DMS_Exile/@ExileServer/addons/a3_dms/missions/bandit/testmission.sqf
eraser1 7a074042b1 Important restructuring, minor fix(es)
* CONFIG VALUES: Changed "DMS_MissionTypes" to "DMS_BanditMissionTypes"
* Renamed some variables to "future-proof" them
* Placed all current missions under "bandit" subfolder to for easier
future integration.
* Created function "DMS_fnc_SpawnBanditMission" to handle bandit mission
spawning (makes it easier to spawn missions via admin console).
* Attached vehicle eventhandlers to DMS-spawned non-persistent vehicles.
* Fixed the "lock" option appearing on DMS-spawned vehicles.
2015-09-20 23:42:33 -05:00

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/*
Sample mission (duplicate for testing purposes)
*/
private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_vehicle"];
// 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 = "moderate";
// Create AI
// TODO: Spawn AI only when players are nearby
_AICount = 1;
_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;
_dir = random 180;
_staticGuns =
[
[
[_pos,5+random 5,_dir] call DMS_fnc_SelectOffsetPos
],
_group,
"assault",
"static",
"bandit"
] call DMS_fnc_SpawnAIStatic;
// Create Crate
_crate = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
// Spawn vehicle
_vehicle = ["Exile_Car_Offroad_Armed_Guerilla01",[_pos,3+random 10,_dir+90] call DMS_fnc_SelectOffsetPos] call DMS_fnc_SpawnNonPersistentVehicle;
//trololol
_crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0,0.1,1)"];
_crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0,0.1,1)"];
// Set crate loot values
_crate_loot_values =
[
5, // Weapons
10, // Items
3 // Backpacks
];
_veh =
[
[
[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
_pos
],
_group,
"assault",
_difficulty,
_side
] call DMS_fnc_SpawnAIVehicle;
_baseObjs =
[
"base1STATIC",
_pos
] call DMS_fnc_ImportFromM3E_Convert;
// 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+[_veh]+_baseObjs,
[_vehicle],
[[_crate,"Sniper"]]
];
// Define Mission Start message
_msgStart = format["<t color='#FFFF00' size='1.25'>Armed Bandits! </t><br/> A heavily armed bandit group has been spotted, take them out and claim their vehicle!"];
// Define Mission Win message
_msgWIN = format["<t color='#0080ff' size='1.25'>Armed Bandits! </t><br/> Convicts have successfully taken care of the bandit group!"];
// Define Mission Lose message
_msgLOSE = format["<t color='#FF0000' size='1.25'>Armed Bandits! </t><br/> The bandits have taken their vehicle and drove off, no loot today!"];
// Define mission name (for map marker and logging)
_missionName = "Armed Bandits";
// 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],
true
]
],
[
_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];
};