Small update to editor tool
This commit is contained in:
parent
e80ed787dc
commit
9797245497
@ -10,14 +10,18 @@
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_markerType = [,[0,0],];
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_markerColor = ;
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_startMsg = TODO: Change approiately;
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_endMsg = TODO: Change Appropriately;
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_startMsg = "TODO: Change approiately";
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_endMsg = "TODO: Change Appropriately;
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_markerMissionName = TODO: Update appropriately;
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_crateLoot = blck_BoxLoot_Blue;
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_lootCounts = blck_lootCountsBlue;
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_missionLandscape = [
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["Land_Unfinished_Building_01_F",[0,0,0],0,true,true],
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["Land_u_Shed_Ind_F",[-61.9277,-7.80664,-0.0579567],0,true,true],
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["Land_Shed_08_brown_F",[-47.9512,26.3086,-0.0630035],0,true,true],
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["Land_Shed_02_F",[-6.22852,78.9766,-0.0466728],0,true,true],
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["Land_Wreck_AFV_Wheeled_01_F",[-38.0176,-20.6309,-0.0216446],0,true,true]
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];
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_simpleObjects = [
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@ -25,8 +29,8 @@ _simpleObjects = [
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];
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_missionPatrolVehicles = [
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["B_MRAP_01_hmg_F",array,0],
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["B_Truck_01_mover_F",array,0]
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["B_Truck_01_mover_F",[-8.7207,13.8828,-0.0554924],0],
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["B_MRAP_01_hmg_F",[-29.7793,16.5488,-0.054863],0]
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];
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_submarinePatrolParameters = [
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@ -34,17 +38,17 @@ _submarinePatrolParameters = [
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];
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_airPatrols = [
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["B_Heli_Light_01_dynamicLoadout_F",array,0]
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["B_Heli_Light_01_dynamicLoadout_F",[-39.4199,9.21094,-0.0559273],0]
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];
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_missionEmplacedWeapons = [
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["B_GMG_01_F",array,0],
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["B_HMG_01_F",array,0]
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["B_GMG_01_F",[-37.9668,-4.69336,-0.0563164],0],
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["B_HMG_01_F",[11.2852,43.7969,-0.0578575],0]
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];
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_missionGroups = [
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,[array,3,6,"Red",30,45],
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,[array,3,6,"Red",30,45]
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,[[-27.1387,-8.02148,-0.0584373],3,6,"Red",30,45],
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,[[-2.74414,46.5508,-0.0565186],3,6,"Red",30,45]
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];
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_scubaGroupParameters = [
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@ -52,30 +56,12 @@ _scubaGroupParameters = [
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];
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_missionLootBoxes = [
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["Box_IND_Wps_F",array,_crateLoot,_lootCounts,0],
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["Box_AAF_Equip_F",array,_crateLoot,_lootCounts,0],
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["Box_IND_AmmoOrd_F",array,_crateLoot,_lootCounts,0],
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["Box_IND_WpsLaunch_F",array,_crateLoot,_lootCounts,0]
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["Box_IND_Wps_F",[-22.0605,2.1543,-0.0577888],_crateLoot,_lootCounts,0],
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["Box_AAF_Equip_F",[-19.5859,7.62695,-0.0575409],_crateLoot,_lootCounts,0],
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["Box_IND_AmmoOrd_F",[-17.8203,13.4805,-0.0576591],_crateLoot,_lootCounts,0],
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["Box_IND_WpsLaunch_F",[-22.6543,-1.80859,-0.0577736],_crateLoot,_lootCounts,0]
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];
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_missionLandscapeMode = "precise";
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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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_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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_vests = blck_vests;
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_backpacks = blck_backpacks;
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_weaponList = ['Blue'] call blck_fnc_selectAILoadout;
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_sideArms = blck_Pistols;
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_chanceHeliPatrol = blck_chanceHeliPatrolBlue;
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_noChoppers = blck_noPatrolHelisBlue;
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_missionHelis = blck_patrolHelisBlue;
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@ -87,4 +73,23 @@ _paraSkill = 'Blue';
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_chanceLoot = 0.0;
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_paraLoot = blck_BoxLoot_Blue;
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_paraLootCounts = blck_lootCountsBlue;
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_missionLandscapeMode = "precise";
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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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_vests = blck_vests;
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_backpacks = blck_backpacks;
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_sideArms = blck_Pistols;
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_spawnCratesTiming = blck_spawnCratesTiming;
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_loadCratesTiming = blck_loadCratesTiming;
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_endCondition = blck_missionEndCondition;
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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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_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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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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@ -18,8 +18,8 @@
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#define objectAtMissionCenter "RoadCone_L_F"
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#define lootVehicleMarker "Sign_Arrow_F"
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#define landVehicles "LandVehicle"
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CENTER = [0,0,0];
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private _entities = all3DENEntities;
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diag_log format["Dynamic Export called at %1",diag_tickTime];
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if (isNil "blck_dynamicStartMessage") then
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{
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@ -44,18 +44,27 @@ if (isNil "blck_dynamicMissionDifficulty") then
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{
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blck_dynamicMissionDifficulty = "Blue";
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};
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private _centerMarkers = allMissionObjects objectAtMissionCenter;
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if !(_centerMarkers isEqualTo []) then
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{
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CENTER = getPosATL _centerMarkers select 0;
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diag_log format["CENTER defined by object %1 typeOf %2",_centerMarker,typeOf _centerMarker];
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};
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private _entities = all3DENEntities;
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private _markers = _entities select 5;
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diag_log format["_markers = %1",_markers];
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private ["_m1","_type","_shape","_size","_color","_brush"];
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if !(_markers isEqualTo []) then {
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_m1 = _markers select 0;
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_m1 = _markers select 0;
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if !(_markers isEqualTo []) then
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{
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_type = markerType _m1;
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_shape = markerShape _m1;
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_size = markerSize _m1;
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_color = markerColor _m1;
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_brush = markerBrush _m1;
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CENTER = markerPos _m1;
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if (CENTER isEqualTo [0,0,0]) then {CENTER = markerPos _m1};
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} else {
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_type = "mil_square";
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_shape = "null";
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@ -68,15 +77,23 @@ diag_log format["_m1 = %1 | _type = %2 | _shape = %3 | _size = %4 | _color = %5
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private _garrisonedBuildings = [];
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private _missionLootVehicles = [];
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private _staticObjects = allMissionObjects "Static" select {!(isSimpleObject _x) && (_x in _garrisonedBuildings) && !((typeOf _x) isEqualTo unitMarkerObject) && !((typeOf _x) isEqualTo garrisonMarkerObject)};
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if (CENTER isEqualTo [0,0,0]) then {CENTER = getPosATL (_staticObjects select 0)};
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private _missionLandscape = [];
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diag_log format["_missionLandscape: %1",_staticObjects];
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private _staticObjects = (_entities select 0) select {(_x isKindOf "Static") && !(isSimpleObject _x)};
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diag_log format["_staticObjects: %1",_staticObjects];
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if (CENTER isEqualTo [0,0,0]) then
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{
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_missionLandscape pushBack format[' ["%1",%2,%3,%4,%5]',typeOf _x,(getPosATL _x) vectorDiff CENTER,getDir _x, 'true','true'];
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CENTER = getPosATL (_staticObjects select 0);
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};
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diag_log format["CENTER = %1",CENTER];
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private _missionLandscape = [];
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{
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if !(_x in _garrisonedBuildings && !((typeOf _x) isEqualTo unitMarkerObject) && !((typeOf _x) isEqualTo garrisonMarkerObject)) then
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{
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_missionLandscape pushBack format[' ["%1",%2,%3,%4,%5]',typeOf _x,(getPosATL _x) vectorDiff CENTER,getDir _x, 'true','true'];
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};
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}forEach _staticObjects;
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private _simpleObjects = allMissionObjects "Static" select {isSimpleObject _x};
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private _simpleObjects = (_entities select 0) select {isSimpleObject _x};
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diag_log format["_simpleObjects = %1",_simpleObjects];
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private _missionSimpleObjects = [];
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{
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@ -146,10 +163,12 @@ _lines pushBack "";
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_lines pushBack '#include "\q\addons\custom_server\Configs\blck_defines.hpp";';
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_lines pushBack '#include "\q\addons\custom_server\Missions\privateVars.sqf";';
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_lines pushBack "";
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_lines pushBack format["_markerType = %1",format["[%1,%2,%3];",_type,_size,_brush]];
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_lines pushBack format["_markerColor = %1;",_color];
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_lines pushBack format['_startMsg = %1;',blck_dynamicStartMessage];
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_lines pushBack format['_endMsg = %1;',blck_dynamicEndMessage];
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_lines pushBack format['_startMsg = "%1";',blck_dynamicStartMessage];
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_lines pushBack format['_endMsg = "%1;',blck_dynamicEndMessage];
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_lines pushBack format['_markerMissionName = %1;',blck_dynamicmarkerMissionName];
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_lines pushBack format['_crateLoot = blck_BoxLoot_%1;',blck_dynamicMissionDifficulty];
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_lines pushBack format['_lootCounts = blck_lootCounts%1;',blck_dynamicMissionDifficulty];
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@ -190,65 +209,42 @@ _lines pushBack "_missionLootBoxes = [";
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_lines pushback (_lootContainers joinString (format [",%1", _lineBreak]));
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_lines pushBack "];";
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_lines pushBack "";
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_lines pushBack '_missionLandscapeMode = "precise";'; // acceptable values are "none","random","precise"';
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_lines pushBack "_useMines = blck_useMines;";
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_lines pushBack "/*";
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_lines pushBack " Use the parameters below to customize your mission - see the template or blck_configs.sqf for details about each them";
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_lines pushBack "*/";
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_lines pushBack format["_chanceHeliPatrol = blck_chanceHeliPatrol%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noChoppers = blck_noPatrolHelis%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_missionHelis = blck_patrolHelis%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_chancePara = blck_chancePara%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noPara = blck_noPara%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_paraTriggerDistance = 400;"];
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_lines pushBack format["_paraSkill = '%1';",blck_dynamicMissionDifficulty];
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_lines pushBack format["_chanceLoot = 0.0;"];
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_lines pushBack format["_paraLoot = blck_BoxLoot_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_paraLootCounts = blck_lootCounts%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format['_missionLandscapeMode = "precise";'];
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_linse pushBack "_useMines = blck_useMines;";
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_lines pushBack "_uniforms = blck_SkinList;";
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_lines pushBack "_headgear = blck_headgear;";
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_lines pushBack "_vests = blck_vests;";
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_lines pushBack "_backpacks = blck_backpacks;";
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_lines pushBack "_sideArms = blck_Pistols;";
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_lines pushBack '_spawnCratesTiming = blck_spawnCratesTiming;';
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_lines pushBack '_loadCratesTiming = blck_loadCratesTiming;';
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_lines pushBack '_endCondition = blck_missionEndCondition;';
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_lines pushBack format["_minNoAI = blck_MinAI_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_maxNoAI = blck_MaxAI_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noAIGroups = blck_AIGrps_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noVehiclePatrols = blck_SpawnVeh_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noEmplacedWeapons = blck_SpawnEmplaced_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format ["_minNoAI = blck_MinAI_%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults such as blck_MinAI_Blue
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_lines pushBack format["_maxNoAI = blck_MaxAI_Blue;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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_lines pushBack format["_noAIGroups = blck_AIGrps_%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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_lines pushBack format["_noVehiclePatrols = blck_SpawnVeh_%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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_lines pushBack format["_noEmplacedWeapons = blck_SpawnEmplaced_%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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// Change _useMines to true/false below to enable mission-specific settings.
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_linse pushBack "_useMines = blck_useMines;"; // Setting this in the mission file overrides the defaults
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_lines pushBack "_uniforms = blck_SkinList;"; // Setting this in the mission file overrides the defaults
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_lines pushBack "_headgear = blck_headgear;"; // Setting this in the mission file overrides the defaults
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_lines pushBack "_vests = blck_vests;";
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_lines pushBack "_backpacks = blck_backpacks;";
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_lines pushBack format["_weaponList = ['%1'] call blck_fnc_selectAILoadout;",blck_dynamicMissionDifficulty];
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_lines pushBack "_sideArms = blck_Pistols;";
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_lines pushBack format["_chanceHeliPatrol = blck_chanceHeliPatrol%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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_lines pushBack format["_noChoppers = blck_noPatrolHelis%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_missionHelis = blck_patrolHelis%1;",blck_dynamicMissionDifficulty];
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_lines pushBack "";
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_lines pushBack format["_chancePara = blck_chancePara%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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_lines pushBack format["_noPara = blck_noPara%1;",blck_dynamicMissionDifficulty]; // Setting this in the mission file overrides the defaults
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_lines pushBack format["_paraTriggerDistance = 400;"]; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
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_lines pushBack format["_paraSkill = '%1';",blck_dynamicMissionDifficulty]; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
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_lines pushBack format["_chanceLoot = 0.0;"]; // The chance that a loot crate will be dropped with paratroops.
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_lines pushBack format["_paraLoot = blck_BoxLoot_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_paraLootCounts = blck_lootCounts%1;",blck_dynamicMissionDifficulty]; // Throw in something more exotic than found at a normal blue mission.
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_lines pushBack format["_minNoAI = blck_MinAI_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_maxNoAI = blck_MaxAI_%1",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noAIGroups = blck_AIGrps_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noVehiclePatrols = blck_SpawnVeh_%1;",blck_dynamicMissionDifficulty];
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_lines pushBack format["_noEmplacedWeapons = blck_SpawnEmplaced_%1;",blck_dynamicMissionDifficulty];
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diag_log format["blck_dynamicMissionDifficulty = %1",blck_dynamicMissionDifficulty];
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_lines pushBack '#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";';
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// As found in fn_3DENExportTerrainBuilder.sqf
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uiNameSpace setVariable ["Display3DENCopy_data", ["dynamicMission.sqf", _lines joinString _lineBreak]];
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(findDisplay 313) createdisplay "Display3DENCopy";
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/*
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_chancePara = blck_chanceParaBlue; // Setting this in the mission file overrides the defaults
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_noPara = blck_noParaBlue; // Setting this in the mission file overrides the defaults
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_paraTriggerDistance = 400; // Distance from mission at which a player triggers these reinforcements and any supplemental loot. // To have paras spawn at the time the mission spawns with/without accompanying loot set this to 0.
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_paraSkill = "red"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
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_chanceLoot = 0.0; // The chance that a loot crate will be dropped with paratroops.
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_paraLoot = blck_BoxLoot_Blue;
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_paraLootCounts = blck_lootCountsRed; // Throw in something more exotic than found at a normal blue mission.
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_spawnCratesTiming = blck_spawnCratesTiming; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir".
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// Crates spawned in the air will be spawned at mission center or the position(s) defined in the mission file and dropped under a parachute.
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// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
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_loadCratesTiming = blck_loadCratesTiming; // valid choices are "atMissionCompletion" and "atMissionSpawn";
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// Pertains only to crates spawned at mission spawn.
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// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
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// Examples:
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// To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn"
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// To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion"
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// To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
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// To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
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_endCondition = blck_missionEndCondition; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
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// Setting this in the mission file overrides the defaults
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