/* 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 Red Mission with template = default"; _crateLoot = GMS_BoxLoot_Red; _lootCounts = GMS_lootCountsRed; _startMsg = "A group of Bandits was sighted in a nearby sector! Check the Red marker on your map for the location!"; _endMsg = "The Sector at the Red Marker is under survivor control!"; _markerLabel = ""; _markerType = ["ellipse",[200,200],"GRID"]; _markerColor = "ColorRed"; _markerMissionName = "Bandit Patrol"; _missionLandscapeMode = "random"; // acceptable values are "none","random","precise" _missionLandscape = ["Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_FieldToilet_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_CargoBox_V1_F","Land_CargoBox_V1_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 _minNoAI = GMS_MinAI_Red; _maxNoAI = GMS_MaxAI_Red; _noAIGroups = GMS_AIGrps_Red; _noVehiclePatrols = GMS_SpawnVeh_Red; _noEmplacedWeapons = GMS_SpawnEmplaced_Red; // Change _useMines to true/false below to enable mission-specific settings. _useMines = GMS_useMines; #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";