//diag_log "[GMS] Spawning Orange Mission with template = default";
//diag_log "[GMS] Spawning Orange Mission with template = default";
_crateLoot = GMS_BoxLoot_Orange;
_lootCounts = GMS_lootCountsOrange;
_startMsg = "A group of Bandits was sighted in a nearby sector! Check the Orange marker on your map for the location!";
_endMsg = "The Sector at the Orange Marker is under survivor control!";
_markerLabel = "";
_markerType = ["ellipse",[250,250],"GRID"];
_markerColor = "ColorOrange";
_markerMissionName = "Bandit Patrol";
_missionLandscapeMode = "random"; // acceptable values are "none","random","precise"
_missionLandscape = ["Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_FieldToilet_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_CargoBox_V1_F","Land_CargoBox_V1_F"]; // list of objects to spawn as landscape
_missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
_missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
_missionEmplacedWeapons = []; // can be used to define the precise placement of static weapons [[1,2,3] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used
// Change _useMines to true/false below to enable mission-specific settings.
_useMines = GMS_useMines;
_minNoAI = GMS_MinAI_Orange;
_maxNoAI = GMS_MaxAI_Orange;
_noAIGroups = GMS_AIGrps_Orange;
_noVehiclePatrols = GMS_SpawnVeh_Orange;
_noEmplacedWeapons = GMS_SpawnEmplaced_Orange;
//_uniforms = GMS_SkinList;
//_headgear = GMS_headgear;
//_chancePara = 0.75; // 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 = "orange"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.