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  1. // missionRogue.sqf
  2. // triggers a rogue CIV/team that will counter attack the objective e.g. when BLUFOR aproach's the getCodes mission without apreending the CIV, he will blow up the objective and mission will fail
  3.  
  4. params ["_switchType", "_objTarget", "_message"];
  5. private ["_deployPos", "_secondObj","_posX", "_posY","_totalPlayers","_totalCivs","_civSecured","_randomX","_randomY"];
  6.  
  7. _misMidHintText = format ["<t align='center' size='2.2'>Attention!</t><br/><t size='1.5' align='center' color='#FFCF11'></t><br/>____________________<br/>%1<br/><br/>", _message];
  8. GlobalHint = _misMidHintText; publicVariable "GlobalHint"; hint parseText GlobalHint;
  9.  
  10. _totalPlayers = count (allPlayers - entities "HeadlessClient_F");
  11.  
  12. switch (_switchType) do{
  13. case "intel": {
  14. // spawn civilians in a group and spread them around the objective location
  15. rogueCivGrp = createGroup civilian;
  16. private _emptyPosition = [];
  17. _emptyPosition = [[[_objTarget,100]],["water","out"]] call BIS_fnc_randomPos;
  18. (selectRandom civTypes) createUnit [_emptyPosition,rogueCivGrp,"removeAllWeapons this; removeAllItems this;
  19. removeAllAssignedItems this; removeVest this; removeBackpack this; this setidentity 'John Smith';"];
  20. rogueCiv = ((units rogueCivGrp) select 0);
  21. [rogueCiv] call addToZeus;
  22. if (_totalPlayers > 10) then{
  23. _totalCivs = 20;
  24. }else{
  25. _totalCivs = 10;
  26. };
  27. private _rogueCivGrp1 = createGroup civilian;
  28. for "_i" from 0 to _totalCivs do{
  29. _emptyPosition = [[[_objTarget,100]],["water","out"]] call BIS_fnc_randomPos;
  30. (selectRandom civTypes) createUnit [_emptyPosition,_rogueCivGrp1,"removeAllWeapons this; removeAllItems this;
  31. removeAllAssignedItems this; removeVest this; removeBackpack this;"];
  32. };
  33. /*
  34. claymoretest1 = 'IEDLandBig_Remote_Mag' createVehicle _objTarget;
  35. sleep 10;
  36. claymoretest1 setDamage 1;
  37. hint "number 1";
  38. claymoretest2 = 'IEDUrbanBig_Remote_Mag' createVehicle _objTarget;
  39. sleep 10;
  40. claymoretest2 setDamage 1;hint "number 2";
  41. claymoretest3 = 'IEDUrbanBig_Remote_Ammo' createVehicle _objTarget;
  42. sleep 10;
  43. claymoretest3 setDamage 1;hint "number 3";
  44. claymoretest4 = 'IEDLandBig_Remote_Ammo' createVehicle _objTarget;
  45. sleep 10;
  46. claymoretest4 setDamage 1;hint "number 4";
  47. deleteVehicle rogueObjective;
  48. */
  49. //Blow up the objective, they didn't secure the civ!
  50. rogueTrigger1 = createTrigger ["EmptyDetector", _objTarget];
  51. rogueTrigger1 setTriggerArea [2,2,0,false];
  52. rogueTrigger1 setTriggerActivation ["WEST","PRESENT",true];
  53. rogueTrigger1 setTriggerStatements ["this","
  54. if (!captive rogueCiv) then{
  55. _claymore = 'IEDLandBig_Remote_Ammo' createVehicle getPos rogueObjective;
  56. sleep 0.5;
  57. _claymore setDamage 1;
  58. deleteVehicle rogueObjective;
  59. ['fail','The Intel was destroyed!'] execVM 'scripts\core\missionNext.sqf';
  60. };",""];
  61. missionTriggers pushBack rogueTrigger1;
  62. _civSecured = 0;
  63. /*
  64. while {_civSecured==0} do{
  65. if (captive rogueCiv) then{
  66. missionTriggers = -[rogueTrigger1];
  67.  
  68. _civSecured=1;
  69. };
  70. };
  71. */
  72. };
  73. case "blowup": {
  74.  
  75. };
  76. };
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