mirror of
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194 lines
5.0 KiB
Plaintext
194 lines
5.0 KiB
Plaintext
/*
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Sample mission (duplicate for testing purposes)
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*/
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private ["_num", "_side", "_OK", "_group", "_pos", "_difficulty", "_AICount", "_type", "_launcher", "_class", "_pinCode", "_vehicle", "_missionAIUnits", "_missionObjs", "_msgStart", "_msgWIN", "_msgLOSE", "_missionName", "_markers", "_time", "_added", "_cleanup"];
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// For logging purposes
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_num = DMS_MissionCount;
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// Set mission side
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_side = "bandit";
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// 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.
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// It also allows anybody to modify the default calling parameters easily.
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if ((isNil "_this") || {_this isEqualTo [] || {!(_this isEqualType [])}}) then
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{
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_this =
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[
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[15,DMS_WaterNearBlacklist,DMS_MinSurfaceNormal,DMS_SpawnZoneNearBlacklist,DMS_TraderZoneNearBlacklist,DMS_MissionNearBlacklist,DMS_PlayerNearBlacklist,DMS_TerritoryNearBlacklist,DMS_ThrottleBlacklists],
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[
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[]
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],
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_this
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];
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};
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// Check calling parameters for manually defined mission position.
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// You can define "_extraParams" to specify the vehicle classname to spawn, either as _classname or [_classname]
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_OK = (_this call DMS_fnc_MissionParams) params
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[
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["_pos",[],[[]],[3]],
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["_extraParams",[]]
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];
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if !(_OK) exitWith
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{
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diag_log format ["DMS ERROR :: Called MISSION thieves.sqf with invalid parameters: %1",_this];
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};
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// Set general mission difficulty
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_difficulty = "easy";
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// Create AI
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_AICount = 3 + (round (random 1));
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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_fnc_SpawnAIGroup;
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_class =
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if (_extraParams isEqualTo []) then
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{
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DMS_CarThievesVehicles call BIS_fnc_SelectRandom
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}
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else
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{
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if (_extraParams isEqualType "") then
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{
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_extraParams
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}
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else
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{
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if ((_extraParams isEqualType []) && {(_extraParams select 0) isEqualType ""}) then
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{
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_extraParams select 0
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}
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else
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{
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DMS_CarThievesVehicles call BIS_fnc_SelectRandom
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};
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};
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};
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//DMS_fnc_SpawnPersistentVehicle will automatically turn the pincode into a string and format it.
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_pinCode = round (random 9999);
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_vehicle = [_class,_pos,_pinCode] call DMS_fnc_SpawnPersistentVehicle;
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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
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_missionObjs =
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[
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[], // No spawned buildings
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[_vehicle],
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[]
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00',format ["A band of thieves are attempting to break into a %1. Eliminate them and you might get the car for yourself!",getText (configFile >> "CfgVehicles" >> _class >> "displayName")]];
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// Define Mission Win message
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_msgWIN = ['#0080ff',format ["Convicts have eliminated the thieves! Looks like the thieves managed to figure out that the code was %1...",_pinCode]];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"The thieves cracked the code and drove off!"];
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// Define mission name (for map markers, mission messages, and logging)
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_missionName = "Car Thieves";
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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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true
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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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(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;
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};
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