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829943bf65
* **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).
172 lines
4.3 KiB
Plaintext
172 lines
4.3 KiB
Plaintext
/*
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Sample mission
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Created by Defent and eraser1
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Called from DMS_selectMission
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate1", "_crate_loot_values1", "_crate2", "_crate_loot_values2", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added","_wreck","_vehicle"];
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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 =
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[
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10,DMS_WaterNearBlacklist,DMS_MaxSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_ThrottleBlacklists
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]call DMS_fnc_findSafePos;
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// Set general mission difficulty
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_difficulty = "difficult";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 6 + (round (random 2));
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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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_staticGuns =
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[
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[
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[(_pos select 0)+(5+(random 5)),(_pos select 1)+(5+(random 5)),0],
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[(_pos select 0) + -1*(5+(random 5)),(_pos select 1) + -1*(5+(random 5)),0]
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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_SpawnAIStatic;
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// Create Crates
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_crate1 = ["Box_NATO_Wps_F",_pos] call DMS_fnc_SpawnCrate;
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_wreck = createVehicle ["Land_UWreck_Heli_Attack_02_F",[(_pos select 0) - 10, (_pos select 1),-0.2],[], 0, "CAN_COLLIDE"];
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_vehicle = ["Exile_Car_SUV_Black",_pos] call DMS_fnc_SpawnNonPersistentVehicle;
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// Set crate loot values
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_crate_loot_values1 =
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[
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8, // Weapons
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4, // Items
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2 // Backpacks
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];
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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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[_wreck]+_staticGuns,
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[_vehicle],
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[[_crate1,_crate_loot_values1]]
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00',"KITT has been kidnapped! Secure the position and reclaim KITT!"];
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// Define Mission Win message
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_msgWIN = ['#0080ff',"Convicts secured KITT; that will show the bandits not to Hassle the Hoff!"];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"KITT was never secured and has now been dismantled by the bandits... What a grim fate."];
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// Define mission name (for map marker and logging)
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_missionName = "KITT's Location";
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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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[_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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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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}; |