DMS_Exile/@ExileServer/addons/a3_dms/missions/bandit/mercbase.sqf
eraser1 8562289765 Some more required changes... sorry
* **You must update all of your mission files; the mission message
system as well as the calling parameters for DMS_fnc_FindSafePos have
been overhauled and will be incompatible with previous versions.**
* NEW CONFIG VALUES:

|DMS_ThrottleBlacklists|
|DMS_AttemptsUntilThrottle|
|DMS_ThrottleCoefficient|
|DMS_MinThrottledDistance|
* Decreased
"DMS_TraderZoneNearBlacklist","DMS_MissionNearBlacklist","DMS_WaterNearBlacklist"
* Changed "DMS_dynamicText_Color" to "#FFFFFF" (white)
* Replaced weapon classes in "DMS_CrateCase_Sniper" to the base classes;
all attachments should now spawn in the box separately.
* New function DMS_fnc_IsValidPosition (uses logic that was previously
from "DMS_fnc_FindSafePos").
* You can now manually define every individual parameter for
DMS_fnc_findSafePos per-mission, instead of using global parameters.
* AI will now be offloaded to an HC even with "DMS_ai_offload_to_client"
set to false.
* All of the previously "supported" values for
"DMS_PlayerNotificationTypes" are now PROPERLY supported.
DMS_PlayerNotificationTypes is now set to default "dynamicTextRequest"
and "systemChatRequest".
* Tweaked "cardealer" mission, the cars should no longer spawn inside of
each other.
2015-10-03 22:32:42 -05:00

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/*
Sample mission (duplicate for testing purposes)
*/
private ["_num", "_side", "_difficulty", "_AICount", "_staticGuns", "_baseObjs", "_crate", "_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";
// 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
_AICount = 6 + (round (random 2));
_group =
[
[_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos,
_AICount,
"hardcore",
"random",
_side
] call DMS_fnc_SpawnAIGroup;
_veh =
[
[
[_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
_pos
],
_group,
"assault",
_difficulty,
_side
] call DMS_fnc_SpawnAIVehicle;
[
_group,
[_pos,[-9.48486,-12.4834,0]] call DMS_fnc_CalcPos,
"base"
] call DMS_fnc_SetGroupBehavior;
_staticGuns =
[
[
[_pos,[-6.29138,3.9917,0]] call DMS_fnc_CalcPos
],
_group,
"assault",
"hardcore",
"bandit",
"O_HMG_01_high_F"
] call DMS_fnc_SpawnAIStatic;
(_staticGuns select 0) setDir 15;
_baseObjs =
[
"base1",
_pos
] call DMS_fnc_ImportFromM3E;
// Create Crate
_crate = ["Box_NATO_AmmoOrd_F",_pos] call DMS_fnc_SpawnCrate;
// Pink Crate ;)
_crate setObjectTextureGlobal [0,"#(rgb,8,8,3)color(1,0.08,0.57,1)"];
_crate setObjectTextureGlobal [1,"#(rgb,8,8,3)color(1,0.08,0.57,1)"];
// 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+_baseObjs+[_veh], // armed AI vehicle, base objects, and static gun
[],
[[_crate,"Sniper"]]
];
// Define Mission Start message
_msgStart = ['#FFFF00',format ["A mercenary base has been located at %1! There are reports of a dandy crate inside of it...",mapGridPosition _pos]];
// Define Mission Win message
_msgWIN = ['#0080ff',"Convicts have successfully assaulted the Mercenary Base and obtained the dandy crate!"];
// Define Mission Lose message
_msgLOSE = ['#FF0000',"Seems like the Mercenaries packed up and drove away..."];
// Define mission name (for map marker and logging)
_missionName = "Mercenary Base";
// 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];
};