GMS_RC/@GMS/addons/GMS/Missions/Blue/template.sqf
2023-09-23 10:05:31 -04:00

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/*
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";
_crateLoot = GMS_BoxLoot_Green; // Set to a loot table appropriate to mission difficulty. A custom loot table can also be used.
_lootCounts = GMS_lootCountsGreen; // Set to a loot counts list appropriate to mission difficulty or a custom array.
_startMsg = "An enemy research center 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!";
_markerMissionName = "Development";
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
//////////
// Paste the output of the script here
_markerType = ["mil_box",[0,0]]; // Modify as needed
_markerColor = "Default"; // Modify as needed
_markerLabel = "";
_garrisonedBuildings_BuildingPosnSystem = [ // Units / statics positioned using the built in Arma building position system
["Land_i_House_Big_02_V2_F",[-76.2197,64.5181,0],0,true,false,0.67,3,[],4],
["Land_Unfinished_Building_01_F",[-65.1536,-71.8145,0],0,true,false,0.67,3,[],4]
];
_garrisonedBuilding_ATLsystem = [ // Units / statics positioned using relative position with respect to the spawn position of the building as the reference point.
["Land_i_Shop_01_V2_F",[87.1704,-65.3169,0],0,true,false,[["B_HMG_01_high_F",[-2.15186,2.76953,0.303085],0]],[]],
["Land_i_House_Big_01_V3_F",[101.868,63.7637,0],0,true,false,[["B_HMG_01_high_F",[-3.44702,-2.7793,0.41],0],["B_HMG_01_high_F",[2.81006,-5.2124,3.92],0]],[]]
];
_missionLandscape = [ // Self explanatory; all positions are relative to mission center.
["Sign_Sphere100cm_F",[-77.7651,66.4019,0.259255],0,true,true],
["Sign_Sphere100cm_F",[-62.7002,-68.5952,0.185],0,true,true],
["Land_Chapel_V2_F",[-19.5349,-23.1558,0],0,true,true],
["Land_CarService_F",[-19.4431,7.30078,0],0,true,true],
["Land_Church_01_V1_F",[13.1187,-24.9375,0],0,true,true],
["Land_GH_House_2_F",[17.7576,14.8853,0],0,true,true]
];
_missionLootBoxes = [ // Self explanatory; all positions are relative to mission center.
// Note that you can specifiy any loot table or list of loot counts here.
["Box_NATO_Wps_F",[-12.8772,-14.7461,0],_crateLoot,_lootCounts,0],
["Box_FIA_Ammo_F",[-11.5447,4.01025,0],_crateLoot,_lootCounts,0],
["IG_supplyCrate_F",[7.43652,-15.4175,0],_crateLoot,_lootCounts,0],
["Box_FIA_Support_F",[9.36304,4.36914,0],_crateLoot,_lootCounts,0]
];
_missionPatrolVehicles = [ // Self explanatory; all positions are relative to mission center.
// Note that defining anything here overrides the defaults for number and type of vehicles.
// You can select a random vehicle from the defaults with selectRandom GMS_AIPatrolVehicles or the difficulty specific variants such as GMS_AIPatrolVehiclesBlue
["B_LSV_01_armed_F",[-50.4993,-5.56201,0],0],
["B_MRAP_01_hmg_F",[-4.58496,-51.4932,-4.76837e-007],0],
["B_MRAP_01_hmg_F",[-1.01758,31.3022,-4.76837e-007],0],
["B_LSV_01_armed_F",[38.8872,-7.23975,0],0]
];
_submarinePatrolParameters = [ // Self explanatory; all positions are relative to mission center.
];
_airPatrols = [ // Self explanatory; all positions are relative to mission center.
// Note that defining anything here overrides the defaults for both number of aircraft and types of aircraft.
// you can specify a randomly selected aircraft from the defaults the a mission difficulty with selectRandom GMS_patrolHelisBlue/Red/Green/Orange
];
_missionEmplacedWeapons = [ // Self explanatory; all positions are relative to mission center and are set and mission spawn using setPosATL
// Listing static weapons here overides the default settings for numbers of statics and weapon types.
// Note that you can select from the defaults using selectRandom GMS_staticWeapons;
["B_T_HMG_01_F",[-24.9949,-6.60889,0],0],
["B_T_HMG_01_F",[-2.10034,17.6167,0],0],
["B_T_HMG_01_F",[-1.02319,-24.769,0],0],
["B_T_HMG_01_F",[19.394,-7.26514,0],0]
];
_missionGroups = [ // The coordinates are the center position for each groups patrol area relative to mission center.
// parameters are [_coords,minAI,maxAI,difficulty,min range from center for patrol, max range from center for patrol]
// Listing groups here overrides the setting for minAI, maxAI and noGroups
[[-6.98657,-17.4019,0.00143862],3,6,"Red",30,45],
[[-12.3303,1.17432,0.00143909],3,6,"Red",30,45],
[[16.0247,0.0390625,0.00143909],3,6,"Red",30,45],
[[8.53687,13.0479,0.00143909],3,6,"Red",30,45],
[[79.074,6.02344,0.00143909],3,6,"Red",30,45]
];
_scubaGroupParameters = [ // These groups remain under water in scuba gear. Settings are otherwise as listed in _missionGroups
];
_crateLoot = GMS_BoxLoot_Red; // can be individualized for a particular mission by defining a loot array.
_lootCounts = GMS_lootCountsRed; // can be individualized for a particular mission by defining an array with the counts of each loot type.
_minNoAI = GMS_MinAI_Red; // can be any value 0..N
_maxNoAI = GMS_MaxAI_Red; // can be any value 1..N
_noAIGroups = GMS_AIGrps_Red; // can be any value 0..N (note that 0 here prevents any groups from being spawned)
_noVehiclePatrols = GMS_SpawnVeh_Red; // can be any value 0..N
_noEmplacedWeapons = GMS_SpawnEmplaced_Red; // can be any value
#include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";