67 lines
4.8 KiB
Plaintext
67 lines
4.8 KiB
Plaintext
/*
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This is a simple mission using randomly placed AI infantry, static weapons and vehicle patrols.
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Please see staticMissionExample2.sqf for a more complete overview of how to configure static missions.
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*/
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private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
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"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
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"_uniforms","_headgear","_chanceReinforcements","_noPara","_helipatrol","_endCondition","_markerColor","_markerType","_useMines"];
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_mission = "static mission example 1";
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_missionCenter = [24415,18909,0]; // I pulled this from the position of the marker.
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_difficulty = "red"; // Skill level of AI (blue, red, green etc)
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_crateLoot = blck_BoxLoot_Red;
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_lootCounts = blck_lootCountsRed;
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_markerLabel = "";
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_markerType = ["ELIPSE",[200,200],"GRID"];
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// An alternative would be:
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// _markerType = ["mil_triangle",[0,0]]; // You can replace mil_triangle with any other valid Arma 3 marker type https://community.bistudio.com/wiki/cfgMarkers
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_markerColor = "ColorRed"; // This can be any valid Arma Marker Color
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_markerMissionName = "Bad Guys Town";
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_missionLandscapeMode = "precise"; // acceptable values are "random","precise"
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// In precise mode objects will be spawned at the relative positions specified.
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// In the random mode, objects will be randomly spawned within the mission area.
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_missionLandscape = [
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]; // list of objects to spawn as landscape
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_missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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// If this array is empty a single loot chest will be added at the center. If you add items loot chest(s) will be spawned in specific positions.
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//
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// [["box_classname1",_customLootArray1,[px,py,pz],["box_classname2",_customLootArray2,[px2,py2,pz2]]
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// where _customLootArray follows the same format as blck_BoxLoot_Red and the other pre-defined arrays and
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// where _customlootcountsarray1 also follows the same format as the predefined arrays like blck_lootCountsRed
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_missionLootVehicles = []; // [ ["vehicleClassName", [px, py, pz] /* possition at which to spawn*/, _loot /* pointer to array of loot (see below)];
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// When blank nothing is spawned.
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// You can use the same format used for _missionLootBoxes to add vehicles with/without loot.
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_noEmplacedWeapons = [2,3];
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_missionEmplacedWeapons = []; // example [ ["emplacedClassName",[px, py, pz] /* position to spawn weapon */, difficulty /* difficulty of AI manning weapon (blue, red etc)] ];
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// 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
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// If the number of possible locations exceeds the number of emplaced weapons specified above then only some of the locations in the array will have emplaced weapons spawned.
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// If you leave this array blank then emplaced weapons will be spawned at random locations around the mission using the default list of emplace weapons.
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_minNoAI = blck_MinAI_Red; // Modify as needed
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_maxNoAI = blck_MaxAI_Red; // Modify as needed.
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_noAIGroups = blck_AIGrps_Red; // Modify as needed
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_aiGroupParameters = [];
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_noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]
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_vehiclePatrolParameters = []; //[ ["vehicleClassName",[px,py,pz] /* center of patrol area */, difficulty /* blue, red etc*/] ]
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// When empty vehicle patrols will be scattered randomely around the mission.
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// Allows you to define the location of the center of the patrol, vehicle type spawned, radius to patrol, and AI difficulty (blue, red, green etc).
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// If _noVehiclePatrols is less than the number of locations specified only _noVehiclePatrols patrols will be spawned.
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_noEmplacedWeapons = blck_SpawnEmplaced_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4]
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_aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array.
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_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];
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_airPatrols = [];
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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = blck_useMines;
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_uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like.
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_headgear = blck_headgear; // You can replace this list with a custom list of headgear.
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_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.
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#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_spawnMission.sqf";
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