blckeagles-revisited-RC/@GMS/addons/custom_server/Missions/Red/captive1.sqf
Ghostrider-GRG- 0f50530d30 Build 134
See Changelog for details.
2018-06-03 08:33:40 -04:00

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/*
Mission Template by Ghostrider [GRG]
--------------------------
License
--------------------------
All the code and information provided here is provided under an Attribution Non-Commercial ShareAlike 4.0 Commons License.
http://creativecommons.org/licenses/by-nc-sa/4.0/
*/
#include "\q\addons\custom_server\Configs\blck_defines.hpp";
#include "\q\addons\custom_server\Missions\privateVars.sqf";
//diag_log "[blckeagls] Spawning Blue Mission with template = default2";
_crateLoot = blck_BoxLoot_Red;
_lootCounts = blck_lootCountsRed;
_startMsg = "A local Enemy Leader's Camp has been spotted! Capture him and earn a reward!";
_endMsg = "The Leader was captured ! A reward has been sent by survivors";
_assetKilledMsg = "The Leader Was Killed and Bandits Fled with All Loot: Mission Aborted";
_markerLabel = "";
_markerType = ["ELIPSE",[175,175],"GRID"];
_markerColor = "ColorRed";
_markerMissionName = "Capture Leader";
_missionLandscapeMode = "precise"; // acceptable values are "none","random","precise"
_missionLandscape = [
["Flag_AAF_F",[-1.44531,-21.2148,0],0,[true,false]],
["Land_u_Barracks_V2_F",[-3.79102,2.56055,0],0,[true,false]],
["Land_BagBunker_Small_F",[33.8457,18.2461,0],51.9209,[true,false]],
["Land_BagBunker_Small_F",[-30.4336,22.9043,0],321.242,[true,false]],
["Land_BagBunker_Small_F",[-35.3164,-29.9648,0],237.265,[true,false]],
["Land_BagBunker_Small_F",[37.4551,-29.8672,0],128.253,[true,false]],
["Land_BagBunker_Large_F",[-30.4082,-6.65039,0],180,[true,false]],
["Land_BagBunker_Large_F",[-2.81836,19.4668,0],0,[true,false]],
["Land_BagBunker_Large_F",[-2.14063,-18.4355,0],0,[true,false]],
["Land_BagBunker_Large_F",[26.1328,-10.252,0],0,[true,false]],
["Land_HBarrier_Big_F",[-19.707,30.0078,0],0,[true,false]],
["Land_HBarrier_Big_F",[-11.0742,30.209,0],0,[true,false]],
["Land_HBarrier_Big_F",[18.541,31.125,0],0,[true,false]],
["Land_HBarrier_Big_F",[0.0703125,30.6699,0],0,[true,false]],
["Land_HBarrier_Big_F",[8.79102,31.0273,0],0,[true,false]],
["Land_HBarrier_Big_F",[-19.0938,-36.0176,0],0,[true,false]],
["Land_HBarrier_Big_F",[-10.4609,-35.8164,0],0,[true,false]],
["Land_HBarrier_Big_F",[19.1543,-34.9004,0],0,[true,false]],
["Land_HBarrier_Big_F",[0.683594,-35.3555,0],0,[true,false]],
["Land_HBarrier_Big_F",[9.4043,-34.998,0],0,[true,false]],
["Land_HBarrier_Big_F",[-47.6211,19.666,0],91.713,[true,false]],
["Land_HBarrier_Big_F",[-47.6777,11.0313,0],91.713,[true,false]],
["Land_HBarrier_Big_F",[-47.6465,-18.5977,0],91.713,[true,false]],
["Land_HBarrier_Big_F",[-47.5508,-0.123047,0],91.713,[true,false]],
["Land_HBarrier_Big_F",[-47.4531,-8.84961,0],91.713,[true,false]],
["Land_HBarrier_Big_F",[47.5098,-22.1211,0],270.496,[true,false]],
["Land_HBarrier_Big_F",[47.3848,-13.4863,0],270.496,[true,false]],
["Land_HBarrier_Big_F",[46.7246,16.1348,0],270.496,[true,false]],
["Land_HBarrier_Big_F",[47.0195,-2.33789,0],270.496,[true,false]],
["Land_HBarrier_Big_F",[46.7363,6.38477,0],270.496,[true,false]],
["Land_ChairPlastic_F",[-6.06445,10.7129,0],185.284,[true,false]],
["Land_CampingChair_V2_F",[0.222656,8.24219,0],0,[true,false]],
["Campfire_burning_F",[0.591797,9.47266,0],0,[true,false]],
["Land_HBarrier_3_F",[-10.3887,10.209,0],88.6077,[true,false]],
["Land_HBarrier_3_F",[8.12109,10.4063,0],88.6077,[true,false]],
["Land_HBarrier_3_F",[8.17383,13.5781,0],88.6077,[true,false]],
["Land_HBarrier_3_F",[8.11914,16.957,0.0400085],88.6077,[true,false]]
]; // list of objects to spawn as landscape; // list of objects to spawn as landscape
_enemyLeaderConfig =
["I_G_resistanceLeader_F",[-7.83789,13.1465,-0.00143886],126.345,[true,false],
["Acts_B_briefings"], // Use the animation viewer to see other choices: http://killzonekid.com/arma-3-animation-viewer-jumping-animation/
["H_Beret_Colonel"], // array of headgear choices
["U_OrestesBody"] // array of uniform choices
];
_enemyLeaderConfig set[
1, selectRandom [[-7.83789,13.1465,-0.00143886]]
];
// This allows us to place the antagonist to be arrested in one of several random locations.
_missionLootBoxes = [
//["Box_NATO_Wps_F",[3,-3,0],_crateLoot,[4,10,2,5,5,1]], // Standard loot crate with standard loadout
//["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
//["Land_CargoBox_V1_F",[3,4,0],_crateLoot,[0,10,2,5,5,1]]
]; // Parameters are "Box Item Code", array defining the loot to be spawned, and position.
// blck_lootCountsBlue= [4,12,3,6,6,1];
_missionLootVehicles = [
//["I_G_Offroad_01_armed_F",[-8,8,0],_crateLoot,[0,10,2,5,5,1]],
//["I_G_Offroad_01_armed_F",[8,17,0],_crateLoot,[0,10,2,5,5,1]]
]; // Parameters are "vehiclel type", offset relative to mission center, loot array, items to load from each category of the loot array.
// ["B_HMG_01_high_F"/*,"B_GMG_01_high_F","O_static_AT_F"*/];
/*
["B_G_Soldier_AR_F",[-19.5156,25.2598,-0.00143886],0,[true,false]],
["B_G_Soldier_AR_F",[-27.7676,-24.5508,-0.00143886],0,[true,false]],
["B_G_Soldier_AR_F",[32.4883,-23.4609,-0.00143886],0,[true,false]],
["B_G_Soldier_AR_F",[36.6914,12.1836,-0.00143886],0,[true,false]]
*/
_missionGroups =
[
//_x params["_position","_minAI","_maxAI","_skillLevel","_minPatrolRadius","_maxPatrolRadius"];
[[-19.5156,25.2598,-0.00143886],3,3,"Red",10,20],
[[-27.7676,-24.5508,-0.00143886],3,3,"Red",10,20],
[[32.4883,-23.4609,-0.00143886],3,3,"Red",10,20],
[[36.6914,12.1836,-0.00143886],3,3,"Red",10,20]
]; // Can be used to define spawn positions of AI patrols
_missionEmplacedWeapons = [
//["B_HMG_01_high_F",[-10,-15,0]],
//["B_GMG_01_high_F",[10,12,0]],
//["O_static_AT_F",[-10,10,0]]
]; // 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
_missionPatrolVehicles = [
//["B_MRAP_01_hmg_F",[27.8945,100.275,0],0,[true,false]],
//["B_MRAP_01_hmg_F",[-84.7793,72.2617,9.53674e-007],0,[true,false]],
//["B_MRAP_01_gmg_F",[-87.8457,-109.947,7.15256e-007],0,[true,false]]
];
// Change _useMines to true/false below to enable mission-specific settings.
_useMines = blck_useMines;
_minNoAI = blck_MinAI_Red;
_maxNoAI = blck_MaxAI_Red;
_noAIGroups = blck_AIGrps_Red;
_noVehiclePatrols = blck_SpawnVeh_Red;
_noEmplacedWeapons = blck_SpawnEmplaced_Red;
//_uniforms = blck_SkinList;
//_headgear = blck_headgear;
//_chanceReinforcements = blck_chanceParaRed;
//_noPara = blck_noParaRed;
//_chanceHeliPatrol = blck_chanceHeliPatrolRed;
_spawnCratesTiming = "atMissionEndAir";
_endCondition = "assetSecured"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear", "assetSecured"
//_timeOut = -1;
#include "\q\addons\custom_server\Compiles\Missions\GMS_fnc_missionSpawner.sqf";