152 lines
8.6 KiB
Plaintext
152 lines
8.6 KiB
Plaintext
/*
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Mission Template by Ghostrider [GRG]
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Mission Compositions by Bill prepared for ghostridergaming
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Copyright 2016
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Last modified 3/20/17
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--------------------------
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License
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--------------------------
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All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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*/
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#include "\q\addons\custom_server\Configs\blck_defines.hpp";
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#include "\q\addons\custom_server\Missions\privateVars.sqf";
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//diag_log "[blckeagls] Spawning Blue Mission with template = default";
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private["_missionEnabled"];
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_crateLoot = blck_BoxLoot_Blue;
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/*
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You can use a customized loot array if you like. The format is as follows. note that for each category you can give a number or a range.
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_crateLoot = [
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[// Weapons
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["LMG_Zafir_F","150Rnd_762x51_Box_Tracer"]
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],
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[//Magazines
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["10Rnd_93x64_DMR_05_Mag" ,1,4]
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],
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[ // Optics
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["optic_KHS_tan",1,3]
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],
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[// Materials and supplies
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["Exile_Item_CamoTentKit",1,6]
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],
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[//Items
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["Exile_Item_MountainDupe",1,3]
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],
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[ // Backpacks
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["B_OutdoorPack_tan",1,2]
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]
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];
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*/
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_lootCounts = blck_lootCountsBlue;
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/*
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You can use a customized array here if you like; note that you can give a value or a range.
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// values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
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blck_lootCountsOrange = [
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[6,8], // Weapons
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[24,32], // Magazines
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[5,10], // Optics
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[25,35], // materials(cinder etc)
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16, // items (food etc)
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1 // backpacks
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]; // Orange
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*/
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_startMsg = "A group of Bandits was sighted in a nearby sector! Check the Blue marker on your map for the location!";
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_endMsg = "The Sector at the Blue Marker is under survivor control!";
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_markerLabel = "";
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_markerType = ["ELIPSE",[175,175],"GRID"];
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// The mission system supports circular or square mission markers as well as typical Arma icon-style (triangle, dot, flag etc) markers.
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// to have an icon define the map marker as follows:
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// ["mil_triangle",[0,0]];
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// Just replace the icon name with the one you want to spawn.
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_markerColor = "ColorBlue";
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_markerMissionName = "Bandit Patrol";
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_missionLandscapeMode = "random"; // acceptable values are "none","random","precise"
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// _missionLandscape
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// Note that the format for the _missionLandscape is different for the two modes.
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// In random, the objects are randomly arrayed around the mission center.
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// In precise, the objects are spawned as closely as possible to the x,y,z offset from mission center specified.
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// See default2.sqf for an example of the use of precise base objects.
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/*
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private _addedLandscape = ["Land_FoodSacks_01_cargo_brown_F","Land_FoodSacks_01_large_brown_F","Land_FoodSack_01_full_brown_F","Land_PaperBox_01_open_boxes_F",
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"Land_CampingTable_white_F","Land_WoodenPlanks_01_messy_pine_F","Land_CinderBlocks_01_F","Land_WoodenCrate_01_F","Land_WoodenCrate_01_stack_x5_F",
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"Land_BarrelTrash_grey_F","Land_WoodenTable_large_F","Land_BagFence_Short_F","Land_WoodPile_F"]
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*/
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_missionLandscape = [/*"Flag_AAF_F",*/"Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_FieldToilet_F","Campfire_burning_F"]; // list of objects to spawn as landscape
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for "_i" from 1 to 8 do
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{
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_missionLandscape pushBack selectRandom [
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"Land_FoodSacks_01_cargo_brown_F","Land_FoodSacks_01_large_brown_F","Land_FoodSack_01_full_brown_F","Land_PaperBox_01_open_boxes_F",
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"Land_CampingTable_white_F","Land_WoodenPlanks_01_messy_pine_F","Land_CinderBlocks_01_F","Land_WoodenCrate_01_F","Land_WoodenCrate_01_stack_x5_F",
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"Land_BarrelTrash_grey_F","Land_WoodenTable_large_F","Land_BagFence_Short_F","Land_WoodPile_F"
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];
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};
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_missionLootBoxes = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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// when empty, a single loot container will be spawned at the center of the mission.
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// Use this to specify exact spots to spawn crates; see default2.seq for an example.
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//_missionGroups = []; // Not required.
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// When present and empty the mission spawner evaluates the minAI, maxAI, noAIGroups settings
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// When present with values these override the defaults.
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// See default2.sqf for an example of the use of this variable.
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_missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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// when the array is empty this parameter is ignored.
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// You can have vehicles serve as loot containiners by defining them here.
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// see default2.sqf for an example
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_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
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// When the array is empty emplaced (static) weapons will be spawned randomly based on the setings in the configs that specify the number, AI difficulty and type of static weapons.
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// you can specify the location relative to mission center, type of weapon etc.
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// this information overides the defaults that that mission difficulty.
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// See default2.sqf for an example of how one uses this.
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_minNoAI = blck_MinAI_Blue; // Setting this in the mission file overrides the defaults such as blck_MinAI_Blue
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_maxNoAI = blck_MaxAI_Blue; // Setting this in the mission file overrides the defaults
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_noAIGroups = blck_AIGrps_Blue; // Setting this in the mission file overrides the defaults
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_noVehiclePatrols = blck_SpawnVeh_Blue; // Setting this in the mission file overrides the defaults
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_noEmplacedWeapons = blck_SpawnEmplaced_Blue; // Setting this in the mission file overrides the defaults
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// Change _useMines to true/false below to enable mission-specific settings.
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/*
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_useMines = blck_useMines; // Setting this in the mission file overrides the defaults
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_uniforms = blck_SkinList; // Setting this in the mission file overrides the defaults
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_headgear = blck_headgear; // Setting this in the mission file overrides the defaults
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_vests = blck_vests;
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_backpacks = blck_backpacks;
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_weaponList = ["blue"] call blck_fnc_selectAILoadout;
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_sideArms = blck_Pistols;
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_chanceHeliPatrol = blck_chanceHeliPatrolBlue; // Setting this in the mission file overrides the defaults
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_noChoppers = blck_noPatrolHelisBlue;
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_missionHelis = blck_patrolHelisBlue;
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_chancePara = blck_chanceParaBlue; // Setting this in the mission file overrides the defaults
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_noPara = blck_noParaBlue; // Setting this in the mission file overrides the defaults
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_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.
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_paraSkill = "red"; // Choose any skill you like; bump up skill or add AI to justify more valuable loot.
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_chanceLoot = 0.0;
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_paraLoot = blck_BoxLoot_Blue;
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_paraLootCounts = blck_lootCountsRed; // Throw in something more exotic than found at a normal blue mission.
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_spawnCratesTiming = blck_spawnCratesTiming; // Choices: "atMissionSpawnGround","atMissionEndGround","atMissionEndAir".
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// 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.
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// This sets the default value but can be overridden by defining _spawnCrateTiming in the file defining a particular mission.
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_loadCratesTiming = blck_loadCratesTiming; // valid choices are "atMissionCompletion" and "atMissionSpawn";
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// Pertains only to crates spawned at mission spawn.
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// This sets the default but can be overridden for specific missions by defining _loadCratesTiming
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// Examples:
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// To spawn crates at mission start loaded with gear set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionSpawn"
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// To spawn crates at mission start but load gear only after the mission is completed set blck_spawnCratesTiming = "atMissionSpawnGround" && blck_loadCratesTiming = "atMissionCompletion"
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// To spawn crates on the ground at mission completion set blck_spawnCratesTiming = "atMissionEndGround" // Note that a loaded crate will be spawned.
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// To spawn crates in the air and drop them by chutes set blck_spawnCratesTiming = "atMissionEndAir" // Note that a loaded crate will be spawned.
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_endCondition = blck_missionEndCondition; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
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// Setting this in the mission file overrides the defaults
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////_timeOut = -1;
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*/
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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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