/* 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"; //diag_log "[GMS] Spawning Green Mission with template = default"; _crateLoot = GMS_BoxLoot_Green; _lootCounts = GMS_lootCountsGreen; _startMsg = "An enemy village 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 = "Village"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _garrisonedBuildings_BuildingPosnSystem = [ ["Land_Unfinished_Building_02_F",[-28.137,-48.6494,0],0,true,true,0.67,3,[],4], ["Land_i_Shop_02_V2_F",[22.688,35.2515,0],0,true,true,0.67,3,[],4] ]; _garrisonedBuilding_ATLsystem = [ ["Land_Unfinished_Building_02_F",[-28.3966,34.8145,0],0,true,true,[["B_HMG_01_high_F",[-5.76953,1.16504,7.2248],0]],[]], ["Land_Unfinished_Building_02_F",[20.1816,-44.2554,0],0,true,true,[],[[[4.68567,3.59082,0.257384],0],[[-5.20032,5.66797,3.96986],0]]] ]; _missionLandscape = [ ["Land_i_House_Big_02_V3_F",[-64.5577,-100.259,0],0,true,true], ["Land_u_House_Big_01_V1_F",[-65.2944,63.9878,0],0,true,true], // ["Sign_Sphere100cm_F",[-25.4528,-44.6294,0.617091],0,true,true], // ["Sign_Arrow_Direction_Green_F",[24.8673,-40.6646,0.257384],0,true,true], // ["Sign_Arrow_Direction_Green_F",[14.9813,-38.5874,3.96986],0,true,true], //["Sign_Arrow_F",[10.937,-14.8413,1.03653],0,true,true], // ["Sign_Sphere100cm_F",[18.4126,35.3154,0.501973],0,true,true], ["Land_i_House_Big_02_V1_F",[53.7161,-101.875,0],0,true,true], ["Land_i_House_Big_02_V2_F",[52.6943,66.0278,0],0,true,true] ]; _missionLootBoxes = [ selectRandom[ ["Box_IND_AmmoOrd_F",[-25.7473,-46.3496,3.73],_crateLoot,_lootCounts,0], ["Box_NATO_Ammo_F",[-31.2815,14.4961,0],_crateLoot,_lootCounts,0], ["Box_AAF_Equip_F",[-2.56213,-16.4194,0],_crateLoot,_lootCounts,0], ["Box_IND_AmmoOrd_F",[3.29309,-24.7749,0],_crateLoot,_lootCounts,0], ["Box_NATO_Wps_F",[18.3497,-0.543945,0],_crateLoot,_lootCounts,0] ] ]; _missionLootVehicles = [ // ["",[10.937,-14.8413,1.03653],_crateLoot,_lootCounts,0] ]; _missionPatrolVehicles = [ //["B_LSV_01_armed_F",[-1.72583,-70.4502,0],0], //["B_MRAP_01_gmg_F",[-3.95642,50.4224,-9.53674e-007],0], // ["B_G_Van_01_transport_F",[11.2654,-13.9736,-0.000131607],0] ]; _submarinePatrolParameters = [ ]; _airPatrols = [ ["B_Heli_Light_01_dynamicLoadout_F",[-52.1934,-2.21387,0],0] ]; _missionEmplacedWeapons = [ ["B_HMG_01_high_F",[-34.1661,35.9795,7.2248],0], ["B_GMG_01_high_F",[43.4441,-24.4961,0],0] ]; _missionGroups = [ [[-31.2625,5.21875,0.00143909],3,6,"Green",30,45], [[-3.32458,-42.5176,0.00143909],3,6,"Green",30,45], [[-7.85986,-2.72217,0.00143909],3,6,"Green",30,45], [[-2.06714,36.3027,0.00143909],3,6,"Green",30,45], [[29.3705,-18.0239,0.00143909],3,6,"Green",30,45] ]; _scubaGroupParameters = [ ]; // 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; 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. //_endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";