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* ** NEW CONFIG VALUES: |DMS_MaxStaticMissions| |DMS_TimeToFirstStaticMission| |DMS_TimeBetweenStaticMissions| |DMS_StaticMissionTimeOut| |DMS_StaticMissionTimeoutResetRange| |DMS_StaticMinPlayerDistance| |DMS_UsePredefinedMissionLocations| |DMS_PredefinedMissionLocations| |DMS_MinDistFromWestBorder| |DMS_MinDistFromEastBorder| |DMS_MinDistFromSouthBorder| |DMS_MinDistFromNorthBorder| |DMS_StaticMissionTypes| ** * Added new value "DMS_Version". * ** "DMS_fnc_SpawnAIStatic" is now "DMS_fnc_SpawnAIStaticMG"; donthasslethehoff, mercbase, and testmission have been updated with the new names** * DMS will now check to make sure that marker colors passed to fn_CreateMarker are valid marker colors. * You can now control how far away from each border a mission will spawn (each border is separate: west, east, south, north). All "supported" maps have config values adjusted in "map_configs". * New salt flats base by [Darth Rogue from SOA](http://soldiersofanarchy.net/). * **IMPLEMENTED STATIC MISSIONS (initial version). "saltflats" is currently the only static mission for Altis ONLY. However, it shouldn't be too difficult to export it to other maps (once positions have been adjusted). ** * Fixed a couple of outdated/inaccurate function documentation comments. * **FINALLY REMOVED THE Default Value "-1" PARAMS RPT SPAM. I FOUND IT. YESSSSS** * Fixed fn_CleanUp producing debug logs even with debug disabled. * Fixed the CleanUp list not Cleaning Up after itself (hah!). * Added diag_tickTime and DMS_Version to debug logs. * You can now define a custom function for DMS_FillCrate. It will be passed params from _lootValues select 0. ** I haven't tested this at all. Just keep that in mind ;) ** * You can now manually define mission spawning locations into an array, and that array will be used to find a location. Each location will still be checked for validity, and if no valid positions are found from the list, a random one is then generated using the normal method. ** I didn't test this part at all either :P ** * fn_FindSafePos should be even more efficient now, and even more controllable. * Quite a few new functions; most notably: fn_GroupReinforcementsManager * fn_GroupReinforcementsManager is used by static missions to provide reinforcements for AI once they fall below a certain threshold (and/or any other parameters you provide). Make sure to check out the function documentation and give any suggestions for new reinforcement types! * New function "DMS_fnc_ImportFromM3E_Static" will simply import a base from the provided file (under static). No conversion to relative position or anything. Simply spawning, positioning, and disabling simulation. * Removed the check for being outside map edges from fn_isValidPosition. * "hardcore" AI will now be even more difficult ;)
223 lines
5.3 KiB
Plaintext
223 lines
5.3 KiB
Plaintext
/*
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Sample mission (duplicate for testing purposes)
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*/
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private ["_num", "_side", "_OK", "_difficulty", "_AICount", "_type", "_launcher", "_dir", "_staticGuns", "_crate", "_vehicle", "_crate_loot_values", "_veh", "_baseObjs", "_mines", "_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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// 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.
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// It also allows anybody to modify the default calling parameters easily.
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if ((isNil "_this") || {_this isEqualTo [] || {(typeName _this)!="ARRAY"}}) then
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{
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_this =
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[
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[10,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
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[
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[]
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],
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_this
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];
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};
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// Check calling parameters for manually defined mission position.
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// This mission doesn't use "_extraParams" in any way currently.
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_OK = (_this call DMS_fnc_MissionParams) params
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[
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["_pos",[],[[]],[3]],
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["_extraParams",[]]
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];
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if !(_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Called MISSION testmission.sqf with invalid parameters: %1",_this];
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};
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// Set general mission difficulty
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_difficulty = "moderate";
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// Create AI
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_AICount = 1;
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_group =
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[
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_pos, // Position of AI
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_AICount, // Number of AI
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"random", // "random","hardcore","difficult","moderate", or "easy"
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"random", // "random","assault","MG","sniper" or "unarmed" OR [_type,_launcher]
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_side // "bandit","hero", etc.
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] call DMS_fnc_SpawnAIGroup;
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_dir = random 180;
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_staticGuns =
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[
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[
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[_pos,5+random 5,_dir] call DMS_fnc_SelectOffsetPos
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],
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_group,
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"assault",
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"static",
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"bandit"
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] call DMS_fnc_SpawnAIStaticMG;
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// Create Crate
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_crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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// Spawn vehicle
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_vehicle = ["Exile_Car_Offroad_Armed_Guerilla01",[_pos,3+random 10,_dir+90] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle;
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//trololol
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_crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0,0.1,1)"];
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_crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0,0.1,1)"];
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// Set crate loot values
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_crate_loot_values =
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[
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5, // Weapons
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10, // Items
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3 // Backpacks
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];
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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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_baseObjs =
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[
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"base1STATIC",
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_pos
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] call DMS_fnc_ImportFromM3E_Convert;
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*/
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_baseObjs = [];
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_mines =
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[
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_pos,
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_difficulty,
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_side
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] call DMS_fnc_SpawnMinefield;
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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+[_veh]+_baseObjs,
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[_vehicle],
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[[_crate,"Sniper"]],
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_mines
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00',"A heavily armed bandit group has been spotted, take them out and claim their vehicle!"];
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// Define Mission Win message
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_msgWIN = ['#0080ff',"Convicts have successfully taken care of the bandit group!"];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"The bandits have taken their vehicle and drove off, no loot today!"];
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// Define mission name (for map marker and logging)
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_missionName = "Armed Bandits";
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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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true
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],
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[
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"playerNear",
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[_pos,DMS_playerNearRadius],
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true
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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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[_missionName,_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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[_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
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if (DMS_DEBUG) then
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{
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(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;
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}; |