DMS_Exile/@ExileServer/addons/a3_dms/missions/bandit/construction.sqf
eraser1 829943bf65 mI gramur Iz gUd (new mission, function, and features)
* **NEW CONFIG VALUES**:

|DMS_MarkerText_ShowMissionPrefix|
|DMS_MarkerText_MissionPrefix|
|DMS_MarkerText_ShowAICount|
|DMS_MarkerText_AIName|
* New function: DMS_fnc_SpawnPersistentVehicle. It will spawn
inaccessible vehicles by default and convert VALID pincode inputs to the
proper format.
* New mission: "Car Thieves" (thieves.sqf). It uses the new
DMS_fnc_SpawnPersistentVehicle. When the mission is completed
successfully, the code is displayed in the completion message.
* You can now add a "prefix" to the marker text of each mission.
* You can now display the number of remaining AI in the marker text (it
should update about every 15 seconds).
* Rearranged the missions in the config to look prettier. Don't judge.
* Added the "Zamak", "Tempest", and "HEMMT" to "DMS_TransportTrucks"
array. Removed "Exile_Car_Van_Black"
* "dynamicTextRequest" messages will now appear at the top of the
screen, so it shouldn't distract/block stuff in focus.
* Fixed some spelling, improved some grammar (will require mission
updates, it's really minor though).
2015-10-04 22:27:22 -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","_wreck1","_wreck2","_wreck3","_vehicle"];
// For logging purposes
_num = DMS_MissionCount;
// Set mission side (only "bandit" is supported for now)
_side = "bandit";
// find position
_pos =
[
25,DMS_WaterNearBlacklist,DMS_MaxSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_ThrottleBlacklists
]call DMS_fnc_findSafePos;
// Set general mission difficulty
_difficulty = "hardcore";
// Create AI
// TODO: Spawn AI only when players are nearby
_AICount = 5 + (round (random 2));
_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;
// Create Crate
_crate = ["Box_NATO_Wps_F",[(_pos select 0)+2,(_pos select 1)-1,0]] call DMS_fnc_SpawnCrate;
_wreck1 = createVehicle ["Land_CinderBlocks_F",[(_pos select 0) - 10, (_pos select 1),-0.1],[], 0, "CAN_COLLIDE"];
_wreck2 = createVehicle ["Land_Bricks_V1_F",[(_pos select 0) - 5, (_pos select 1),-3.3],[], 0, "CAN_COLLIDE"];
_wreck3 = createVehicle ["Land_Bricks_V1_F",[(_pos select 0) - 13, (_pos select 1),-1],[], 0, "CAN_COLLIDE"];
_vehicle = ["Exile_Car_Zamak",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
// Set crate loot values
_crate_loot_values =
[
3, // Weapons
[15,["Exile_Item_WoodWallKit","Exile_Item_WoodWallHalfKit","Exile_Item_WoodDoorwayKit","Exile_Item_WoodDoorKit","Exile_Item_Codelock","Exile_Item_PortableGeneratorKit","Exile_Item_WoodFloorKit","Exile_Item_WoodFloorPortKit"]], // 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 =
[
[_wreck1,_wreck2,_wreck3], // No spawned buildings
[_vehicle],
[[_crate,_crate_loot_values]]
];
// Define Mission Start message
_msgStart = ['#FFFF00',"A group of mercenaries have set up a construction site. Clear them out!"];
// Define Mission Win message
_msgWIN = ['#0080ff',"Convicts have successfully demolished the construction site!"];
// Define Mission Lose message
_msgLOSE = ['#FF0000',"The mercenaries have dismantled their construction site and escaped!"];
// Define mission name (for map marker and logging)
_missionName = "Construction Site";
// 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,
[_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
{
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];
};