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289 lines
6.6 KiB
Plaintext
289 lines
6.6 KiB
Plaintext
/*
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"saltflats" static mission for Altis.
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Created by eraser1
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Credits to "Darth Rogue" for creating the base.
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*/
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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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_pos = [23300,18800,0];
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if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
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// Set general mission difficulty
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_difficulty = "hardcore";
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// Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
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// The center spawn location is added 3 times so at least 3 AI will spawn initially at the center location, and so that future reinforcements are more likely to spawn at the center.
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_AISoldierSpawnLocations =
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[
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_pos,
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_pos,
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_pos,
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[23500,18750,0.5],
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[23498,18715,0.5],
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[23461,18478.2,0],
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[23443,18495.3,0],
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[23424,18479.4,0],
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[23405.9,18497,0],
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[23387.1,18479.7,0],
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[23378.3,18497.6,0],
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[23359.2,18480,0],
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[23334.9,18479.2,0],
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[23295.1,18515.4,3.12796],
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[23242.7,18793.5,0.5],
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[23387.2,18638.5,0.5],
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[23294.6,18640.8,0.2],
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[23309.1,18683.1,0.6],
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[23308.5,18683,4],
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[23360.5,18686.3,4],
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[23362.9,18679,0.6],
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[23403.1,18685.1,0.6],
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[23420.9,18839.6,4.35],
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[23420.8,18843.4,12.35],
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[23421,18838.6,0.36],
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[23422.2,18823.8,0.4],
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[23502.1,18862.3,15.37],
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[23494.2,18478.6,15.37],
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[23206.6,18493.8,15.37],
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[23239.4,18561.1,0]
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];
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// Create AI
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_AICount = 20 + (round (random 5));
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_group =
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[
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_AISoldierSpawnLocations,
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_AICount,
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_difficulty,
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"random",
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_side
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] call DMS_fnc_SpawnAIGroup_MultiPos;
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_staticGuns =
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[
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[
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//[23424.4,18844.1,15.33], // Top of the construction building. I added this and I thought it may be too much. Your choice if you want to uncomment ;)
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_pos vectorAdd [5,0,0], // 5 meters East of center pos
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_pos vectorAdd [-5,0,0], // 5 meters West of center pos
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_pos vectorAdd [0,5,0], // 5 meters North of center pos
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_pos vectorAdd [0,-5,0], // 5 meters South of center pos
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[23216.3,18863.6,20.5], // Top of NorthWest Tower
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[23506.6,18867.6,20.5], // Top of NorthEast Tower
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[23497.9,18483.8,20.5], // Top of SouthEast Tower
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[23211.1,18489.3,20.5], // Top of SouthWest Tower
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[23509.7,18788.1,22.52] // Top of the concrete water tower thing.
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],
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_group,
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"assault",
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_difficulty,
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"bandit",
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"random"
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] call DMS_fnc_SpawnAIStaticMG;
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// Create Crate
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_crateClassname = "I_CargoNet_01_ammo_F";
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deleteVehicle (nearestObject [_pos, _crateClassname]); // Make sure to remove any previous crate.
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_crate = [_crateClassname, _pos] call DMS_fnc_SpawnCrate;
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// Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
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_veh =
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[
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[
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_pos getPos [100,random 360],
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_pos
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],
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_group,
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"assault",
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_difficulty,
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_side
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] call DMS_fnc_SpawnAIVehicle;
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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 the group reinforcements
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_groupReinforcementsInfo =
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[
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[
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_group, // pass the group
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[
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[
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5, // Only 5 "waves" (5 vehicles can spawn as reinforcement)
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0
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],
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[
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-1, // No need to limit the number of units since we're limiting "waves"
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0
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]
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],
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[
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300, // At least a 5 minute delay between reinforcements.
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diag_tickTime
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],
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[
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[23239.7,18865.8,0],
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[23397,18862.8,0],
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[23485.5,18861.3,0],
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[23486,18683.9,0],
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[23493.1,18515.5,0],
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[23873.8,19413.2,0],
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[23211.9,18572.5,0],
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[23212.9,18751.7,0],
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[23211.5,18809.1,0]
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],
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"random",
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_difficulty,
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_side,
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"armed_vehicle",
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[
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7, // Reinforcements will only trigger if there's fewer than 7 members left in the group
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"random" // Select a random armed vehicle from "DMS_ArmedVehicles"
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]
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],
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[
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_group, // pass the group (again)
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[
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[
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-1, // Let's limit number of units instead...
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0
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],
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[
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100, // Maximum 100 units can be given as reinforcements.
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0
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]
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],
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[
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240, // About a 4 minute delay between reinforcements.
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diag_tickTime
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],
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_AISoldierSpawnLocations,
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"random",
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_difficulty,
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_side,
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"reinforce",
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[
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10, // Reinforcements will only trigger if there's fewer than 10 members left in the group
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7 // 7 reinforcement units per wave.
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]
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]
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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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_staticGuns+[_veh], // armed AI vehicle and static gun(s). Note, we don't add the base itself because we don't want to delete it and respawn it if the mission respawns.
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[],
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[[_crate,[75,250,25]]]
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];
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// Define Mission Start message
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_msgStart = ['#FFFF00', "A heavily guarded base has been located on the salt flats! There are reports they have a large weapon cache..."];
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// Define Mission Win message
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_msgWIN = ['#0080ff',"Convicts have successfully assaulted the base on the salt flats and secured the cache!"];
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// Define Mission Lose message
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_msgLOSE = ['#FF0000',"Seems like the guards got bored and left the base, taking the cache with them..."];
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// Define mission name (for map marker and logging)
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_missionName = "Mercenary Base";
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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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(_markers select 1) setMarkerSize [750,750];
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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,100]
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]
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],
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_groupReinforcementsInfo,
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[
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_time,
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DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
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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_Static;
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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_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
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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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