Removed Unnecessary Missions

This commit is contained in:
Ghostrider-GRG- 2018-03-03 18:57:07 -05:00
parent f2bdfe6400
commit 604dcee213
4 changed files with 0 additions and 238 deletions

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/*
Mission Compositions by Bill prepared for DBD Clan
*/
private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition"];
diag_log "[blckeagls] Spawning Green Mission with template = default2";
_crateLoot = blck_BoxLoot_Green;
_lootCounts = blck_lootCountsGreen;
_startMsg = "A group of Bandits 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 = "Bandit Patrol";
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
_missionLandscape = []; // list of objects to spawn as landscape
_missionLootBoxes = [
["Box_NATO_Wps_F",_crateLoot,[0,0,0]], // Standard loot crate with standard loadout
["Land_PaperBox_C_EPOCH",_crateLoot,[-5,-5,0]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks
["Land_CargoBox_V1_F",_crateLoot,[7, 5.4,0]]]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
_missionLootVehicles = [["I_G_Offroad_01_armed_F","I_G_Offroad_01_armed_F"]]; // 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_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 = "playerNear"; // Options are "allUnitsKilled", "playerNear", "playerNear"
_timeout = -1;
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";

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/*
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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/*
Mission Compositions by Bill prepared for DBD Clan
*/
_crateLoot =
[
[// Weapons
],
[//Magazines
],
[ // Optics
],
[// Materials and supplies
],
[//Items
],
[ // Backpacks
]
];
private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition"];
diag_log "[blckeagls] Spawning Orange Mission with template = default2";
_crateLoot = blck_BoxLoot_Orange;
_lootCounts = blck_lootCountsOrange;
_startMsg = "A group of Bandits was sighted in a nearby sector! Check the Orange marker on your map for the location!";
_endMsg = "The Sector at the Orange Marker is under survivor control!";
_markerLabel = "";
_markerType = ["ELIPSE",[250,250],"GRID"];
_markerColor = "ColorOrange";
_markerMissionName = "Bandit Patrol";
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
_missionLandscape = []; // list of objects to spawn as landscape
_missionLootBoxes = [
["Box_NATO_Wps_F",_crateLoot,[0,0,0]], // Standard loot crate with standard loadout
["Land_PaperBox_C_EPOCH",_crateLoot,[-5,-5,0]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks
["Land_CargoBox_V1_F",_crateLoot,[7, 5.4,0]]]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
_missionLootVehicles = [["I_G_Offroad_01_armed_F","I_G_Offroad_01_armed_F"]]; // 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_Orange;
_maxNoAI = blck_MaxAI_Orange;
_noAIGroups = blck_AIGrps_Orange;
_noVehiclePatrols = blck_SpawnVeh_Orange;
_noEmplacedWeapons = blck_SpawnEmplaced_Orange;
_uniforms = blck_SkinList;
_headgear = blck_headgear;
_chanceReinforcements = blck_reinforcementsOrange select 0;
_noPara = blck_reinforcementsOrange select 1;
_helipatrol = blck_reinforcementsOrange select 2;
_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "playerNear"
_timeout = -1;
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";

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/*
Mission Compositions by Bill prepared for DBD Clan
*/
private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition"];
diag_log "[blckeagls] Spawning Red Mission with template = default2";
_crateLoot = blck_BoxLoot_Red;
_lootCounts = blck_lootCountsRed;
_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",[200,200],"GRID"];
_markerColor = "ColorRed";
_markerMissionName = "Bandit Patrol";
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
_missionLandscape = []; // list of objects to spawn as landscape
_missionLootBoxes = [
["Box_NATO_Wps_F",_crateLoot,[0,0,0]], // Standard loot crate with standard loadout
["Land_PaperBox_C_EPOCH",_crateLoot,[-5,-5,0]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks
["Land_CargoBox_V1_F",_crateLoot,[7, 5.4,0]]]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
_missionLootVehicles = [["I_G_Offroad_01_armed_F","I_G_Offroad_01_armed_F"]]; // 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_Red;
_maxNoAI = blck_MaxAI_Red;
_noAIGroups = blck_AIGrps_Red;
_noVehiclePatrols = blck_SpawnVeh_Red;
_noEmplacedWeapons = blck_SpawnEmplaced_Red;
_uniforms = blck_SkinList;
_headgear = blck_headgear;
_chanceReinforcements = blck_reinforcementsRed select 0;
_noPara = blck_reinforcementsRed select 1;
_helipatrol = blck_reinforcementsRed select 2;
_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "playerNear"
_timeout = -1;
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";