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* 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)
186 lines
4.1 KiB
Plaintext
186 lines
4.1 KiB
Plaintext
/*
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Sample mission (duplicate for testing purposes)
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*/
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private ["_num", "_side", "_difficulty", "_AICount", "_staticGuns", "_baseObjs", "_crate", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side (only "bandit" is supported for now)
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_side = "bandit";
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// find position
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_pos = call DMS_fnc_findSafePos;
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Create AI
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_AICount = 6 + (round (random 2));
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_group =
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[
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[_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos,
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_AICount,
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"hardcore",
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"random",
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_side
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] call DMS_fnc_SpawnAIGroup;
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_veh =
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[
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[
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[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
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_pos
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],
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_group,
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"assault",
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_difficulty,
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_side
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] call DMS_fnc_SpawnAIVehicle;
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[
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_group,
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[_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos,
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"base"
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] call DMS_fnc_SetGroupBehavior;
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_staticGuns =
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[
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[
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[_pos,[-6.29138,3.9917,0]] call DMS_fnc_CalcPos
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],
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_group,
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"assault",
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"hardcore",
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"bandit",
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"O_HMG_01_high_F"
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] call DMS_fnc_SpawnAIStatic;
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(_staticGuns select 0) setDir 15;
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_baseObjs =
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[
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"base1",
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_pos
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] call DMS_fnc_ImportFromM3E;
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// Create Crate
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_crate = ["Box_NATO_AmmoOrd_F",_pos] call DMS_fnc_SpawnCrate;
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// Pink Crate ;)
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_crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0.08,0.57,1)"];
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_crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0.08,0.57,1)"];
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// Define mission-spawned AI Units
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_missionAIUnits =
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[
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_group // We only spawned the single group for this mission
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];
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// Define mission-spawned objects and loot values
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_missionObjs =
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[
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_staticGuns+_baseObjs+[_veh], // armed AI vehicle, base objects, and static gun
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[],
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[[_crate,"Sniper"]]
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];
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// Define Mission Start message
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_msgStart = format["<t color='#FFFF00' size='1.25'> Mercenary Base </t><br/> A mercenary base has been located at %1! There's reports of a dandy crate inside of it...",mapGridPosition _pos];
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// Define Mission Win message
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_msgWIN = format["<t color='#0080ff' size='1.25'> Mercenary Base </t><br/> Convicts have successfully assaulted the Mercenary Base and obtained the dandy crate!"];
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// Define Mission Lose message
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_msgLOSE = format["<t color='#FF0000' size='1.25'> Mercenary Base </t><br/> Seems like the Mercenaries packed up and drove away..."];
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// Define mission name (for map marker and logging)
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_missionName = "Mercenary Base";
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// Create Markers
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_markers =
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[
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_pos,
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_missionName,
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_difficulty
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] call DMS_fnc_CreateMarker;
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// Record time here (for logging purposes, otherwise you could just put "diag_tickTime" into the "DMS_AddMissionToMonitor" parameters directly)
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_time = diag_tickTime;
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// Parse and add mission info to missions monitor
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_added =
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[
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_pos,
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[
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[
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"kill",
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_group
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius]
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]
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],
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[
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_time,
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(DMS_MissionTimeOut select 0) + random((DMS_MissionTimeOut select 1) - (DMS_MissionTimeOut select 0))
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],
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_missionAIUnits,
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_missionObjs,
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[_msgWIN,_msgLOSE],
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_markers,
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_side,
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_difficulty,
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[]
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] call DMS_fnc_AddMissionToMonitor;
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// Check to see if it was added correctly, otherwise delete the stuff
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if !(_added) exitWith
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{
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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];
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// 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)
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_cleanup = [];
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{
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_cleanup pushBack _x;
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} forEach _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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{
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_cleanup pushBack (_x select 0);
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} foreach (_missionObjs select 2);
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_cleanup call DMS_fnc_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;} forEach _markers;
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// Reset the mission count
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DMS_MissionCount = DMS_MissionCount - 1;
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};
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// Notify players
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_msgStart call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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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];
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}; |