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- if(isServer) then {
- private ["_room","_complete","_mayor_himself","_crate_type","_mission","_position","_crate","_baserunover","_mayor"];
- _positionarray = [[856.919,9370.11,0.001],[3468.97,9430.79,0.001],[4721.69,1951.64,0.001],[8586.69,7174.76,0.001],[869.732,5158.03,0.001]];
- _position = _positionarray call BIS_fnc_selectRandom;
- // Get mission number, important we do this early
- _mission = count wai_mission_data -1;
- _position = [40] call find_position;
- [_mission,_position,"Hard","Mayors Mansion","MainHero",true] call mission_init;
- diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Starting... %1",_position];
- //Setup the crate
- _crate_type = crates_large call BIS_fnc_selectRandom;
- _crate = createVehicle ["BAF_VehicleBox",[(_position select 0),(_position select 1),0], [], 0, "CAN_COLLIDE"];
- //Mayors Mansion
- _baserunover = createVehicle ["Land_A_Villa_EP1",[(_position select 0), (_position select 1),0],[], 0, "CAN_COLLIDE"];
- _baserunover setVectorUp surfaceNormal position _baserunover;
- //Troops
- [[_position select 0,_position select 1,0],4,"Hard",["Random","AT"],4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
- [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
- [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
- [[_position select 0,_position select 1,0],4,"Hard","Random",4,"Random","Bandit","Random","Bandit",_mission] call spawn_group;
- //The Mayor Himself
- _mayor = [_position,1,"Hard","Random",4,"Random","Special","Random",["Bandit",500],_mission] call spawn_group;
- _mayor_himself = (units _mayor) select 0;
- //Put the Mayor in his room
- _room = (6 + ceil(random(3)));
- _mayor_himself disableAI "MOVE";
- _mayor_himself setPos (_baserunover buildingPos _room);
- //Let him move once player is near
- _mayor_himself spawn {
- private ["_mayor","_player_near"];
- _mayor = _this;
- _player_near = false;
- waitUntil {
- {
- if (isPlayer _x && (_x distance (position _mayor) < 20)) then { _player_near = true; };
- } count playableUnits;
- sleep .1;
- (_player_near)
- };
- _mayor enableAI "MOVE";
- };
- //Static mounted guns
- [[
- [(_position select 0) - 15, (_position select 1) + 15, 8],
- [(_position select 0) + 15, (_position select 1) - 15, 8]
- ],"M2StaticMG","Easy","Bandit","Bandit",1,2,"Random","Random",_mission] call spawn_static;
- _complete = [
- [_mission,_crate], // mission number and crate
- ["assassinate",_mayor], // ["crate"], or ["kill"], or ["assassinate", _unitGroup],
- [_baserunover], // cleanup objects
- "The Mayor has gone rogue, go take him and his task force out to claim the black market weapons!", // mission announcement
- "The rogue mayor has been taken out, who will be the next Mayor of Cherno?", // mission success
- "Survivors were unable to capture the mansion, time is up" // mission fail
- ] call mission_winorfail;
- if(_complete) then {
- [_crate,16,4,0,4] call dynamic_crate;
- };
- diag_log format["WAI: [Mission:[Hero] Mayors Mansion]: Ended at %1",_position];
- h_missionsrunning = h_missionsrunning - 1;
- };
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