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https://github.com/Ghostrider-DbD-/GMS_RC.git
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57 lines
2.6 KiB
Plaintext
57 lines
2.6 KiB
Plaintext
/*
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*/
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#include "\GMS\Compiles\Init\GMS_defines.hpp"
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#include "\GMS\Missions\GMS_privateVars.sqf";
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//diag_log "[GMS] Spawning Scout Mission";
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_crateLoot = GMS_BoxLoot_Red;
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_lootCounts = [3,5,2,3,6,1];
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_startMsg = "A group of Bandit Scouts was sighted in a nearby sector! Check the Red triangular marker on your map for the location!";
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_endMsg = "The Scout Camp is under Survivor Control!";
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_markerLabel = "Scouts";
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//_markerType = ["mil_triangle",[0,0]];
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_markerType = ["mil_triangle",[0,0]];
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_markerColor = "ColorRed";
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_markerMissionName = "Scouts";
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_missionLandscapeMode = "random"; // acceptable values are "none","random","precise"
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_missionLandscape = ["Land_CratesWooden_F","Land_Mound01_8m_F", "Land_Mound01_8m_F","Land_Mound01_8m_F", "Land_Mound01_8m_F","Land_Mound01_8m_F", "Land_Mound01_8m_F","Land_CratesPlastic_F","Land_Sacks_goods_F","FirePlace_burning_F","Land_CratesShabby_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_Sacks_heap_F","Land_Sacks_heap_F","Land_TentA_F","Land_TentA_F","Land_TentA_F"];; // list of objects to spawn as landscape
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_missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_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
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// Change _useMines to true/false below to enable mission-specific settings.
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_missionGroups = [
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[[-5,-5,0],3,3,"Red",30,45],
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[[-5,5,0],3,3,"Red",30,45],
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[[5,5,0],3,3,"Red",30,45]
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];
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//_useMines = GMS_useMines;
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_useMines = true;
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_minNoAI = 6;
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_maxNoAI = 9;
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_noAIGroups = 3;
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_noVehiclePatrols = -1;
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_noEmplacedWeapons = -1;
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_uniforms = ["U_OG_Guerilla1_1","U_OG_Guerilla2_1","U_OG_Guerilla2_2","U_OG_Guerilla2_3","U_OG_Guerilla3_1","U_OG_Guerilla3_2"];
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if (GMSCore_modtype isEqualTo "Epoch") then
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{
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_headGear = ["H_92_EPOCH","H_91_EPOCH","H_90_EPOCH","H_89_EPOCH","H_88_EPOCH","H_87_EPOCH","H_86_EPOCH"];
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_uniforms = _uniforms + GMS_femaleUniformsEpoch;
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};
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if (GMSCore_modtype isEqualTo "Exile") then
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{
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_headGear = ["H_Cap_blk","H_Cap_blk_Raven","H_Cap_blu","H_Cap_brn_SPECOPS","H_Cap_grn","H_Cap_headphones","H_Cap_khaki_specops_UK","H_Cap_oli","H_Cap_press","H_Cap_red","H_Cap_tan","H_Cap_tan_specops_US"];
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};
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_chancePara = 0;
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_noPara = 0;
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_chanceHeli = 0;
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_noChoppers = 0;
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_endCondition = allKilledOrPlayerNear; // Options are allUnitsKilled, playerNear, allKilledOrPlayerNear
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#include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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