2016-05-31 15:28:07 +00:00
/*
Author : Andrew Gregory - EpochMod . com
Contributors :
Description :
Mission selection configs and dialogs . Defines the missions for trader menu or triggered event .
Licence :
Arma Public License Share Alike ( APL - SA ) - https : //www.bistudio.com/community/licenses/arma-public-license-share-alike
Github :
2016-06-13 16:54:19 +00:00
https : //github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgMissions.hpp
2016-05-31 15:28:07 +00:00
*/
class EpochMissionList {
traderMissionClasses [ ] = { " missionDelivery " , " missionEscort " , " missionUav " , " missionSapper " , " missionSkull " , " missionMilitary " , " gameCaptureTheJammer " , " gameCarRace " , " infoTime " , " infoName " , " infoNews " , " infoVehicles " , " infoPeople " , " helpAirDrop " , " debugResetMission " } ; //Exclude from here to remove from menu and trigger
traderMissionActiveNames [ ] = { } ; //Not currently used (WIP)
traderMissionLongDesc [ ] = { } ; //Not currently used (WIP)
traderMissionActiveLongDesc [ ] = { } ; //Not currently used (WIP)
} ;
class epochMissions {
class missionDelivery {
missionName = " Pikes Peak Express " ; //Name of mission as it appears in trader list
missionToolTip = " Courier. " ; //Tooltip for trader menu
missionDesc = " You must deliver an important message to another trader somewhere else on the map. Choose your trader wisely. " ; //Misison description as it appears in trader menu.
missionDeny = " " ; //Specify a call compile condition. If it returns true the mission will be dis-allowed. Title will be rust coloured and prefixed with NOT ALLOWED.
missionDenyToolTip = " " ; //Provides a tooltip explaining why the mission is denied. prefixed with NOT ALLOWED.
tasksList [ ] = { " prepForDelivery " , " doDelivery " , " finishDelivery " } ; //Must contain a list of tasks used for this mission, in order. Used to control trader menu when mission is active. WIP - To control mission from this array alone.
missionTrigger = " " ; //A dynamic trigger that sets off the mission anywhere in-game. e.g. player != vehicle player Not currently used (WIP)
missionTriggerDialog [ ] = { " " } ; //Randomly selected dialogue that is shown when mission is dynamically triggered. Not currently used (WIP)
} ;
class missionEscort {
missionName = " VIP Escort " ;
missionToolTip = " Escort a VIP.. " ;
missionDesc = " You must deliver the generals daughter to a secret military base. " ;
missionDeny = " true " ;
missionDenyToolTip = " Not Ready. " ;
tasksList [ ] = { " takeEscortDelivery " , " startEscortMission " , " AIVehicleFind " , " rndDenyIfInGroup " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class missionUav {
missionName = " Drone Pilot " ;
missionToolTip = " Pilot a UAV. " ;
missionDesc = " Fly a drone to another trader and perform reconnaissance over the area. Girls make better pilots. " ;
missionDeny = " missionNameSpace getVariable [ " " EPOCH_playerEnergy " " ,0] < 50 " ;
missionDenyToolTip = " You require energy for this mission ! " ;
tasksList [ ] = { " uavMissionAccepted " , " doUAVSpawn " , " doUAVAttach " , " takeOffUAV " , " uavMission1 " , " uavMission2 " , " uavMission3 " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class missionSapper {
missionName = " Sapper Bait " ;
missionToolTip = " Lure a sapper back to the trader. " ;
missionDesc = " Traders use sappers as bait for bigger prey, earn a reward. " ;
missionDeny = " true " ;
missionDenyToolTip = " Not Ready. " ;
tasksList [ ] = { " takeEscortDelivery " , " startSapperMission " , " AIVehicleFind " , " rndDenyIfInGroup " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class missionSkull {
missionName = " Skulls New Target " ;
missionToolTip = " Infiltrate a secure location. " ;
missionDesc = " Use your sniper and camouflage skills to complete this mission for a large reward. " ;
missionDeny = " true " ;
missionDenyToolTip = " Not Ready. " ;
tasksList [ ] = { " prepForMisssion " , " moveToContact " , " TakeMission " , " leaveContact " , " moveToMilitary " , " meetInsurgentContact " , " spawnCOntact " , " findPosition " , " removeTargets " , " moveIn " , " takeReward " , " rndVehicleSpawn " , " rndLooter " , " rndSapperSpwn " , " rndInsurgentTaskBin " , " rndInsurgentTaksCont " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class missionMilitary {
missionName = " Military Crash " ;
missionToolTip = " Loot the crashed military vehcile. " ;
missionDesc = " Expect some resistance as you clear out the remaining troops and reap the rewards. " ;
missionDeny = " count weapons player < 1 " ;
missionDenyToolTip = " You are going to need weapons. " ;
tasksList [ ] = { " milMissionAccepted " , " milSpawnCrashSite " , " milMarkCrashSite " , " milFindCrashSite " , " milEndCrashSite " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class gameCaptureTheJammer {
missionName = " Capture the Jammer " ;
missionToolTip = " Mini Game - Fight for control of the base with your group. " ;
missionDesc = " Weapon and ammo drops during the game, the longer you keep the jammer the larger the prize, if you can find it. " ;
missionDeny = " true " ;
missionDenyToolTip = " Not Ready. " ;
tasksList [ ] = { " acceptMisssion " , " tpPlayerFSM " , " scoreMOnitorFSM " , " timeoutSpawnRndReward " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class gameCarRace {
missionName = " First Past The Line " ;
missionToolTip = " Mini Game - Vehicle Race " ;
missionDesc = " Mini Game - Race your vehicles to the finish point, make it there without stacking into a tree, there may be a prize for the winner. " ;
missionDeny = " true " ;
missionDenyToolTip = " Not Ready. " ;
tasksList [ ] = { } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class infoTime {
missionName = " What is the time ? " ;
missionDesc = " Find out the time from the trader. " ;
missionToolTip = " What's the time " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderDiagTime " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class infoName {
missionName = " What is your name friend ? " ;
missionDesc = " Ask the trader his name.. " ;
missionToolTip = " Trader Name " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderDiagName " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class infoNews {
missionName = " So, what's new ? " ;
missionDesc = " Ask the trader for news or tips. " ;
missionToolTip = " News " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderDiagNews " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class infoPeople {
missionName = " Who is nearby ? " ;
missionDesc = " Find out if there are nearby players. " ;
missionToolTip = " Players " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderDiagNearby " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class infoVehicles {
missionName = " What Vehicles are Nearby ? " ;
missionDesc = " Ask the trader if they know of any vehicle locations. " ;
missionToolTip = " Need a Ride. " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderNearVehicles " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class helpAirDrop {
missionName = " Call an Air Drop " ;
missionDesc = " Helper - Call an airdrop if available " ;
missionToolTip = " Airdrop Request. " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderTriggerAirDrop " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
class debugResetMission {
missionName = " Reset Missions " ;
missionDesc = " Experimental - Reset missions cache if stuck on a mission. " ;
missionToolTip = " DEBUG - Reset. " ;
missionDeny = " " ;
missionDenyToolTip = " " ;
tasksList [ ] = { " traderMissionReset " } ;
missionTrigger = " " ;
missionTriggerDialog = " " ;
} ;
} ;