/* Mission Template by Ghostrider [GRG] Mission Compositions by Bill prepared for ghostridergaming Copyright 2016 Last modified 3/20/17 -------------------------- License -------------------------- All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License. http://creativecommons.org/licenses/by-nc-sa/4.0/ */ #include "\GMS\Compiles\Init\GMS_defines.hpp" #include "\GMS\Missions\GMS_privateVars.sqf"; _crateLoot = GMS_BoxLoot_Green; // Set to a loot table appropriate to mission difficulty. A custom loot table can also be used. _lootCounts = GMS_lootCountsGreen; // Set to a loot counts list appropriate to mission difficulty or a custom array. _startMsg = "An enemy research center was sighted in a nearby sector! Check the Green marker on your map for the location!"; _endMsg = "The Sector at the Green Marker is under survivor control!"; _markerMissionName = "Development"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" ////////// // Paste the output of the script here _markerType = ["mil_box",[0,0]]; // Modify as needed _markerColor = "Default"; // Modify as needed _markerLabel = ""; _garrisonedBuildings_BuildingPosnSystem = [ // Units / statics positioned using the built in Arma building position system ["Land_i_House_Big_02_V2_F",[-76.2197,64.5181,0],0,true,false,0.67,3,[],4], ["Land_Unfinished_Building_01_F",[-65.1536,-71.8145,0],0,true,false,0.67,3,[],4] ]; _garrisonedBuilding_ATLsystem = [ // Units / statics positioned using relative position with respect to the spawn position of the building as the reference point. ["Land_i_Shop_01_V2_F",[87.1704,-65.3169,0],0,true,false,[["B_HMG_01_high_F",[-2.15186,2.76953,0.303085],0]],[]], ["Land_i_House_Big_01_V3_F",[101.868,63.7637,0],0,true,false,[["B_HMG_01_high_F",[-3.44702,-2.7793,0.41],0],["B_HMG_01_high_F",[2.81006,-5.2124,3.92],0]],[]] ]; _missionLandscape = [ // Self explanatory; all positions are relative to mission center. ["Sign_Sphere100cm_F",[-77.7651,66.4019,0.259255],0,true,true], ["Sign_Sphere100cm_F",[-62.7002,-68.5952,0.185],0,true,true], ["Land_Chapel_V2_F",[-19.5349,-23.1558,0],0,true,true], ["Land_CarService_F",[-19.4431,7.30078,0],0,true,true], ["Land_Church_01_V1_F",[13.1187,-24.9375,0],0,true,true], ["Land_GH_House_2_F",[17.7576,14.8853,0],0,true,true] ]; _missionLootBoxes = [ // Self explanatory; all positions are relative to mission center. // Note that you can specifiy any loot table or list of loot counts here. ["Box_NATO_Wps_F",[-12.8772,-14.7461,0],_crateLoot,_lootCounts,0], ["Box_FIA_Ammo_F",[-11.5447,4.01025,0],_crateLoot,_lootCounts,0], ["IG_supplyCrate_F",[7.43652,-15.4175,0],_crateLoot,_lootCounts,0], ["Box_FIA_Support_F",[9.36304,4.36914,0],_crateLoot,_lootCounts,0] ]; _missionPatrolVehicles = [ // Self explanatory; all positions are relative to mission center. // Note that defining anything here overrides the defaults for number and type of vehicles. // You can select a random vehicle from the defaults with selectRandom GMS_AIPatrolVehicles or the difficulty specific variants such as GMS_AIPatrolVehiclesBlue ["B_LSV_01_armed_F",[-50.4993,-5.56201,0],0], ["B_MRAP_01_hmg_F",[-4.58496,-51.4932,-4.76837e-007],0], ["B_MRAP_01_hmg_F",[-1.01758,31.3022,-4.76837e-007],0], ["B_LSV_01_armed_F",[38.8872,-7.23975,0],0] ]; _submarinePatrolParameters = [ // Self explanatory; all positions are relative to mission center. ]; _airPatrols = [ // Self explanatory; all positions are relative to mission center. // Note that defining anything here overrides the defaults for both number of aircraft and types of aircraft. // you can specify a randomly selected aircraft from the defaults the a mission difficulty with selectRandom GMS_patrolHelisBlue/Red/Green/Orange ]; _missionEmplacedWeapons = [ // Self explanatory; all positions are relative to mission center and are set and mission spawn using setPosATL // Listing static weapons here overides the default settings for numbers of statics and weapon types. // Note that you can select from the defaults using selectRandom GMS_staticWeapons; ["B_T_HMG_01_F",[-24.9949,-6.60889,0],0], ["B_T_HMG_01_F",[-2.10034,17.6167,0],0], ["B_T_HMG_01_F",[-1.02319,-24.769,0],0], ["B_T_HMG_01_F",[19.394,-7.26514,0],0] ]; _missionGroups = [ // The coordinates are the center position for each groups patrol area relative to mission center. // parameters are [_coords,minAI,maxAI,difficulty,min range from center for patrol, max range from center for patrol] // Listing groups here overrides the setting for minAI, maxAI and noGroups [[-6.98657,-17.4019,0.00143862],3,6,"Red",30,45], [[-12.3303,1.17432,0.00143909],3,6,"Red",30,45], [[16.0247,0.0390625,0.00143909],3,6,"Red",30,45], [[8.53687,13.0479,0.00143909],3,6,"Red",30,45], [[79.074,6.02344,0.00143909],3,6,"Red",30,45] ]; _scubaGroupParameters = [ // These groups remain under water in scuba gear. Settings are otherwise as listed in _missionGroups ]; _crateLoot = GMS_BoxLoot_Red; // can be individualized for a particular mission by defining a loot array. _lootCounts = GMS_lootCountsRed; // can be individualized for a particular mission by defining an array with the counts of each loot type. _minNoAI = GMS_MinAI_Red; // can be any value 0..N _maxNoAI = GMS_MaxAI_Red; // can be any value 1..N _noAIGroups = GMS_AIGrps_Red; // can be any value 0..N (note that 0 here prevents any groups from being spawned) _noVehiclePatrols = GMS_SpawnVeh_Red; // can be any value 0..N _noEmplacedWeapons = GMS_SpawnEmplaced_Red; // can be any value #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";