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e2b933188d
- 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)
76 lines
3.6 KiB
C++
76 lines
3.6 KiB
C++
/*
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Author: Andrew Gregory - EpochMod.com
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Contributors:
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Description:
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Example Mission file containing individual tasks (Commented)
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Licence:
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Arma Public License Share Alike (APL-SA) - https://www.bistudio.com/community/licenses/arma-public-license-share-alike
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Github:
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https://github.com/EpochModTeam/Epoch/tree/release/Sources/epoch_config/Configs/CfgEpochClient.hpp
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*/
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//Built in useful vars that can be used in code based conditions / responses etc.
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//N.B. Local vars can not be used as they are not in scope when call compiled.
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//
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// EPOCH_task_startTime - task start diag_tickTime | Usage: diag_tickTime - EPOCH_task_startTime > _someDelayTime;
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// EPOCH_mission_starttime - mission start diag_ticktime
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// EPOCH_taskMarker - Array for Marker, if set [markername,markerType]. "markerType" see in task description
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// EPOCH_taskMarkerPos - Markerposition, if set.
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class sampletask {
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author = "My Name";
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title = "Mission Title";
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simpleTask = 0;
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items[] = {"B_UavTerminal"}; // Items will be dropped on the Ground next to Player
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triggerDelay = 2; // Before this time (in sec) the task will not Start
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taskCheckTime = 3; // Intervall (in sec) for the triggers
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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)
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markerVisible = 0; // Marker visible for: 0 = Only Player (default), 1 = Group of Player, 2 = Global
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markerRadius = 0; // Set marker radius for radial marker (markerType = 2)
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markerText = ""; // Marker Text - Add text to marker, leave "" for no text. No text available for Marker type 2 yet.
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initcall = ""; // Code to call on task-start
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cleanUpCall = ""; // Code to call on task failed or when cleanUp = 1 on finished
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dialogues[] = { // Array to make dialogues while task is running
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{
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"alive player", // Condition 1
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{"Text 1","Text 2","Text 3"} // Array of random dialogues when condition 1 = true
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},
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{
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"alive player", // Condition 2
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{"Text 1","Text 2","Text 3"} // Array of random dialogues when condition 2 = true
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}
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};
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callevents[] = { // Array to call codes and / or start a nex task
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{
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"(diag_tickTime - StartTime > 30)", // Condition 1
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"", // String with code to call when condition 1 = true
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{"uavMission1"} // Array of random selected tasks to switch to when condition 1 = true
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},
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{
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"!alive player", // Condition 2
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"player setdamage 1", // String with code to call when condition 2 = true
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{"uavMission2"} // Array of random selected tasks to switch to when condition 2 = true
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},
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};
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abandonTime = 240; // Timeout for task
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failedCondition = "false"; // Failed Condition for Task
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faileddialogues[] = {"Text1","Text2"}; // Array of random dialogues when task failed
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failedCall = ""; // Code to call when task failed
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completeCondition = "'B_UavTerminal' in assignedItems player"; // Condition to complete the task succesfully
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completedialogues[] = {"Text1","Text2"}; // Array of random dialogues when task completed successfully
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completedCALL = ""; // Code to call when task completed successfully
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reward[] = {}; // Array of items, that spawn next to the Player when completed successfully
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cleanUp = 0; // Set to 1 to call cleanupcall on success
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nextTask[] = {"doUAVSpawn"}; // Array of next selected random tasks
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// Not used atm
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taskLimit = 3;
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itemSpawn = 3;
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callEventBinTask = 0;
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diagSquelch = 30;
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abandonDist = 100;
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}; |