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  1. private ["_AICount", "_AIMaxReinforcements", "_AItrigger", "_AIwave", "_AIdelay", "_staticguns", "_missionObjs", "_crate0", "_crate1", "_cash0", "_cash1", "_crate_loot_values0", "_crate_loot_values1", "_crate_weapons0", "_crate_weapons1", "_crate_items0", "_crate_items1", "_crate_backpacks0", "_crate_backpacks1", "_difficultyM", "_difficulty", "_PossibleDifficulty", "_msgWIN", "_vehicle", "_pinCode", "_VehicleChance", "_baseObjs", "_AIPatrolSpawnLocations", "_group3", "_veh", "_vehClass", "_vehClassP", "_Vwin", "_dropPoint", "_heliClass", "_heliClassP", "_spawnPos", "_veh_wave", "_PossibleVehicleClass", "_VehicleClass"];
  2.  
  3. // For logging purposes
  4. _num = DMS_MissionCount;
  5.  
  6. // Set mission side (only "bandit" is supported for now)
  7. _side = "bandit";
  8.  
  9. _pos = [22147.1,14467.4,0]; //insert the centre here
  10.  
  11. if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
  12.  
  13. //create possible difficulty add more of one difficulty to weight it towards that
  14. _PossibleDifficulty     =   [  
  15.                                 //"easy",
  16.                                 //"moderate",
  17.                                 "moderate",
  18.                                 //"difficult",
  19.                                 "difficult",
  20.                                 "difficult",
  21.                                 "hardcore",
  22.                                 "hardcore",
  23.                                 "hardcore",
  24.                                 "hardcore"
  25.                             ];
  26. //choose mission difficulty and set value and is also marker colour
  27. _difficultyM = selectRandom _PossibleDifficulty;
  28.  
  29. switch (_difficultyM) do
  30. {
  31.     //case "easy":
  32.     {
  33.         _difficulty = "easy";                                   //AI difficulty
  34.         _AICount = (15 + (round (random 5)));                   //AI starting numbers
  35.         _AIMaxReinforcements = (20 + (round (random 30)));      //AI reinforcement cap
  36.         _AItrigger = (10 + (round (random 5)));                 //If AI numbers fall below this number then reinforce if any left from AIMax
  37.         _AIwave = (4 + (round (random 2)));                     //Max amount of AI in reinforcement wave
  38.         _AIdelay = (55 + (round (random 120)));                 //The delay between reinforcements
  39.         _veh_wave = (1 + (round (random 1)));                   //Amount of possible vehicle reinforcement waves
  40.         _VehicleChance = 25;                                    //25% SpawnPersistentVehicle chance
  41.         _crate_weapons0     = (20 + (round (random 25)));       //Crate 0 weapons number
  42.         _crate_items0       = (5 + (round (random 20)));        //Crate 0 items number
  43.         _crate_backpacks0   = (3 + (round (random 1)));         //Crate 0 back packs number
  44.         _crate_weapons1     = (25+ (round (random 20)));        //Crate 1 weapons number
  45.         _crate_items1       = (10 + (round (random 40)));       //Crate 1 items number
  46.         _crate_backpacks1   = (1 + (round (random 8)));         //Crate 1 back packs number
  47.         _cash0 = (1000 + round (random (1500)));                //Tabs for crate0
  48.         _cash1 = (1000 + round (random (5000)));                //Tabs for crate1
  49.     };
  50.     case "moderate":
  51.     {
  52.         _difficulty = "moderate";
  53.         _AICount = (15 + (round (random 5)));
  54.         _AIMaxReinforcements = (30 + (round (random 30)));
  55.         _AItrigger = (10 + (round (random 10)));
  56.         _AIwave = (5 + (round (random 3)));
  57.         _AIdelay = (55 + (round (random 120)));
  58.         _veh_wave = (1 + (round (random 2)));                   //Amount of possible vehicle reinforcement waves
  59.         _VehicleChance = 50;                                    //50% SpawnPersistentVehicle chance
  60.         _crate_weapons0     = (30 + (round (random 25)));
  61.         _crate_items0       = (10 + (round (random 15)));
  62.         _crate_backpacks0   = (3 + (round (random 1)));
  63.         _crate_weapons1     = (25 + (round (random 30)));
  64.         _crate_items1       = (20 + (round (random 30)));
  65.         _crate_backpacks1   = (5 + (round (random 5)));
  66.         _cash0 = (1000 + round (random (1500)));                //Tabs for crate0
  67.         _cash1 = (1000 + round (random (5000)));                //Tabs for crate1
  68.     };
  69.     case "difficult":
  70.     {
  71.         _difficulty = "difficult";
  72.         _AICount = (15 + (round (random 7)));
  73.         _AIMaxReinforcements = (40 + (round (random 40)));
  74.         _AItrigger = (10 + (round (random 10)));
  75.         _AIwave = (6 + (round (random 3)));
  76.         _AIdelay = (55 + (round (random 120)));
  77.         _veh_wave = (2 + (round (random 2)));                   //Amount of possible vehicle reinforcement waves
  78.         _VehicleChance = 75;                                    //75% SpawnPersistentVehicle chance
  79.         _crate_weapons0     = (40 + (round (random 25)));
  80.         _crate_items0       = (15 + (round (random 10)));
  81.         _crate_backpacks0   = (3 + (round (random 3)));
  82.         _crate_weapons1     = (25 + (round (random 40)));
  83.         _crate_items1       = (30 + (round (random 20)));
  84.         _crate_backpacks1   = (6 + (round (random 6)));
  85.         _cash0 = (1000 + round (random (1500)));                //Tabs for crate0
  86.         _cash1 = (1000 + round (random (5000)));                //Tabs for crate1
  87.     };
  88.     case "hardcore":
  89.     default
  90.     {
  91.         _difficulty = "hardcore";
  92.         _AICount = (15 + (round (random 10)));
  93.         _AIMaxReinforcements = (50 + (round (random 50)));
  94.         _AItrigger = (15 + (round (random 10)));
  95.         _AIwave = (6 + (round (random 4)));
  96.         _AIdelay = (55 + (round (random 120)));
  97.         _veh_wave = (3 + (round (random 2)));                   //Amount of possible vehicle reinforcement waves
  98.         _VehicleChance = 90;                                    //90% SpawnPersistentVehicle chance
  99.         _crate_weapons0     = (50 + (round (random 25)));
  100.         _crate_items0       = (20 + (round (random 25)));
  101.         _crate_backpacks0   = (2 + (round (random 5)));
  102.         _crate_weapons1     = (25 + (round (random 50)));
  103.         _crate_items1       = (40 + (round (random 25)));
  104.         _crate_backpacks1   = (10 + (round (random 2)));
  105.         _cash0 = (1000 + round (random (1500)));                //Tabs for crate0
  106.         _cash1 = (1000 + round (random (5000)));                //Tabs for crate1
  107.     };
  108. };
  109.  
  110. //define heli start, drop and possible classes
  111. _spawnPos   =   [(22147 + (round (random 500))),(14467 + (round (random 500))),350];        //randomised a little
  112. _dropPoint  =   [(22147 + (round (random 25))),(14467 + (round (random 25))),350];          //randomised a little
  113. _heliClassP =   [
  114.                     "Exile_Chopper_Huey_Armed_Green",
  115.                     "Exile_Chopper_Huey_Armed_Desert",
  116.                     "Exile_Chopper_Huey_Desert",
  117.                     "Exile_Chopper_Huey_Green",
  118.                     "C_IDAP_Heli_Transport_02_F",
  119.                     "B_Heli_Transport_01_F"
  120.                 ];                                  //you can add helis from other mods, just remember comma every line except last
  121. //choose helicoptor class from list
  122. _heliClass = selectRandom _heliClassP;
  123.  
  124. // Define spawn locations for AI Soldiers. These will be used for the initial spawning of AI as well as reinforcements.
  125. // 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.
  126. _AISoldierSpawnLocations =  [
  127.                                 [22109.5,14458.2,0],
  128.                                 [22114.1,14427.5,0],
  129.                                 [22117.2,14393.5,0],
  130.                                 [22170.5,14387.8,0],
  131.                                 [22188,14411.1,0],
  132.                                 [22183.4,14468.4,0],
  133.                                 [22176.4,14524.8,0],
  134.                                 [22168.1,14550.7,0],
  135.                                 [22120.3,14548.9,0],
  136.                                 [22137.8,14497.1,0],
  137.                                 [22137.7,14477.2,0],
  138.                                 [22137.1,14442.4,0],
  139.                                 [22146.5,14409.8,0],
  140.                                 [22195.2,14397,0],
  141.                                 [22198.6,14378,0],
  142.                                 [22209.6,14433.5,0],
  143.                                 [22196.1,14536.5,0],
  144.                                 [22186.5,14565.5,0],
  145.                                 [22193.1,14562.6,0],
  146.                                 [22224.2,14568.3,0],
  147.                                 [22184.5,14548.9,0],
  148.                                 [22167.1,14566.8,0],
  149.                                 [22094,14559,0],
  150.                                 [22086.7,14548.9,0],
  151.                                 [22084.7,14535.3,0],
  152.                                 [22086,14511.4,0],
  153.                                 [22087,14497.7,0],
  154.                                 [22089.9,14460.1,0],
  155.                                 [22085.5,14442.1,0],
  156.                                 [22089.8,14416.5,0],
  157.                                 [22090,14379.4,0],
  158.                                 [22101.7,14363.4,0],
  159.                                 [22165.5,14445.9,0],
  160.                                 [22165.5,14470.9,0],
  161.                                 [22165.5,14499,0],
  162.                                 [22167,14425.1,0],
  163.                                 [22161.8,14400.5,0]
  164.                             ];                 
  165. // Shuffle the list of possible AI spawn locations
  166. _AISoldierSpawnLocations = _AISoldierSpawnLocations call ExileClient_util_array_shuffle;
  167.  
  168. // Vehicle patrol locations                        
  169. _AIPatrolSpawnLocations =   [
  170.                                 [22257.6,14522.7,0],
  171.                                 [22257.5,14522.8,0],
  172.                                 [22283.8,14374.5,0],
  173.                                 [22228.9,14376.9,0],
  174.                                 [22168.5,14356.2,0.217107],
  175.                                 [22071.4,14376.6,0.217107],
  176.                                 [22143.7,14607.4,0.217108],
  177.                                 [22249.2,14657.9,0.217108]                     
  178.                             ];
  179. // Shuffle the list of possible patrol spawn locations
  180. _AIPatrolSpawnLocations = _AIPatrolSpawnLocations call ExileClient_util_array_shuffle;          //shufffle for reinforcements              
  181.  
  182. // Possible AI patrol vehicle classes and chose random
  183. _vehClassP =    [
  184.                     "random",                               //this is the DMS select from DMS_ArmedVehicles comment out if you only want your vehicle types selected from list.
  185.                     "Exile_Car_Offroad_Armed_Guerilla01",
  186.                     "Exile_Car_HMMWV_M2_Green",
  187.                     "B_APC_Wheeled_01_cannon_F",
  188.                     "O_APC_Wheeled_02_rcws_F",
  189.                     "I_APC_Wheeled_03_cannon_F",
  190.                     "B_APC_Tracked_01_CRV_F",
  191.                     "B_MBT_01_cannon_F",
  192.                     "B_MBT_01_TUSK_F",
  193.                     "O_Truck_02_medical_F",
  194.                     "B_Truck_01_ammo_F",
  195.                     "O_Truck_02_box_F",
  196.                     "Exile_Car_Tempest"
  197.                 ];                                          //you can add vehicles from other mods, just remember comma every line except last
  198. //now chose a patrol vehicle
  199. _vehClass = selectRandom _vehClassP;
  200.  
  201. _group =    [
  202.                 _AISoldierSpawnLocations+[_pos,_pos],           // Pass the regular spawn locations as well as the center pos 2x
  203.                 _AICount        ,                                   // Set in difficulty select
  204.                 _difficulty,                                        // Set in difficulty select
  205.                 "random",
  206.                 _side
  207.             ] call DMS_fnc_SpawnAIGroup_MultiPos;
  208.            
  209. _group3 =   [                                                       // Helicopter support group
  210.                 _spawnPos,
  211.                 1,             
  212.                 _difficulty,
  213.                 "random",
  214.                 "bandit"
  215.             ] call DMS_fnc_SpawnAIGroup;           
  216.             [
  217.                 _group3,
  218.                 "random",
  219.                 _difficulty,
  220.                 _side,
  221.                 [_dropPoint],
  222.                 "true",
  223.                 6,
  224.                 "true",
  225.                 _heliClass,
  226.                 [_spawnPos]
  227.             ] call DMS_fnc_SpawnHeliReinforcement;
  228.  
  229. _staticGuns =   [
  230.                     [
  231.                         //_pos vectorAdd [0,0,0],           // Center pos
  232.                         //_pos vectorAdd [0,-2,0],          // 2 meters South of center pos
  233.                         [22189.2,14390.5,0],
  234.                         [22116.5,14381.7,0],
  235.                         [22103.8,14541.4,0],
  236.                         [22163,14564,0],
  237.                         [22158.5,14541.5,0],
  238.                         [22150.1,14509.5,0],
  239.                         [22157.8,14410.6,0],
  240.                         [22141.8,14446.4,0],
  241.                         [22153.5,14482.2,0],
  242.                         [22098.8,14487.1,0],
  243.                         [22154.9,14431.7,0],
  244.                         [22152.3,14454.5,0]
  245.                     ],
  246.                     _group,
  247.                     "assault",
  248.                     _difficulty,
  249.                     "bandit",
  250.                     "random"
  251.                 ] call DMS_fnc_SpawnAIStaticMG;
  252.  
  253. // add vehicle patrol
  254. _veh =  [
  255.             [
  256.                 [_AIPatrolSpawnLocations]                       // list of locations defined above
  257.             ],
  258.             _group,
  259.             "assault",
  260.             _difficulty,
  261.             _side,
  262.             _vehClass                                           //optional line for chosing the vehicle class, defined above
  263.         ] call DMS_fnc_SpawnAIVehicle;
  264.            
  265. // Define the classnames and locations where the crates can spawn (at least 2, since we're spawning 2 crates)
  266. _crateClasses_and_Positions =   [
  267.                                     [[22152.8,14470.7,0.515044],"I_CargoNet_01_ammo_F"],
  268.                                     [[22151.1,14496.5,0.535644],"I_CargoNet_01_ammo_F"],
  269.                                     [[22152.2,14444.5,0.552725],"I_CargoNet_01_ammo_F"],
  270.                                     [[22152.9,14419.9,0.721792],"I_CargoNet_01_ammo_F"],
  271.                                     [[22157.6,14416.1,0.017786],"I_CargoNet_01_ammo_F"],
  272.                                     [[22156,14517.7,0.38419000],"I_CargoNet_01_ammo_F"],
  273.                                     [[22133.6,14458.4,0.057161],"I_CargoNet_01_ammo_F"],
  274.                                     [[22132.5,14475.4,0.000000],"I_CargoNet_01_ammo_F"],
  275.                                     [[22133.2,14492.4,0.020000],"I_CargoNet_01_ammo_F"],
  276.                                     [[22132.3,14439.5,0.000000],"I_CargoNet_01_ammo_F"]
  277.                                 ];
  278.  
  279. {
  280.     deleteVehicle (nearestObject _x);       // Make sure to remove any previous crates.
  281. } forEach _crateClasses_and_Positions;
  282.  
  283. // Shuffle the list
  284. _crateClasses_and_Positions = _crateClasses_and_Positions call ExileClient_util_array_shuffle;
  285.  
  286. // Create Crates
  287. _crate0 = [_crateClasses_and_Positions select 0 select 1, _crateClasses_and_Positions select 0 select 0] call DMS_fnc_SpawnCrate;
  288. _crate1 = [_crateClasses_and_Positions select 1 select 1, _crateClasses_and_Positions select 1 select 0] call DMS_fnc_SpawnCrate;
  289.  
  290. // Enable smoke on the crates due to size of area
  291. {
  292.     _x setVariable ["DMS_AllowSmoke", true];
  293. } forEach [_crate0,_crate1];
  294.  
  295. // Define mission-spawned AI Units
  296. _missionAIUnits =   [
  297.                         _group      // Main AI
  298.                     ];
  299.  
  300. //chose a different patrol vehicle for reinforcements
  301. _vehClass = selectRandom _vehClassP;
  302.  
  303. // Define the group reinforcements
  304. _groupReinforcementsInfo = 
  305. [
  306.     [
  307.         _group,         // pass the group
  308.         [
  309.             [
  310.                 _veh_wave,      // Set in difficulty select -"waves" ( vehicles can spawn as reinforcement over time)
  311.                 0
  312.             ],
  313.             [
  314.                 -1,     // No need to limit the number of units since we're limiting "waves"
  315.                 0
  316.             ]
  317.         ],
  318.         [
  319.             _AIdelay,       // The delay between reinforcements. >> you can change this in difficulty settings
  320.             diag_tickTime
  321.         ],
  322.         [_AIPatrolSpawnLocations]// Randomly chosen places for vehicle patrol respawn
  323.         "random",
  324.         _difficulty,
  325.         _side,
  326.         "armed_vehicle",
  327.         [
  328.             _AItrigger,     // Set in difficulty select - Reinforcements will only trigger if there's fewer than X members left
  329.             _vehClass       // Select a random armed vehicle from list above
  330.         ]
  331.     ],
  332.     [
  333.         _group,         // pass the group again for foot troops
  334.         [
  335.             [
  336.                 0,      // Let's limit number of units instead...
  337.                 0
  338.             ],
  339.             [
  340.                 _AIMaxReinforcements,   // Maximum units that can be given as reinforcements (defined in difficulty selection).
  341.                 0
  342.             ]
  343.         ],
  344.         [
  345.             _AIdelay,       // The delay between reinforcements. >> you can change this in difficulty settings
  346.             diag_tickTime
  347.         ],
  348.         [_AISoldierSpawnLocations],
  349.         "random",
  350.         _difficulty,
  351.         _side,
  352.         "reinforce",
  353.         [
  354.             _AItrigger,     // Set in difficulty select - Reinforcements will only trigger if there's fewer than X members left
  355.             _AIwave         // X reinforcement units per wave. >> you can change this in mission difficulty section
  356.         ]
  357.     ]
  358. ];
  359.  
  360. // setup crates with items from choices
  361. _crate_loot_values0 =   [
  362.                             _crate_weapons0,        // Set in difficulty select - Weapons
  363.                             _crate_items0,          // Set in difficulty select - Items
  364.                             _crate_backpacks0       // Set in difficulty select - Backpacks
  365.                         ];
  366. _crate_loot_values1 =   [
  367.                             _crate_weapons1,        // Set in difficulty select - Weapons
  368.                             _crate_items1,          // Set in difficulty select - Items
  369.                             _crate_backpacks1       // Set in difficulty select - Backpacks
  370.                         ];
  371.  
  372. // add cash to crates
  373. _crate0 setVariable ["ExileMoney", _cash0,true];
  374. _crate1 setVariable ["ExileMoney", _cash1,true];
  375.  
  376. //create possible prize vehicle list (you can add any heli or land vehicle if you want but it spawns on heli pad)
  377. _PossibleVehicleClass       = [
  378.                                 //"Exile_Chopper_Huey_Armed_Green",
  379.                                 "Exile_Chopper_Huey_Armed_Desert",
  380.                                 "Exile_Chopper_Huey_Desert",
  381.                                 //"Exile_Chopper_Huey_Green",
  382.                                 //"Exile_Chopper_Huey_Armed_Green",                 // adding twice to double the chance
  383.                                 "Exile_Chopper_Huey_Armed_Desert",                  // adding twice to double the chance
  384.                                 "Exile_Chopper_Huey_Desert",                        // adding twice to double the chance
  385.                                 //"Exile_Chopper_Huey_Green",                           // adding twice to double the chance
  386.                                 "Exile_Chopper_Hellcat_FIA",
  387.                                 //"Exile_Chopper_Hummingbird_Civillian_Digital",
  388.                                 //"Exile_Chopper_Hummingbird_Civillian_Elliptical",
  389.                                 //"Exile_Chopper_Hummingbird_Civillian_Furious",
  390.                                 "Exile_Chopper_Hellcat_Green",
  391.                                 //"Exile_Chopper_Hummingbird_Civillian_Shadow",
  392.                                 //"Exile_Chopper_Hummingbird_Civillian_Sheriff",
  393.                                 "Exile_Chopper_Hummingbird_Civillian_Vrana",
  394.                                 "Exile_Chopper_Hummingbird_Civillian_Wasp",
  395.                                 "Exile_Chopper_Hummingbird_Civillian_Wave"
  396.                             ];
  397. //choose the vehicle for prize
  398. _VehicleClass = selectRandom _PossibleVehicleClass;
  399.  
  400. // is %chance greater than random number
  401. if (_VehicleChance >= (random 100)) then {
  402.                                             _pinCode = (1000 +(round (random 8999)));
  403.                                             _vehicle = [_VehicleClass,[22127.7,14531.7,0],_pinCode] call DMS_fnc_SpawnPersistentVehicle;
  404.                                             _msgWIN = ['#0080ff',format ["Convicts have successfully cleared Thelos Racetrack and stolen all the crates, %1 entry code is %2...",_VehicleClass,_pinCode]];
  405.                                             _Vwin = "Win";  //just for logging purposes
  406.                                             } else
  407.                                             {
  408.                                             _vehicle = [_VehicleClass,[22127.7,14531.7,0]] call DMS_fnc_SpawnNonPersistentVehicle;
  409.                                             _msgWIN = ['#0080ff',"Convicts have successfully cleared Thelos Racetrack and stolen all the crates"];
  410.                                             _Vwin = "Lose"; //just for logging purposes
  411.                                             };
  412.  
  413. //export to logs for testing - comment next line out for no log
  414. diag_log format ["Thelos Racetrack:: Called MISSION with these parameters: >>AI Group: %1  >>Cash0: %2 >>Cash1: %3 >>Vwin: %4 >>Difficulty: %5",_AICount,_cash0,_cash1,_Vwin,_difficultyM];
  415.  
  416. // Define mission-spawned objects and loot values with vehicle
  417. _missionObjs =  [
  418.                     _staticGuns+[_veh],                                                 // static gun(s). Patrol vehicles
  419.                     [_vehicle],                                                         // vehicle prize
  420.                     [[_crate0,_crate_loot_values0],[_crate1,_crate_loot_values1]]       // crates
  421.                 ]; 
  422.  
  423. // Define Mission Start message
  424. _msgStart = ['#FFFF00',format["Thelos Racetrack is being invaded by %1 terrorists",_difficultyM]];
  425.  
  426. // Define Mission Win message defined in vehicle choice
  427.  
  428. // Define Mission Lose message
  429. _msgLOSE = ['#FF0000',"Invaders have stripped Thelos Racetrack of loot and left."];
  430.  
  431. // Define mission name (for map marker and logging)
  432. _missionName = "Thelos Racetrack";
  433.  
  434. // Create Markers
  435. _markers =  [
  436.                 _pos,
  437.                 _missionName,
  438.                 _difficultyM
  439.             ] call DMS_fnc_CreateMarker;
  440.  
  441. _circle = _markers select 1;
  442. _circle setMarkerDir 0;
  443. _circle setMarkerSize [200,100];
  444.  
  445. _time = diag_tickTime;
  446.  
  447. // Parse and add mission info to missions monitor
  448. _added =    [
  449.                 _pos,
  450.                 [
  451.                     [
  452.                         "kill",
  453.                         [_group,_group3]
  454.                     ],
  455.                     [
  456.                         "playerNear",
  457.                         [_pos,100]
  458.                     ]
  459.                 ],
  460.                 _groupReinforcementsInfo,
  461.                 [
  462.                     _time,
  463.                     DMS_StaticMissionTimeOut call DMS_fnc_SelectRandomVal
  464.                 ],
  465.                 _missionAIUnits,
  466.                 _missionObjs,
  467.                 [_missionName,_msgWIN,_msgLOSE],
  468.                 _markers,
  469.                 _side,
  470.                 _difficultyM,
  471.                 [[],[]]
  472.             ] call DMS_fnc_AddMissionToMonitor_Static;
  473.  
  474. // Check to see if it was added correctly, otherwise delete the stuff
  475. if !(_added) exitWith
  476. {
  477.     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];
  478.  
  479.     _cleanup = [];
  480.     {
  481.         _cleanup pushBack _x;
  482.     } forEach _missionAIUnits;
  483.  
  484.     _cleanup pushBack ((_missionObjs select 0)+(_missionObjs select 1));
  485.    
  486.     {
  487.         _cleanup pushBack (_x select 0);
  488.     } foreach (_missionObjs select 2);
  489.  
  490.     _cleanup call DMS_fnc_CleanUp;
  491.  
  492.     // Delete the markers directly
  493.     {deleteMarker _x;} forEach _markers;
  494.  
  495.     // Reset the mission count
  496.     DMS_MissionCount = DMS_MissionCount - 1;
  497. };
  498.  
  499. // Notify players
  500. [_missionName,_msgStart] call DMS_fnc_BroadcastMissionStatus;
  501.  
  502. if (DMS_DEBUG) then
  503. {
  504.     (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;
  505. };
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