/* 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_lootCountsGreen; _startMsg = "An enemy 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 = ["ELIPSE",[225,225],"GRID"]; _markerColor = "ColorGreen"; _markerMissionName = "Research Center"; _missionLandscapeMode = "precise"; // acceptable values are "none","random","precise" _missionLandscape = [ ["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,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,[true,false]], ["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]], ["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]], ["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]], ["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]], ["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]], ["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]], ["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]], ["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]], ["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]], ["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]], ["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]], ["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]], ["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]], ["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]], ["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]], ["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]], ["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]], ["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]], ["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]], ["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]], ["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]], ["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]], ["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],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 = [ ["B_HMG_01_high_F",[27.8945,100.275,0],0,[true,false]], ["B_HMG_01_high_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]], ["B_G_Mortar_01_F",[76.0586,66.9414,-3.1265],0,[true,false]] ]; // 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 _missionGroups = [ //_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"]; //[[-52.6523,15.8281,-0.00143838],4,6,"Green",4,8], //[[-48.6113,-38.877,-0.00143886],4,6,"Green",4,8], //[[18.4492,-39.5684,-0.00143838],4,6,"Green",4,8], //[[42.6504,31.6621,-0.00143886],4,6,"Green",4,8], //[[7.51563,46.4531,-0.001438864],4,6,"Green",4,8], [[-8.99219,-11.623,-0.00143838],4,6,"Green",4,8] ]; // Can be used to define spawn positions of AI patrols _missionPatrolVehicles = [ //[selectRandom blck_AIPatrolVehicles,[27.8945,100.275,0],0,[true,false]], //[selectRandom blck_AIPatrolVehicles,[-84.7793,72.2617,9.53674e-007],0,[true,false]], [selectRandom blck_AIPatrolVehiclesGreen,[-87.8457,-109.947,7.15256e-007],0,[true,false]] ]; // can be used to define the spawn positions of vehicle patrols // 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; _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";