acbec34c19
bug fixes, logging removed, more goodness
135 lines
8.4 KiB
Plaintext
135 lines
8.4 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 Green Mission with template = default";
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_crateLoot = blck_BoxLoot_Green;
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_lootCounts = blck_lootCountsGreen;
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_startMsg = "An enemy research center was sighted in a nearby sector! Check the Green marker on your map for the location!";
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_endMsg = "The Sector at the Green Marker is under survivor control!";
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_markerLabel = "";
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_markerType = ["ELIPSE",[225,225],"GRID"];
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_markerColor = "ColorGreen";
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_markerMissionName = "Research Center";
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_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
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_missionLandscape = [
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["Flag_AltisColonial_F",[12.9492,-14.2676,0],0,[true,false]],
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["Land_Research_HQ_F",[-40.4258,-57.4492,-7.15256e-007],0,[true,false]],
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["Land_Research_HQ_F",[79.9063,68.1406,2.38419e-007],0,[true,false]],
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["Land_Research_house_V1_F",[-27.6895,70.9883,0],0,[true,false]],
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["Land_Research_house_V1_F",[-110.166,14.3926,0],0,[true,false]],
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["Land_Research_house_V1_F",[54.5078,-70.8457,0],0,[true,false]],
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["Land_Cargo_Patrol_V1_F",[111.865,11.9375,9.53674e-007],0,[true,false]],
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["Land_Cargo_HQ_V2_F",[-115.473,-44.5977,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-59.6836,-59.5996,-4.76837e-007],0,[true,false]],
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["Land_W_sharpRock_apart",[-81.6973,-42.4082,-4.76837e-007],0,[true,false]],
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["Land_SharpRock_apart",[-96.2168,-5.32031,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[-79.2305,43.4219,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[-50.2344,82.4746,0],0,[true,false]],
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["Land_BluntRock_apart",[3.88281,-71.5488,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[35.8926,-77.5918,0],0,[true,false]],
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["Land_Limestone_01_apart_F",[78.541,-52.3926,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_apart_F",[103.91,-6.88867,0],0,[true,false]],
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["Land_BluntRock_apart",[-11.5586,93.9688,-2.38419e-007],0,[true,false]],
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["Land_W_sharpStone_02",[54.7344,96.7012,0],0,[true,false]],
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["Land_BluntRock_apart",[77.4453,88.8301,-2.38419e-007],0,[true,false]],
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["Land_SharpRock_apart",[104.758,45.668,0],0,[true,false]],
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["Land_Limestone_01_02_F",[99.5117,23.752,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[49.8477,50.0039,0],0,[true,false]],
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["Land_Limestone_01_02_F",[-8.14844,32.2227,4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-35.334,35.1465,-2.38419e-007],0,[true,false]],
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["Land_SharpStone_02",[-28.6523,1.33398,4.76837e-007],0,[true,false]],
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["Land_SharpStone_02",[-58.707,-7.46094,-4.76837e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[64.5078,31.9707,0],0,[true,false]],
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["Land_Limestone_01_02_F",[33.7246,11.5469,0],0,[true,false]],
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["Land_SharpStone_02",[69.4277,-3.20313,0],0,[true,false]],
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["Land_SharpStone_02",[53.7227,-40.1777,-2.38419e-007],0,[true,false]],
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["Land_Limestone_01_02_F",[-6.26563,-46.0996,-4.76837e-007],0,[true,false]]
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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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_missionLootVehicles = []; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
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_missionEmplacedWeapons =
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[
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["B_HMG_01_high_F",[27.8945,100.275,0],0,[true,false]],
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["B_HMG_01_high_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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["B_G_Mortar_01_F",[76.0586,66.9414,-3.1265],0,[true,false]]
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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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_missionGroups =
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[
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//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
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//[[-52.6523,15.8281,-0.00143838],4,6,"Green",4,8],
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//[[-48.6113,-38.877,-0.00143886],4,6,"Green",4,8],
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//[[18.4492,-39.5684,-0.00143838],4,6,"Green",4,8],
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//[[42.6504,31.6621,-0.00143886],4,6,"Green",4,8],
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//[[7.51563,46.4531,-0.001438864],4,6,"Green",4,8],
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[[-8.99219,-11.623,-0.00143838],4,6,"Green",4,8]
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]; // Can be used to define spawn positions of AI patrols
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_missionPatrolVehicles = [
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//[selectRandom blck_AIPatrolVehicles,[27.8945,100.275,0],0,[true,false]],
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//[selectRandom blck_AIPatrolVehicles,[-84.7793,72.2617,9.53674e-007],0,[true,false]],
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[selectRandom blck_AIPatrolVehiclesGreen,[-87.8457,-109.947,7.15256e-007],0,[true,false]]
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]; // can be used to define the spawn positions of vehicle patrols
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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_Green;
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_maxNoAI = blck_MaxAI_Green;
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_noAIGroups = blck_AIGrps_Green;
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_noVehiclePatrols = blck_SpawnVeh_Green;
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_noEmplacedWeapons = blck_SpawnEmplaced_Green;
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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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_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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#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";
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