/* Mission Template by Ghostrider [GRG] -------------------------- 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","_hostageConfig"]; //diag_log "[blckeagls] Spawning Blue Mission with template = default2"; _crateLoot = blck_BoxLoot_Blue; _lootCounts = blck_lootCountsBlue; _startMsg = "A local Mafia Don has been spotted! Capture him and earn a reward!"; _endMsg = "The Maria Don was captured and the area is under survivor control!"; _assetKilledMsg = "Enemy Leader Killed and Bandits Fled with All Loot: Mission Aborted"; _markerLabel = ""; _markerType = ["ELIPSE",[175,175],"GRID"]; _markerColor = "ColorBlue"; _markerMissionName = "Capture Don"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ //["Land_i_House_Small_01_V2_F",[-2.27148,15.7852,0],0,[true,false]], ["Flag_AAF_F",[0.851563,-32.0098,0],0,[true,false]] ]; // list of objects to spawn as landscape; // list of objects to spawn as landscape _enemyLeaderConfig = ["I_G_resistanceLeader_F",[1.27344,15.3379,-0.299711],126.345,[true,false], ["Acts_B_briefings"], // Use the animation viewer to see other choices: http://killzonekid.com/arma-3-animation-viewer-jumping-animation/ ["H_Beret_Colonel"], // array of headgear choices ["U_OrestesBody"] // array of uniform choices ]; _missionLootBoxes = [ //["Box_NATO_Wps_F",[3,-3,0],_crateLoot,[4,10,2,5,5,1]], // Standard loot crate with standard loadout //["Land_PaperBox_C_EPOCH",[-4,-3,0],_crateLoot,[0,0,0,10,10,3]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks //["Land_CargoBox_V1_F",[3,4,0],_crateLoot,[0,10,2,5,5,1]] ]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position. // blck_lootCountsBlue= [4,12,3,6,6,1]; _missionLootVehicles = [ //["I_G_Offroad_01_armed_F",[-8,8,0],_crateLoot,[0,10,2,5,5,1]], //["I_G_Offroad_01_armed_F",[8,17,0],_crateLoot,[0,10,2,5,5,1]] ]; // Parameters are "vehiclel type", offset relative to mission center, loot array, items to load from each category of the loot array. // ["B_HMG_01_high_F"/*,"B_GMG_01_high_F","O_static_AT_F"*/]; _missionGroups = [ //_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"]; //[[-10.9121,-10.9824,-1.20243],5,7,"Green",5,12], //[[-10.2305,10.0215,-0.941586],5,7,"Green",5,12], //[[10.5605,-10.4043,-0.00143886],5,7,"Green",5,12], //[[10.61133,10.5918,-0.001438863],5,7,"blue",5,12] ]; // Can be used to define spawn positions of AI patrols _missionEmplacedWeapons = [ //["B_HMG_01_high_F",[-10,-15,0]], //["B_GMG_01_high_F",[10,12,0]], //["O_static_AT_F",[-10,10,0]] ]; // can be used to define the type and precise placement of static weapons [["wep",[1,2,3]] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used _missionPatrolVehicles = [ //["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]], //["B_MRAP_01_hmg_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]], //["B_MRAP_01_gmg_F",[-87.8457,-109.947,7.15256e-007],0,[true,false]] ]; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _minNoAI = blck_MinAI_Blue; _maxNoAI = blck_MaxAI_Blue; _noAIGroups = blck_AIGrps_Blue; _noVehiclePatrols = blck_SpawnVeh_Blue; _noEmplacedWeapons = blck_SpawnEmplaced_Blue; _uniforms = blck_SkinList; _headgear = blck_headgear; _chanceReinforcements = blck_chanceParaBlue; _noPara = blck_noParaBlue; _chanceHeliPatrol = blck_chanceHeliPatrolBlue; _endCondition = "assetSecured"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear", "assetSecured" //_timeOut = -1; #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";