/* Sample mission (duplicate for testing purposes) */ // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "bandit"; // find position _pos = [ 15,DMS_WaterNearBlacklist,DMS_MaxSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_ThrottleBlacklists ]call DMS_fnc_findSafePos; // Set general mission difficulty _difficulty = "easy"; // Create AI // TODO: Spawn AI only when players are nearby _AICount = 3 + (round (random 1)); _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; _class = (DMS_MilitaryVehicles+DMS_TransportTrucks) call BIS_fnc_SelectRandom; //DMS_fnc_SpawnPersistentVehicle will automatically turn the pincode into a string and format it. _pinCode = round (random 9999); _vehicle = [_class,_pos,_pinCode] call DMS_fnc_SpawnPersistentVehicle; // Define mission-spawned AI Units _missionAIUnits = [ _group // We only spawned the single group for this mission ]; // Define mission-spawned objects _missionObjs = [ [], // No spawned buildings [_vehicle], [] ]; // Define Mission Start message _msgStart = ['#FFFF00',format ["A band of thieves are attempting to break into a %1. Eliminate them and you might get the car for yourself!",getText (configFile >> "CfgVehicles" >> _class >> "displayName")]]; // Define Mission Win message _msgWIN = ['#0080ff',format ["Convicts have eliminated the thieves! Looks like the thieves managed to figure out that the code was %1...",_pinCode]]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The thieves cracked the code and drove off!"]; // Define mission name (for map markers, mission messages, and logging) _missionName = "Car Thieves"; // 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, true ], [ "playerNear", [_pos,DMS_playerNearRadius] ] ], [ _time, (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0)) ], _missionAIUnits, _missionObjs, [_missionName,_msgWIN,_msgLOSE], _markers, _side, _difficulty, [] ] 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 [_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus; (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;