/* */ #include "\GMS\Compiles\Init\GMS_defines.hpp" #include "\GMS\Missions\GMS_privateVars.sqf"; //diag_log "[GMS] Spawning Scout Mission"; _crateLoot = GMS_BoxLoot_Red; _lootCounts = [3,5,2,3,6,1]; _startMsg = "A group of Bandit Scouts was sighted in a nearby sector! Check the Red triangular marker on your map for the location!"; _endMsg = "The Scout Camp is under Survivor Control!"; _markerLabel = "Scouts"; //_markerType = ["mil_triangle",[0,0]]; _markerType = ["mil_triangle",[0,0]]; _markerColor = "ColorRed"; _markerMissionName = "Scouts"; _missionLandscapeMode = "random"; // acceptable values are "none","random","precise" _missionLandscape = ["Land_CratesWooden_F","Land_Mound01_8m_F", "Land_Mound01_8m_F","Land_Mound01_8m_F", "Land_Mound01_8m_F","Land_Mound01_8m_F", "Land_Mound01_8m_F","Land_CratesPlastic_F","Land_Sacks_goods_F","FirePlace_burning_F","Land_CratesShabby_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_Sacks_heap_F","Land_Sacks_heap_F","Land_TentA_F","Land_TentA_F","Land_TentA_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. _missionGroups = [ [[-5,-5,0],3,3,"Red",30,45], [[-5,5,0],3,3,"Red",30,45], [[5,5,0],3,3,"Red",30,45] ]; //_useMines = GMS_useMines; _useMines = true; _minNoAI = 6; _maxNoAI = 9; _noAIGroups = 3; _noVehiclePatrols = -1; _noEmplacedWeapons = -1; _uniforms = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_2","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"]; if (GMSCore_modtype isEqualTo "Epoch") then { _headGear = ["H_92_EPOCH","H_91_EPOCH","H_90_EPOCH","H_89_EPOCH","H_88_EPOCH","H_87_EPOCH","H_86_EPOCH"]; _uniforms = _uniforms + GMS_femaleUniformsEpoch; }; if (GMSCore_modtype isEqualTo "Exile") then { _headGear = ["H_Cap_blk","H_Cap_blk_Raven","H_Cap_blu","H_Cap_brn_SPECOPS","H_Cap_grn","H_Cap_headphones","H_Cap_khaki_specops_UK","H_Cap_oli","H_Cap_press","H_Cap_red","H_Cap_tan","H_Cap_tan_specops_US"]; }; _chancePara = 0; _noPara = 0; _chanceHeli = 0; _noChoppers = 0; _endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";