145 lines
7.0 KiB
Plaintext
145 lines
7.0 KiB
Plaintext
/*
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Mission Template by Ghostrider [GRG]
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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 = default2";
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_crateLoot = blck_BoxLoot_Blue;
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_lootCounts = blck_lootCountsBlue;
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_startMsg = "A local Mafia Don has been spotted! Capture him and earn a reward!";
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_endMsg = "The Maria Don was captured and the area is under survivor control!";
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_assetKilledMsg = "Enemy Leader Killed and Bandits Fled with All Loot: Mission Aborted";
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_markerLabel = "";
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_markerType = ["ELIPSE",[175,175],"GRID"];
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_markerColor = "ColorBlue";
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_markerMissionName = "Capture Don";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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["Flag_AAF_F",[-1.44531,-21.2148,0],0,[true,false]],
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["Land_BagBunker_Small_F",[33.8457,18.2461,0],51.9209,[true,false]],
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["Land_BagBunker_Small_F",[-30.4336,22.9043,0],321.242,[true,false]],
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["Land_BagBunker_Small_F",[-35.3164,-29.9648,0],237.265,[true,false]],
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["Land_BagBunker_Small_F",[37.4551,-29.8672,0],128.253,[true,false]],
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["Land_BagBunker_Large_F",[-30.4082,-6.65039,0],180,[true,false]],
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["Land_BagBunker_Large_F",[-2.81836,19.4668,0],0,[true,false]],
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["Land_BagBunker_Large_F",[-2.14063,-18.4355,0],0,[true,false]],
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["Land_BagBunker_Large_F",[26.1328,-10.252,0],0,[true,false]],
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["Land_HBarrier_Big_F",[-19.707,30.0078,0],0,[true,false]],
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["Land_HBarrier_Big_F",[-11.0742,30.209,0],0,[true,false]],
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["Land_HBarrier_Big_F",[18.541,31.125,0],0,[true,false]],
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["Land_HBarrier_Big_F",[0.0703125,30.6699,0],0,[true,false]],
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["Land_HBarrier_Big_F",[8.79102,31.0273,0],0,[true,false]],
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["Land_HBarrier_Big_F",[-19.0938,-36.0176,0],0,[true,false]],
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["Land_HBarrier_Big_F",[-10.4609,-35.8164,0],0,[true,false]],
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["Land_HBarrier_Big_F",[19.1543,-34.9004,0],0,[true,false]],
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["Land_HBarrier_Big_F",[0.683594,-35.3555,0],0,[true,false]],
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["Land_HBarrier_Big_F",[9.4043,-34.998,0],0,[true,false]],
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["Land_HBarrier_Big_F",[-47.6211,19.666,0],91.713,[true,false]],
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["Land_HBarrier_Big_F",[-47.6777,11.0313,0],91.713,[true,false]],
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["Land_HBarrier_Big_F",[-47.6465,-18.5977,0],91.713,[true,false]],
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["Land_HBarrier_Big_F",[-47.5508,-0.123047,0],91.713,[true,false]],
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["Land_HBarrier_Big_F",[-47.4531,-8.84961,0],91.713,[true,false]],
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["Land_HBarrier_Big_F",[47.5098,-22.1211,0],270.496,[true,false]],
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["Land_HBarrier_Big_F",[47.3848,-13.4863,0],270.496,[true,false]],
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["Land_HBarrier_Big_F",[46.7246,16.1348,0],270.496,[true,false]],
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["Land_HBarrier_Big_F",[47.0195,-2.33789,0],270.496,[true,false]],
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["Land_HBarrier_Big_F",[46.7363,6.38477,0],270.496,[true,false]],
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["Land_ChairPlastic_F",[-6.06445,10.7129,0],185.284,[true,false]],
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["Land_CampingChair_V2_F",[0.222656,8.24219,0],0,[true,false]],
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["Campfire_burning_F",[0.591797,9.47266,0],0,[true,false]],
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["Land_HBarrier_3_F",[-10.3887,10.209,0],88.6077,[true,false]],
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["Land_HBarrier_3_F",[8.12109,10.4063,0],88.6077,[true,false]],
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["Land_HBarrier_3_F",[8.17383,13.5781,0],88.6077,[true,false]],
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["Land_HBarrier_3_F",[8.11914,16.957,0.0400085],88.6077,[true,false]]
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]; // list of objects to spawn as landscape; // list of objects to spawn as landscape
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_buildings = [
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"Land_Cargo_HQ_V4_F",
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"Land_Cargo_HQ_V1_F",
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"Land_Cargo_HQ_V2_F",
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"Land_Cargo_HQ_V3_F",
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"Land_Cargo_Tower_V1_F",
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"Land_Cargo_Tower_V2_F",
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"Land_Cargo_Tower_V3_F",
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"Land_Cargo_Tower_V4_Fv",
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"Land_BagBunker_01_large_green_F"
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];
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_enemyLeaderConfig =
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["I_G_resistanceLeader_F", // select 0
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[-7.83789,13.1465,-0.00143886], // select 1
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126.345, // select 2
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[true,false], // select 3
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["Acts_B_briefings"], // Use the animation viewer to see other choices: http://killzonekid.com/arma-3-animation-viewer-jumping-animation/
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["H_Beret_Colonel"], // array of headgear choices
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["U_OrestesBody"], // array of uniform choices
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[selectRandom _buildings,[-3.79102,2.56055,0],0,[true,false]]
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];
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_enemyLeaderConfig set[
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1, selectRandom [[-7.83789,13.1465,-0.00143886]]
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];
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// This allows us to place the antagonist to be arrested in one of several random locations.
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_missionLootBoxes = [
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//["Box_NATO_Wps_F",[3,-3,0],_crateLoot,[4,10,2,5,5,1]], // Standard loot crate with standard loadout
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//["Land_PaperBox_C_EPOCH",[-4,-3,0],_crateLoot,[0,0,0,10,10,3]], // No Weapons, Magazines, or optics; 10 each construction supplies and food/drink items, 3 backpacks
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//["Land_CargoBox_V1_F",[3,4,0],_crateLoot,[0,10,2,5,5,1]]
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]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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// blck_lootCountsBlue= [4,12,3,6,6,1];
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_missionLootVehicles = [
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//["I_G_Offroad_01_armed_F",[-8,8,0],_crateLoot,[0,10,2,5,5,1]],
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//["I_G_Offroad_01_armed_F",[8,17,0],_crateLoot,[0,10,2,5,5,1]]
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]; // Parameters are "vehiclel type", offset relative to mission center, loot array, items to load from each category of the loot array.
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// ["B_HMG_01_high_F"/*,"B_GMG_01_high_F","O_static_AT_F"*/];
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/*
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["B_G_Soldier_AR_F",[-19.5156,25.2598,-0.00143886],0,[true,false]],
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["B_G_Soldier_AR_F",[-27.7676,-24.5508,-0.00143886],0,[true,false]],
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["B_G_Soldier_AR_F",[32.4883,-23.4609,-0.00143886],0,[true,false]],
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["B_G_Soldier_AR_F",[36.6914,12.1836,-0.00143886],0,[true,false]]
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*/
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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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[[-19.5156,25.2598,-0.00143886],3,3,"Blue",10,20],
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[[-27.7676,-24.5508,-0.00143886],3,3,"Blue",10,20],
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[[32.4883,-23.4609,-0.00143886],3,3,"Blue",10,20],
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[[36.6914,12.1836,-0.00143886],3,3,"Blue",10,20]
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]; // Can be used to define spawn positions of AI patrols
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_missionEmplacedWeapons = [
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//["B_HMG_01_high_F",[-10,-15,0]],
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//["B_GMG_01_high_F",[10,12,0]],
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//["O_static_AT_F",[-10,10,0]]
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]; // can be used to define the type and precise placement of static weapons [["wep",[1,2,3]] /*loc 1*/, [2,3,4] /*loc 2*/]; if blank random locations will be used
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_missionPatrolVehicles = [
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//["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]],
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//["B_MRAP_01_hmg_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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//["B_MRAP_01_gmg_F",[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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];
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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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_minNoAI = blck_MinAI_Blue;
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_maxNoAI = blck_MaxAI_Blue;
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_noAIGroups = blck_AIGrps_Blue;
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_noVehiclePatrols = blck_SpawnVeh_Blue;
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_noEmplacedWeapons = blck_SpawnEmplaced_Blue;
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//_uniforms = blck_SkinList;
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//_headgear = blck_headgear;
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_chanceReinforcements = blck_chanceParaBlue;
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_noPara = blck_noParaBlue;
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_chanceHeliPatrol = 0;
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_spawnCratesTiming = "atMissionEndAir";
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_endCondition = "assetSecured"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear", "assetSecured"
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//_timeOut = -1;
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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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