DMS_Exile/@ExileServer/addons/a3_dms/missions/bandit/construction.sqf
2016-07-19 10:02:14 -05:00

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/*
Sample mission
*/
private ["_num", "_group", "_pos", "_side", "_OK", "_difficulty", "_AICount", "_type", "_launcher", "_crate", "_wreck1", "_wreck2", "_wreck3", "_vehClass", "_vehicle", "_crate_loot_values", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
// For logging purposes
_num = DMS_MissionCount;
// Set mission side
_side = "bandit";
// This part is unnecessary, but exists just as an example to format the parameters for "DMS_fnc_MissionParams" if you want to explicitly define the calling parameters for DMS_fnc_FindSafePos.
// It also allows anybody to modify the default calling parameters easily.
if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
{
_this =
[
[15,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
[
[]
],
_this
];
};
// Check calling parameters for manually defined mission position.
// You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname]
_OK = (_this call DMS_fnc_MissionParams) params
[
["_pos",[],[[]],[3]],
["_extraParams",[]]
];
if !(_OK) exitWith
{
diag_log format ["DMS ERROR :: Called MISSION construction.sqf with invalid parameters: %1",_this];
};
// Set general mission difficulty
_difficulty = "hardcore";
// Create AI
_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"];
// Check to see if a special vehicle class is defined in "_extraParams", and make sure it's valid, otherwise use the default (Offroad Armed)
_vehClass =
if (_extraParams isEqualTo []) then
{
"Exile_Car_Zamak"
}
else
{
if ((typeName _extraParams)=="STRING") then
{
_extraParams
}
else
{
if (((typeName _extraParams)=="ARRAY") && {(typeName (_extraParams select 0))=="STRING"}) then
{
_extraParams select 0
}
else
{
"Exile_Car_Zamak"
};
};
};
_vehicle = [_vehClass,_pos] call DMS_fnc_SpawnNonPersistentVehicle;
// Set crate loot values
_crate_loot_values =
[
3, // Weapons
[25,DMS_BoxBuildingSupplies], // 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
{
(format ["MISSION: (%1) :: Mission #%2 started at %3 with %4 AI units and %5 difficulty at time %6",_missionName,_num,_pos,_AICount,_difficulty,_time]) call DMS_fnc_DebugLog;
};