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New missions.
Things.
This commit is contained in:
parent
baff70830d
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@ -2,7 +2,7 @@
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Sample mission (duplicate for testing purposes)
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added"];
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_vehicle"];
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// For logging purposes
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_num = DMS_MissionCount;
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@ -17,7 +17,7 @@ _pos = call DMS_fnc_findSafePos;
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// Set general mission difficulty
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_difficulty = "easy";
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_difficulty = "moderate";
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// Create AI
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@ -36,6 +36,7 @@ _group =
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// Create Crate
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_crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_vehicle = ["Exile_Car_Offroad_Armed_Guerilla01",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
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// Set crate loot values
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_crate_loot_values =
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@ -56,21 +57,21 @@ _missionAIUnits =
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_missionObjs =
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[
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[], // No spawned buildings
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[],
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[_vehicle],
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[[_crate,_crate_loot_values]]
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];
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// 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];
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_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!"];
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// Define Mission Win message
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_msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos];
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_msgWIN = format["<t color='#0080ff' size='1.25'>Armed Bandits! </t><br/> Convicts have successfully taken care of the bandit group!"];
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// Define Mission Lose message
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_msgLOSE = format["The mercenaries are no longer at %1!",mapGridPosition _pos];
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Armed Bandits! </t><br/> The bandits have taken their vehicle and drove off, no loot today!"];
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// Define mission name (for map marker and logging)
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_missionName = "Mercenary Group";
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_missionName = "Armed Bandits";
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// Create Markers
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_markers =
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@ -72,15 +72,14 @@ _missionObjs =
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[[_crate1,_crate_loot_values1],[_crate2,_crate_loot_values2]]
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];
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// Define Mission Start message
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_msgStart = format["A Bauhaus truck has crashed and lost all its building supplies, get there quickly!"];
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_msgStart = format["<t color='#FFFF00' size='1.25'>Bauhaus Truck </t><br/> A Bauhaus truck has crashed and lost all its building supplies, get there quickly!"];
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// Define Mission Win message
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_msgWIN = format["Convicts have successfully claimed the crashed Buahaus truck %1!"];
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_msgWIN = format["<t color='#0080ff' size='1.25'>Bauhaus Truck </t><br/> Convicts have successfully claimed the crashed Buahaus truck!"];
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// Define Mission Lose message
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_msgLOSE = format["The Bauhause truck has been repaired and escaped!"];
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Bauhaus Truck! </t><br/> The Bauhause truck has been repaired and escaped!"];
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// Define mission name (for map marker and logging)
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_missionName = "Bauhaus Truck";
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153
@ExileServer/addons/a3_dms/missions/beertransport.sqf
Normal file
153
@ExileServer/addons/a3_dms/missions/beertransport.sqf
Normal file
@ -0,0 +1,153 @@
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/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
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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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// 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 = "difficult";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 3 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"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.
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] call DMS_fnc_SpawnAIGroup;
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// Create Crates
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_wreck = createVehicle ["Land_Wreck_Van_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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// Set crate loot values
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_crate_loot_values1 =
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[
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8, // Weapons
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[10,["Exile_Item_Beer"]], // Items
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1 // Backpacks
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];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[_wreck],
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[],
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[[_crate1,_crate_loot_values1]]
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];
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// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'>Beer transport! </t><br/> A transport truck carrying beer and guns is being robbed, stop the robbers and steal the loot!"];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'>Beer transport! </t><br/> Convicts have successfully claimed all of the beer and guns. 'Murica."];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Beer transport! </t><br/> The robbers have taken off with all the beer and all the guns, what a travesty!"];
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// Define mission name (for map marker and logging)
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_missionName = "Beer & Guns Truck";
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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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// 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
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius]
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]
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],
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[
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_time,
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(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
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],
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_missionAIUnits,
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_missionObjs,
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[_msgWIN,_msgLOSE],
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_markers,
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_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
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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_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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// 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)
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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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_msgStart call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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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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};
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153
@ExileServer/addons/a3_dms/missions/behindenemylines.sqf
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153
@ExileServer/addons/a3_dms/missions/behindenemylines.sqf
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@ -0,0 +1,153 @@
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/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
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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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// 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 = "easy";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 2 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"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.
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] call DMS_fnc_SpawnAIGroup;
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// Create Crates
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_wreck = createVehicle ["Land_BagBunker_Tower_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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// Set crate loot values
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_crate_loot_values1 =
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[
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5, // Weapons
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3, // Items
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2 // Backpacks
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];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[_wreck],
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[],
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[[_crate1,_crate_loot_values1]]
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];
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// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'>Enemy Bunker! </t><br/> A team of soldiers have set up a bunker inside convict land. Rid them from this place!"];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'>Enemy Bunker! </t><br/> Convicts have successfully taken care of the enemies and their bunker!"];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Enemy Bunker! </t><br/> The soldiers became impatient and have escaped the area!"];
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// Define mission name (for map marker and logging)
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_missionName = "Enemy Bunker";
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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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// 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
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius]
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]
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],
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[
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_time,
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(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
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],
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_missionAIUnits,
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_missionObjs,
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[_msgWIN,_msgLOSE],
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_markers,
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_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
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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_AddMissionToMonitor! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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// 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)
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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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_msgStart call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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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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};
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153
@ExileServer/addons/a3_dms/missions/blackhawkdown.sqf
Normal file
153
@ExileServer/addons/a3_dms/missions/blackhawkdown.sqf
Normal file
@ -0,0 +1,153 @@
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/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
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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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// 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 = "difficult";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 6 + (round (random 2));
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"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.
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] call DMS_fnc_SpawnAIGroup;
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// Create Crates
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_wreck = createVehicle ["Land_UWreck_Heli_Attack_02_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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// Set crate loot values
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_crate_loot_values1 =
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[
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8, // Weapons
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4, // Items
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2 // Backpacks
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];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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[_wreck],
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[],
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[[_crate1,_crate_loot_values1]]
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];
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// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'>Blackhawk down! </t><br/> We got a Blackhawk down, Super 6-1 is down, secure the perimeter and claim what can be claimed!"];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'>Blackhawk down! </t><br/> Convicts have secured the blackhawk and claimed the remaining loot!"];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'>Blackhawk down! </t><br/> The blackhawk has been sized by the enemy and the loot has been destroyed!"];
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// Define mission name (for map marker and logging)
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_missionName = "Blackhawk Down";
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// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
158
@ExileServer/addons/a3_dms/missions/cardealer.sqf
Normal file
158
@ExileServer/addons/a3_dms/missions/cardealer.sqf
Normal file
@ -0,0 +1,158 @@
|
||||
/*
|
||||
Sample mission
|
||||
Created by Defent and eraser1
|
||||
|
||||
Called from DMS_selectMission
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_vehicle1","_vehicle2","_wreck"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
|
||||
|
||||
// Set mission side (only "bandit" is supported for now)
|
||||
_side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "easy";
|
||||
|
||||
|
||||
// Create AI
|
||||
// TODO: Spawn AI only when players are nearby
|
||||
_AICount = 3 + (round (random 2));
|
||||
|
||||
_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.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
|
||||
|
||||
// Create Crates
|
||||
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_wreck = createVehicle ["Land_FuelStation_Build_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
|
||||
|
||||
_vehicle1 = ["Exile_Car_SUV_Red",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
_vehicle2 = ["Exile_Car_SUV_Grey",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
|
||||
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values1 =
|
||||
[
|
||||
5, // Weapons
|
||||
5, // Items
|
||||
2 // 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 =
|
||||
[
|
||||
[_wreck],
|
||||
[_vehicle1,_vehicle2],
|
||||
[[_crate1,_crate_loot_values1]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Car Dealer Robbery! </t><br/> A local car dealership is being robbed by bandits, stop them!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Car Dealer Robbery! </t><br/> Convicts have secured the local dealership and removed the bandits!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Car Dealer Robbery! </t><br/> The bandits have escaped with the cars and left nothing but a trail of smoke behind!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Car Dealer Robbery";
|
||||
|
||||
// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
156
@ExileServer/addons/a3_dms/missions/construction.sqf
Normal file
156
@ExileServer/addons/a3_dms/missions/construction.sqf
Normal file
@ -0,0 +1,156 @@
|
||||
/*
|
||||
Sample mission (duplicate for testing purposes)
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck1","_wreck2","_wreck3","_vehicle"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
|
||||
|
||||
// Set mission side (only "bandit" is supported for now)
|
||||
_side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "hardcore";
|
||||
|
||||
|
||||
// Create AI
|
||||
// TODO: Spawn AI only when players are nearby
|
||||
_AICount = 5 + (round (random 2));
|
||||
|
||||
_group =
|
||||
[
|
||||
_pos, // Position of AI
|
||||
_AICount, // Number of AI
|
||||
"hardcore", // "random","hardcore","difficult","moderate", or "easy"
|
||||
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
|
||||
_side // "bandit","hero", etc.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
|
||||
|
||||
// Create Crate
|
||||
_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;
|
||||
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values =
|
||||
[
|
||||
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
|
||||
];
|
||||
|
||||
|
||||
// Define mission-spawned AI Units
|
||||
_missionAIUnits =
|
||||
[
|
||||
_group // We only spawned the single group for this mission
|
||||
];
|
||||
|
||||
// Define mission-spawned objects and loot values
|
||||
_missionObjs =
|
||||
[
|
||||
[_wreck1,_wreck2,_wreck3], // No spawned buildings
|
||||
[_vehicle],
|
||||
[[_crate,_crate_loot_values]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_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!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Construction Site! </t><br/> Convicts have successfully demolished the construction site!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Construction Site! </t><br/> The mercenaries have dismantled their construction site and escaped!"];
|
||||
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Construction Site";
|
||||
|
||||
// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
155
@ExileServer/addons/a3_dms/missions/donthasslethehoff.sqf
Normal file
155
@ExileServer/addons/a3_dms/missions/donthasslethehoff.sqf
Normal file
@ -0,0 +1,155 @@
|
||||
/*
|
||||
Sample mission
|
||||
Created by Defent and eraser1
|
||||
|
||||
Called from DMS_selectMission
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck","_vehicle"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
|
||||
|
||||
// Set mission side (only "bandit" is supported for now)
|
||||
_side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "difficult";
|
||||
|
||||
|
||||
// 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"
|
||||
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
|
||||
_side // "bandit","hero", etc.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
|
||||
|
||||
// Create Crates
|
||||
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_wreck = createVehicle ["Land_UWreck_Heli_Attack_02_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
|
||||
|
||||
_vehicle = ["Exile_Car_SUV_Black",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values1 =
|
||||
[
|
||||
8, // Weapons
|
||||
4, // Items
|
||||
2 // 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 =
|
||||
[
|
||||
[_wreck],
|
||||
[_vehicle],
|
||||
[[_crate1,_crate_loot_values1]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Knight Rider! </t><br/> KITT has been kidnapped, secure the position and reclaim KITT!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Knight Rider! </t><br/> Convicts secured KITT, that will show the bandits not to Hassle the Hoff!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Knight Rider!</t><br/> KITT was never secured and has now been dismantled by the bandits, what a grim fate."];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "KITT's Location";
|
||||
|
||||
// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
153
@ExileServer/addons/a3_dms/missions/foodtransport.sqf
Normal file
153
@ExileServer/addons/a3_dms/missions/foodtransport.sqf
Normal file
@ -0,0 +1,153 @@
|
||||
/*
|
||||
Sample mission
|
||||
Created by Defent and eraser1
|
||||
|
||||
Called from DMS_selectMission
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
|
||||
|
||||
// Set mission side (only "bandit" is supported for now)
|
||||
_side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "difficult";
|
||||
|
||||
|
||||
// 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"
|
||||
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
|
||||
_side // "bandit","hero", etc.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
|
||||
|
||||
// Create Crates
|
||||
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_wreck = createVehicle ["Land_Wreck_Van_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values1 =
|
||||
[
|
||||
2, // Weapons
|
||||
[12,["Exile_Item_GloriousKnakWorst_Cooked","Exile_Item_PlasticBottleFreshWater","Exile_Item_PlasticBottleFreshWater","Exile_Item_BBQSandwich_Cooked","Exile_Item_Catfood_Cooked","Exile_Item_ChristmasTinner_Cooked"]], // Items
|
||||
2 // 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 =
|
||||
[
|
||||
[_wreck],
|
||||
[],
|
||||
[[_crate1,_crate_loot_values1]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Humantarian Supplies! </t><br/> A humanitarian supply truck has been sized by ruthless bandits, stop them!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Humantarian Supplies! </t><br/> Convicts have successfully claimed the humanitarian supplies for themselves!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Humantarian Supplies! </t><br/> The bandits have taken the humanitarian supplies and escaped!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Humantarian Supplies";
|
||||
|
||||
// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
153
@ExileServer/addons/a3_dms/missions/guntransport.sqf
Normal file
153
@ExileServer/addons/a3_dms/missions/guntransport.sqf
Normal file
@ -0,0 +1,153 @@
|
||||
/*
|
||||
Sample mission
|
||||
Created by Defent and eraser1
|
||||
|
||||
Called from DMS_selectMission
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
|
||||
|
||||
// Set mission side (only "bandit" is supported for now)
|
||||
_side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "difficult";
|
||||
|
||||
|
||||
// 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"
|
||||
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
|
||||
_side // "bandit","hero", etc.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
|
||||
|
||||
// Create Crates
|
||||
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_wreck = createVehicle ["Land_Wreck_Van_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values1 =
|
||||
[
|
||||
10, // Weapons
|
||||
5, // Items
|
||||
2 // 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 =
|
||||
[
|
||||
[_wreck],
|
||||
[],
|
||||
[[_crate1,_crate_loot_values1]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Gun Transport! </t><br/> A gun transport truck has crashed, secure the crash site and the guns!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Gun Transport! </t><br/> Convicts have successfully secured the area and claimed the guns for their own!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Gun Transport! </t><br/> The transport truck has been repaired and escaped the area!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Gun Transport";
|
||||
|
||||
// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
153
@ExileServer/addons/a3_dms/missions/humanitarian.sqf
Normal file
153
@ExileServer/addons/a3_dms/missions/humanitarian.sqf
Normal file
@ -0,0 +1,153 @@
|
||||
/*
|
||||
Sample mission
|
||||
Created by Defent and eraser1
|
||||
|
||||
Called from DMS_selectMission
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
|
||||
|
||||
// Set mission side (only "bandit" is supported for now)
|
||||
_side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "moderate";
|
||||
|
||||
|
||||
// Create AI
|
||||
// TODO: Spawn AI only when players are nearby
|
||||
_AICount = 3 + (round (random 2));
|
||||
|
||||
_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.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
|
||||
|
||||
// Create Crates
|
||||
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_wreck = createVehicle ["Land_Wreck_Van_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values1 =
|
||||
[
|
||||
2, // Weapons
|
||||
[12,["Exile_Item_GloriousKnakWorst_Cooked","Exile_Item_PlasticBottleFreshWater","Exile_Item_PlasticBottleFreshWater","Exile_Item_BBQSandwich_Cooked","Exile_Item_Catfood_Cooked","Exile_Item_ChristmasTinner_Cooked"]], // Items
|
||||
2 // 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 =
|
||||
[
|
||||
[_wreck],
|
||||
[],
|
||||
[[_crate1,_crate_loot_values1]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Humantarian Supplies! </t><br/> A truck carrying humanitarian supplies has been sized by bandits, stop them!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Humantarian Supplies! </t><br/> Convicts have successfully claimed the humanitarian supplies for themselves!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Humantarian Supplies! </t><br/> The bandits have taken the humanitarian supplies and escaped!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Humantarian Supplies";
|
||||
|
||||
// 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)
|
||||
_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
|
||||
] call DMS_fnc_AddMissionToMonitor;
|
||||
|
||||
// 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;
|
||||
} forEach _missionAIUnits;
|
||||
|
||||
_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
|
||||
|
||||
{
|
||||
_cleanup pushBack (_x select 0);
|
||||
} foreach (_missionObjs select 2);
|
||||
|
||||
_cleanup call DMS_fnc_CleanUp;
|
||||
|
||||
|
||||
// Delete the markers directly
|
||||
{deleteMarker _x;} forEach _markers;
|
||||
|
||||
|
||||
// Reset the mission count
|
||||
DMS_MissionCount = DMS_MissionCount - 1;
|
||||
};
|
||||
|
||||
|
||||
// Notify players
|
||||
_msgStart call DMS_fnc_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];
|
||||
};
|
@ -20,12 +20,12 @@ _pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "hardcore";
|
||||
_difficulty = "random";
|
||||
|
||||
|
||||
// Create AI
|
||||
// TODO: Spawn AI only when players are nearby
|
||||
_AICount = 6 + (round (random 2));
|
||||
_AICount = 7 + (round (random 2));
|
||||
|
||||
_group =
|
||||
[
|
||||
@ -43,9 +43,9 @@ _crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
// Set crate loot values
|
||||
_crate_loot_values =
|
||||
[
|
||||
7, // Weapons
|
||||
8, // Weapons
|
||||
5, // Items
|
||||
5 // Backpacks
|
||||
2 // Backpacks
|
||||
];
|
||||
|
||||
|
||||
@ -64,14 +64,13 @@ _missionObjs =
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["A battalion of soldiers have gotten lost in convict land! Eliminate them!"];
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Lost Battalion! </t><br/> A battalion of soldiers have gotten lost in convict land! Eliminate them!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["Convicts have successfully eliminated the lost battalion!"];
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Lost Battalion! </t><br/> Convicts have successfully eliminated the lost battalion!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["Whittlesey escaped with his Lost Battalion!"];
|
||||
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Lost Battalion! </t><br/> Whittlesey escaped with his Lost Battalion!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Lost Battalion";
|
||||
|
@ -2,7 +2,7 @@
|
||||
Sample mission (duplicate for testing purposes)
|
||||
*/
|
||||
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added"];
|
||||
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_building","_vehicle"];
|
||||
|
||||
// For logging purposes
|
||||
_num = DMS_MissionCount;
|
||||
@ -17,12 +17,12 @@ _pos = call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
_difficulty = "difficult";
|
||||
_difficulty = "easy";
|
||||
|
||||
|
||||
// Create AI
|
||||
// TODO: Spawn AI only when players are nearby
|
||||
_AICount = 6 + (round (random 2));
|
||||
_AICount = 4 + (round (random 2));
|
||||
|
||||
_group =
|
||||
[
|
||||
@ -37,11 +37,16 @@ _group =
|
||||
// Create Crate
|
||||
_crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
|
||||
_building = createVehicle ["Land_Medevac_HQ_V1_F",[(_pos select 0) - 10, (_pos select 1),-0.1],[], 0, "CAN_COLLIDE"];
|
||||
|
||||
_vehicle = ["I_Truck_02_medical_F",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
|
||||
|
||||
|
||||
// Set crate loot values
|
||||
_crate_loot_values =
|
||||
[
|
||||
5, // Weapons
|
||||
10, // Items
|
||||
[9,["Exile_Item_InstaDoc","Exile_Item_PlasticBottleFreshWater"]], // Items
|
||||
3 // Backpacks
|
||||
];
|
||||
|
||||
@ -55,23 +60,22 @@ _missionAIUnits =
|
||||
// Define mission-spawned objects and loot values
|
||||
_missionObjs =
|
||||
[
|
||||
[], // No spawned buildings
|
||||
[],
|
||||
[_building], // No spawned buildings
|
||||
[_vehicle],
|
||||
[[_crate,_crate_loot_values]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["A group of mercenaries has been spotted at %1! Kill them and take their equipment!",mapGridPosition _pos];
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Deranged Doctors! </t><br/> A group of deranged doctors have set up a field hospital, sieze it for your own!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos];
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Deranged Doctors! </t><br/> Convicts have claimed the medical supplies for their own!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["The mercenaries are no longer at %1!",mapGridPosition _pos];
|
||||
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Deranged Doctors! </t><br/> Hawkeye has ran off with the medical supplies, everything is gone!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Mercenary Group";
|
||||
_missionName = "Deranged Doctors";
|
||||
|
||||
// Create Markers
|
||||
_markers =
|
@ -64,14 +64,13 @@ _missionObjs =
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["A group of mercenaries has been spotted at %1! Kill them and take their equipment!",mapGridPosition _pos];
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Mercenary Group! </t><br/> A group of mercenaries has been spotted. Kill them and take their equipment!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos];
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Mercenary Group! </t><br/> Convicts have successfully eliminated the mercenaries"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["The mercenaries are no longer at %1!",mapGridPosition _pos];
|
||||
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Mercenary Group! </t><br/> The mercenaries have escaped and they took all their loot with them!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Mercenary Group";
|
@ -1,5 +1,8 @@
|
||||
/*
|
||||
Sample mission (duplicate for testing purposes)
|
||||
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"];
|
||||
@ -13,7 +16,7 @@ _side = "bandit";
|
||||
|
||||
|
||||
// find position
|
||||
_pos = call DMS_fnc_findSafePos;
|
||||
_pos = [10,100] call DMS_fnc_findSafePos;
|
||||
|
||||
|
||||
// Set general mission difficulty
|
||||
@ -22,13 +25,13 @@ _difficulty = "hardcore";
|
||||
|
||||
// Create AI
|
||||
// TODO: Spawn AI only when players are nearby
|
||||
_AICount = 5 + (round (random 2));
|
||||
_AICount = 4 + (round (random 2));
|
||||
|
||||
_group =
|
||||
[
|
||||
_pos, // Position of AI
|
||||
_AICount, // Number of AI
|
||||
"hardcore", // "random","hardcore","difficult","moderate", or "easy"
|
||||
"random", // "random","hardcore","difficult","moderate", or "easy"
|
||||
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
|
||||
_side // "bandit","hero", etc.
|
||||
] call DMS_fnc_SpawnAIGroup;
|
||||
@ -41,8 +44,8 @@ _crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
|
||||
_crate_loot_values =
|
||||
[
|
||||
7, // Weapons
|
||||
15, // Items
|
||||
5 // Backpacks
|
||||
2, // Items
|
||||
3 // Backpacks
|
||||
];
|
||||
|
||||
|
||||
@ -55,23 +58,22 @@ _missionAIUnits =
|
||||
// Define mission-spawned objects and loot values
|
||||
_missionObjs =
|
||||
[
|
||||
[], // No spawned buildings
|
||||
[],
|
||||
[],
|
||||
[[_crate,_crate_loot_values]]
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["A group of mercenaries has been spotted at %1! Kill them and take their equipment!",mapGridPosition _pos];
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Car Dealer Robbery! </t><br/> A squad of proffesional Navy Seals team is performing gorilla warfare in convict land, deal with them!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos];
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Car Dealer Robbery! </t><br/> Convicts have successfully taken care of the Navy Seals, you must be the top of your class!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["The mercenaries are no longer at %1!",mapGridPosition _pos];
|
||||
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Car Dealer Robbery! </t><br/> The Navy Seals have escaped and are now planning their next raid!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Mercenary Group";
|
||||
_missionName = "Rogue Navy Seals";
|
||||
|
||||
// Create Markers
|
||||
_markers =
|
@ -69,14 +69,13 @@ _missionObjs =
|
||||
];
|
||||
|
||||
// Define Mission Start message
|
||||
_msgStart = format["A local Walmart shop is being raided, stop the raiders and take the loot!"];
|
||||
_msgStart = format["<t color='#FFFF00' size='1.25'>Walmart Riot! </t><br/> A local Walmart shop is being raided, stop the raiders and take the loot!"];
|
||||
|
||||
// Define Mission Win message
|
||||
_msgWIN = format["Convicts have done a good deed and stopped the raiders!"];
|
||||
_msgWIN = format["<t color='#0080ff' size='1.25'>Walmart Riot! </t><br/> Convicts have done a good deed and stopped the raiders!"];
|
||||
|
||||
// Define Mission Lose message
|
||||
_msgLOSE = format["The raiders has looted everything from Walmart and escaped!"];
|
||||
|
||||
_msgLOSE = format["<t color='#FF0000' size='1.25'>Walmart Riot! </t><br/> The raiders has looted everything from Walmart and escaped!"];
|
||||
|
||||
// Define mission name (for map marker and logging)
|
||||
_missionName = "Walmart Riot";
|
||||
|
Loading…
Reference in New Issue
Block a user