/* Sample mission Created by Defent and eraser1 Called from DMS_selectMission */ private ["_num", "_side", "_pos", "_OK", "_difficulty", "_AICount", "_group", "_type", "_launcher", "_crate1", "_crate2", "_wreck", "_crate_loot_values1", "_crate_loot_values2", "_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 bauhaus.sqf with invalid parameters: %1",_this]; }; // Set general mission difficulty _difficulty = "difficult"; // Create AI _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_fnc_SpawnAIGroup; // Create Crates _crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate; _crate2 = ["Box_NATO_Wps_F",[(_pos select 0)+2,(_pos select 1)-1,0]] call DMS_fnc_SpawnCrate; _wreck = createVehicle ["Land_Wreck_Ural_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"]; // Set crate loot values _crate_loot_values1 = [ 2, // Weapons [15,DMS_BoxBuildingSupplies], // Items 2 // Backpacks ]; _crate_loot_values2 = [ 1, // Weapons 20, // Items 5 // 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], [], [[_crate1,_crate_loot_values1],[_crate2,_crate_loot_values2]] ]; _msgStart = ['#FFFF00',"A Bauhaus truck has crashed and lost all its building supplies! Get there quickly!"]; // Define Mission Win message _msgWIN = ['#0080ff',"Convicts have successfully claimed the crashed Bauhaus truck!"]; // Define Mission Lose message _msgLOSE = ['#FF0000',"The crew have repaired the Bauhaus truck and escaped!"]; // Define mission name (for map marker and logging) _missionName = "Bauhaus Truck"; // 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; };