/* 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 Green Mission with template = default"; _crateLoot = blck_BoxLoot_Green; _lootCounts = blck_lootCountsOrange; _startMsg = "An munitions research center was sighted in a nearby sector! Check the Green marker on your map for the location!"; _endMsg = "The Sector at the Green Marker is under survivor control!"; _markerLabel = ""; _markerType = ["ELLIPSE",[300,300],"Solid"]; _markerColor = "ColorGreen"; _markerMissionName = "Munitions"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" ////////// // Past the output of the script here _garrisonedBuildings_BuildingPosnSystem = []; _garrisonedBuilding_ATLsystem = [ ]; _missionLandscape = [ ["Flag_AltisColonial_F",[3,3,0],0,[false,false]], ["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]], ["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]], ["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]], ["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]], ["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]], ["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]], ["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]], ["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[false,false]], ["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[false,false]], ["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[false,false]], ["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[false,false]], ["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[false,false]], ["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[false,false]], ["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[false,false]], ["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[false,false]], ["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[false,false]], ["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[false,false]], ["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[false,false]], ["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[false,false]], ["Land_SharpRock_apart",[104.758,45.668,0],0,[false,false]], ["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[false,false]], ["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[false,false]], ["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[false,false]], ["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[false,false]], ["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[false,false]], ["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[false,false]], ["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[false,false]], ["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[false,false]], ["Land_SharpStone_02",[69.4277,-3.20313,0],0,[false,false]], ["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[false,false]], ["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[false,false]] ]; _missionLootBoxes = []; _missionLootVehicles = []; _missionPatrolVehicles = [ [selectRandom blck_AIPatrolVehiclesGreen,[27.8945,100.275,0],0,[true,false]], [selectRandom blck_AIPatrolVehiclesGreen,[-84.7793,72.2617,9.53674e-007],0,[true,false]], [selectRandom blck_AIPatrolVehiclesGreen,[-87.8457,-109.947,7.15256e-007],0,[true,false]] ]; _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 = []; _missionGroups = []; // 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; _chanceLoot = 0.6; private _lootIndex = selectRandom[1,2,3,4]; private _paralootChoices = [blck_contructionLoot,blck_contructionLoot,blck_highPoweredLoot,blck_supportLoot]; private _paralootCountsChoices = [[0,0,0,8,8,0],[0,0,0,8,8,0],[8,8,0,0,0,0],[0,0,0,0,12,0]]; _paraLoot = _paralootChoices select _lootIndex; _paraLootCounts = _paralootCountsChoices select _lootIndex; // Throw in something more exotic than found at a normal blue mission. _endCondition = "allKilledOrPlayerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" //_timeOut = -1; #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";