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- /*
- "nuclearplant" static mission for Altis.
- Created by eraser1
- Credits to "Darth Rogue" for creating the base.
- */
- // For logging purposes
- _num = DMS_MissionCount;
- // Set mission side (only "bandit" is supported for now)
- _side = "bandit";
- _pos = [9474.728516,4488.0600586,0];
- if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
- // Set general mission difficulty
- _difficulty = "difficult";
- // Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
- // 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.
- _AISoldierSpawnLocations =
- [
- _pos,
- _pos,
- _pos,
- [9302.894531,4260.821289,0.00144196],
- [9603.484375,4282.19043,0.00144196],
- [9603.384766,4469.110352,0.00144196],
- [9596.975586,4707.866211,0.00144196],
- [9302.865234,4656.453613,0.00144196],
- [9295.0800781,4490.34668,0.00144196]
- ];
- // Create AI
- _AICount = 20 + (round (random 5));
- _group =
- [
- _AISoldierSpawnLocations,
- _AICount,
- _difficulty,
- "random",
- _side
- ] call DMS_fnc_SpawnAIGroup_MultiPos;
- _staticGuns =
- [
- [
- _pos vectorAdd [5,0,0], // 5 meters East of center pos
- _pos vectorAdd [-5,0,0], // 5 meters West of center pos
- [9682.238281,4448.80957,0.00144196], // Top of SouthWest Tower
- [9301.894531,4448.736816,0.00144196] // Top of the concrete water tower thing.
- ],
- _group,
- "assault",
- _difficulty,
- "bandit",
- "random"
- ] call DMS_fnc_SpawnAIStaticMG;
- // Create Crate
- _crateClassname = "I_CargoNet_01_ammo_F";
- deleteVehicle (nearestObject [_pos, _crateClassname]); // Make sure to remove any previous crate.
- _crate = [_crateClassname, _pos] call DMS_fnc_SpawnCrate;
- // Spawn the vehicle AFTER the base so that it spawns the vehicle in a (relatively) clear position.
- _veh =
- [
- [
- [_pos,100,random 360] call DMS_fnc_SelectOffsetPos,
- _pos
- ],
- _group,
- "assault",
- _difficulty,
- _side
- ] call DMS_fnc_SpawnAIVehicle;
- // Define mission-spawned AI Units
- _missionAIUnits =
- [
- _group // We only spawned the single group for this mission
- ];
- // Define the group reinforcements
- _groupReinforcementsInfo =
- [
- [
- _group, // pass the group
- [
- [
- 5, // Only 5 "waves" (5 vehicles can spawn as reinforcement)
- 0
- ],
- [
- -1, // No need to limit the number of units since we're limiting "waves"
- 0
- ]
- ],
- [
- 300, // At least a 5 minute delay between reinforcements.
- diag_tickTime
- ],
- [
- [9302.894531,4260.821289,0.00144196]
- ],
- "random",
- _difficulty,
- _side,
- "armed_vehicle",
- [
- 7, // Reinforcements will only trigger if there's fewer than 7 members left in the group
- "random" // Select a random armed vehicle from "DMS_ArmedVehicles"
- ]
- ],
- [
- _group, // pass the group (again)
- [
- [
- 0, // Let's limit number of units instead...
- 0
- ],
- [
- 100, // Maximum 100 units can be given as reinforcements.
- 0
- ]
- ],
- [
- 240, // About a 4 minute delay between reinforcements.
- diag_tickTime
- ],
- _AISoldierSpawnLocations,
- "random",
- _difficulty,
- _side,
- "reinforce",
- [
- 10, // Reinforcements will only trigger if there's fewer than 10 members left in the group
- 7 // 7 reinforcement units per wave.
- ]
- ]
- ];
- // Define mission-spawned objects and loot values
- _missionObjs =
- [
- _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.
- [],
- [[_crate,[30,150,5]]]
- ];
- // Define Mission Start message
- _msgStart = ['#FFFF00', "A Group of Terrorists have Assulted the Nuclear Power Plant. There are reports they are Heavily Armed and have a stockpile of Weapons."];
- // Define Mission Win message
- _msgWIN = ['#0080ff',"Convicts have successfully liberated the Power plant and have tacken the cache"];
- // Define Mission Lose message
- _msgLOSE = ['#FF0000',"Seems like the terrorists couldnt arm the reactor, and left taking the cache with them..."];
- // Define mission name (for map marker and logging)
- _missionName = "Nuke Plant";
- // Create Markers
- _markers =
- [
- _pos,
- _missionName,
- _difficulty
- ] call DMS_fnc_CreateMarker;
- (_markers select 1) setMarkerSize [500,500];
- // 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,100]
- ]
- ],
- _groupReinforcementsInfo,
- [
- _time,
- DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
- ],
- _missionAIUnits,
- _missionObjs,
- [_missionName,_msgWIN,_msgLOSE],
- _markers,
- _side,
- _difficulty,
- [[],[]]
- ] call DMS_fnc_AddMissionToMonitor_Static;
- // 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_fnc_AddMissionToMonitor_Static! Deleting mission objects and resetting DMS_MissionCount.",_missionName];
- _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;
- };
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