/* */ #include "\GMS\Compiles\Init\GMS_defines.hpp" #include "\GMS\Missions\GMS_privateVars.sqf"; //diag_log "[GMS] Spawning Hunters Mission"; _crateLoot = GMS_BoxLoot_Green; _lootCounts = [3,6,3,4,10,1]; _startMsg = "A group of Bandit Hunters was sighted in a nearby sector! Check the Red Triangular marker on your map for the location!"; _endMsg = "The Hunter Camp is under Survivor Control!"; _markerLabel = "Hunters"; _markerType = ["mil_triangle",[0,0]]; _markerColor = "ColorRed"; _markerMissionName = "Hunters"; _missionLandscapeMode = "random"; // acceptable values are "none","random","precise" _missionLandscape = ["Land_Cargo_Patrol_V1_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_BagFence_Short_F","Land_BagFence_Short_F","Land_TentA_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_Wreck_Truck_F","Land_Wreck_Hunter_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; _useMines = true; _minNoAI = 9; _maxNoAI = 12; _noAIGroups = 3; _noVehiclePatrols = -1; _noEmplacedWeapons = -1; _uniforms = ["U_OG_leader","U_O_PilotCoveralls","U_O_CombatUniform_ocamo","U_OG_leader","U_O_PilotCoveralls","U_O_CombatUniform_ocamo","U_OG_leader","U_O_PilotCoveralls","U_O_CombatUniform_ocamo","U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard"]; if (GMSCore_modtype isEqualTo "Epoch") then { _headGear = ["H_39_EPOCH","H_40_EPOCH","H_41_EPOCH","H_43_EPOCH","H_44_EPOCH","H_45_EPOCH","H_46_EPOCH"]; //_uniforms = _uniforms + GMS_femaleUniformsEpoch; }; if (GMSCore_modtype isEqualTo "Exile") then { _headGear = ["H_Booniehat_dgtl","H_Booniehat_dirty","H_Booniehat_grn","H_Booniehat_indp","H_Booniehat_khk","H_Booniehat_khk_hs","H_Booniehat_mcamo","H_Booniehat_tan"]; }; _chancePara = 0; _noPara = 0; _chanceHeli = 0; _noChoppers = 0; /* "_spawnCratesTiming", "_loadCratesTiming", "_endCondition", */ _endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";