// The lines below define additional variables you may wish to configure.
// Change _useMines to true/false below to enable mission-specific settings.
_useMines = GMS_useMines;
_minNoAI = GMS_MinAI_Blue;
_maxNoAI = GMS_MaxAI_Blue;
_noAIGroups = GMS_AIGrps_Blue;
_noVehiclePatrols = GMS_SpawnVeh_Blue;
_noEmplacedWeapons = GMS_SpawnEmplaced_Blue;
//_uniforms = GMS_SkinList;
//_headgear = GMS_headgear;
//_chancePara = GMS_chanceParaBlue; // Setting this in the mission file overrides the defaults
//_noPara = 5; // Setting this in the mission file overrides the defaults
//_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
//_paraSkill = "Blue"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
// Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute.
// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
_loadCratesTiming = GMS_loadCratesTiming; // valid choices are "atMissionCompletion" and "atMissionSpawn";
// Pertains only to crates spawned at mission spawn.
// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
// Examples:
// To spawn crates at mission start loaded with gear set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionSpawn"
// To spawn crates at mission start but load gear only after the mission is completed set GMS_spawnCratesTiming = "atMissionSpawnGround" && GMS_loadCratesTiming = "atMissionCompletion"
// To spawn crates on the ground at mission completion set GMS_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
// To spawn crates in the air and drop them by chutes set GMS_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
//_endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear
// Setting this in the mission file overrides the defaults