DMS_Exile/@ExileServer/addons/a3_dms/missions/mission1.sqf

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/*
Sample mission
Created by Defent and eraser1
Called from DMS_selectMission
*/
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added"];
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// For logging purposes
_num = DMS_MissionCount;
// Set mission side (only "bandit" is supported for now)
_side = "bandit";
// find position
_pos = call DMS_findSafePos;
// Set general mission difficulty
_difficulty = "moderate";
// Create AI
// TODO: Spawn AI only when players are nearby
_AICount = 6 + (round (random 2));
_group =
[
_pos, // Position of AI
_AICount, // Number of AI
"random", // "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.
] call DMS_SpawnAIGroup;
// Create Crate
_crate = ["Box_NATO_Wps_F",_pos] call DMS_SpawnCrate;
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// Set crate loot values
_crate_loot_values =
[
5, // Weapons
10, // Items
3 // Backpacks
];
// Define mission-spawned AI Units
_missionAIUnits =
[
_group // We only spawned the single group for this mission
];
// Define mission-spawned objects and loot values
_missionObjs =
[
[], // No spawned buildings
[_crate],
_crate_loot_values
];
// Define Mission Start message
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_msgStart = format["A group of mercenaries has been spotted at %1! Kill them and take their equipment!",mapGridPosition _pos];
// Define Mission Win message
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_msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos];
// Define Mission Lose message
_msgLOSE = format["The mercenaries are no longer at %1!",mapGridPosition _pos];
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// Define mission name (for map marker and logging)
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_missionName = "Mercenary Group";
// Create Markers
_markers =
[
_pos,
_missionName,
_difficulty
] call DMS_CreateMarker;
// 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;
// Parse and add mission info to missions monitor
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_added =
[
_pos,
[
[
"kill",
_group
],
[
"playerNear",
[_pos,DMS_playerNearRadius]
]
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],
[
_time,
(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
],
_missionAIUnits,
_missionObjs,
[_msgWIN,_msgLOSE],
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_markers,
_side
] call DMS_AddMissionToMonitor;
// Check to see if it was added correctly, otherwise delete the stuff
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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)
_cleanup = [];
{
_cleanup pushBack _x;
false;
} count _missionAIUnits;
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
_cleanup call DMS_CleanUp;
// Delete the markers directly
{deleteMarker _x;false;} count _markers;
// Reset the mission count
DMS_MissionCount = DMS_MissionCount - 1;
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};
// Notify players
_msgStart call DMS_BroadcastMissionStatus;
if (DMS_DEBUG) then
{
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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};