_group // We only spawned the single group for this mission
];
// Define mission-spawned objects and loot values
_missionObjs =
[
_staticGuns, // We only spawn the static guns
[_vehicle],
[[_crate,_crate_loot_values]]
];
// Define Mission Start message
_msgStart = format["<t color='#FFFF00' size='1.25'>Armed Bandits! </t><br/> A heavily armed bandit group has been spotted, take them out and claim their vehicle!"];
// Define Mission Win message
_msgWIN = format["<t color='#0080ff' size='1.25'>Armed Bandits! </t><br/> Convicts have successfully taken care of the bandit group!"];
// Define Mission Lose message
_msgLOSE = format["<t color='#FF0000' size='1.25'>Armed Bandits! </t><br/> The bandits have taken their vehicle and drove off, no loot today!"];
// Define mission name (for map marker and logging)
_missionName = "Armed Bandits";
// Create Markers
_markers =
[
_pos,
_missionName,
_difficulty
] call DMS_fnc_CreateMarker;
// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
// Check to see if it was added correctly, otherwise delete the stuff
if !(_added) exitWith
{
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)
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];