/* Sample mission */ private ["_num", "_group", "_pos", "_side", "_OK", "_difficulty", "_AICount", "_type", "_launcher", "_crate", "_wreck1", "_wreck2", "_wreck3", "_vehClass", "_vehicle", "_crate_loot_values", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"]; // For logging purposes _num = DMS_MissionCount; // Set mission side _side = "bandit"; // This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos. // It also allows anybody to modify the default calling parameters easily. if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then { _this = [ [25,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists], [ [] ], _this ]; }; // Check calling parameters for manually defined mission position. // You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname] _OK = (_this call DMS_fnc_MissionParams) params [ ["_pos",[],[[]],[3]], ["_extraParams",[]] ]; if !(_OK) exitWith { diag_log format ["DMS ERROR :: Called MISSION construction.sqf with invalid parameters: %1",_this]; }; // Set general mission difficulty _difficulty = "hardcore"; // Create AI _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"]; // Check to see if a special vehicle class is defined in "_extraParams", and make sure it's valid, otherwise use the default (Offroad Armed) _vehClass = if (_extraParams isEqualTo []) then { "Exile_Car_Zamak" } else { if ((typeName _extraParams)=="STRING") then { _extraParams } else { if (((typeName _extraParams)=="ARRAY") && {(typeName (_extraParams select 0))=="STRING"}) then { _extraParams select 0 } else { "Exile_Car_Zamak" }; }; }; _vehicle = [_vehClass,_pos] call DMS_fnc_SpawnNonPersistentVehicle; // Set crate loot values _crate_loot_values = [ 3, // Weapons [25,DMS_BoxBuildingSupplies], // 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 = ['#FFFF00',"A group of mercenaries have set up a construction site. Clear them out!"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully demolished the construction site!"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"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, [_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; if (DMS_DEBUG) then { (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; };