GMS_RC/@GMS/addons/GMS/Missions/Green/default.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 = "A group of Bandits 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 = "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
// 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;
//_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.
#include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";