/* Mission Template by Ghostrider-DbD- Mission Compositions by Bill prepared for DBD Clan 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"; //diag_log "[GMS] Spawning Green Mission with template = default"; _crateLoot = GMS_BoxLoot_Green; _lootCounts = GMS_lootCountsGreen; _startMsg = "An enemy field hospital 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!"; _markerLabel = ""; _markerType = ["ellipse",[225,225],"GRID"]; _markerColor = "ColorGreen"; _markerMissionName = "Field Hospital"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Land_Medevac_HQ_V1_F",[-28.7168,-6.5918,2.38419e-007],0,[true,true]], ["Land_Medevac_HQ_V1_F",[0.283203,19.4082,2.38419e-007],0,[true,true]], ["Flag_AAF_F",[-4,-4,0],0,[false,false]], ["Land_Cargo10_yellow_F",[3.2832,-16.5918,0],0,[false,false]], ["Land_Cliff_stoneCluster_F",[-28.7168,6.4082,0],0,[false,false]], ["Land_SharpStones_erosion",[-19.7168,-19.5918,0],0,[false,false]], ["Land_W_sharpStones_erosion",[-13.7168,6.4082,0],0,[false,false]], ["Land_BluntStones_erosion",[-5.7168,-12.5918,0],0,[false,false]], ["Land_SharpRock_apart",[16.2832,24.4082,0],0,[false,false]], ["Land_W_sharpRock_apart",[-21.7168,29.4082,0],0,[false,false]], ["Land_BluntRock_apart",[-11.7168,-26.5918,-2.38419e-007],0,[false,false]], ["Land_SharpRock_apart",[48.2832,-10.5918,0],0,[false,false]], ["Land_SharpRock_apart",[-43.7168,6.4082,0],0,[false,false]], ["Land_W_sharpRock_apart",[-38.7168,-20.5918,0],0,[false,false]], ["Land_BluntRock_apart",[52.2832,16.4082,-2.38419e-007],0,[false,false]], ["Land_SharpRock_apart",[27.2832,-34.5918,0],0,[false,false]], ["Land_W_sharpRock_apart",[-45.7168,28.4082,0],0,[false,false]], ["Land_StoneSharp_small",[-1.7168,44.4082,0],0,[false,false]], ["Land_FieldToilet_F",[-13.7168,21.4082,0],0,[false,false]], ["Land_Pallets_F",[10.2832,-4.5918,0],0,[false,false]], ["Land_Pallets_F",[19.2832,6.4082,0],0,[false,false]], ["Land_Pallets_stack_F",[10.2832,-13.5918,0],0,[false,false]], ["Land_Cargo_House_V3_F",[24.2832,-1.5918,0],0,[true,true]], ["Land_Cargo_House_V3_F",[24.2832,-17.5918,0],0,[true,true]], ["Land_StoneSharp_small",[10.2988,-30.9434,0],0,[false,false]], ["Land_Medevac_HQ_V1_F",[37.2832,6.4082,2.38419e-007],0,[true,true]] ]; // 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_Green; _maxNoAI = GMS_MaxAI_Green; _noAIGroups = GMS_AIGrps_Green; _noVehiclePatrols = GMS_SpawnVeh_Green; _noEmplacedWeapons = GMS_SpawnEmplaced_Green; _uniforms = GMS_SkinList; _headgear = GMS_headgear; //_chanceLoot = 1; //0.6; private _lootIndex = selectRandom[1,2,3,4]; private _paralootChoices = [GMS_contructionLoot,GMS_contructionLoot,GMS_highPoweredLoot,GMS_supportLoot]; private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]]; _paraLoot = _paralootChoices select _lootIndex; _paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission. #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";