/* 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["Car Dealer Robbery!
A local car dealership is being robbed by bandits, stop them!"]; // Define Mission Win message _msgWIN = format["Car Dealer Robbery!
Convicts have secured the local dealership and removed the bandits!"]; // Define Mission Lose message _msgLOSE = format["Car Dealer Robbery!
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]; };