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@ -4,7 +4,7 @@ class CfgPatches
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{
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units[] = {};
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weapons[] = {};
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a3_DMS_version = "May 6, 2016 (TEST)";
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a3_DMS_version = "May 12, 2016 (TEST)";
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requiredVersion = 1.36;
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requiredAddons[] = {"exile_client","exile_server_config"};
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};
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288
@ExileServer/addons/a3_dms/missions/static/occupation.sqf
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288
@ExileServer/addons/a3_dms/missions/static/occupation.sqf
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@ -0,0 +1,288 @@
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/*
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"Occupation" static mission for Altis, Chernarus, Namalsk and Taviana
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Created by second_coming
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*/
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private["_wp","_wp2","_wp3"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// Default config is for Chernarus
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_pos = [3810,8887,0];
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_missionName = "Vybor Occupation";
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_msgStart = ['#FFFF00',"Vybor is under martial law! There are reports they have a large weapon cache..."];
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_msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Vybor and secured the cache!"];
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_msgLOSE = ['#FF0000',"The troops have left Vybor, taking the cache with them..."];
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if (worldName == 'Altis') then
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{
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_pos = [12571,14337,0];
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_missionName = "Neochori Occupation";
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_msgStart = ['#FFFF00',"Neochori is under martial law! There are reports they have a large weapon cache..."];
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_msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Neochori and secured the cache!"];
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_msgLOSE = ['#FF0000',"The troops have left Neochori, taking the cache with them..."];
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};
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if (worldName == 'Taviana') then
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{
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_pos = [14000,12220,0];
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_missionName = "Solibor Occupation";
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_msgStart = ['#FFFF00',"Solibor is under martial law! There are reports they have a large weapon cache..."];
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_msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Solibor and secured the cache!"];
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_msgLOSE = ['#FF0000',"The troops have left Solibor, taking the cache with them..."];
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};
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if (worldName == 'Namalsk') then
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{
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_pos = [3926,7523,0];
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_missionName = "Norinsk Occupation";
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_msgStart = ['#FFFF00',"Norinsk is under martial law! There are reports they have a large weapon cache..."];
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_msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Norinsk and secured the cache!"];
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_msgLOSE = ['#FF0000',"The troops have left Norinsk, taking the cache with them..."];
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};
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diag_log text "[DMS]: Town Occupation Mission Started";
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_sc_xpos = _pos select 0;
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_sc_ypos = _pos select 1;
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if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Create AI
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_AICount = 27;
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_group1Count = ceil(_AICount/3);
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_group2Count = ceil(_AICount/3);
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_group3Count = ceil(_AICount/3);
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get AI to defend the position
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_group = [_pos, _group1Count, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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[ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["building", 200];
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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_y = _x;
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_spawnPosition = _highest;
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_i = _buildingPositions find _spawnPosition;
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_wp = _group addWaypoint [_spawnPosition,0] ;
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_wp setWaypointFormation "Column";
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_wp setWaypointBehaviour "AWARE";
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_wp setWaypointCombatMode "RED";
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_wp setWaypointCompletionRadius 1;
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_wp waypointAttachObject _y;
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_wp setwaypointHousePosition _i;
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_wp setWaypointType "MOVE";
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};
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} foreach _buildings;
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if(count _buildings > 0 ) then
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{
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_wp setWaypointType "CYCLE";
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_group2 = [ _pos, _group2Count, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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[ _group2,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["building", 100];
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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_y = _x;
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_spawnPosition = _highest;
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_i = _buildingPositions find _spawnPosition;
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_wp2 = _group2 addWaypoint [_spawnPosition,0] ;
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_wp2 setWaypointFormation "Column";
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_wp2 setWaypointBehaviour "AWARE";
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_wp2 setWaypointCombatMode "RED";
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_wp2 setWaypointCompletionRadius 1;
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_wp2 waypointAttachObject _y;
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_wp2 setwaypointHousePosition _i;
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_wp2 setWaypointType "MOVE";
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};
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} foreach _buildings;
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if(count _buildings > 0 ) then
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{
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_wp2 setWaypointType "CYCLE";
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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_group3 = [_pos, _group3Count, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
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[ _group3,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
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_buildings = _pos nearObjects ["building", 100];
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{
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_buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
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if(count _buildingPositions > 0) then
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{
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_y = _x;
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// Find Highest Point
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_highest = [0,0,0];
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{
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if(_x select 2 > _highest select 2) then
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{
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_highest = _x;
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};
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} foreach _buildingPositions;
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_spawnPosition = _highest;
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_i = _buildingPositions find _spawnPosition;
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_wp3 = _group2 addWaypoint [_spawnPosition,0] ;
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_wp3 setWaypointFormation "Column";
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_wp3 setWaypointBehaviour "AWARE";
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_wp3 setWaypointCombatMode "RED";
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_wp3 setWaypointCompletionRadius 1;
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_wp3 waypointAttachObject _y;
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_wp3 setwaypointHousePosition _i;
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_wp3 setWaypointType "MOVE";
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};
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} foreach _buildings;
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if(count _buildings > 0 ) then
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{
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_wp3 setWaypointType "CYCLE";
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};
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Get the AI to shut the fuck up :)
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enableSentences false;
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enableRadio false;
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// Create Crate
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_crate = ["I_CargoNet_01_ammo_F",_pos] call DMS_fnc_SpawnCrate;
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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[_group,_group2,_group3]
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];
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// Define the group reinforcements
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_groupReinforcementsInfo = [];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[_missionAIUnits], // armed AI vehicle and static gun(s). Note, we don't add the base itself because we don't want to delete it and respawn it if the mission respawns.
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[],
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[[_crate,[30 + (random 20),100 + (random 40),15 + (random 5)]]] // weapons,items,backpacks
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];
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// Create Markers
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_markers =
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[
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_pos,
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_missionName,
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_difficulty
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] call DMS_fnc_CreateMarker;
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(_markers select 1) setMarkerSize [500,500];
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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 =
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[
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_pos,
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[
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[
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"kill",
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[_group,_group2,_group3]
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],
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[
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"playerNear",
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[_pos,100]
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]
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],
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_groupReinforcementsInfo,
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[
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_time,
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DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
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],
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_missionAIUnits,
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_missionObjs,
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[_missionName,_msgWIN,_msgLOSE],
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_markers,
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_side,
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_difficulty,
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[[],[]]
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] call DMS_fnc_AddMissionToMonitor_Static;
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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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{
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diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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_cleanup = [];
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{
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_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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{
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_cleanup pushBack (_x select 0);
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} 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
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DMS_MissionCount = DMS_MissionCount - 1;
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};
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// Notify players
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[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
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(format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
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@ -97,7 +97,7 @@ if ((!isNull _playerObj) && {(_playerUID != "") && {_playerObj isKindOf "Exile_U
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{
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// Change message for players when they're actually LOSING poptabs
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_msgType = "notificationRequest";
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_msgParams = ["Whoops",[format ["Lost %1 poptabs from running over a %2 AI!",abs _moneyChange,_AIType]]];
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_msgParams = ["Whoops",[format ["Lost %1 poptabs for killing %2 AI!",abs _moneyChange,_AIType]]]; //changed wording, negative result is not necessarily a roadkill
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// With the error message the money value won't be updated on the client, so I just directly PVC the value.
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ExileClientPlayerMoney = _playerMoney;
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};
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// Unit name
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_unit setName format["[DMS %1 %2 %3]",toUpper _side,_class,floor(random 1000)];
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//_unit setName format["[DMS %1 %2 %3]",toUpper _side,_class,floor(random 1000)];
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if (_customGearSet isEqualTo []) then
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{
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