Added Mission Missions.
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@GMS/addons/custom_server/Missions/Blue/default3.sqf
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@GMS/addons/custom_server/Missions/Blue/default3.sqf
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/*
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Mission Template by Ghostrider [GRG]
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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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private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
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"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
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"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines","_hostageConfig"];
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//diag_log "[blckeagls] Spawning Blue Mission with template = default2";
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_crateLoot = blck_BoxLoot_Blue;
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_lootCounts = blck_lootCountsBlue;
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_startMsg = "A local town mayor is being held hostage! Free him and earn a reward!";
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_endMsg = "The Sector at the Blue Marker is under survivor control!";
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_assetKilledMsg = "Hostage Killed and Bandits Fled with All Loot: Mission Aborted";
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_markerLabel = "";
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_markerType = ["ELIPSE",[175,175],"GRID"];
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_markerColor = "ColorBlue";
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_markerMissionName = "Rescue Hostage";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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//["Land_i_House_Small_01_V2_F",[-2.27148,15.7852,0],0,[true,false]],
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["Flag_AAF_F",[0.851563,-32.0098,0],0,[true,false]]
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]; // list of objects to spawn as landscape; // list of objects to spawn as landscape
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_hostageConfig = ["C_man_polo_6_F",[1.27344,15.3379,-0.299711],126.345,[true,false],
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["AmovPercMstpSnonWnonDnon_Scared"],
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["H_Cap_red"], // array of headgear choices
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["U_NikosBody"] // array of uniform choices
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]; // Sitting Animation
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// Use the animation view to see other choices: http://killzonekid.com/arma-3-animation-viewer-jumping-animation/
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_missionLootBoxes = [
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//["Box_NATO_Wps_F",[3,-3,0],_crateLoot,[4,10,2,5,5,1]], // Standard loot crate with standard loadout
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//["Land_PaperBox_C_EPOCH",[-4,-3,0],_crateLoot,[0,0,0,10,10,3]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks
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//["Land_CargoBox_V1_F",[3,4,0],_crateLoot,[0,10,2,5,5,1]]
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]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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// blck_lootCountsBlue= [4,12,3,6,6,1];
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_missionLootVehicles = [
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//["I_G_Offroad_01_armed_F",[-8,8,0],_crateLoot,[0,10,2,5,5,1]],
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//["I_G_Offroad_01_armed_F",[8,17,0],_crateLoot,[0,10,2,5,5,1]]
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]; // Parameters are "vehiclel type", offset relative to mission center, loot array, items to load from each category of the loot array.
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// ["B_HMG_01_high_F"/*,"B_GMG_01_high_F","O_static_AT_F"*/];
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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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//[[-10.9121,-10.9824,-1.20243],5,7,"Green",5,12],
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//[[-10.2305,10.0215,-0.941586],5,7,"Green",5,12],
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//[[10.5605,-10.4043,-0.00143886],5,7,"Green",5,12],
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//[[10.61133,10.5918,-0.001438863],5,7,"blue",5,12]
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]; // Can be used to define spawn positions of AI patrols
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_missionEmplacedWeapons = [
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//["B_HMG_01_high_F",[-10,-15,0]],
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//["B_GMG_01_high_F",[10,12,0]],
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//["O_static_AT_F",[-10,10,0]]
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]; // can be used to define the type and precise placement of static weapons [["wep",[1,2,3]] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used
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_missionPatrolVehicles = [
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//["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]],
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//["B_MRAP_01_hmg_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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//["B_MRAP_01_gmg_F",[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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];
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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = blck_useMines;
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_minNoAI = blck_MinAI_Blue;
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_maxNoAI = blck_MaxAI_Blue;
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_noAIGroups = blck_AIGrps_Blue;
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_noVehiclePatrols = blck_SpawnVeh_Blue;
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_noEmplacedWeapons = blck_SpawnEmplaced_Blue;
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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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_chanceReinforcements = blck_chanceParaBlue;
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_noPara = blck_noParaBlue;
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_chanceHeliPatrol = blck_chanceHeliPatrolBlue;
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_endCondition = "assetSecured"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear", "assetSecured"
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//_timeOut = -1;
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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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@GMS/addons/custom_server/Missions/Blue/default4.sqf
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@GMS/addons/custom_server/Missions/Blue/default4.sqf
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/*
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Mission Template by Ghostrider [GRG]
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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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private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
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"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
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"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines","_hostageConfig"];
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//diag_log "[blckeagls] Spawning Blue Mission with template = default2";
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_crateLoot = blck_BoxLoot_Blue;
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_lootCounts = blck_lootCountsBlue;
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_startMsg = "A local Mafia Don has been spotted! Capture him and earn a reward!";
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_endMsg = "The Maria Don was captured and the area is under survivor control!";
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_assetKilledMsg = "Enemy Leader Killed and Bandits Fled with All Loot: Mission Aborted";
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_markerLabel = "";
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_markerType = ["ELIPSE",[175,175],"GRID"];
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_markerColor = "ColorBlue";
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_markerMissionName = "Capture Don";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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//["Land_i_House_Small_01_V2_F",[-2.27148,15.7852,0],0,[true,false]],
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["Flag_AAF_F",[0.851563,-32.0098,0],0,[true,false]]
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]; // list of objects to spawn as landscape; // list of objects to spawn as landscape
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_enemyLeaderConfig = ["I_G_resistanceLeader_F",[1.27344,15.3379,-0.299711],126.345,[true,false],
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["Acts_B_briefings"], // Use the animation viewer to see other choices: http://killzonekid.com/arma-3-animation-viewer-jumping-animation/
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["H_Beret_Colonel"], // array of headgear choices
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["U_OrestesBody"] // array of uniform choices
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];
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_missionLootBoxes = [
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//["Box_NATO_Wps_F",[3,-3,0],_crateLoot,[4,10,2,5,5,1]], // Standard loot crate with standard loadout
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//["Land_PaperBox_C_EPOCH",[-4,-3,0],_crateLoot,[0,0,0,10,10,3]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks
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//["Land_CargoBox_V1_F",[3,4,0],_crateLoot,[0,10,2,5,5,1]]
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]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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// blck_lootCountsBlue= [4,12,3,6,6,1];
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_missionLootVehicles = [
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//["I_G_Offroad_01_armed_F",[-8,8,0],_crateLoot,[0,10,2,5,5,1]],
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//["I_G_Offroad_01_armed_F",[8,17,0],_crateLoot,[0,10,2,5,5,1]]
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]; // Parameters are "vehiclel type", offset relative to mission center, loot array, items to load from each category of the loot array.
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// ["B_HMG_01_high_F"/*,"B_GMG_01_high_F","O_static_AT_F"*/];
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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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//[[-10.9121,-10.9824,-1.20243],5,7,"Green",5,12],
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//[[-10.2305,10.0215,-0.941586],5,7,"Green",5,12],
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//[[10.5605,-10.4043,-0.00143886],5,7,"Green",5,12],
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//[[10.61133,10.5918,-0.001438863],5,7,"blue",5,12]
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]; // Can be used to define spawn positions of AI patrols
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_missionEmplacedWeapons = [
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//["B_HMG_01_high_F",[-10,-15,0]],
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//["B_GMG_01_high_F",[10,12,0]],
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//["O_static_AT_F",[-10,10,0]]
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]; // can be used to define the type and precise placement of static weapons [["wep",[1,2,3]] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used
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_missionPatrolVehicles = [
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//["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]],
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//["B_MRAP_01_hmg_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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//["B_MRAP_01_gmg_F",[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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];
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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = blck_useMines;
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_minNoAI = blck_MinAI_Blue;
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_maxNoAI = blck_MaxAI_Blue;
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_noAIGroups = blck_AIGrps_Blue;
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_noVehiclePatrols = blck_SpawnVeh_Blue;
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_noEmplacedWeapons = blck_SpawnEmplaced_Blue;
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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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_chanceReinforcements = blck_chanceParaBlue;
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_noPara = blck_noParaBlue;
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_chanceHeliPatrol = blck_chanceHeliPatrolBlue;
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_endCondition = "assetSecured"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear", "assetSecured"
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//_timeOut = -1;
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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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