blckeagles-revisited-RC/@GMS/addons/custom_server/Missions/Static/missions/garrison.sqf
Chris Cardozo de1c065f5e Build 153
2018-10-14 13:21:56 -04:00

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/*
This is a simple mission using precisely placed loot crates and infantry, static weapons and vehicle patrols.
See the accompanying example mission in the exampleMission folder to get an idea how I laid this out.
Note that I exported the mission using the exportAll function of M3EDEN editor.
*/
#include "privateVars.sqf";
_mission = "static mission garrison example"; // Included for additional documentation. Not intended to be spawned as a mission per se.
_difficulty = "red"; // Skill level of AI (blue, red, green etc)
_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
/*
_customLootArray =
// 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.
// 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.
[
[// Weapons
["srifle_DMR_06_olive_F","20Rnd_762x51_Mag"]
],
[//Magazines
["10Rnd_93x64_DMR_05_Mag" ,1,5]
],
[ // Optics
["optic_KHS_tan",1,3]
],
[// Materials and supplies
["Exile_Item_MetalScrews",3,10]
//
],
[//Items
["Exile_Item_MountainDupe",1,3]
],
[ // Backpacks
["B_OutdoorPack_tan",1,2]
]
];
*/
_lootCounts = blck_lootCountsRed; // You can use a customized set of loot counts or one that is predefined but it must follow the following format:
// values are: number of things from the weapons, magazines, optics, materials(cinder etc), items (food etc) and backpacks arrays to add, respectively.
// blck_lootCountsOrange = [[6,8],[24,32],[5,10],[25,35],16,1]; // Orange
_markerMissionName = "Bad People Live Here";
_missionLandscapeMode = "precise";
_markerLabel = "";
//_markerType = ["ellipse",[200,200],"GRID"];
// An alternative would be:
_markerType = ["mil_triangle",[0,0]];
_markerColor = "Default";
_missionCenter = [23714.1,18313.4,0];
_garrisonedBuildings_BuildingPosnSystem = [
["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]
];
_garrisonedBuilding_ASLsystem = [
["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]
];
_missionLandscape = [
// ["Land_i_House_Small_02_V3_F",[23641.6,18274,3.19],[[0,1,0],[0,0,1]],[true,true]],
// ["Sign_Arrow_Yellow_F",[23681.8,18302.1,3.19],[[0,1,0],[0,0,1]],[true,true]],
// ["Land_Slum_House03_F",[23736.2,18265.6,3.19],[[0,1,0],[0,0,1]],[true,true]],
// ["Sign_Sphere100cm_F",[23734.7,18341,3.49308],[[0,1,0],[0,0,1]],[true,true]]
];
_aiGroupParameters = [
// [[23667,18267.7,3.19144],"Red",[3,6],45,600],
// [[23736.5,18302.4,3.19144],"Red",[3,6],45,600]
];
_aiScubaGroupParameters = [
];
_vehiclePatrolParameters = [
// ["B_CTRG_LSV_01_light_F",[23634.3,18302.3,3.19],"Red",75,600],
// ["B_G_Van_02_transport_F",[23659.5,18299.2,3.19],"Red",75,600],
// ["O_G_Van_01_transport_F",[23681.9,18303,3.18987],"Red",75,600],
["B_LSV_01_armed_F",[23798.9,18344.5,3.19],"Red",75,600]
];
_airPatrols = [
// ["B_Heli_Light_01_dynamicLoadout_F",[23699.9,18290.7,3.19],"Red",1700,600]
];
_missionEmplacedWeapons = [
// ["B_HMG_01_F",[23686.1,18338.7,3.19],"Red",0,600]
];
_submarinePatrolParameters = [
];
_missionLootBoxes = [
// [selectRandom blck_crateTypes,[22893,16766.8,6.31652],[[0,1,0],[0,0,1]],[true,false], _crateLoot, _lootCounts],
//["Box_FIA_Ammo_F",[23653.6,18333.1,3.44926],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts],
["Box_FIA_Ammo_F",[23729.4,18298.2,3.19],[[0,1,0],[0,0,1]],[true,false],_crateLoot,_lootCounts]
];
_minNoAI = blck_MinAI_Red; // Modify as needed
_maxNoAI = blck_MaxAI_Red; // Modify as needed.
_noAIGroups = blck_AIGrps_Red; // Modify as needed; note that these values are ignored of you specify AI patrols in the array below.
_noVehiclePatrols = blck_SpawnVeh_Red; // Modified as needed; can be a numberic value (e.g. 3) or range presented as [2,4];
_aircraftTypes = blck_patrolHelisRed; // You can use one of the pre-defined lists in blck_configs or your own custom array.
_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];
// Change _useMines to true/false below to enable mission-specific settings.
_useMines = blck_useMines; // Set to false if you have vehicles patrolling nearby.
_uniforms = blck_SkinList; // You can replace this list with a custom list of uniforms if you like.
_headgear = blck_headgear; // You can replace this list with a custom list of headgear.
_vests = blck_vests; // You can replace this list with a custom list of vests.
_backpacks = blck_backpacks; // You can replace this list with a custom list of backpacks.
_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.
_sideArms = blck_pistols; // You can replace this list with a custom list of sidearms.
#include "\q\addons\custom_server\Missions\Static\Code\GMS_fnc_sm_initializeMission.sqf";
diag_log format["[blckeagls static missions] COMPLETED initializing middions %1 position at %2 difficulty %3",_mission,_missionCenter,_difficulty];