/* Mission Template by Ghostrider [GRG] Mission Compositions by Bill prepared for ghostridergaming Copyright 2016 -------------------------- 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 = "An enemy research center 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",[225,225],"GRID"]; _markerColor = "ColorRed"; _markerMissionName = "Research Center"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,false]], ["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]], ["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]], ["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]], ["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]], ["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]], ["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]], ["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]], ["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[true,false]], ["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]], ["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]], ["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]], ["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]], ["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]], ["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]], ["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]], ["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]], ["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]], ["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]], ["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]], ["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]], ["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]], ["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]], ["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]], ["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]], ["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]], ["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]], ["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]], ["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]], ["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]], ["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]], ["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[true,false]] ]; // 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 = [ ["B_HMG_01_high_F",[27.8945,100.275,0],0,[true,false]], ["B_HMG_01_high_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]], ["B_G_Mortar_01_F",[76.0586,66.9414,-3.1265],0,[true,false]] ]; // 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 _missionGroups = [ //_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"]; //[[-52.6523,15.8281,-0.00143838],4,6,"Red",4,8], //[[-48.6113,-38.877,-0.00143886],4,6,"Red",4,8], //[[18.4492,-39.5684,-0.00143838],4,6,"Red",4,8], //[[42.6504,31.6621,-0.00143886],4,6,"Red",4,8], //[[7.51563,46.4531,-0.001438864],4,6,"Red",4,8], [[-8.99219,-11.623,-0.00143838],4,6,"Red",4,8] ]; // Can be used to define spawn positions of AI patrols _missionPatrolVehicles = [ //[selectRandom GMS_AIPatrolVehiclesRed,[27.8945,100.275,0],0,[true,false]], //[selectRandom GMS_AIPatrolVehiclesRed,[-84.7793,72.2617,9.53674e-007],0,[true,false]], [selectRandom GMS_AIPatrolVehiclesRed,[-87.8457,-109.947,7.15256e-007],0,[true,false]] ]; // can be used to define the spawn positions of vehicle patrols // Change _useMines to true/false below to enable mission-specific settings. _useMines = GMS_useMines; _minNoAI = GMS_MinAI_Red; _maxNoAI = GMS_MaxAI_Red; _noAIGroups = GMS_AIGrps_Red; _noVehiclePatrols = GMS_SpawnVeh_Red; _noEmplacedWeapons = GMS_SpawnEmplaced_Red; _uniforms = GMS_SkinList; _headgear = GMS_headgear; _chanceLoot = 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. //_endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear //_timeOut = -1; #include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";