
                airport.team = actor.team;
                SetUpCarrier(newAI, message.rootActorNetworkID, actor.team);
            }
        }

        TargetManager.instance.UnregisterActor(actor);
        TargetManager.instance.RegisterActor(actor);
        VTScenario.current.units.AddSpawner(actor.unitSpawn.unitSpawner);

        if (message.hasGroup)
        {
            VTScenario.current.groups.AddUnitToGroup(UnitSpawner, message.unitGroup);
        }
        Debug.Log(actor.name + $" has had its unitInstanceID set at value {actor.unitSpawn.unitSpawner.unitInstanceID}.");
        VTScenario.current.units.AddSpawner(actor.unitSpawn.unitSpawner);
        Debug.Log($"Spawned new vehicle at {newAI.transform.position}");

        newAI.AddComponent <FloatingOriginTransform>();

        newAI.transform.position = VTMapManager.GlobalToWorldPoint(message.position);
        newAI.transform.rotation = message.rotation;

        Debug.Log("This unit should have " + message.networkIDs.Length + " actors! ");

        int currentSubActorID = 0;

        foreach (Actor child in newAI.GetComponentsInChildren <Actor>())
        {
            Debug.Log("setting up actor: " + currentSubActorID);
            UIDNetworker_Receiver uidReciever = child.gameObject.AddComponent <UIDNetworker_Receiver>();
            uidReciever.networkUID = message.networkIDs[currentSubActorID];

            if (child.gameObject.GetComponent <Health>() != null)
            {
                HealthNetworker_Receiver healthNetworker = child.gameObject.AddComponent <HealthNetworker_Receiver>();
                healthNetworker.networkUID = message.networkIDs[currentSubActorID];
                //HealthNetworker_Sender healthNetworkerS = newAI.AddComponent<HealthNetworker_Sender>();
                //healthNetworkerS.networkUID = message.networkID;
                // Debug.Log("added health Sender to ai");
                // Debug.Log("added health reciever to ai");
            }
            else
            {
                Debug.Log(message.aiVehicleName + " has no health?");
            }

            if (child.gameObject.GetComponent <ShipMover>() != null)
            {
                ShipNetworker_Receiver shipNetworker = child.gameObject.AddComponent <ShipNetworker_Receiver>();
                shipNetworker.networkUID = message.networkIDs[currentSubActorID];
            }
            else if (child.gameObject.GetComponent <GroundUnitMover>() != null)
            {
                if (child.gameObject.GetComponent <Rigidbody>() != null)
                {
                    GroundNetworker_Receiver groundNetworker = child.gameObject.AddComponent <GroundNetworker_Receiver>();
                    groundNetworker.networkUID = message.networkIDs[currentSubActorID];
                }
            }
            else if (child.gameObject.GetComponent <Rigidbody>() != null)
            {
                Rigidbody rb = child.gameObject.GetComponent <Rigidbody>();
                RigidbodyNetworker_Receiver rbNetworker = child.gameObject.AddComponent <RigidbodyNetworker_Receiver>();
                rbNetworker.networkUID = message.networkIDs[currentSubActorID];
            }
            if (child.role == Actor.Roles.Air)
            {
                PlaneNetworker_Receiver planeReceiver = child.gameObject.AddComponent <PlaneNetworker_Receiver>();
                planeReceiver.networkUID = message.networkIDs[currentSubActorID];
                AIPilot aIPilot = child.gameObject.GetComponent <AIPilot>();
                aIPilot.enabled = false;
                aIPilot.kPlane.SetToKinematic();
                aIPilot.kPlane.enabled = false;
                aIPilot.commandState   = AIPilot.CommandStates.Navigation;
                aIPilot.kPlane.enabled = true;
                aIPilot.kPlane.SetVelocity(Vector3.zero);
                aIPilot.kPlane.SetToDynamic();

                RotationToggle wingRotator = aIPilot.wingRotator;
                if (wingRotator != null)
                {
                    WingFoldNetworker_Receiver wingFoldReceiver = child.gameObject.AddComponent <WingFoldNetworker_Receiver>();
                    wingFoldReceiver.networkUID     = message.networkIDs[currentSubActorID];
                    wingFoldReceiver.wingController = wingRotator;
                }
                if (aIPilot.isVtol)
                {
                    //Debug.Log("Adding Tilt Controller to this vehicle " + message.networkID);
                    EngineTiltNetworker_Receiver tiltReceiver = child.gameObject.AddComponent <EngineTiltNetworker_Receiver>();
                    tiltReceiver.networkUID = message.networkIDs[currentSubActorID];
                }

                if (child.gameObject.GetComponentInChildren <ExteriorLightsController>() != null)
                {
                    ExtLight_Receiver extLight = child.gameObject.AddComponent <ExtLight_Receiver>();
                    extLight.networkUID = message.networkIDs[currentSubActorID];
                }

                Rigidbody rb = child.gameObject.GetComponent <Rigidbody>();

                foreach (Collider collider in child.gameObject.GetComponentsInChildren <Collider>())
                {
                    if (collider)
                    {
                        collider.gameObject.layer = 9;
                    }
                }

                Debug.Log("Doing weapon manager shit on " + child.gameObject.name + ".");
                WeaponManager weaponManager = child.gameObject.GetComponent <WeaponManager>();
                if (weaponManager == null)
                {
                    Debug.LogError(child.gameObject.name + " does not seem to have a weapon maanger on it.");
                }
                else
                {
                    PlaneEquippableManager.SetLoadout(child.gameObject, message.networkIDs[currentSubActorID], message.normalizedFuel, message.hpLoadout, message.cmLoadout);
                }
            }

            AIUnitSpawn aIUnitSpawn = child.gameObject.GetComponent <AIUnitSpawn>();
            if (aIUnitSpawn == null)
            {
                Debug.LogWarning("AI unit spawn is null on respawned unit " + aIUnitSpawn);
            }
            // else
            // newAI.GetComponent<AIUnitSpawn>().SetEngageEnemies(message.Aggresive);
            VehicleMover vehicleMover = child.gameObject.GetComponent <VehicleMover>();
            if (vehicleMover != null)
            {
                vehicleMover.enabled  = false;
                vehicleMover.behavior = GroundUnitMover.Behaviors.Parked;
            }
            else
            {
                GroundUnitMover ground = child.gameObject.GetComponent <GroundUnitMover>();
                if (ground != null)
                {
                    ground.enabled  = false;
                    ground.behavior = GroundUnitMover.Behaviors.Parked;
                }
            }

            Debug.Log("Checking for gun turrets on child " + child.name);
            if (child.gameObject.GetComponentsInChildren <Actor>().Length <= 1)
            {//only run this code on units without subunits
                Debug.Log("This is a child, with " + child.gameObject.GetComponentsInChildren <Actor>().Length + " actors, so it could have guns!");
                ulong turretCount = 0;
                foreach (ModuleTurret moduleTurret in child.gameObject.GetComponentsInChildren <ModuleTurret>())
                {
                    TurretNetworker_Receiver tRec = child.gameObject.AddComponent <TurretNetworker_Receiver>();
                    tRec.networkUID = message.networkIDs[currentSubActorID];
                    tRec.turretID   = turretCount;
                    Debug.Log("Added turret " + turretCount + " to actor " + message.networkIDs[currentSubActorID] + " uid");
                    turretCount++;
                }
                ulong gunCount = 0;
                foreach (GunTurretAI turretAI in child.gameObject.GetComponentsInChildren <GunTurretAI>())
                {
                    turretAI.SetEngageEnemies(false);
                    AAANetworker_Reciever aaaRec = child.gameObject.AddComponent <AAANetworker_Reciever>();
                    aaaRec.networkUID = message.networkIDs[currentSubActorID];
                    aaaRec.gunID      = gunCount;
                    Debug.Log("Added gun " + gunCount + " to actor " + message.networkIDs[currentSubActorID] + " uid");
                    gunCount++;
                }
            }
            else
            {
                Debug.Log("This isnt a child leaf thing, it has " + child.gameObject.GetComponentsInChildren <Actor>().Length + " actors");
            }
            IRSamLauncher iLauncher = child.gameObject.GetComponent <IRSamLauncher>();
            if (iLauncher != null)
            {
                //iLauncher.ml.RemoveAllMissiles();
                iLauncher.ml.LoadAllMissiles();
                iLauncher.SetEngageEnemies(false);
                MissileNetworker_Receiver mlr;
                //iLauncher.ml.LoadCount(message.IRSamMissiles.Length);
                Debug.Log($"Adding IR id's on IR SAM, len = {message.IRSamMissiles.Length}.");
                for (int i = 0; i < message.IRSamMissiles.Length; i++)
                {
                    mlr            = iLauncher.ml.missiles[i]?.gameObject.AddComponent <MissileNetworker_Receiver>();
                    mlr.thisML     = iLauncher.ml;
                    mlr.networkUID = message.IRSamMissiles[i];
                }
                Debug.Log("Added IR id's.");
            }
            Soldier soldier = child.gameObject.GetComponent <Soldier>();
            if (soldier != null)
            {
                soldier.SetEngageEnemies(false);
                if (soldier.soldierType == Soldier.SoldierTypes.IRMANPAD)
                {
                    soldier.SetEngageEnemies(false);
                    IRMissileLauncher ir = soldier.irMissileLauncher;
                    if (ir != null)
                    {
                        //ir.RemoveAllMissiles();
                        ir.LoadAllMissiles();
                        MissileNetworker_Receiver mlr;
                        //ir.LoadCount(message.IRSamMissiles.Length);
                        Debug.Log($"Adding IR id's on manpads, len = {message.IRSamMissiles.Length}.");
                        for (int i = 0; i < message.IRSamMissiles.Length; i++)
                        {
                            mlr            = ir.missiles[i]?.gameObject.AddComponent <MissileNetworker_Receiver>();
                            mlr.thisML     = ir;
                            mlr.networkUID = message.IRSamMissiles[i];
                        }
                        Debug.Log("Added IR id's on manpads.");
                    }
                    else
                    {
                        Debug.Log($"Manpad {message.networkIDs} forgot its rocket launcher pepega.");
                    }
                }
            }

            Debug.Log("Checking for SAM launchers");
            SAMLauncher launcher = child.gameObject.GetComponent <SAMLauncher>();
            if (launcher != null)
            {
                Debug.Log("I found a sam launcher!");
                SamNetworker_Reciever samNetworker = launcher.gameObject.AddComponent <SamNetworker_Reciever>();
                samNetworker.networkUID = message.networkIDs[currentSubActorID];
                samNetworker.radarUIDS  = message.radarIDs;
                //Debug.Log($"Added samNetworker to uID {message.networkID}.");
                launcher.SetEngageEnemies(false);
                launcher.fireInterval  = float.MaxValue;
                launcher.lockingRadars = null;
            }

            /*IRSamLauncher ml = actor.gameObject.GetComponentInChildren<IRSamLauncher>();
             * if (ml != null)
             * {
             *  ml.SetEngageEnemies(false);
             *  MissileNetworker_Receiver lastRec;
             *  for (int i = 0; i < ml.ml.missiles.Length; i++)
             *  {
             *      lastRec = ml.ml.missiles[i].gameObject.AddComponent<MissileNetworker_Receiver>();
             *      lastRec.networkUID = message.IRSamMissiles[i];
             *      lastRec.thisML = ml.ml;
             *  }
             * }*/
            //this code for ir missiles was here twice, so i dissable the seccond copy

            Debug.Log("Checking for locking radars");
            foreach (LockingRadar radar in child.GetComponentsInChildren <LockingRadar>())
            {
                if (radar.GetComponent <Actor>() == child)
                {
                    Debug.Log($"Adding radar receiver to object {child.name} as it is the same game object as this actor.");
                    LockingRadarNetworker_Receiver lastLockingReceiver = child.gameObject.AddComponent <LockingRadarNetworker_Receiver>();
                    lastLockingReceiver.networkUID = message.networkIDs[currentSubActorID];
                    Debug.Log("Added locking radar!");
                }
                else if (radar.GetComponentInParent <Actor>() == child)
                {
                    Debug.Log($"Adding radar receiver to object {child.name} as it is a child of this actor.");
                    LockingRadarNetworker_Receiver lastLockingReceiver = child.gameObject.AddComponent <LockingRadarNetworker_Receiver>();
                    lastLockingReceiver.networkUID = message.networkIDs[currentSubActorID];
                    Debug.Log("Added locking radar!");
                }
                else
                {
                    Debug.Log("This radar is not direct child of this actor, ignoring");
                }
            }
            AIVehicles.Add(new AI(child.gameObject, message.aiVehicleName, child, message.networkIDs[currentSubActorID]));
            Debug.Log("Spawned in AI " + child.gameObject.name);

            if (!VTOLVR_Multiplayer.AIDictionaries.allActors.ContainsKey(message.networkIDs[currentSubActorID]))
            {
                VTOLVR_Multiplayer.AIDictionaries.allActors.Add(message.networkIDs[currentSubActorID], child);
            }
            if (!VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.ContainsKey(actor))
            {
                VTOLVR_Multiplayer.AIDictionaries.reverseAllActors.Add(child, message.networkIDs[currentSubActorID]);
            }

            currentSubActorID++;
        }
    }