/* This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols. See the accompanying example mission in the exampleMission folder to get an idea how I laid this out. Note that I exported the mission using the exportAll function of M3EDEN editor. */ #include "privateVars.sqf"; _mission = "static mission garrison example"; // Included for additional documentation. Not intended to be spawned as a mission per se. _difficulty = "red"; // Skill level of AI (blue, red, green etc) _crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray /* _customLootArray = // Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on. // Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added. [ [// Weapons ["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"] ], [//Magazines ["10Rnd_93x64_DMR_05_Mag" ,1,5] ], [ // Optics ["optic_KHS_tan",1,3] ], [// Materials and supplies ["Exile_Item_MetalScrews",3,10] // ], [//Items ["Exile_Item_MountainDupe",1,3] ], [ // Backpacks ["B_OutdoorPack_tan",1,2] ] ]; */ _lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format: // 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],[24,32],[5,10],[25,35],16,1]; // Orange _markerMissionName = "Bad People Live Here"; _missionLandscapeMode = "precise"; _markerLabel = ""; //_markerType = ["ellipse",[200,200],"GRID"]; // An alternative would be: _markerType = ["mil_triangle",[0,0]]; _markerColor = "Default"; _missionCenter = [23714.1,18313.4,0]; _garrisonedBuildings_BuildingPosnSystem = [ ["Land_u_Shop_01_V1_F",[23733.9,18341.2,3.19],[[0,1,0],[0,0,1]],[true,true],"Red",0.67,3,[],10,600] ]; _garrisonedBuilding_ASLsystem = [ ["Land_i_House_Big_02_V2_F",[23650.3,18331.9,3.19],[[0,1,0],[0,0,1]],[true,true],"Red",[["B_HMG_01_high_F",[1.43359,3.21875,0.259256],0],["B_GMG_01_high_F",[-2.79102,-5.32813,3.66659],0]],[[[-0.601563,-2.48633,0.260694],0]],600] ]; _missionLandscape = [ // ["Land_i_House_Small_02_V3_F",[23641.6,18274,3.19],[[0,1,0],[0,0,1]],[true,true]], // ["Sign_Arrow_Yellow_F",[23681.8,18302.1,3.19],[[0,1,0],[0,0,1]],[true,true]], // ["Land_Slum_House03_F",[23736.2,18265.6,3.19],[[0,1,0],[0,0,1]],[true,true]], // ["Sign_Sphere100cm_F",[23734.7,18341,3.49308],[[0,1,0],[0,0,1]],[true,true]] ]; _aiGroupParameters = [ // [[23667,18267.7,3.19144],"Red",[3,6],45,600], // [[23736.5,18302.4,3.19144],"Red",[3,6],45,600] ]; _aiScubaGroupParameters = [ ]; _vehiclePatrolParameters = [ // ["B_CTRG_LSV_01_light_F",[23634.3,18302.3,3.19],"Red",75,600], // ["B_G_Van_02_transport_F",[23659.5,18299.2,3.19],"Red",75,600], // ["O_G_Van_01_transport_F",[23681.9,18303,3.18987],"Red",75,600], ["B_LSV_01_armed_F",[23798.9,18344.5,3.19],"Red",75,600] ]; _airPatrols = [ // ["B_Heli_Light_01_dynamicLoadout_F",[23699.9,18290.7,3.19],"Red",1700,600] ]; _missionEmplacedWeapons = [ // ["B_HMG_01_F",[23686.1,18338.7,3.19],"Red",0,600] ]; _submarinePatrolParameters = [ ]; _missionLootBoxes = [ // [selectRandom blck_crateTypes,[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts], //["Box_FIA_Ammo_F",[23653.6,18333.1,3.44926],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts], ["Box_FIA_Ammo_F",[23729.4,18298.2,3.19],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts] ]; _minNoAI = blck_MinAI_Red; // Modify as needed _maxNoAI = blck_MaxAI_Red; // Modify as needed. _noAIGroups = blck_AIGrps_Red; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below. _noVehiclePatrols = blck_SpawnVeh_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]; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; // Set to false if you have vehicles patrolling nearby. _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. _vests = blck_vests; // You can replace this list with a custom list of vests. _backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks. _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. _sideArms = blck_pistols; // You can replace this list with a custom list of sidearms. #include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf"; diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];