DMS_Exile/@ExileServer/addons/a3_dms/missions/bandit/thieves.sqf
eraser1 30136c8f37 I know... it's been over a week... gimme a break
#### October 17, 2015 (2:30 PM CST-America):
* **NEW CONFIG VALUES**:

|DMS_TimeToFirstMission|
|DMS_ShowDifficultyColorLegend|
|DMS_TerritoryNearBlacklist|
|DMS_MinSurfaceNormal| (Used to be DMS_MaxSurfaceNormal, simply renamed)
|DMS_ai_launchers_per_group|
* **UPDATING ALL OF YOUR MISSION FILES IS HIGHLY RECOMMENDED UNLESS YOU
KNOW WHAT YOU'RE DOING**
* RENAMED "DMS_MaxSurfaceNormal" to "DMS_MinSurfaceNormal". I must have
been very tired when I named it...
* DMS_MinSurfaceNormal is now 0.9 by default, but will be 0.95 for Altis
and Bornholm (since they're relatively large/flat maps). Esseker is
still 0.85. If you want to convert DMS_MinSurfaceNormal to degrees, you
would take the arc-cosine of the surfaceNormal, and that will give you
the degrees from horizontal. For example, arccos(0.9) is about 25
degrees. Google: "arccos(0.9) in degrees"
* Tweaked and rebalanced "DMS_BanditMissionTypes". Most of the spawn
chances are the same, they're just reduced in order to prevent the
creation of arrays that are far larger than they need to be.
* You can now manually define how long it takes for the first mission to
spawn after a restart.
* DMS will now by default create markers on the bottom left of the map
to show which colors correspond to which difficulty. It isn't very
pretty, but it gets the point across.
* DMS will now manually calculate the center of the map and its radius,
if it isn't preconfigured by DMS.
* You can now specify the vehicles to spawn for missions: "bandits",
"cardealer", "construction", "donthasslethehoff", and "thieves".
* You can now specify the spawning location of any mission (and whether
or not to use an alternative location if the provided location is
invalid). This will allow for easy integration of DMS into admin tools.
* Added support for scripts to be executed on mission completion or
mission failure (this will allow you to have "multi-part" missions,
where you would simply spawn the next part of the mission if the
previous is completed).
* Restructured DMS_DEBUG from the previous patch in favor of a more
"optimized" method.
* DMS_fnc_findSafePos is completely overhauled; DMS no longer uses
"BIS_fnc_findSafePos". It also now throttles minSurfaceNormal on
repeated failure. You can now determine whether or not the mission
should spawn on water (however, I don't suggest you use this function
for water spawns yet).
* You can also now define a minimum distance from other territories for
missions.
* DMS_fnc_IsValidPosition will now check for water depth if the provided
position is meant to be checked as a "water spawn". It will now also
check for nearby missions from A3XAI or VEMF (untested).
* DMS_fnc_IsValidPosition now checks whether or not the position is
outside of the map borders.
* DMS_fnc_SelectOffsetPos will now return the 3rd element of the
provided position as-is.
* You can now have multiple AI within a group with a launcher.
* AI now have a 5-second godmode after spawning.
* You can now spawn a crate using ASL pos. DMS_fnc_SpawnCrate will also
make sure that the provided classname is valid.
* Just like SpawnCrate, "DMS_fnc_SpawnNonPersistentVehicle" and
"DMS_fnc_SpawnPersistentVehicle" will now make sure that the provided
classname is valid.
* "DMS_fnc_SpawnPersistentVehicle" now supports ASL spawning.
* Added support for [Rod Serling's](https://github.com/Rod-Serling) AVS.
* General optimization.
2015-10-17 14:39:07 -05:00

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/*
Sample mission (duplicate for testing purposes)
*/
private ["_num", "_side", "_OK", "_group", "_pos", "_difficulty", "_AICount", "_type", "_launcher", "_class", "_pinCode", "_vehicle", "_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";
// 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 [] || {(typeName _this)!="ARRAY"}}) then
{
_this =
[
[15,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.
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname]
_OK = (_this call DMS_fnc_MissionParams) params
[
["_pos",[],[[]],[3]],
["_extraParams",[]]
];
if !(_OK) exitWith
{
diag_log format ["DMS ERROR :: Called MISSION thieves.sqf with invalid parameters: %1",_this];
};
// Set general mission difficulty
_difficulty = "easy";
// Create AI
_AICount = 3 + (round (random 1));
_group =
[
_pos, // Position of AI
_AICount, // Number of AI
"hardcore", // "random","hardcore","difficult","moderate", or "easy"
"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
_side // "bandit","hero", etc.
] call DMS_fnc_SpawnAIGroup;
_class =
if (_extraParams isEqualTo []) then
{
(DMS_MilitaryVehicles+DMS_TransportTrucks) call BIS_fnc_SelectRandom
}
else
{
if ((typeName _extraParams)=="STRING") then
{
_extraParams
}
else
{
if (((typeName _extraParams)=="ARRAY") && {(typeName (_extraParams select 0))=="STRING"}) then
{
_extraParams select 0
}
else
{
(DMS_MilitaryVehicles+DMS_TransportTrucks) call BIS_fnc_SelectRandom
};
};
};
//DMS_fnc_SpawnPersistentVehicle will automatically turn the pincode into a string and format it.
_pinCode = round (random 9999);
_vehicle = [_class,_pos,_pinCode] call DMS_fnc_SpawnPersistentVehicle;
// Define mission-spawned AI Units
_missionAIUnits =
[
_group // We only spawned the single group for this mission
];
// Define mission-spawned objects
_missionObjs =
[
[], // No spawned buildings
[_vehicle],
[]
];
// Define Mission Start message
_msgStart = ['#FFFF00',format ["A band of thieves are attempting to break into a %1. Eliminate them and you might get the car for yourself!",getText (configFile >> "CfgVehicles" >> _class >> "displayName")]];
// Define Mission Win message
_msgWIN = ['#0080ff',format ["Convicts have eliminated the thieves! Looks like the thieves managed to figure out that the code was %1...",_pinCode]];
// Define Mission Lose message
_msgLOSE = ['#FF0000',"The thieves cracked the code and drove off!"];
// Define mission name (for map markers, mission messages, and logging)
_missionName = "Car Thieves";
// 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,
true
],
[
"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;
};