/* Sample mission (duplicate for testing purposes) */ private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added"]; // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "bandit"; // find position _pos = call DMS_findSafePos; // Set general mission difficulty _difficulty = "moderate"; // 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_SpawnAIGroup; // Create Crate _crate = createVehicle ["Box_NATO_Wps_F",_pos,[], 0, "CAN_COLLIDE"]; // Set crate loot values _crate_loot_values = [ 5, // Weapons 10, // Items 3 // Backpacks ]; // Setup Mission Start message _msgStart = format["A group of mercenaries has been spotted at %1! Kill them and take their equipment!",mapGridPosition _pos]; // Setup Mission Win message _msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos]; // Setup Mission Lose message _msgWIN = format["The mercenaries are no longer at %1!",mapGridPosition _pos]; // Set mission name (for map marker and logging) _missionName = "Mercenary Group2"; // Create Markers _markers = [ _pos, _missionName, _difficulty ] call DMS_CreateMarker; _time = diag_tickTime; _added = [ _pos, [ [ "kill", _group ], [ "playerNear", [_pos,DMS_playerNearRadius] ], ], [ _time, (DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0)) ], [ _group ], [ [], // No spawned buildings [_crate], [_crate_loot_values] ], [_msgWIN,_msgLose], _markers, _side ] call DMS_AddMissionToMonitor; if !(_added) exitWith { diag_log format ["DMS ERROR :: Attempt to set up mission %1 with invalid parameters for DMS_AddMissionToMonitor",_missionName]; }; // Notify players _msgStart call DMS_BroadcastMissionStatus; if (DMS_DEBUG) then { diag_log format ["DMS_DEBUG %1 :: Mission #%2 started at %3 with %4 AI units and %5 difficulty",_missionName,_num,_pos,_AICount,_difficulty]; };