64 lines
3.4 KiB
Plaintext
64 lines
3.4 KiB
Plaintext
/*
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Mission Template by Ghostrider-DbD-
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Mission Compositions by Bill prepared for DBD Clan
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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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private ["_markerLabel","_endMsg","_startMsg","_lootCounts","_crateLoot","_markerMissionName","_missionLandscapeMode","_missionLandscape",
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"_missionLootBoxes","_missionLootVehicles","_missionEmplacedWeapons","_minNoAI","_maxNoAI","_noAIGroups","_noVehiclePatrols","_noEmplacedWeapons",
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"_uniforms","_headgear","_chanceReinforcements","_noPara","_chanceHeliPatrol","_endCondition","_chanceHeliLootDropped","_chanceLoot","_markerColor","_markerType","_useMines"];
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//diag_log "[blckeagls] Spawning Blue Mission with template = default";
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private["_missionEnabled"];
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_crateLoot = blck_BoxLoot_Blue;
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_lootCounts = blck_lootCountsBlue;
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_startMsg = "A group of Bandits was sighted in a nearby sector! Check the Blue marker on your map for the location!";
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_endMsg = "The Sector at the Blue Marker is under survivor control!";
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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 = "Bandit Patrol";
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_missionLandscapeMode = "random"; // acceptable values are "none","random","precise"
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_missionLandscape = ["Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_WoodPile_F","Land_BagFence_Short_F","Land_FieldToilet_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_TentDome_F","Land_CargoBox_V1_F","Land_CargoBox_V1_F"]; // 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 = []; // 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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_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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// Change _useMines to true/false below to enable mission-specific settings.
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_useMines = blck_useMines;
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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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_chanceReinforcements = 0; //blck_reinforcementsBlue select 0;
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_noPara = 2; //blck_reinforcementsBlue select 1;
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_chanceHeliPatrol = 0;//blck_reinforcementsBlue select 2;
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_chanceLoot = 0.992; //blck_reinforcementsBlue select 3;
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private["_weap","_mags","_backpacks","_optics","_loadout","_reinforcementLootCounts"];
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_weap = 3 + floor(random(4));
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_mags = 8 + floor(random(6));
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_backpacks = 1 + floor(random(2));
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_optics = 1 + floor(random(6));
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_loadout = 1 + floor(random(3));
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_reinforcementLootCounts = [_weap,_mags,_optics,0,0,_backpacks];
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////diag_log format["blueDefault:: _chanceReinforcements = %1 and _chanceLoot = %2", _chanceReinforcements, _chanceLoot];
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////diag_log format["blueDefault:: default reinforcement settings are %1",blck_reinforcementsBlue];
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_endCondition = "playerNear"; // Options are "allUnitsKilled", "playerNear", "allKilledOrPlayerNear"
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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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