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56 lines
2.5 KiB
Plaintext
56 lines
2.5 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 Hunters Mission";
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_crateLoot = GMS_BoxLoot_Green;
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_lootCounts = [3,6,3,4,10,1];
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_startMsg = "A group of Bandit Hunters was sighted in a nearby sector! Check the Red Triangular marker on your map for the location!";
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_endMsg = "The Hunter Camp is under Survivor Control!";
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_markerLabel = "Hunters";
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_markerType = ["mil_triangle",[0,0]];
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_markerColor = "ColorRed";
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_markerMissionName = "Hunters";
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_missionLandscapeMode = "random"; // acceptable values are "none","random","precise"
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_missionLandscape = ["Land_Cargo_Patrol_V1_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_BagFence_Short_F","Land_BagFence_Short_F","Land_TentA_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_HBarrier_3_F","Land_Wreck_Truck_F","Land_Wreck_Hunter_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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_useMines = GMS_useMines;
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_useMines = true;
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_minNoAI = 9;
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_maxNoAI = 12;
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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_leader","U_O_PilotCoveralls","U_O_CombatUniform_ocamo","U_OG_leader","U_O_PilotCoveralls","U_O_CombatUniform_ocamo","U_OG_leader","U_O_PilotCoveralls","U_O_CombatUniform_ocamo","U_O_FullGhillie_lsh","U_O_FullGhillie_sard","U_O_FullGhillie_ard"];
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if (GMSCore_modtype isEqualTo "Epoch") then
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{
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_headGear = ["H_39_EPOCH","H_40_EPOCH","H_41_EPOCH","H_43_EPOCH","H_44_EPOCH","H_45_EPOCH","H_46_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_Booniehat_dgtl","H_Booniehat_dirty","H_Booniehat_grn","H_Booniehat_indp","H_Booniehat_khk","H_Booniehat_khk_hs","H_Booniehat_mcamo","H_Booniehat_tan"];
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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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/*
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"_spawnCratesTiming",
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"_loadCratesTiming",
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"_endCondition",
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*/
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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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