Added Files for Static/UMS Missions that were Mistakenly Deleted
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527e38395f
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7b42449899
@ -20,25 +20,24 @@ blck_sm_submarines = [];
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blck_sm_lootContainers = [];
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blck_fnc_sm_AddGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddGroup.sqf";
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blck_fnc_sm_AddVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddVehicle.sqf";
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blck_fnc_sm_AddAircraft = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddAircraft.sqf";
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blck_fnc_sm_AddEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddEmplaced.sqf";
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blck_fnc_sm_monitorStaticMissionUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
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blck_fnc_sm_spawnLootContainers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnLootContainers.sqf";
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blck_fnc_sm_spawnObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnObjects.sqf";
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blck_fnc_sm_AddGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddGroup.sqf";
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blck_fnc_sm_AddVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddVehicle.sqf";
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blck_fnc_sm_AddAircraft = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddAircraft.sqf";
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blck_fnc_sm_AddEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_AddEmplaced.sqf";
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//blck_fnc_sm_monitorStaticUnit = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
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//blck_fnc_sm_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrol.sqf";
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//blck_fnc_sm_spawnAirPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrol.sqf";
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//blck_fnc_sm_spawnEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
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blck_fnc_sm_monitorStaticUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorStaticUnits.sqf";
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blck_fnc_sm_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnVehiclePatrol.sqf";
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blck_fnc_sm_spawnAirPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnAirPatrol.sqf";
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blck_fnc_sm_spawnEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnEmplaced.sqf";
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//blck_fnc_sm_spawnInfantryPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrol.sqf";
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//blck_fnc_sm_checkForPlayerNearMission = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\StaticMissions_checkForPlayerNearMission.sqf";
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//blck_fnc_sm_spawnAirPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrols.sqf";
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//blck_fnc_sm_spawnEmplaceds = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
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//blck_fnc_sm_spawnInfantryPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrols.sqf";
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//blck_fnc_sm_spawnVehiclePatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrols.sqf";
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blck_fnc_sm_monitorStaticMissionUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_monitorStaticUnits.sqf";
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blck_fnc_sm_checkForPlayerNearMission = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_checkForPlayerNearMission.sqf";
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blck_fnc_sm_spawnAirPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnAirPatrols.sqf";
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blck_fnc_sm_spawnEmplaceds = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnEmplaced.sqf";
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blck_fnc_sm_spawnInfantryPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnInfantryPatrols.sqf";
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blck_fnc_sm_spawnLootContainers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnLootContainers.sqf";
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blck_fnc_sm_spawnObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnObjects.sqf";
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blck_fnc_sm_spawnVehiclePatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnVehiclePatrols.sqf";
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diag_log "[blckeagls] GMS_sm_init_functions.sqf <Variables Defined and Functions Loaded>";
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@ -0,0 +1,31 @@
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/*
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by Ghostrider [GRG]
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for ghostridergaming
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12/5/17
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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diag_log format["_fnc_sm_spawnAirPatrols: _this = %1",_this];
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params["_airPatrols"];
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private["_aircraft","_pos","_difficulty","_uniforms","_headGear"];
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_aircraft = _x select 0;
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_pos = _x select 1;
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_difficulty = _x select 2;
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_uniforms = blck_SkinList;
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_headGear = blck_headgearList;
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switch (_difficulty) do
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{
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case "blue": {_weapons = blck_WeaponList_Blue;};
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case "red": {_weapons = blck_WeaponList_Red};
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case "green": {_weapons = blck_WeaponList_Green};
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case "orange": {_weapons = blck_WeaponList_Orange};
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};
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_return = [_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnMissionHeli;
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_group = group (_return select 1 select 0);
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_group
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@ -0,0 +1,50 @@
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/*
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by Ghostrider [GRG]
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for ghostridergaming
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12/5/17
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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/*
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_coords = _this select 0;
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_skillAI = _this select 1;
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_weapons = _this select 2;
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_uniforms = _this select 3;
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_headGear = _this select 4;
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_helis = _this select 5;
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*/
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params["_airPatrols","_noAirPatrols","_heliTypes","_center","_difficulty","_uniforms","_headGear","_weapons"];
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diag_log format["_sm_spawnAirPatrols:: _this = %1",_this];
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diag_log format["_sm_spawnAirPatrols:: _airPatrols = %1",_airPatrols];
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if (_airPatrols isEqualTo []) then
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{
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for "_i" from 1 to _noAirPatrols do
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{
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/*
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_coords = _this select 0;
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_skillAI = _this select 1;
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_weapons = _this select 2;
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_uniforms = _this select 3;
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_headGear = _this select 4;
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_helis = _this select 5;
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*/
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[_center,_difficulty,_weapons,_uniforms,_headGear,_heliTypes,0] call blck_fnc_spawnMissionHeli;
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};
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} else {
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{
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/*
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/*[aircraft classname, position, difficulty(blue, red etc)]*/
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_aircraft = _x select 0;
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_pos = _x select 1;
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_difficulty = _x select 2;
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[_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnMissionHeli;
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}forEach _airPatrols;
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};
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@ -0,0 +1,58 @@
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/*
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by Ghostrider [GRG]
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for ghostridergaming
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12/5/17
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
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private["_return","_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
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_emplacedWeps = [];
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_emplacedAI = [];
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_units = [];
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_abort = false;
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_pos = [];
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//diag_log format["_sm_spawnEmplaced <Line 26>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
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// Define _missionEmplacedWeapons if not already configured.
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if (_missionEmplacedWeapons isEqualTo []) then
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{
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_missionEmplacedWeaponPositions = [_coords,_noEmplacedWeapons,35,50] call blck_fnc_findPositionsAlongARadius;
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{
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_static = selectRandom blck_staticWeapons;
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//diag_log format["_fnc_spawnEmplacedWeaponArray: creating spawn element [%1,%2]",_static,_x];
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_missionEmplacedWeapons pushback [_static,_coords vectorAdd _x,_aiDifficultyLevel];
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//diag_log format["_fnc_spawnEmplacedWeaponArray: _mi updated to %1",_missionEmplacedWeapons];
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} forEach _missionEmplacedWeaponPositions;
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};
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//diag_log format["_sm_spawnEmplaced<Line 38>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
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{
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_wepnClassName = _x select 0;
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_pos = _x select 1;
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_difficulty = _x select 2;
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// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear] ];
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_empGroup = [_pos,1,1,_difficulty,_pos,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
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_empGroup setcombatmode "RED";
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_empGroup setBehaviour "COMBAT";
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[_pos,0.01,0.02,_empGroup,"random","SAD","emplaced"] spawn blck_fnc_setupWaypoints;
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//if (isNull _empGroup) exitWith {_abort = _true};
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_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
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_empGroup setVariable["groupVehicle",_wep];
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_wep setVariable["vehicleGroup",_empGroup];
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_wep setVariable["DBD_vehType","emplaced"];
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_wep setPosATL _pos;
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[_wep,false] call blck_fnc_configureMissionVehicle;
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_units = units _empGroup;
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_gunner = _units select 0;
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_gunner moveingunner _wep;
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} forEach _missionEmplacedWeapons;
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blck_monitoredVehicles append _emplacedWeps;
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true
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@ -0,0 +1,58 @@
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/*
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by Ghostrider [GRG]
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for ghostridergaming
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12/5/17
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
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private["_return","_emplacedWeps","_emplacedAI","_wep","_units","_gunner","_abort","_pos","_mode"];
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_emplacedWeps = [];
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_emplacedAI = [];
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_units = [];
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_abort = false;
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_pos = [];
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//diag_log format["_sm_spawnEmplaced <Line 26>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
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// Define _missionEmplacedWeapons if not already configured.
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if (_missionEmplacedWeapons isEqualTo []) then
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{
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_missionEmplacedWeaponPositions = [_coords,_noEmplacedWeapons,35,50] call blck_fnc_findPositionsAlongARadius;
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{
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_static = selectRandom blck_staticWeapons;
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//diag_log format["_fnc_spawnEmplacedWeaponArray: creating spawn element [%1,%2]",_static,_x];
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_missionEmplacedWeapons pushback [_static,_coords vectorAdd _x,_aiDifficultyLevel];
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//diag_log format["_fnc_spawnEmplacedWeaponArray: _mi updated to %1",_missionEmplacedWeapons];
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} forEach _missionEmplacedWeaponPositions;
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};
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//diag_log format["_sm_spawnEmplaced<Line 38>:: _missionEmplacedWeapons = %1",_missionEmplacedWeapons];
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{
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_wepnClassName = _x select 0;
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_pos = _x select 1;
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_difficulty = _x select 2;
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/// params["_pos", "_center", _numai1, _numai2, _skillLevel, _minDist, _maxDist, _configureWaypoints, _uniforms, _headGear,_vests,_backpacks,_weaponList,_sideArms, _scuba ];
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__empGroup = [_pos,_pos,1,1,_difficulty,1,2,false,_uniforms,_headGear] call blck_fnc_spawnGroup;
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_empGroup setcombatmode "RED";
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_empGroup setBehaviour "COMBAT";
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[_pos,0.01,0.02,_empGroup,"random","SAD","emplaced"] spawn blck_fnc_setupWaypoints;
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//if (isNull _empGroup) exitWith {_abort = _true};
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_wep = [_wepnClassName,[0,0,0],false] call blck_fnc_spawnVehicle;
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_empGroup setVariable["groupVehicle",_wep];
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_wep setVariable["vehicleGroup",_empGroup];
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_wep setVariable["DBD_vehType","emplaced"];
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_wep setPosATL _pos;
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[_wep,false] call blck_fnc_configureMissionVehicle;
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_units = units _empGroup;
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_gunner = _units select 0;
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_gunner moveingunner _wep;
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} forEach _missionEmplacedWeapons;
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blck_monitoredVehicles append _emplacedWeps;
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true
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@ -0,0 +1,37 @@
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/*
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by Ghostrider [GRG]
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for ghostridergaming
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12/5/17
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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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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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// params["_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
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params["_patrols","_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_weapons",blck_WeaponList_Orange],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
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//diag_log format["_sm_spawnInfantryPatrols:: _this = %1",_this];
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//diag_log format["_sm_spawnInfantryPatrols:: patrols = %1",_patrols];
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if (_patrols isEqualTo []) then
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{
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// Use the random spawn logic from the regular dyanmic mission system.
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//params[_coords,"_maxNoAI,_missionGroups,_aiDifficultyLevel,_uniforms,_headGear,_vests,_backpacks,_weapons,sideArms,_isScubaGroup];
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[_coords,_minNoAI,_maxNoAI,_aiDifficultyLevel,_uniforms,_headGear] call blck_fnc_spawnMissionAI
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} else {
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{
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//diag_log format["_sm_spawnInfantryPatrols.sqf:: _x = %1",_x];
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// Use the pre-defined spawn positions and other parameters for each group.
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// [[22819.4,16929.5,5.33892],"red",4, 75]
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private["_pos","_difficulty","_noAI","_patrolRadius"];
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_pos = _x select 0; // Position at which to spawn the group
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_difficulty = _x select 1; // AI difficulty setting (blue, green etc)
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_noAI = _x select 2; // Number of AI to spawn with the group
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_patrolRadius = _x select 3; // Radius within which AI should patrol
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// params["_pos", ["_numai1",5], ["_numai2",10], ["_skillLevel","red"], "_center", ["_minDist",20], ["_maxDist",35], ["_uniforms",blck_SkinList], ["_headGear",blck_headgear],["_configureWaypoints",true] ];
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[_pos,_pos,_noAI,_noAI,_difficulty,_patrolRadius,_patrolRadius,true,_uniforms,_headGear] call blck_fnc_spawnGroup;
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}forEach _patrols;
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};
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/*
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by Ghostrider [GRG]
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for ghostridergaming
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12/5/17
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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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||||
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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params["_mission"];
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// Spawn landscape
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// params["_objects"];
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[_missionLandscape] call blck_fnc_sm_spawnObjects;
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uiSleep 10; // Let the objects 'settle' before placing anything on or around them.
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// Spawn Air Patrols
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// params["_airPatrols","_noAirPatrols","_heliTypes","_center","_difficulty","_uniforms","_headGear"];
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[_airPatrols,_noAirPatrols,_aircraftTypes,_missionCenter,_difficulty,_uniforms,_headgear,_weapons] call blck_fnc_sm_spawnAirPatrols;
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//uiSleep 1;
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// Spawn Vehicle Patrols
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// params["_coords","_noVehiclePatrols","_vehiclePatrolSpawns","_aiDifficultyLevel","_uniforms","_headGear",["_missionType","unspecified"]];
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[_missionCenter,_noVehiclePatrols,_vehiclePatrolParameters,_difficulty,_uniforms,_headGear] call blck_fnc_sm_spawnVehiclePatrols;
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//uiSleep 1;
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// spawn infantry
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||||
// params["_patrols","_coords",["_minNoAI",3],["_maxNoAI",6],["_aiDifficultyLevel","red"],["_weapons",blck_WeaponList_Orange],["_uniforms",blck_SkinList],["_headGear",blck_BanditHeadgear]];
|
||||
[_aiGroupParameters, _missionCenter,_minNoAI,_maxNoAI,_difficulty,_weapons,_uniforms,_headGear] call blck_fnc_sm_spawnInfantryPatrols;
|
||||
//uiSleep 1;
|
||||
|
||||
// spawn loot vehicles
|
||||
// params["_objects","_coords","_loot","_lootCounts"];
|
||||
[_missionLootVehicles,_missionCenter,_crateLoot,_lootCounts] call blck_fnc_sm_spawnLootContainers;
|
||||
|
||||
// Spawn static weapons
|
||||
// params["_missionEmplacedWeapons","_noEmplacedWeapons","_aiDifficultyLevel","_coords","_uniforms","_headGear"];
|
||||
[_missionEmplacedWeapons,_noEmplacedWeapons,_difficulty,_missionCenter,_uniforms,_headGear] call blck_fnc_sm_spawnEmplaceds;
|
||||
|
||||
// spawn loot chests
|
||||
[_missionLootBoxes,_missionCenter,_crateLoot,_lootCounts] call blck_fnc_sm_spawnLootContainers;
|
||||
|
||||
_blck_localMissionMarker = ["",_missionCenter,"","",_markerColor,_markerType];
|
||||
[_blck_localMissionMarker] call blck_fnc_spawnMarker;
|
||||
|
||||
diag_log format["[blckeagls] Static Mission Spawner: Mission %1 spawned",_mission];
|
||||
|
@ -0,0 +1,33 @@
|
||||
/*
|
||||
by Ghostrider [GRG]
|
||||
for ghostridergaming
|
||||
12/5/17
|
||||
--------------------------
|
||||
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/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
|
||||
params["_airPatrols"];
|
||||
private["_aircraft","_pos","_difficulty","_uniforms","_headGear"];
|
||||
_aircraft = _x select 0;
|
||||
_pos = _x select 1;
|
||||
_difficulty = _x select 2;
|
||||
_uniforms = blck_SkinList;
|
||||
_headGear = blck_headgearList;
|
||||
switch (_difficulty) do
|
||||
{
|
||||
case "blue": {_weapons = blck_WeaponList_Blue;};
|
||||
case "red": {_weapons = blck_WeaponList_Red};
|
||||
case "green": {_weapons = blck_WeaponList_Green};
|
||||
case "orange": {_weapons = blck_WeaponList_Orange};
|
||||
};
|
||||
_vehGroup = [_spawnPos,3,3,_aiDifficultyLevel,_coords,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
|
||||
//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
|
||||
_return = [_pos,_difficulty,_weapons,_uniforms,_headGear,_aircraft] call blck_fnc_spawnVehiclePatrol;
|
||||
_group = group (_return select 1 select 0);
|
||||
_group
|
||||
|
@ -0,0 +1,51 @@
|
||||
/*
|
||||
by Ghostrider [GRG]
|
||||
for ghostridergaming
|
||||
12/5/17
|
||||
--------------------------
|
||||
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/
|
||||
*/
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
|
||||
|
||||
params["_coords","_noVehiclePatrols","_vehiclePatrolSpawns","_aiDifficultyLevel","_uniforms","_headGear",["_missionType","unspecified"]];
|
||||
diag_log format["_sm_spawnVehiclePatrols:: _vehiclePatrolSpawns = %1",_vehiclePatrolSpawns];
|
||||
private["_vehGroup","_patrolVehicle","_missionAI","_missiongroups","_vehicles","_return","_vehiclePatrolSpawns","_randomVehicle","_return","_abort"];
|
||||
//if (count _weapons isEqualTo 0) then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
|
||||
if (_vehiclePatrolSpawns isEqualTo []) then
|
||||
{
|
||||
private["_spawnPoints","_vehType"];
|
||||
_spawnPoints = [_coords,_noVehiclePatrols,75,100] call blck_fnc_findPositionsAlongARadius;
|
||||
{
|
||||
// ["B_G_Offroad_01_armed_F",[22819.4,16929.5,3.17413],"red", 600],
|
||||
_vehType = selectRandom blck_AIPatrolVehicles;
|
||||
_vehiclePatrolSpawns pushBack [_vehType, _x, _aiDifficultyLevel, 150];
|
||||
} forEach _spawnPoints;
|
||||
};
|
||||
|
||||
{
|
||||
private ["_vehicle","_spawnPos","_difficulty","_patrolRadius"];
|
||||
_vehicle = _x select 0;
|
||||
_spawnPos = _x select 1;
|
||||
_difficulty = _x select 2;
|
||||
_patrolRadius = _x select 3;
|
||||
//_newGroup = [_x,_unitsPerGroup,_unitsPerGroup,_aiDifficultyLevel,_coords,_minDist,_maxDist,_uniforms,_headGear,true,_weapons,_vests,_isScubaGroup] call blck_fnc_spawnGroup;
|
||||
_vehGroup = [_spawnPos,_spawnPos,3,3,_difficulty,1,2,_uniforms,_headGear,false] call blck_fnc_spawnGroup;
|
||||
|
||||
//params["_center","_pos",["_vehType","I_G_Offroad_01_armed_F"],["_minDis",30],["_maxDis",45],["_group",grpNull]];
|
||||
_patrolVehicle = [_spawnPos,_spawnPos,_vehicle,_patrolRadius,_patrolRadius,_vehGroup] call blck_fnc_spawnVehiclePatrol;
|
||||
_vehGroup setVariable["groupVehicle",_vehicle];
|
||||
|
||||
if !(isNull _patrolVehicle) then
|
||||
{
|
||||
_patrolVehicle setVariable["vehicleGroup",_vehGroup];
|
||||
};
|
||||
} forEach _vehiclePatrolSpawns;
|
||||
|
||||
true
|
||||
|
||||
|
@ -0,0 +1,42 @@
|
||||
/*
|
||||
by Ghostridere-GRG-
|
||||
Copyright 2016
|
||||
|
||||
--------------------------
|
||||
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/
|
||||
*/
|
||||
|
||||
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
|
||||
blck_sm_Groups = [];
|
||||
blck_sm_Vehicles = [];
|
||||
blck_sm_Aircraft = [];
|
||||
blck_sm_Emplaced = [];
|
||||
blck_sm_lootContainers = [];
|
||||
|
||||
blck_fnc_sm_AddGroup = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddGroup.sqf";
|
||||
blck_fnc_sm_AddVehicle = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddVehicle.sqf";
|
||||
blck_fnc_sm_AddAircraft = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddAircraft.sqf";
|
||||
blck_fnc_sm_AddEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_AddEmplaced.sqf";
|
||||
blck_fnc_sm_monitorStaticMissionUnits = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
|
||||
blck_fnc_sm_spawnLootContainers = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnLootContainers.sqf";
|
||||
blck_fnc_sm_spawnObjects = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnObjects.sqf";
|
||||
|
||||
//blck_fnc_sm_monitorStaticUnit = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_monitorStaticUnits.sqf";
|
||||
//blck_fnc_sm_spawnVehiclePatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrol.sqf";
|
||||
//blck_fnc_sm_spawnAirPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrol.sqf";
|
||||
//blck_fnc_sm_spawnEmplaced = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
|
||||
//blck_fnc_sm_spawnInfantryPatrol = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrol.sqf";
|
||||
//blck_fnc_sm_checkForPlayerNearMission = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\StaticMissions_checkForPlayerNearMission.sqf";
|
||||
//blck_fnc_sm_spawnAirPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnAirPatrols.sqf";
|
||||
//blck_fnc_sm_spawnEmplaceds = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnEmplaced.sqf";
|
||||
//blck_fnc_sm_spawnInfantryPatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnInfantryPatrols.sqf";
|
||||
|
||||
//blck_fnc_sm_spawnVehiclePatrols = compileFinal preprocessFileLineNumbers "\q\addons\custom_server\Missions\Static\Code\GMS_sm_spawnVehiclePatrols.sqf";
|
||||
|
||||
diag_log "[blckeagls] GMS_sm_init_functions.sqf <Loaded>";
|
||||
|
||||
blck_sm_functionsLoaded = true;
|
@ -24,22 +24,22 @@ _aiDifficultyLevel = _difficulty; // _difficulty is defined in the mission desc
|
||||
|
||||
diag_log format["[blckeagls Dynamic UMS] dynamicUMSspawner (34):: Initializing mission: _cords %1 : _markerClass %2 : _aiDifficultyLevel %3 _markerMissionName %4",_coords,_markerClass,_aiDifficultyLevel,_markerMissionName];
|
||||
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
if (isNil "_markerColor") then {_markerColor = "ColorBlack"};
|
||||
if (isNil "_markerType") then {_markerType = ["mil_box",[]]};
|
||||
//if (isNil "_timeOut") then {_timeOut = -1;};
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
if (isNil "_endCondition") then {_endCondition = blck_missionEndCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"};
|
||||
if (isNil "_missionGroups") then {_missionGroups = []};
|
||||
if (isNil "_endCondition") then {_endCondition = blck_missionEndCondition}; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"};
|
||||
if (isNil "_spawnCratesTiming") then {_spawnCratesTiming = blck_spawnCratesTiming}; // Choices: "atMissionSpawnGround","atMissionStartAir","atMissionEndGround","atMissionEndAir".
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
if (isNil "_weaponList") then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
|
||||
if (isNil "_sideArms") then {_sideArms = blck_Pistols};
|
||||
if (isNil "_vests") then {_vests = blck_vests};
|
||||
if (isNil "_backpacks") then {_backpacks = blck_backpacks};
|
||||
if (isNil "_loadCratesTiming") then {_loadCratesTiming = blck_loadCratesTiming}; // valid choices are "atMissionCompletion" and "atMissionSpawn";
|
||||
if (isNil "_useMines") then {_useMines = blck_useMines;};
|
||||
if (isNil "_weaponList") then {_weaponList = [_aiDifficultyLevel] call blck_fnc_selectAILoadout};
|
||||
if (isNil "_sideArms") then {_sideArms = blck_Pistols};
|
||||
if (isNil "_vests") then {_vests = blck_vests};
|
||||
if (isNil "_backpacks") then {_backpacks = blck_backpacks};
|
||||
//diag_log format["_fnc_missionSpawner: -> blck_backpacks = %1", blck_backpacks];
|
||||
//diag_log format["_fnc_missionSpawner: -> _backpacks = %1",_backpacks];
|
||||
if (isNil "_uniforms") then {_uniforms = blck_SkinList};
|
||||
if (isNil "_headGear") then {_headgear = blck_headgear};
|
||||
if (isNil "_uniforms") then {_uniforms = blck_SkinList};
|
||||
if (isNil "_headGear") then {_headgear = blck_headgear};
|
||||
|
||||
if (isNil "_chanceHeliPatrol") then
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user