/* Mission Template by Ghostrider [GRG] Mission Compositions by Bill prepared for ghostridergaming 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 Red Mission with template = default"; _crateLoot = blck_BoxLoot_Red; _lootCounts = blck_lootCountsRed; _startMsg = "A group of Bandits was sighted in a nearby sector! Check the Red marker on your map for the location!"; _endMsg = "The Sector at the Red 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 = []; // 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 = []; // 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; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _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", "allKilledOrPlayerNear" //_timeOut = -1; #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";