Added missing mission file

This commit is contained in:
Ghostrider-DbD- 2017-10-24 07:37:03 -04:00
parent a55111c871
commit 4f905193e2
2 changed files with 116 additions and 0 deletions

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@ -0,0 +1,106 @@
/*
Mission Template by Ghostrider-DbD-
Mission Compositions by Bill prepared for DBD Clan
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","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"];
//diag_log "[blckeagls] Spawning Green Mission with template = default";
_crateLoot = blck_BoxLoot_Green;
_lootCounts = blck_lootCountsOrange;
_startMsg = "An munitions research center was sighted in a nearby sector! Check the Green marker on your map for the location!";
_endMsg = "The Sector at the Green Marker is under survivor control!";
_markerLabel = "";
_markerType = ["ELIPSE",[225,225],"GRID"];
_markerColor = "ColorGreen";
_markerMissionName = "Munitions";
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
_missionLandscape = [
["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,false]],
["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]],
["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]],
["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]],
["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]],
["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]],
["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]],
["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]],
["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[true,false]],
["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]],
["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]],
["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]],
["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]],
["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]],
["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]],
["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]],
["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]],
["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]],
["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]],
["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]],
["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]],
["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]],
["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]],
["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]],
["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]],
["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]],
["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]],
["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]],
["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]],
["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]],
["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]],
["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[true,false]]
]; // 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 =
[
/*["B_HMG_01_high_F",[31.7266,-34.6699,-4.76837e-007],0,[true,false]],
["B_HMG_01_high_F",[-24.5781,-33.8281,-3.1268],0,[true,false]],
["B_G_Mortar_01_F",[73.1836,62.9492,-3.1265],0,[true,false]]
*/
["B_HMG_01_high_F",[47.1777,73.5469,-3.12644],0,[true,false]],
["B_GMG_01_high_F",[-32.8926,-35.8047,-3.1268],0,[true,false]],
["B_G_Mortar_01_F",[33.1582,-34.8867,-4.76837e-007],0,[true,false]]
]; // 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
_missionGroups =
[
//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
[[-52.6523,15.8281,-0.00143838],7,9,"Green",8,15],
[[-48.6113,-38.877,-0.00143886],7,9,"Green",8,15],
[[18.4492,-39.5684,-0.00143838],7,9,"Green",8,15],
[[42.6504,31.6621,-0.00143886],7,9,"Green",8,15],
[[7.51563,46.4531,-0.001438864],7,9,"Green",8,15],
[[-8.99219,-11.623,-0.00143838],7,9,"Green",8,15]
]; // Can be used to define spawn positions of AI patrols
_missionPatrolVehicles = [
[selectRandom blck_AIPatrolVehicles,[27.8945,100.275,0],0,[true,false]],
[selectRandom blck_AIPatrolVehicles,[-84.7793,72.2617,9.53674e-007],0,[true,false]],
[selectRandom blck_AIPatrolVehicles,[-87.8457,-109.947,7.15256e-007],0,[true,false]]
]; // can be used to define the spawn positions of vehicle patrols
// Change _useMines to true/false below to enable mission-specific settings.
_useMines = blck_useMines;
_minNoAI = blck_MinAI_Green;
_maxNoAI = blck_MaxAI_Green;
_noAIGroups = blck_AIGrps_Green;
_noVehiclePatrols = blck_SpawnVeh_Green;
_noEmplacedWeapons = blck_SpawnEmplaced_Green;
_uniforms = blck_SkinList;
_headgear = blck_headgear;
//_chanceReinforcements = blck_reinforcementsGreen select 0;
//_noPara = blck_reinforcementsGreen select 1;
//_helipatrol = blck_reinforcementsGreen select 2;
_endCondition = "allKilledOrPlayerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
//_timeOut = -1;
#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.
Ideas or code from that by Vampire and KiloSwiss have been used for certain functions. Ideas or code from that by Vampire and KiloSwiss have been used for certain functions.
Significant Changes: Significant Changes:
Version 6.72 Build 81
[Added] Support for headless clients. This functionality works for one HC regardless of the name used for HCs.
[Added] Added an optional variable for mission patrol vehicles: _missionPatrolVehicles
One can use this variable to defin the spawn position and types of vehicles spawned at missions.
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.
I added this because on some of our GRG missions the vehicles were being destroyed at the time they were spawned.
[Changed] Crates can now be lifted only AFTER a mission is completed.
[Changed] The client is now activated using remoteExec instead of a public variable.
**** Please be sure to update the files in the debug folder on your client.
Version 6.71 Build 77 Version 6.71 Build 77
[Added] HandleDamage Event Handler for Armed Vehicles to increase their interaction with players. [Added] HandleDamage Event Handler for Armed Vehicles to increase their interaction with players.