/* Mission Template by Ghostrider-DbD- Mission Compositions by Bill prepared for DBD Clan 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 Green Mission with template = medicalCamp"; _crateLoot = blck_BoxLoot_Green; _lootCounts = blck_lootCountsGreen; _startMsg = "A Bandit Medical camp has been spotted. Check the Green marker on your map for its location"; _endMsg = "The Bandit Medical camp at the Green Marker is under survivor control!"; _markerLabel = ""; _markerType = ["ELIPSE",[225,225],"GRID"]; _markerColor = "ColorGreen"; _markerMissionName = "Medical Camp"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Flag_AAF_F",[3,3,0],0,1,0,[],"","",true,false], ["Land_dp_transformer_F",[1.698242,-10.4668,-0.00763702],271.32,1,0,[],"","",true,false], ["Land_Wreck_BRDM2_F",[1.37012,13.498,0.00109863],184.487,0.00819469,0.830999,[],"","",true,false], ["Land_BagBunker_Small_F",[18.4512,-3.66406,0.00780487],305.003,1,0,[],"","",true,false], ["Land_Cargo_HQ_V1_F",[-20.1367,11.7539,0],90.8565,1,0,[],"","",true,false], ["Land_BagBunker_Small_F",[-22.707,-3.75586,-0.0130234],44.9901,1,0,[],"","",true,false], ["Land_Cargo_House_V1_F",[24.3584,7.45313,0.00111389],91.6329,1,0,[],"","",true,false], ["StorageBladder_01_fuel_forest_F",[1.29492,29.3184,0.000999451],179.65,1,0,[],"","",true,false], ["Land_GarbageBags_F",[-9.45996,31.252,0.02005],184.595,1,0,[],"","",true,false], ["Land_GarbageBags_F",[-13.0459,32.668,-0.0283051],184.595,1,0,[],"","",true,false], ["Land_GarbageBags_F",[-11.5957,33.125,-0.598007],184.595,1,0,[],"","",true,false], ["Land_GarbageBags_F",[-8.98145,34.5801,-0.00514221],184.592,1,0,[],"","",true,false], ["Land_Addon_02_V1_ruins_F",[24.8369,24.6582,-0.00820923],90.9637,1,0,[],"","",true,false], ["Land_GarbageBags_F",[-10.9443,35.0449,0.577057],184.592,1,0,[],"","",true,false], ["Land_Cargo20_military_green_F",[14.6533,32.9004,0.000480652],90.0989,1,0,[],"","",true,false], ["Land_BagBunker_Small_F",[-23.0186,28.6738,-0.0271301],120.012,1,0,[],"","",true,false], ["Land_BagBunker_Small_F",[37.1504,34.5742,0.0146866],255,1,0,[],"","",true,false] ]; // 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_Green; _maxNoAI = blck_MaxAI_Green; _noAIGroups = blck_AIGrps_Green; _noVehiclePatrols = blck_SpawnVeh_Green; _noEmplacedWeapons = blck_SpawnEmplaced_Green; _uniforms = blck_SkinList; _headgear = blck_headgear; _chanceReinforcements = 0.5; //blck_reinforcementsBlue select 0; _noPara = 4; //blck_reinforcementsBlue select 1; _chanceHeliPatrol = 0;//blck_reinforcementsBlue select 2; _chanceLoot = 0.33; //blck_reinforcementsBlue select 3; private["_weap","_mags","_backpacks","_optics","_loadout"]; _weap = 3 + floor(random(4)); _mags = 8 + floor(random(6)); _backpacks = 1 + floor(random(2)); _optics = 3 + floor(random(6)); _reinforcementLootCounts = [_weap,_mags,_optics,0,0,_backpacks]; _endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" //_timeOut = -1; #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";