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/*
Sample mission
Created by Defent and eraser1
Called from DMS_selectMission
*/
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate2", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added"];
// For logging purposes
_num = DMS_MissionCount;
// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// find position
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_pos = [10,100] call DMS_fnc_findSafePos;
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// Set general mission difficulty
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_difficulty = "moderate";
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// Create AI
// TODO: Spawn AI only when players are nearby
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_AICount = 7 + (round (random 2));
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_group =
[
_pos, // Position of AI
_AICount, // Number of AI
"random", // "random","hardcore","difficult","moderate", or "easy"
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
_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] call DMS_fnc_SpawnCrate;
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// Set crate loot values
_crate_loot_values =
[
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8, // Weapons
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5, // Items
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2 // Backpacks
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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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[],
[],
[[_crate,_crate_loot_values]]
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];
// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'>Lost Battalion! </t><br/> A battalion of soldiers have gotten lost in convict land! Eliminate them!"];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'>Lost Battalion! </t><br/> Convicts have successfully eliminated the lost battalion!"];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Lost Battalion! </t><br/> Whittlesey escaped with his Lost Battalion!"];
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// Define mission name (for map marker and logging)
_missionName = "Lost Battalion";
// 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)
_time = diag_tickTime;
// Parse and add mission info to missions monitor
_added =
[
_pos,
[
[
"kill",
_group
],
[
"playerNear",
[_pos,DMS_playerNearRadius]
]
],
[
_time,
(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
],
_missionAIUnits,
_missionObjs,
[_msgWIN,_msgLOSE],
_markers,
_side
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] call DMS_fnc_AddMissionToMonitor;
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// 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)
_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;
};
// Notify players
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_msgStart call DMS_fnc_BroadcastMissionStatus;
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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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};