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/*
Sample mission (duplicate for testing purposes)
*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck1","_wreck2","_wreck3","_vehicle"];
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// For logging purposes
_num = DMS_MissionCount;
// Set mission side (only "bandit" is supported for now)
_side = "bandit";
// find position
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_pos = call DMS_fnc_findSafePos;
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Create AI
// TODO: Spawn AI only when players are nearby
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_AICount = 5 + (round (random 2));
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_group =
[
_pos, // Position of AI
_AICount, // Number of AI
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"hardcore", // "random","hardcore","difficult","moderate", or "easy"
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"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
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_side // "bandit","hero", etc.
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] call DMS_fnc_SpawnAIGroup;
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// Create Crate
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_crate = ["Box_NATO_Wps_F",[(_pos select 0)+2,(_pos select 1)-1,0]] call DMS_fnc_SpawnCrate;
_wreck1 = createVehicle ["Land_CinderBlocks_F",[(_pos select 0) - 10, (_pos select 1),-0.1],[], 0, "CAN_COLLIDE"];
_wreck2 = createVehicle ["Land_Bricks_V1_F",[(_pos select 0) - 5, (_pos select 1),-3.3],[], 0, "CAN_COLLIDE"];
_wreck3 = createVehicle ["Land_Bricks_V1_F",[(_pos select 0) - 13, (_pos select 1),-1],[], 0, "CAN_COLLIDE"];
_vehicle = ["Exile_Car_Zamak",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
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// Set crate loot values
_crate_loot_values =
[
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3, // Weapons
[15,["Exile_Item_WoodWallKit","Exile_Item_WoodWallHalfKit","Exile_Item_WoodDoorwayKit","Exile_Item_WoodDoorKit","Exile_Item_Codelock","Exile_Item_PortableGeneratorKit","Exile_Item_WoodFloorKit","Exile_Item_WoodFloorPortKit"]], // Items
2 // Backpacks
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];
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// Define mission-spawned AI Units
_missionAIUnits =
[
_group // We only spawned the single group for this mission
];
// Define mission-spawned objects and loot values
_missionObjs =
[
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[_wreck1,_wreck2,_wreck3], // No spawned buildings
[_vehicle],
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[[_crate,_crate_loot_values]]
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];
// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'>Construction Site! </t><br/> A group of mercenaries have set up a construction site, clear them out!"];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'>Construction Site! </t><br/> Convicts have successfully demolished the construction site!"];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Construction Site! </t><br/> The mercenaries have dismantled their construction site and escaped!"];
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// Define mission name (for map marker and logging)
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_missionName = "Construction Site";
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// Create Markers
_markers =
[
_pos,
_missionName,
_difficulty
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] call DMS_fnc_CreateMarker;
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// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
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_time = diag_tickTime;
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// Parse and add mission info to missions monitor
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_added =
[
_pos,
[
[
"kill",
_group
],
[
"playerNear",
[_pos,DMS_playerNearRadius]
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]
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],
[
_time,
(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
],
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_missionAIUnits,
_missionObjs,
[_msgWIN,_msgLOSE],
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_markers,
Finally another update... warming up
* NEW CONFIG VALUE: DMS_SpawnMinefieldForEveryMission
* You can now force-spawn an AT mine minefield on every mission with the
above config. These mines will only blow up on Tanks, APCs, and MRAPs
(Ifrits, Hunters, Striders).
* ALL MISSIONS HAVE BEEN EDITED TO MATCH THE NEW STANDARD FOR
DMS_fnc_AddMissionToMonitor. **If you have made any custom missions or
modified any of the current mission scripts, make sure you merge your
changes**!
* Adjusted the placement of the armed car in "bandits" mission. It
should no longer spawn right on the crate.
* Marker and message names for the "foodtransport" mission have been
adjusted.
* Added the AI vehicle to the "mercbase" mission.
* Removed some RPT spam...
* Standardize ATL for DMS_fnc_importFromM3E_Convert
* When revealing a player to AI, the reveal amount will be reduced if
the player has a suppressor.
* DMS_fnc_SetGroupBehavior will now remove all previous waypoints from
the AI group.
* Improved logging message for DMS_fnc_SpawnMinefield. Also, the mine
warning signs should be on a random offset (instead of always spawning
at 0, 90, 180, and 270 degrees)
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_side,
_difficulty,
[]
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] call DMS_fnc_AddMissionToMonitor;
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// Check to see if it was added correctly, otherwise delete the stuff
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if !(_added) exitWith
{
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diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
// Delete AI units and the crate. I could do it in one line but I just made a little function that should work for every mission (provided you defined everything correctly)
_cleanup = [];
{
_cleanup pushBack _x;
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} forEach _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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{
_cleanup pushBack (_x select 0);
} foreach (_missionObjs select 2);
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_cleanup call DMS_fnc_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;} forEach _markers;
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// Reset the mission count
DMS_MissionCount = DMS_MissionCount - 1;
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};
// Notify players
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_msgStart call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
{
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diag_log format ["DMS_DEBUG MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time];
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};