Added missing mission file
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@GMS/addons/custom_server/Missions/Green/munitionsResearch.sqf
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@GMS/addons/custom_server/Missions/Green/munitionsResearch.sqf
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/*
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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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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"];
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//diag_log "[blckeagls] Spawning Green Mission with template = default";
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_crateLoot = blck_BoxLoot_Green;
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_lootCounts = blck_lootCountsOrange;
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_startMsg = "An munitions research center 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 = ["ELIPSE",[225,225],"GRID"];
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_markerColor = "ColorGreen";
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_markerMissionName = "Munitions";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,false]],
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["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]],
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["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]],
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["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]],
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["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]],
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["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]],
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["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]],
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["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[true,false]],
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["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]],
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["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]],
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["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]],
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["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]],
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["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]],
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["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]],
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["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]],
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["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]],
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["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]],
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["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]],
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["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]],
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["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]],
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["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[true,false]]
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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 =
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[
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/*["B_HMG_01_high_F",[31.7266,-34.6699,-4.76837e-007],0,[true,false]],
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["B_HMG_01_high_F",[-24.5781,-33.8281,-3.1268],0,[true,false]],
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["B_G_Mortar_01_F",[73.1836,62.9492,-3.1265],0,[true,false]]
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*/
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["B_HMG_01_high_F",[47.1777,73.5469,-3.12644],0,[true,false]],
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["B_GMG_01_high_F",[-32.8926,-35.8047,-3.1268],0,[true,false]],
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["B_G_Mortar_01_F",[33.1582,-34.8867,-4.76837e-007],0,[true,false]]
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]; // 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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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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[[-52.6523,15.8281,-0.00143838],7,9,"Green",8,15],
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[[-48.6113,-38.877,-0.00143886],7,9,"Green",8,15],
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[[18.4492,-39.5684,-0.00143838],7,9,"Green",8,15],
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[[42.6504,31.6621,-0.00143886],7,9,"Green",8,15],
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[[7.51563,46.4531,-0.001438864],7,9,"Green",8,15],
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[[-8.99219,-11.623,-0.00143838],7,9,"Green",8,15]
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]; // Can be used to define spawn positions of AI patrols
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_missionPatrolVehicles = [
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[selectRandom blck_AIPatrolVehicles,[27.8945,100.275,0],0,[true,false]],
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[selectRandom blck_AIPatrolVehicles,[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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[selectRandom blck_AIPatrolVehicles,[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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]; // can be used to define the spawn positions of vehicle patrols
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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_Green;
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_maxNoAI = blck_MaxAI_Green;
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_noAIGroups = blck_AIGrps_Green;
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_noVehiclePatrols = blck_SpawnVeh_Green;
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_noEmplacedWeapons = blck_SpawnEmplaced_Green;
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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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//_chanceReinforcements = blck_reinforcementsGreen select 0;
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//_noPara = blck_reinforcementsGreen select 1;
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//_helipatrol = blck_reinforcementsGreen select 2;
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_endCondition = "allKilledOrPlayerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
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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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@ -5,6 +5,16 @@ Contributions by Narines: bug fixes, testing, infinite ammo fix.
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Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
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Significant Changes:
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Version 6.72 Build 81
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[Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
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[Added] Added an optional variable for mission patrol vehicles: _missionPatrolVehicles
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One can use this variable to defin the spawn position and types of vehicles spawned at missions.
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note: one can still have the type of vehicle randomized by using selectRandom and pointing it to either the default list of patrol vehicles for the mission system or providing a custom array of vehicle class names.
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I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
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[Changed] Crates can now be lifted only AFTER a mission is completed.
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[Changed] The client is now activated using remoteExec instead of a public variable.
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**** Please be sure to update the files in the debug folder on your client.
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Version 6.71 Build 77
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[Added] HandleDamage Event Handler for Armed Vehicles to increase their interaction with players.
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