/* Sample mission (duplicate for testing purposes) */ private ["_num", "_side", "_OK", "_difficulty", "_AICount", "_type", "_launcher", "_dir", "_staticGuns", "_crate", "_vehicle", "_crate_loot_values", "_veh", "_baseObjs", "_mines", "_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 = [ [10,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. // This mission doesn't use "_extraParams" in any way currently. _OK = (_this call DMS_fnc_MissionParams) params [ ["_pos",[],[[]],[3]], ["_extraParams",[]] ]; if !(_OK) exitWith { diag_log format ["DMS ERROR :: Called MISSION testmission.sqf with invalid parameters: %1",_this]; }; // Set general mission difficulty _difficulty = "moderate"; // Create AI _AICount = 1; _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; _dir = random 180; _staticGuns = [ [ [_pos,5+random 5,_dir] call DMS_fnc_SelectOffsetPos ], _group, "assault", "static", "bandit" ] call DMS_fnc_SpawnAIStaticMG; // Create Crate _crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate; // Spawn vehicle _vehicle = ["Exile_Car_Offroad_Armed_Guerilla01",[_pos,3+random 10,_dir+90] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle; //trololol _crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0,0.1,1)"]; _crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0,0.1,1)"]; // Set crate loot values _crate_loot_values = [ 5, // Weapons 10, // Items 3 // Backpacks ]; _veh = [ [ [_pos,100,random 360] call DMS_fnc_SelectOffsetPos, _pos ], _group, "assault", _difficulty, _side ] call DMS_fnc_SpawnAIVehicle; /* _baseObjs = [ "base1STATIC", _pos ] call DMS_fnc_ImportFromM3E_Convert; */ _baseObjs = []; _mines = [ _pos, _difficulty, _side ] call DMS_fnc_SpawnMinefield; // Define mission-spawned AI Units _missionAIUnits = [ _group // We only spawned the single group for this mission ]; // Define mission-spawned objects and loot values _missionObjs = [ _staticGuns+[_veh]+_baseObjs, [_vehicle], [[_crate,"Sniper"]], _mines ]; // Define Mission Start message _msgStart = ['#FFFF00',"A heavily armed bandit group has been spotted, take them out and claim their vehicle!"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully taken care of the bandit group!"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The bandits have taken their vehicle and drove off, no loot today!"]; // Define mission name (for map marker and logging) _missionName = "Armed Bandits"; // 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], true ] ], [ _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; };