GMS_RC/@GMS/addons/GMS/Missions/Green/banditVillage.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";
//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";