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6e3a9b8615
Created function SpawnCrate Updated missions to use DMS_SpawnCrate Fix (I think) issue with _side being passed to onkilled updated test PBO
146 lines
3.4 KiB
Plaintext
146 lines
3.4 KiB
Plaintext
/*
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Sample mission (duplicate for testing purposes)
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*/
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private ["_num", "_side", "_pos", "_difficulty", "_AICount", "_group", "_crate", "_crate_loot_values", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_missionAIUnits", "_missionObjs", "_markers", "_time", "_added"];
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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 = call DMS_findSafePos;
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// Set general mission difficulty
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_difficulty = "moderate";
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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_SpawnAIGroup;
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// Create Crate
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_crate = ["Box_NATO_Wps_F",_pos] call DMS_SpawnCrate;
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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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// 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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[], // No spawned buildings
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[_crate],
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_crate_loot_values
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];
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// Define Mission Start message
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_msgStart = format["A group of mercenaries has been spotted at %1! Kill them and take their equipment!",mapGridPosition _pos];
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// Define Mission Win message
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_msgWIN = format["Convicts have successfully eliminated the mercenaries at %1!",mapGridPosition _pos];
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// Define Mission Lose message
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_msgLOSE = format["The mercenaries are no longer at %1!",mapGridPosition _pos];
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// Define mission name (for map marker and logging)
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_missionName = "Mercenary Group2";
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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_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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[_msgWIN,_msgLOSE],
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_markers,
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_side
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] call DMS_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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false;
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} count _missionAIUnits;
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_cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
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_cleanup call DMS_CleanUp;
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// Delete the markers directly
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{deleteMarker _x;false;} count _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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_msgStart call DMS_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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}; |