/* Sample mission (duplicate for testing purposes) */ private ["_num", "_side", "_difficulty", "_AICount", "_staticGuns", "_baseObjs", "_crate", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"]; // For logging purposes _num = DMS_MissionCount; // Set mission side (only "bandit" is supported for now) _side = "bandit"; // find position _pos = call DMS_fnc_findSafePos; // Set general mission difficulty _difficulty = "hardcore"; // Create AI _AICount = 6 + (round (random 2)); _group = [ [_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos, _AICount, "hardcore", "random", _side ] call DMS_fnc_SpawnAIGroup; // Use "base" waypoint instead while {(count (waypoints _group)) > 0} do { deleteWaypoint ((waypoints _group) select 0); }; [ _group, [_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos, "base" ] call DMS_fnc_SetGroupBehavior; _staticGuns = [ [ [_pos,[-6.29138,3.9917,0]] call DMS_fnc_CalcPos ], _group, "assault", "hardcore", "bandit", "O_HMG_01_high_F" ] call DMS_fnc_SpawnAIStatic; (_staticGuns select 0) setDir 15; _baseObjs = [ "base1", _pos ] call DMS_fnc_ImportFromM3E; // Create Crate _crate = ["Box_NATO_AmmoOrd_F",_pos] call DMS_fnc_SpawnCrate; // Pink Crate ;) _crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0.08,0.57,1)"]; _crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0.08,0.57,1)"]; // 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+_baseObjs, // base objects and static gun [], [[_crate,"Sniper"]] ]; // Define Mission Start message _msgStart = format[" Mercenary Base
A mercenary base has been located at %1! There's reports of a dandy crate inside of it...",mapGridPosition _pos]; // Define Mission Win message _msgWIN = format[" Mercenary Base
Convicts have successfully assaulted the Mercenary Base and obtained the dandy crate!"]; // Define Mission Lose message _msgLOSE = format[" Mercenary Base
Seems like the Mercenaries packed up and drove away..."]; // Define mission name (for map marker and logging) _missionName = "Mercenary Base"; // 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]; };