/* 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/ */ #include "\q\addons\custom_server\Configs\blck_defines.hpp"; #include "\q\addons\custom_server\Missions\privateVars.sqf"; //diag_log "[blckeagls] Spawning Blue Mission with template = default"; private["_missionEnabled"]; _crateLoot = blck_BoxLoot_Blue; /* You can use a customized loot array if you like. The format is as follows. note that for each category you can give a number or a range. _crateLoot = [ [// Weapons ["LMG_Zafir_F","150Rnd_762x51_Box_Tracer"] ], [//Magazines ["10Rnd_93x64_DMR_05_Mag" ,1,4] ], [ // Optics ["optic_KHS_tan",1,3] ], [// Materials and supplies ["Exile_Item_CamoTentKit",1,6] ], [//Items ["Exile_Item_MountainDupe",1,3] ], [ // Backpacks ["B_OutdoorPack_tan",1,2] ] ]; */ _lootCounts = blck_lootCountsBlue; /* You can use a customized array here if you like; note that you can give a value or a range. // values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively. blck_lootCountsOrange = [ [6,8], // Weapons [24,32], // Magazines [5,10], // Optics [25,35], // materials(cinder etc) 16, // items (food etc) 1 // backpacks ]; // Orange */ _startMsg = "A group of Bandits was sighted in a nearby sector! Check the Blue marker on your map for the location!"; _endMsg = "The Sector at the Blue Marker is under survivor control!"; _markerLabel = ""; _markerType = ["ELLIPSE",[175,175],"GRID"]; // The mission system supports circular or square mission markers as well as typical Arma icon-style (triangle, dot, flag etc) markers. // to have an icon define the map marker as follows: // ["mil_triangle",[0,0]]; // Just replace the icon name with the one you want to spawn. _markerColor = "ColorBlue"; _markerMissionName = "Bandit Patrol"; _missionLandscapeMode = "random"; // acceptable values are "none","random","precise" // _missionLandscape // Note that the format for the _missionLandscape is different for the two modes. // In random, the objects are randomly arrayed around the mission center. // In precise, the objects are spawned as closely as possible to the x,y,z offset from mission center specified. // See default2.sqf for an example of the use of precise base objects. /* private _addedLandscape = ["Land_FoodSacks_01_cargo_brown_F","Land_FoodSacks_01_large_brown_F","Land_FoodSack_01_full_brown_F","Land_PaperBox_01_open_boxes_F", "Land_CampingTable_white_F","Land_WoodenPlanks_01_messy_pine_F","Land_CinderBlocks_01_F","Land_WoodenCrate_01_F","Land_WoodenCrate_01_stack_x5_F", "Land_BarrelTrash_grey_F","Land_WoodenTable_large_F","Land_BagFence_Short_F","Land_WoodPile_F"] */ _missionLandscape = [/*"Flag_AAF_F",*/"Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_FieldToilet_F","Campfire_burning_F"]; // list of objects to spawn as landscape for "_i" from 1 to 8 do { _missionLandscape pushBack selectRandom [ "Land_FoodSacks_01_cargo_brown_F","Land_FoodSacks_01_large_brown_F","Land_FoodSack_01_full_brown_F","Land_PaperBox_01_open_boxes_F", "Land_CampingTable_white_F","Land_WoodenPlanks_01_messy_pine_F","Land_CinderBlocks_01_F","Land_WoodenCrate_01_F","Land_WoodenCrate_01_stack_x5_F", "Land_BarrelTrash_grey_F","Land_WoodenTable_large_F","Land_BagFence_Short_F","Land_WoodPile_F" ]; }; _missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position. // when empty, a single loot container will be spawned at the center of the mission. // Use this to specify exact spots to spawn crates; see default2.seq for an example. //_missionGroups = []; // Not required. // When present and empty the mission spawner evaluates the minAI, maxAI, noAIGroups settings // When present with values these override the defaults. // See default2.sqf for an example of the use of this variable. _missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position. // when the array is empty this parameter is ignored. // You can have vehicles serve as loot containiners by defining them here. // see default2.sqf for an example _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 // When the array is empty emplaced (static) weapons will be spawned randomly based on the setings in the configs that specify the number, AI difficulty and type of static weapons. // you can specify the location relative to mission center, type of weapon etc. // this information overides the defaults that that mission difficulty. // See default2.sqf for an example of how one uses this. _minNoAI = blck_MinAI_Blue; // Setting this in the mission file overrides the defaults such as blck_MinAI_Blue _maxNoAI = blck_MaxAI_Blue; // Setting this in the mission file overrides the defaults _noAIGroups = blck_AIGrps_Blue; // Setting this in the mission file overrides the defaults _noVehiclePatrols = blck_SpawnVeh_Blue; // Setting this in the mission file overrides the defaults _noEmplacedWeapons = blck_SpawnEmplaced_Blue; // Setting this in the mission file overrides the defaults // Change _useMines to true/false below to enable mission-specific settings. /* _useMines = blck_useMines; // Setting this in the mission file overrides the defaults _uniforms = blck_SkinList; // Setting this in the mission file overrides the defaults _headgear = blck_headgear; // Setting this in the mission file overrides the defaults _vests = blck_vests; _backpacks = blck_backpacks; _weaponList = ["blue"] call blck_fnc_selectAILoadout; _sideArms = blck_Pistols; _chanceHeliPatrol = blck_chanceHeliPatrolBlue; // Setting this in the mission file overrides the defaults _noChoppers = blck_noPatrolHelisBlue; _missionHelis = blck_patrolHelisBlue; _chancePara = blck_chanceParaBlue; // Setting this in the mission file overrides the defaults _noPara = blck_noParaBlue; // Setting this in the mission file overrides the defaults _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. _paraSkill = "red"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot. _chanceLoot = 0.0; _paraLoot = blck_BoxLoot_Blue; _paraLootCounts = blck_lootCountsRed; // Throw in something more exotic than found at a normal blue mission. _spawnCratesTiming = blck_spawnCratesTiming; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir". // 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. // This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission. _loadCratesTiming = blck_loadCratesTiming; // valid choices are "atMissionCompletion" and "atMissionSpawn"; // Pertains only to crates spawned at mission spawn. // This sets the default but can be overridden for specific missions by defining _loadCratesTiming // Examples: // To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn" // To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion" // To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned. // To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned. _endCondition = blck_missionEndCondition; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" // Setting this in the mission file overrides the defaults ////_timeOut = -1; */ #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";