/* 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 Orange Mission with template = resupplyCamp"; _crateLoot = blck_BoxLoot_Orange; _lootCounts = blck_lootCountsOrange; _startMsg = "A Bandit resupply camp has been spotted. Check the Orange marker on your map for its location"; _endMsg = "The Bandit resupply camp at the Orange Marker is under player control"; _markerLabel = ""; _markerType = ["ellipse",[250,250],"GRID"]; _markerColor = "ColorOrange"; _markerMissionName = "Resupply Camp"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Land_Cargo_Patrol_V1_F",[-29.41016,0.13477,-0.0224228],359.992,[true,true]], ["Land_Cargo_House_V1_F",[29.2988,-0.1,0.150505],54.9965,[true,true]], ["CamoNet_INDP_big_F",[-20.4346,15.43164,-0.00395203],54.9965,[false,true]], ["Land_BagBunker_Small_F",[-20.4346,15.43164,-0.0138168],119.996,[false,true]], ["Land_BagBunker_Small_F",[-20.3604,-15.6035,-0.0130463],44.9901,[false,true]], ["Land_BagBunker_Small_F",[18.4453,-15.791,0.00744629],305.003,[false,true]], ["Land_BagBunker_Small_F",[18.3711,15.5703,0.0101624],254.999,[false,true]], ["CamoNet_INDP_big_F",[18.3711,15.5703,-0.00395203],54.9965,[false,true]] ]; // 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 // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _minNoAI = blck_MinAI_Orange; _maxNoAI = blck_MaxAI_Orange; _noAIGroups = blck_AIGrps_Orange; _noVehiclePatrols = blck_SpawnVeh_Orange; _noEmplacedWeapons = blck_SpawnEmplaced_Orange; //_uniforms = blck_SkinList; //_headgear = blck_headgear; _chancePara = 0.75; // Setting this in the mission file overrides the defaults _noPara = 5; // 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 = "orange"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot. _chanceLoot = 0.7; private _lootIndex = selectRandom[1,2,3,4]; private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot]; private _paralootCountsChoices = [[0,0,0,10,10,0],[0,0,0,10,10,0],[10,10,0,0,0,0],[0,0,0,0,15,0]]; _paraLoot = _paralootChoices select _lootIndex; _paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission. //_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" //_timeOut = -1; #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";