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b83a9e6746
You can now have multiple crates in a mission (or none at all!). Keep in mind that this changes the way you define your crates and their loot values
149 lines
3.5 KiB
Plaintext
149 lines
3.5 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 = "hardcore";
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// Create AI
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// TODO: Spawn AI only when players are nearby
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_AICount = 5 + (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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"hardcore", // "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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7, // Weapons
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15, // Items
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5 // 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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[],
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[[_crate,_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 Group";
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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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} 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_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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_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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}; |