157dcfad5d
Also updated debugging info to give more flexibility as to the level of info logged and remove some unnecessary logging.
52 lines
2.8 KiB
Plaintext
52 lines
2.8 KiB
Plaintext
/*
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Mission Compositions by Bill prepared for DBD Clan
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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"];
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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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_uniforms = blck_SkinList;
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_headgear = blck_headgear;
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_chanceReinforcements = 0.9999;
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_noPara = 3; //blck_reinforcementsBlue select 1;
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_chanceHeliPatrol = 0;
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_chanceLoot = 0.9999;
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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", "playerNear"
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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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