DMS_Exile/@ExileServer/addons/a3_dms/missions/bandit/donthasslethehoff.sqf
eraser1 1997fb7614 Finally another update... warming up
* NEW CONFIG VALUE: DMS_SpawnMinefieldForEveryMission
* You can now force-spawn an AT mine minefield on every mission with the
above config. These mines will only blow up on Tanks, APCs, and MRAPs
(Ifrits, Hunters, Striders).
* ALL MISSIONS HAVE BEEN EDITED TO MATCH THE NEW STANDARD FOR
DMS_fnc_AddMissionToMonitor. **If you have made any custom missions or
modified any of the current mission scripts, make sure you merge your
changes**!
* Adjusted the placement of the armed car in "bandits" mission. It
should no longer spawn right on the crate.
* Marker and message names for the "foodtransport" mission have been
adjusted.
* Added the AI vehicle to the "mercbase" mission.
* Removed some RPT spam...
* Standardize ATL for DMS_fnc_importFromM3E_Convert
* When revealing a player to AI, the reveal amount will be reduced if
the player has a suppressor.
* DMS_fnc_SetGroupBehavior will now remove all previous waypoints from
the AI group.
* Improved logging message for DMS_fnc_SpawnMinefield. Also, the mine
warning signs should be on a random offset (instead of always spawning
at 0, 90, 180, and 270 degrees)
2015-09-30 21:29:33 -05:00

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/*
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","_wreck","_vehicle"];
// For logging purposes
_num = DMS_MissionCount;
// Set mission side (only "bandit" is supported for now)
_side = "bandit";
// find position
_pos = [10] call DMS_fnc_findSafePos;
// Set general mission difficulty
_difficulty = "difficult";
// 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_fnc_SpawnAIGroup;
_staticGuns =
[
[
[(_pos select 0)+(5+(random 5)),(_pos select 1)+(5+(random 5)),0],
[(_pos select 0) + -1*(5+(random 5)),(_pos select 1) + -1*(5+(random 5)),0]
],
_group,
"assault",
"static",
"bandit"
] call DMS_fnc_SpawnAIStatic;
// Create Crates
_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
_wreck = createVehicle ["Land_UWreck_Heli_Attack_02_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
_vehicle = ["Exile_Car_SUV_Black",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
// Set crate loot values
_crate_loot_values1 =
[
8, // Weapons
4, // 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]+_staticGuns,
[_vehicle],
[[_crate1,_crate_loot_values1]]
];
// Define Mission Start message
_msgStart = format["<t color='#FFFF00' size='1.25'>Knight Rider! </t><br/> KITT has been kidnapped, secure the position and reclaim KITT!"];
// Define Mission Win message
_msgWIN = format["<t color='#0080ff' size='1.25'>Knight Rider! </t><br/> Convicts secured KITT, that will show the bandits not to Hassle the Hoff!"];
// Define Mission Lose message
_msgLOSE = format["<t color='#FF0000' size='1.25'>Knight Rider!</t><br/> KITT was never secured and has now been dismantled by the bandits, what a grim fate."];
// Define mission name (for map marker and logging)
_missionName = "KITT's Location";
// 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,
_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
_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];
};