/* This is a simple mission using randomly placed AI infantry, static weapons and vehicle patrols. Please see staticMissionExample2.sqf for a more complete overview of how to configure static missions. */ 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"]; _mission = "static mission example 1"; _missionCenter = [24415,18909,0]; // I pulled this from the position of the marker. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _crateLoot = blck_BoxLoot_Red; _lootCounts = blck_lootCountsRed; _markerLabel = ""; _markerType = ["ELIPSE",[200,200],"GRID"]; // An alternative would be: // _markerType = ["mil_triangle",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers _markerColor = "ColorRed"; // This can be any valid Arma Marker Color _markerMissionName = "Bad Guys Town"; _missionLandscapeMode = "precise"; // acceptable values are "random","precise" // In precise mode objects will be spawned at the relative positions specified. // In the random mode, objects will be randomly spawned within the mission area. _missionLandscape = [ ]; // list of objects to spawn as landscape _missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position. // If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions. // // [["box_classname1",_customLootArray1,[px,py,pz],["box_classname2",_customLootArray2,[px2,py2,pz2]] // where _customLootArray follows the same format as blck_BoxLoot_Red and the other pre-defined arrays and // where _customlootcountsarray1 also follows the same format as the predefined arrays like blck_lootCountsRed _missionLootVehicles = []; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)]; // When blank nothing is spawned. // You can use the same format used for _missionLootBoxes to add vehicles with/without loot. _noEmplacedWeapons = [2,3]; _missionEmplacedWeapons = []; // example [ ["emplacedClassName",[px, py, pz] /* position to spawn weapon */, difficulty /* difficulty of AI manning weapon (blue, red etc)] ]; // 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 // If the number of possible locations exceeds the number of emplaced weapons specified above then only some of the locations in the array will have emplaced weapons spawned. // If you leave this array blank then emplaced weapons will be spawned at random locations around the mission using the default list of emplace weapons. _minNoAI = blck_MinAI_Red; // Modify as needed _maxNoAI = blck_MaxAI_Red; // Modify as needed. _noAIGroups = blck_AIGrps_Red; // Modify as needed _aiGroupParameters = []; _noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4] _vehiclePatrolParameters = []; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/] ] // When empty vehicle patrols will be scattered randomely around the mission. // Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc). // If _noVehiclePatrols is less than the number of locations specified only _noVehiclePatrols patrols will be spawned. _noEmplacedWeapons = blck_SpawnEmplaced_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4] _aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array. _noAirPatrols = blck_noPatrolHelisRed; // You can use one of the pre-defined values or a custom one. acceptable values are integers (1,2,3) or a range such as [2,4]; _airPatrols = []; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like. _headgear = blck_headgear; // You can replace this list with a custom list of headgear. _weapons = blck_WeaponList_Orange; // You can replace this list with a customized list of weapons, or another predifined list from blck_configs_epoch or blck_configs_exile as appropriate. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf";