blckeagles-revisited-RC/@GMS/addons/custom_server/Missions/Blue/default.sqf

63 lines
3.3 KiB
Plaintext
Raw Normal View History

/*
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/
*/
private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
"_uniforms","_headgear","_chanceReinforcements","_noPara","_chanceHeliPatrol","_endCondition","_chanceHeliLootDropped","_chanceLoot","_markerColor","_markerType","_useMines"];
//diag_log "[blckeagls] Spawning Blue Mission with template = default";
private["_missionEnabled"];
_crateLoot = blck_BoxLoot_Blue;
_lootCounts = blck_lootCountsBlue;
_startMsg = "A group of Bandits was sighted in a nearby sector! Check the Blue marker on your map for the location!";
_endMsg = "The Sector at the Blue Marker is under survivor control!";
_markerLabel = "";
_markerType = ["ELIPSE",[175,175],"GRID"];
_markerColor = "ColorBlue";
_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
_minNoAI = blck_MinAI_Blue;
_maxNoAI = blck_MaxAI_Blue;
_noAIGroups = blck_AIGrps_Blue;
_noVehiclePatrols = blck_SpawnVeh_Blue;
_noEmplacedWeapons = blck_SpawnEmplaced_Blue;
// Change _useMines to true/false below to enable mission-specific settings.
_useMines = blck_useMines;
_uniforms = blck_SkinList;
_headgear = blck_headgear;
_chanceReinforcements = blck_chanceParaBlue;
_noPara = blck_noParaBlue;
_chanceHeliPatrol = blck_chanceHeliPatrolBlue;
_chanceLoot = 0.992;
private["_weap","_mags","_backpacks","_optics","_loadout","_reinforcementLootCounts"];
_weap = 3 + floor(random(4));
_mags = 8 + floor(random(6));
_backpacks = 1 + floor(random(2));
_optics = 1 + floor(random(6));
_loadout = 1 + floor(random(3));
_reinforcementLootCounts = [_weap,_mags,_optics,0,0,_backpacks];
////diag_log format["blueDefault:: _chanceReinforcements = %1 and _chanceLoot = %2", _chanceReinforcements, _chanceLoot];
////diag_log format["blueDefault:: default reinforcement settings are %1",blck_reinforcementsBlue];
_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
////_timeOut = -1;
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";