/* 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","_chanceHeliPatrol","_endCondition","_chanceHeliLootDropped","_chanceLoot","_markerColor","_markerType","_useMines"]; //diag_log "[blckeagls] Spawning Blue Mission with template = default"; private["_missionEnabled"]; _crateLoot = blck_BoxLoot_Blue; _lootCounts = blck_lootCountsBlue; _startMsg = "A group of Bandits was sighted in a nearby sector! Check the Blue marker on your map for the location!"; _endMsg = "The Sector at the Blue Marker is under survivor control!"; _markerLabel = ""; _markerType = ["ELIPSE",[175,175],"GRID"]; _markerColor = "ColorBlue"; _markerMissionName = "Bandit Patrol"; _missionLandscapeMode = "random"; // acceptable values are "none","random","precise" _missionLandscape = ["Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_FieldToilet_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_CargoBox_V1_F","Land_CargoBox_V1_F"]; // 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 _minNoAI = blck_MinAI_Blue; _maxNoAI = blck_MaxAI_Blue; _noAIGroups = blck_AIGrps_Blue; _noVehiclePatrols = blck_SpawnVeh_Blue; _noEmplacedWeapons = blck_SpawnEmplaced_Blue; // Change _useMines to true/false below to enable mission-specific settings. _useMines = blck_useMines; _uniforms = blck_SkinList; _headgear = blck_headgear; _chanceReinforcements = 0; //blck_reinforcementsBlue select 0; _noPara = 2; //blck_reinforcementsBlue select 1; _chanceHeliPatrol = 0;//blck_reinforcementsBlue select 2; _chanceLoot = 0.992; //blck_reinforcementsBlue select 3; private["_weap","_mags","_backpacks","_optics","_loadout","_reinforcementLootCounts"]; _weap = 3 + floor(random(4)); _mags = 8 + floor(random(6)); _backpacks = 1 + floor(random(2)); _optics = 1 + floor(random(6)); _loadout = 1 + floor(random(3)); _reinforcementLootCounts = [_weap,_mags,_optics,0,0,_backpacks]; ////diag_log format["blueDefault:: _chanceReinforcements = %1 and _chanceLoot = %2", _chanceReinforcements, _chanceLoot]; ////diag_log format["blueDefault:: default reinforcement settings are %1",blck_reinforcementsBlue]; _endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear" ////_timeOut = -1; #include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";