126 lines
5.6 KiB
Plaintext
126 lines
5.6 KiB
Plaintext
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/*
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This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
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See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
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Note that I exported the mission using the exportAll function of M3EDEN editor.
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*/
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#include "privateVars.sqf";
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_mission = "static mission garrison example"; // Included for additional documentation. Not intended to be spawned as a mission per se.
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_difficulty = "red"; // Skill level of AI (blue, red, green etc)
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_crateLoot = blck_BoxLoot_Orange; // You can use a customized _crateLoot configuration by defining an array here. It must follow the following format shown for a hypothetical loot array called _customLootArray
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/*
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_customLootArray =
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// Loot is grouped as [weapons],[magazines],[items] in order to be able to use the correct function to load the item into the crate later on.
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// Each item consist of the following information ["ItemName",minNum, maxNum] where min is the smallest number added and min+max is the largest number added.
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[
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[// Weapons
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["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]
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],
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[//Magazines
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["10Rnd_93x64_DMR_05_Mag" ,1,5]
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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_MetalScrews",3,10]
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//
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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_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
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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 = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange
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_markerMissionName = "Bad People Live Here";
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_missionLandscapeMode = "precise";
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_markerLabel = "";
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//_markerType = ["ellipse",[200,200],"GRID"];
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// An alternative would be:
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_markerType = ["mil_triangle",[0,0]];
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_markerColor = "Default";
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_missionCenter = [23714.1,18313.4,0];
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_garrisonedBuildings_BuildingPosnSystem = [
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["Land_u_Shop_01_V1_F",[23733.9,18341.2,3.19],[[0,1,0],[0,0,1]],[true,true],"Red",0.67,3,[],10,600]
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];
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_garrisonedBuilding_ASLsystem = [
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["Land_i_House_Big_02_V2_F",[23650.3,18331.9,3.19],[[0,1,0],[0,0,1]],[true,true],"Red",[["B_HMG_01_high_F",[1.43359,3.21875,0.259256],0],["B_GMG_01_high_F",[-2.79102,-5.32813,3.66659],0]],[[[-0.601563,-2.48633,0.260694],0]],600]
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];
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_missionLandscape = [
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// ["Land_i_House_Small_02_V3_F",[23641.6,18274,3.19],[[0,1,0],[0,0,1]],[true,true]],
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// ["Sign_Arrow_Yellow_F",[23681.8,18302.1,3.19],[[0,1,0],[0,0,1]],[true,true]],
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// ["Land_Slum_House03_F",[23736.2,18265.6,3.19],[[0,1,0],[0,0,1]],[true,true]],
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// ["Sign_Sphere100cm_F",[23734.7,18341,3.49308],[[0,1,0],[0,0,1]],[true,true]]
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];
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_aiGroupParameters = [
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// [[23667,18267.7,3.19144],"Red",[3,6],45,600],
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// [[23736.5,18302.4,3.19144],"Red",[3,6],45,600]
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];
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_aiScubaGroupParameters = [
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];
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_vehiclePatrolParameters = [
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// ["B_CTRG_LSV_01_light_F",[23634.3,18302.3,3.19],"Red",75,600],
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// ["B_G_Van_02_transport_F",[23659.5,18299.2,3.19],"Red",75,600],
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// ["O_G_Van_01_transport_F",[23681.9,18303,3.18987],"Red",75,600],
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["B_LSV_01_armed_F",[23798.9,18344.5,3.19],"Red",75,600]
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];
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_airPatrols = [
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// ["B_Heli_Light_01_dynamicLoadout_F",[23699.9,18290.7,3.19],"Red",1700,600]
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];
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_missionEmplacedWeapons = [
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// ["B_HMG_01_F",[23686.1,18338.7,3.19],"Red",0,600]
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];
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_submarinePatrolParameters = [
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];
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_missionLootBoxes = [
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// [selectRandom blck_crateTypes,[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts],
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//["Box_FIA_Ammo_F",[23653.6,18333.1,3.44926],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
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["Box_FIA_Ammo_F",[23729.4,18298.2,3.19],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts]
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];
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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; note that these values are ignored of you specify AI patrols in the array below.
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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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_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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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = blck_useMines; // Set to false if you have vehicles patrolling nearby.
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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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_vests = blck_vests; // You can replace this list with a custom list of vests.
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_backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
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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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_sideArms = blck_pistols; // You can replace this list with a custom list of sidearms.
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#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf";
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diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty]; |