Epoch/Sources/epoch_config/Configs/CfgMissions/CfgExample.hpp
He-Man e2b933188d Sherbet Fixes #1
- Increased defuse chance
- More restricted run around base obj
- Remove terminal after UAV mission
- Looting dead UAV fixed
- Exploding Vehicles fix (Arma has changed HitPointNames to LowerCase)
2019-01-20 13:20:01 +01:00

76 lines
3.6 KiB
C++

/*
Author: Andrew Gregory - EpochMod.com
Contributors:
Description:
Example Mission file containing individual tasks (Commented)
Licence:
Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
Github:
https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgEpochClient.hpp
*/
//Built in useful vars that can be used in code based conditions / responses etc.
//N.B. Local vars can not be used as they are not in scope when call compiled.
//
// EPOCH_task_startTime - task start diag_tickTime | Usage: diag_tickTime - EPOCH_task_startTime > _someDelayTime;
// EPOCH_mission_starttime - mission start diag_ticktime
// EPOCH_taskMarker - Array for Marker, if set [markername,markerType]. "markerType" see in task description
// EPOCH_taskMarkerPos - Markerposition, if set.
class sampletask {
author = "My Name";
title = "Mission Title";
simpleTask = 0;
items[] = {"B_UavTerminal"}; // Items will be dropped on the Ground next to Player
triggerDelay = 2; // Before this time (in sec) the task will not Start
taskCheckTime = 3; // Intervall (in sec) for the triggers
markerType = 0; // Place a marker on task target (0 = No Marker, 1 = Marker, with text, exactly on target, 2 = radial marker with target somewhere random inside marker)
markerVisible = 0; // Marker visible for: 0 = Only Player (default), 1 = Group of Player, 2 = Global
markerRadius = 0; // Set marker radius for radial marker (markerType = 2)
markerText = ""; // Marker Text - Add text to marker, leave "" for no text. No text available for Marker type 2 yet.
initcall = ""; // Code to call on task-start
cleanUpCall = ""; // Code to call on task failed or when cleanUp = 1 on finished
dialogues[] = { // Array to make dialogues while task is running
{
"alive player", // Condition 1
{"Text 1","Text 2","Text 3"} // Array of random dialogues when condition 1 = true
},
{
"alive player", // Condition 2
{"Text 1","Text 2","Text 3"} // Array of random dialogues when condition 2 = true
}
};
callevents[] = { // Array to call codes and / or start a nex task
{
"(diag_tickTime - StartTime > 30)", // Condition 1
"", // String with code to call when condition 1 = true
{"uavMission1"} // Array of random selected tasks to switch to when condition 1 = true
},
{
"!alive player", // Condition 2
"player setdamage 1", // String with code to call when condition 2 = true
{"uavMission2"} // Array of random selected tasks to switch to when condition 2 = true
},
};
abandonTime = 240; // Timeout for task
failedCondition = "false"; // Failed Condition for Task
faileddialogues[] = {"Text1","Text2"}; // Array of random dialogues when task failed
failedCall = ""; // Code to call when task failed
completeCondition = "'B_UavTerminal' in assignedItems player"; // Condition to complete the task succesfully
completedialogues[] = {"Text1","Text2"}; // Array of random dialogues when task completed successfully
completedCALL = ""; // Code to call when task completed successfully
reward[] = {}; // Array of items, that spawn next to the Player when completed successfully
cleanUp = 0; // Set to 1 to call cleanupcall on success
nextTask[] = {"doUAVSpawn"}; // Array of next selected random tasks
// Not used atm
taskLimit = 3;
itemSpawn = 3;
callEventBinTask = 0;
diagSquelch = 30;
abandonDist = 100;
};