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75 lines
3.9 KiB
Plaintext
75 lines
3.9 KiB
Plaintext
/*
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Mission Template by Ghostrider-DbD-
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Mission Compositions by Bill prepared for DBD Clan
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Copyright 2016
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Last modified 3/20/17
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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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 Green Mission with template = default";
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_crateLoot = GMS_BoxLoot_Green;
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_lootCounts = GMS_lootCountsGreen;
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_startMsg = "An enemy field hospital was sighted in a nearby sector! Check the Green marker on your map for the location!";
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_endMsg = "The Sector at the Green Marker is under survivor control!";
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_markerLabel = "";
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_markerType = ["ellipse",[225,225],"GRID"];
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_markerColor = "ColorGreen";
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_markerMissionName = "Field Hospital";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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["Land_Medevac_HQ_V1_F",[-28.7168,-6.5918,2.38419e-007],0,[true,true]],
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["Land_Medevac_HQ_V1_F",[0.283203,19.4082,2.38419e-007],0,[true,true]],
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["Flag_AAF_F",[-4,-4,0],0,[false,false]],
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["Land_Cargo10_yellow_F",[3.2832,-16.5918,0],0,[false,false]],
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["Land_Cliff_stoneCluster_F",[-28.7168,6.4082,0],0,[false,false]],
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["Land_SharpStones_erosion",[-19.7168,-19.5918,0],0,[false,false]],
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["Land_W_sharpStones_erosion",[-13.7168,6.4082,0],0,[false,false]],
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["Land_BluntStones_erosion",[-5.7168,-12.5918,0],0,[false,false]],
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["Land_SharpRock_apart",[16.2832,24.4082,0],0,[false,false]],
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["Land_W_sharpRock_apart",[-21.7168,29.4082,0],0,[false,false]],
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["Land_BluntRock_apart",[-11.7168,-26.5918,-2.38419e-007],0,[false,false]],
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["Land_SharpRock_apart",[48.2832,-10.5918,0],0,[false,false]],
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["Land_SharpRock_apart",[-43.7168,6.4082,0],0,[false,false]],
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["Land_W_sharpRock_apart",[-38.7168,-20.5918,0],0,[false,false]],
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["Land_BluntRock_apart",[52.2832,16.4082,-2.38419e-007],0,[false,false]],
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["Land_SharpRock_apart",[27.2832,-34.5918,0],0,[false,false]],
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["Land_W_sharpRock_apart",[-45.7168,28.4082,0],0,[false,false]],
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["Land_StoneSharp_small",[-1.7168,44.4082,0],0,[false,false]],
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["Land_FieldToilet_F",[-13.7168,21.4082,0],0,[false,false]],
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["Land_Pallets_F",[10.2832,-4.5918,0],0,[false,false]],
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["Land_Pallets_F",[19.2832,6.4082,0],0,[false,false]],
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["Land_Pallets_stack_F",[10.2832,-13.5918,0],0,[false,false]],
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["Land_Cargo_House_V3_F",[24.2832,-1.5918,0],0,[true,true]],
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["Land_Cargo_House_V3_F",[24.2832,-17.5918,0],0,[true,true]],
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["Land_StoneSharp_small",[10.2988,-30.9434,0],0,[false,false]],
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["Land_Medevac_HQ_V1_F",[37.2832,6.4082,2.38419e-007],0,[true,true]]
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]; // 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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_useMines = GMS_useMines;
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_minNoAI = GMS_MinAI_Green;
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_maxNoAI = GMS_MaxAI_Green;
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_noAIGroups = GMS_AIGrps_Green;
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_noVehiclePatrols = GMS_SpawnVeh_Green;
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_noEmplacedWeapons = GMS_SpawnEmplaced_Green;
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_uniforms = GMS_SkinList;
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_headgear = GMS_headgear;
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//_chanceLoot = 1; //0.6;
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private _lootIndex = selectRandom[1,2,3,4];
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private _paralootChoices = [GMS_contructionLoot,GMS_contructionLoot,GMS_highPoweredLoot,GMS_supportLoot];
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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]];
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_paraLoot = _paralootChoices select _lootIndex;
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_paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission.
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#include "\GMS\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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