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Oct 24th, 2017
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  1. /*
  2.  
  3. Null = [] execVM "Scripts\MK_Missions\Shared\MK_Advance.sqf";
  4.  
  5. */
  6.  
  7. ADV_STATE_1 = 20;
  8. ADV_STATE_2 = 20;
  9.  
  10. if (isNil "ADV_GRP_1") then {} else {{deleteVehicle _x} forEach units ADV_GRP_1;};
  11. if (isNil "lvgroup900") then {} else {{deleteVehicle _x} forEach units lvgroup900;};
  12. if (isNil "lvgroup901") then {} else {{deleteVehicle _x} forEach units lvgroup901;};
  13. if (isNil "lvgroup902") then {} else {{deleteVehicle _x} forEach units lvgroup902;};
  14. if (isNil "lvgroup903") then {} else {{deleteVehicle _x} forEach units lvgroup903;};
  15. if (isNil "lvgroup904") then {} else {{deleteVehicle _x} forEach units lvgroup904;};
  16.  
  17. //["MK_ADVANCED"] call BIS_fnc_deleteTask;
  18.  
  19. _MISSION_SIDE_FRIENDLY = ["West", "East"] call BIS_fnc_selectRandom;
  20. //_MISSION_SIDE_FRIENDLY = "West";
  21.  
  22. sleep 5;
  23.  
  24. ADV_STATE_1 = 0;
  25. ADV_STATE_2 = 0;
  26. /*
  27. LOCATION SETUP
  28. */
  29.  
  30. _LOCATION = Floor (random count Advance_Select);
  31.  
  32. _LOCATION_MARKER = Advance_Select select _LOCATION;
  33.  
  34.  
  35. switch (_LOCATION_MARKER) do
  36. {
  37. case "Lakatoro": {DEFENCE_LOCATIONS = DEF_Lakatoro};
  38. case "Power_Plant": {DEFENCE_LOCATIONS = DEF_Power_Plant};
  39. case "Main_City": {DEFENCE_LOCATIONS = DEF_Main_City};
  40. case "Tuvanaka": {DEFENCE_LOCATIONS = DEF_Tuvanaka};
  41. case "Katkoula": {DEFENCE_LOCATIONS = DEF_Katkoula};
  42. case "Temple_1": {DEFENCE_LOCATIONS = DEF_Temple_1};
  43. case "Lumber_Yard": {DEFENCE_LOCATIONS = DEF_Lumber_Yard};
  44. case "Comms_Bravo": {DEFENCE_LOCATIONS = DEF_Comms_Bravo};
  45. case "Sugar_Company": {DEFENCE_LOCATIONS = DEF_Sugar_Company};
  46. };
  47.  
  48. /*
  49. SITUATION
  50. */
  51. _01_SIT_RND_1 = [
  52. "The enemy has made Tanoa a war zone after the local government was overthrown by the rebel forces a few months ago. We have been slowly losing ground to the advancing rebel forces with the assistance from the enemy, the only thing that has enabled us to hold on is the air power from the fighter groups.",
  53. "After the successful overthrow of the government by rebel forces a few months ago with the assistance of our enemy. We have slowly been losing ground to both forces. We have been able to maintain some control with the assistance of the air assets."
  54. ] call BIS_fnc_selectRandom;
  55.  
  56. _02_SIT_RND_2 = [
  57. "As of last night the main fighter group may have to move further out to sea due to approaching the enemy naval forces far out numbering ours, this now means we are on a timer. We need to carry on and as such reports have come in about some enemy activity increasing over the last few days.",
  58. "As of a few hours ago, we have detached a larger force to capture key assets around Tanoa. With recon elements out scouting known enemy hot spots, we need to investigate on all reports that come in to regain the initiative"
  59. ] call BIS_fnc_selectRandom;
  60.  
  61. _03_SIT_RND_3 = [
  62. "We need to act of this information fast before the enemy are able to take a strong foothold here. The continued movements of the enemies forces throughout Tanoa has the higher ups worried, and with limited supplies coming into the country we may not be able to hold on for much longer.",
  63. "With the advancing enemy forces, rebel ambushes and the large area we have to cover, gaining a foothold in this war may be a long road. Limit supplies are coming into the country, and we may require to relocate if we do not gain the ground we need"
  64. ] call BIS_fnc_selectRandom;
  65.  
  66. _04_SIT_RND_4 = [
  67. "The only advantage we have over our enemy is air superiority, however that may not last for to much longer. Enemy forces have access to fighters and bombers however they lack the numbers for air power at the present time and they may position increased Anti-Air assets around the operations area.",
  68. "The advantage over the enemy are our air superiority, for the moment. Enemy forces do have access to fighters and bombers however they lack the superior numbers for continued air support for the ground forces."
  69. ] call BIS_fnc_selectRandom;
  70.  
  71. /*
  72. WEATHER DESCRIPTIONS
  73. */
  74.  
  75. _05_WEATHER_Val = FOGVal_Desc;
  76.  
  77. _06_WEATHER_Dec = FOGDec_Desc;
  78.  
  79. _07_WEATHER_Base = FOGBase_Desc;
  80.  
  81. _08_WEATHER_Overcast = Overcast_Desc;
  82.  
  83. _09_WEATHER_Rain = Rain_Desc;
  84.  
  85. _10_WEATHER_Description = WeatherTimerDesc;
  86.  
  87. /*
  88. TERRAIN
  89. */
  90.  
  91. _11_TERRAIN_RND_1 = [
  92. "Tanoa is characterized by its rugged topography, with little flat land apart from the Lovoni Valley in the centre of the island.",
  93. "Tanoas topography is characterized as rugged terrain spread across the whole island with the only large flat land within Lovoni Valley.",
  94. "Tanoa is characterized as a tropical rugged island, with minimal flat land, and large islands running out to the north west, to south."
  95. ] call BIS_fnc_selectRandom;
  96.  
  97. _12_TERRAIN_RND_2 = [
  98. "There is one road which circles the whole island. Connecting most of the main towns and cities.",
  99. "There is a large MSR running around the whole island that connects most of the main towns and cities.",
  100. "There is a large MSR running both around the island, as well as a single route from north to south.",
  101. "The MSR that circles the whole island is a vital road connecting most of the main towns and cities"
  102. ] call BIS_fnc_selectRandom;
  103.  
  104. _13_TERRAIN_RND_3 = [
  105. "The island is an eroded volcanic crater with a narrow belt of flat to undulating country between the encircling lagoon and the steep crater sides.",
  106. "The island is an eroded volcanic crater with islands surrounding the outer regions, small flat to undulating terrain, dense jungles and marshes running all around the island."
  107. ] call BIS_fnc_selectRandom;
  108.  
  109. _14_TERRAIN_RND_4 = [
  110. "The highest peaks are Nadelaiovalau, with an altitude of 625 meters, in the east, and Tomuna, 526 meters, in the south.",
  111. "The main city to the west of the main island features a deep sea port allowing for trade ships to come into port.",
  112. "The main volcano on the island features a research base, and communications area, that peaks at over 625 meters."
  113. ] call BIS_fnc_selectRandom;
  114.  
  115. /*
  116. FRIENDLY FORCES
  117. */
  118.  
  119. _15_FRIENDLY_HIGH_1 = [
  120. "4th Fighter Squadron (Fightin' Fuujins) are currently deploying within the area to support all ground forces.",
  121. "13th Fighter Squadron (The Panther Pack) are currently deploying within the area to support all ground forces.",
  122. "14th Fighter Squadron (Fightin' Samurai) are currently deploying within the area to support all ground forces.",
  123. "19th Fighter Squadron (Gamecocks) are currently deploying within the area to support all ground forces.",
  124. "25th Fighter Squadron (Fighting Eagles) are currently deploying within the area to support all ground forces."
  125. ] call BIS_fnc_selectRandom;
  126.  
  127. _16_FRIENDLY_HIGH_2 = [
  128. "All Section commanders have the authority to call in CAS support from both the Fixed and Rotary winged airframes for any actions within the Area of Operations.",
  129. "All commanders will have authority to call in CAS support from the UAV, Fixed, and Rotary winged aircraft on their command for any actions within the Area of Operations."
  130. ] call BIS_fnc_selectRandom;
  131.  
  132.  
  133.  
  134. _17_FRIENDLY_ADJA_1 = [
  135. "103rd Rotary Support are currently assisting in the logistics within Tanoa",
  136. "93rd Rotary Support are currently assisting in the logistics within Tanoa",
  137. "3rd Rotary Support are currently assisting in the logistics within Tanoa",
  138. "43rd Rotary Support are currently assisting in the logistics within Tanoa",
  139. "26th Rotary Support are currently assisting in the logistics within Tanoa",
  140. "10th Rotary Support are currently assisting in the logistics within Tanoa"
  141. ] call BIS_fnc_selectRandom;
  142.  
  143. _18_FRIENDLY_ADJA_2 = [
  144. "We have authorised the use of both re-supply and transport Rotary winged support for all units deployed within the Area of Operations",
  145. "BHQ have authorised the use of re-supply and transport rotary winged aircraft for all units deployed across Tanoa.",
  146. "BHQ has secured the use of re-supply and transport rotary assets for the duration of the deployed AO."
  147. ] call BIS_fnc_selectRandom;
  148.  
  149.  
  150.  
  151. _19_FRIENDLY_SUPP_1 = [
  152. "APC's located at the main Airfield are equipped to take up the role of a Forward element HQ.",
  153. "The APC's located at the main Airfield will be equipped to take up the role of Forward A, and B HQ Elements",
  154. "The APC's are acting as the Forward A and B HQ Elements that can be deployed within the field, they are located at the Airfield."
  155. ] call BIS_fnc_selectRandom;
  156.  
  157. _20_FRIENDLY_SUPP_2 = [
  158. "With the APC's deployed out in the field, friendly forces are able to conduct long range recon, fire support missions, and resupply.",
  159. "With the APC's deployed out within the field environment, friendly forces are able to contuct long range recon, firesupport missions, and resupply from a central location on the front lines."
  160. ] call BIS_fnc_selectRandom;
  161.  
  162. _21_FRIENDLY_SUPP_3 = [
  163. "These vehicles are equipped with Mortars for Indirect fire support, Ammunition for field supply, and Medical facilities."
  164. ] call BIS_fnc_selectRandom;
  165.  
  166. /*
  167. ENEMY FORCES
  168. */
  169.  
  170. _PlayersOnline = count allPlayers;
  171.  
  172. _ENEMY_SPAWN_LOWER = _PlayersOnline * 6;
  173.  
  174. _ENEMY_SPAWN_HIGHER = _ENEMY_SPAWN_LOWER + ([5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20] call BIS_fnc_selectRandom);
  175.  
  176. if (_ENEMY_SPAWN_LOWER > 40) then {_ENEMY_SPAWN_LOWER = [40,45,50,55,60] call BIS_fnc_selectRandom;};
  177.  
  178. if (_MISSION_SIDE_FRIENDLY == "WEST") then
  179. {
  180. ENEMY_SIDE = [OPFOR, INDEPENDENT] call BIS_fnc_selectRandom;
  181. MISSION_SIDE_SELECTION_2 = WEST;
  182. FRIENDLY_SIDE_NUM = 1;
  183.  
  184. MISSION_SIDE_SELECTION_3 = EAST;
  185. MISSION_SIDE_SELECTION_4 = "EAST";
  186. }
  187. else
  188. {
  189. ENEMY_SIDE = [BLUFOR, INDEPENDENT] call BIS_fnc_selectRandom;
  190. MISSION_SIDE_SELECTION_2 = EAST;
  191. FRIENDLY_SIDE_NUM = 2;
  192.  
  193. MISSION_SIDE_SELECTION_3 = WEST;
  194. MISSION_SIDE_SELECTION_4 = "WEST";
  195. };
  196.  
  197. _ENEMY_SIDE = ENEMY_SIDE;
  198. _FRIENDLY_SIDE_NUM = FRIENDLY_SIDE_NUM;
  199. _MISSION_SIDE_FRIENDLY_1 = MISSION_SIDE_SELECTION_2;
  200.  
  201. _MISSION_SIDE_ENEMY = MISSION_SIDE_SELECTION_3;
  202. _MISSION_SIDE_ENEMY_1 = MISSION_SIDE_SELECTION_4;
  203.  
  204.  
  205. _ENEMY_VEHICLE_PRESENT = [True, False] call BIS_fnc_selectRandom;
  206.  
  207. _ENEMY_AIRCRAFT_PRESENT = [True, False] call BIS_fnc_selectRandom;
  208.  
  209. if (_ENEMY_SIDE == OPFOR) then
  210. {
  211. ENEMY_SELECT_SECTION = [OPF_Section_Main, OPF_Section_Patrol, OPF_Section_Gunner, OPF_Section_Rifleman, OPF_Section_AntiTank];
  212. ENEMY_SELECT_SIDE = "EAST";
  213. };
  214. if (_ENEMY_SIDE == INDEPENDENT) then
  215. {
  216. ENEMY_SELECT_SECTION = [IND_Section_Main, IND_Section_Patrol, IND_Section_Gunner, IND_Section_Rifleman, IND_Section_AntiTank];
  217. ENEMY_SELECT_SIDE = "GUER";
  218. };
  219. if (_ENEMY_SIDE == BLUFOR) then
  220. {
  221. ENEMY_SELECT_SECTION = [IND_Section_Main, IND_Section_Patrol, IND_Section_Gunner, IND_Section_Rifleman, IND_Section_AntiTank];
  222. ENEMY_SELECT_SIDE = "WEST";
  223. };
  224.  
  225. _ENEMY_SELECT_SECT = ENEMY_SELECT_SECTION call BIS_fnc_selectRandom;
  226.  
  227. _ENEMY_SELECT_SIDE = ENEMY_SELECT_SIDE;
  228.  
  229. switch (_ENEMY_SELECT_SECT) do
  230. {
  231. case OPF_Section_Main: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. They appear to have AT, AA, and heavy weapons.";};
  232. case OPF_Section_Patrol: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. We suspect from the equipment that we could manage to make out, is that they form part of the highly skilled Viper assault squads.";};
  233. case OPF_Section_Gunner: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. From all reports from our recon team near the location they spotted a heavy weapons team moving towards the area of operations";};
  234. case OPF_Section_Rifleman: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad moving in and around the area, they appear to be well equipped and are commanded by a known section commander that has successfully assaulted military bases around Tanoa";};
  235. case OPF_Section_AntiTank: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. A large force of Anti-Tank Infantry has been spotted in and around the area where the mission will be taking place.";};
  236.  
  237. case IND_Section_Main: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. They appear to have AT, AA, and heavy weapons.";};
  238. case IND_Section_Patrol: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. We suspect from the equipment that we could manage to make out, is that they form part of the highly skilled Horiun Special Operations.";};
  239. case IND_Section_Gunner: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. From all reports from our recon team near the location they spotted a heavy weapons team moving towards the area of operations";};
  240. case IND_Section_Rifleman: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad moving in and around the area, they appear to be well equipped and are commanded by a known section commander that has successfully assaulted military bases around Tanoa";};
  241. case IND_Section_AntiTank: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. A large force of Anti-Tank Infantry has been spotted in and around the area where the mission will be taking place.";};
  242.  
  243. case BLU_Section_Main: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. They appear to have AT, AA, and heavy weapons.";};
  244. case BLU_Section_Patrol: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. We suspect from the equipment that we could manage to make out, is that they form part of the highly skilled special forces section.";};
  245. case BLU_Section_Gunner: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. From all reports from our recon team near the location they spotted a heavy weapons team moving towards the area of operations";};
  246. case BLU_Section_Rifleman: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad moving in and around the area, they appear to be well equipped and are commanded by a known section commander that has successfully assaulted military bases around Tanoa";};
  247. case BLU_Section_AntiTank: {ENEMY_UNIT_DESCRIPTION = "All intelligence points towards a standard infantry make up, with what appears to be a more specialised squad. A large force of Anti-Tank Infantry has been spotted in and around the area where the mission will be taking place.";};
  248. };
  249.  
  250. switch (_ENEMY_VEHICLE_PRESENT) do
  251. {
  252. case true: {ENEMY_VEHICLE_DESCRIPTION = "They will have vehicles assets within the area, most of their assets will feature heavy armour and 50cal weapon systems.";};
  253. case false: {ENEMY_VEHICLE_DESCRIPTION = "They will not have vehicles assets within the area as far as our intelligence forces are aware.";};
  254. };
  255.  
  256. switch (_ENEMY_AIRCRAFT_PRESENT) do
  257. {
  258. case true: {ENEMY_AIRCRAFT_DESCRIPTION = "With the advance of their forces through Tanoa the continued use of air assets in the form of rotary aircraft has also increased. They use heavy armed transport helicopters to move troops to the front line, while conducting protection for ground forces within the AO. Well trained pilots.";};
  259. case false: {ENEMY_AIRCRAFT_DESCRIPTION = "They will not have air assets within the area as far as all intelligence points towards, however based off their standard tactics of transporting troops into the front line via armed helicopters you may expect an air presence shortly after the first contact.";};
  260. };
  261.  
  262. switch (_ENEMY_SIDE) do
  263. {
  264. case OPFOR: {
  265. ENEMY_SIDE_TITLE = "The Canton-Protocol Strategic Alliance Treaty (CSAT)";
  266. ENEMY_SIDE_NUM = 2;
  267. ENEMY_SIDE_STAT = east;
  268. };
  269. case INDEPENDENT: {
  270. ENEMY_SIDE_TITLE = "Freedom and Independence Army (FIA)";
  271. ENEMY_SIDE_NUM = 3;
  272. ENEMY_SIDE_STAT = resistance;
  273. };
  274. case BLUFOR: {
  275. ENEMY_SIDE_TITLE = "North Atlantic Treaty Organization (NATO)";
  276. ENEMY_SIDE_NUM = 1;
  277. ENEMY_SIDE_STAT = west;
  278. };
  279. };
  280.  
  281. _ENEMY_SELECT_NUMB = ENEMY_SIDE_NUM;
  282.  
  283. _ENEMY_SELECT_STAT = ENEMY_SIDE_STAT;
  284.  
  285. _22_ENEMY_SIZE_L = _ENEMY_SPAWN_LOWER;
  286.  
  287. _23_ENEMY_SIZE_H = _ENEMY_SPAWN_HIGHER;
  288.  
  289. _24_ENEMY_ACTI_1 = ["The reconnaissance teams have moved into location a few hours ago to gain as much intel on the enemy as possible."] call BIS_fnc_selectRandom;
  290.  
  291. _ENEMY_SPAWN_PATROL = [150, 200, 250, 300, 350, 400] call BIS_fnc_selectRandom;
  292.  
  293. switch (_ENEMY_SPAWN_PATROL) do
  294. {
  295. case 150: {ENEMY_SPAWN_PATROL_RADI = "The enemy patrols have been sighted and recorded out to around 150 m from the area.";};
  296. case 200: {ENEMY_SPAWN_PATROL_RADI = "Recon teams have determined that the patrols around are moving around 200 m from the area.";};
  297. case 250: {ENEMY_SPAWN_PATROL_RADI = "UAV photos have shown that the patrols are moving out to around 250 m from the central location.";};
  298. case 300: {ENEMY_SPAWN_PATROL_RADI = "The enemy patrols have been sighted and recorded out to around 300 m from the area.";};
  299. case 350: {ENEMY_SPAWN_PATROL_RADI = "Recon teams have determined that the patrols around are moving around 350 m from the area.";};
  300. case 400: {ENEMY_SPAWN_PATROL_RADI = "UAV photos have shown that the patrols are moving out to around 400 m from the central location.";};
  301. };
  302.  
  303. _25_ENEMY_ACTI_2 = ENEMY_SPAWN_PATROL_RADI;
  304.  
  305. _26_ENEMY_ACTI_3 = ["They have also been conducting regular movements, however not time pattern has been noticed"] call BIS_fnc_selectRandom;
  306.  
  307. switch (_LOCATION_MARKER) do
  308. {
  309. case "Lakatoro": {ADV_LOC = "The area around the Town of Lakatoro is dense terrain. The Northern approach features a dense jungle with a steep decline hill heading into the town, the Eastern approach is more open, with the main and only road heading into the area heading down a slight hill, Southern approach is a slight incline heading up to the town and the Western approach is hampered with dense trees and a walking track. The town itself is located at GR:";};
  310.  
  311. case "Power_Plant": {ADV_LOC = "The Power Plant is a primary asset within Tanoa, it provides close to 70% of the power across the island. The plant itself is in open terrain with its Northern approach being the most dense, with a hill and tree lines coming within 100m of the fence line, with a rail track moving close to the area. South is again a tree line, however less dense, The power station itself is located at GR:";};
  312.  
  313. case "Main_City": {ADV_LOC = "The main city of Georgetown controls a vital sea port, and one of the few deep water ports for larger ships. The city itself is a standard urban built up area with limited avenues of approach, tree lines and hills surround the whole area. The city itself is located at GR:";};
  314.  
  315. case "Tuvanaka": {ADV_LOC = "The city of Tuvanaka is one of the capitals around Tanoa, the AAF first took over the airfield on its island. The town is surrounded by high hills and a sea port to the south west. Observation points are located at GR: 022 116, 027 123, 022 126. The city itself is located at GR:";};
  316.  
  317. case "Katkoula": {ADV_LOC = "The town of Katkoula is located on the third largest island of Tanoa. To the north is a large open field providing limited cover of approaching forces, the west has a tree line and suitable cover allowing forces to approach, the southern area along the water line has tree lines heading close to the town itself. The city itself is located at GR:";};
  318.  
  319. case "Temple_1": {ADV_LOC = "The temple itself is located within a dense jungle with limited access. Large rock walls, cliffs and dense tight terrain will limit the use of large vehicles. The temple itself is located at GR:";};
  320.  
  321. case "Lumber_Yard": {ADV_LOC = "Forming a check point on the main MSR heading south on the main island of Tanoa to the airfield, the Lumber Yard features a good staging location to limit supply to both the northern and southern regions of Tanoa. The area itself has a cliff face to the North West, and dense terrain surrounding. The Yard itself is located at GR:";};
  322.  
  323. case "Comms_Bravo": {ADV_LOC = "The communications base near one of the highest points of Tanoa allows for clear comms all over the islands, and a major tactical advantage. Securing this sight will both limit the enemies ability to maintain command and control, but allow friendly forces the ability to maintain communications all across Tanoa. The array is surrounded by jungle, with its northern approach having more open terrain. Steep hills to the south and east allows for a clean approach, but limit visibility while moving up to the location, the old research base to the west allows for clear line of sight into the Communications base. The area itself is located at GR:";};
  324.  
  325. case "Sugar_Company": {ADV_LOC = "The Sugar industry on Tanoa has taken over as one of the biggest exports for the country. The enemy have managed to secure the location in an attempt to hinder both the economic and movements from the airport to the northern docks. A large town is to its easy, with tree lines surrounding the North, West, and South West approaches. The area itself is located at GR:";};
  326. };
  327.  
  328. _27_ENEMY_LOC_1 = ADV_LOC;
  329.  
  330. _28_ENEMY_LOC_2 = mapGridPosition getMarkerPos _LOCATION_MARKER;
  331.  
  332. _29_ENEMY_LOC_3 = [". When this location is captured by friendly forces, we expect a counter attack to be launched. This is a vital asset for both us and the enemy, we need to take control of it."] call BIS_fnc_selectRandom;
  333.  
  334. _30_ENEMY_UNIT_1 = ENEMY_SIDE_TITLE;
  335.  
  336. _31_ENEMY_UNIT_2 = ["has moved a large amount of forces around the battle space, they have also increased Fixed and Rotary winged aircraft around Tanoa."] call BIS_fnc_selectRandom;
  337.  
  338. _32_ENEMY_UNIT_3 = ENEMY_UNIT_DESCRIPTION;
  339.  
  340. _33_ENEMY_UNIT_4 = ENEMY_VEHICLE_DESCRIPTION;
  341.  
  342. _34_ENEMY_UNIT_5 = ENEMY_AIRCRAFT_DESCRIPTION;
  343.  
  344. _ENEMY_HOUR_MOD = [1,1.5,2,2.5,3,3.5,4,4.5,5,5.5] call BIS_fnc_selectRandom;
  345.  
  346. _35_ENEMY_HOUR = [dayTime - _ENEMY_HOUR_MOD, "HH:MM"] call BIS_fnc_timeToString;
  347.  
  348. _TIME_DATE_NOW = date;
  349.  
  350. _month = _TIME_DATE_NOW select 1;
  351.  
  352. switch (_month) do
  353. {
  354. case 1: { TIME_MONTH = "JAN"; };
  355. case 2: { TIME_MONTH = "FEB"; };
  356. case 3: { TIME_MONTH = "MAR"; };
  357. case 4: { TIME_MONTH = "APR"; };
  358. case 5: { TIME_MONTH = "MAY"; };
  359. case 6: { TIME_MONTH = "JUN"; };
  360. case 7: { TIME_MONTH = "JUL"; };
  361. case 8: { TIME_MONTH = "AUG"; };
  362. case 9: { TIME_MONTH = "SEP"; };
  363. case 10: { TIME_MONTH = "OCT"; };
  364. case 11: { TIME_MONTH = "NOV"; };
  365. case 12: { TIME_MONTH = "DEC"; };
  366. };
  367.  
  368. _36_ENEMY_TIME_DESC = ["H, local time. This information is from both credible sources and recon elements within the area."] call BIS_fnc_selectRandom;
  369.  
  370. _37_ENEMY_TIME_DAY = _TIME_DATE_NOW select 2;
  371.  
  372. _38_ENEMY_TIME_MONTH = TIME_MONTH;
  373.  
  374. _39_ENEMY_TIME_YEAR = _TIME_DATE_NOW select 0;
  375.  
  376. switch (_ENEMY_SIDE) do
  377. {
  378. case OPFOR: {ENEMY_STAND = "Standard CSAT Weapon systems";};
  379. case BLUFOR: {ENEMY_STAND = "Standard NATO Weapon systems";};
  380. case INDEPENDENT: {ENEMY_STAND = "Standard AAF Weapon systems";};
  381. };
  382.  
  383. _40_ENEMY_EQUIPMENT_1 = ENEMY_STAND;
  384.  
  385. switch (_ENEMY_SELECT_SECT) do
  386. {
  387. case OPF_Section_Main: {ENEMY_EQUIPMENT = "";};
  388. case OPF_Section_Patrol: {ENEMY_EQUIPMENT = "<br/>Special Forces Equipment<br/>Heavy weapon systems";};
  389. case OPF_Section_Gunner: {ENEMY_EQUIPMENT = "<br/>Heavy machine guns";};
  390. case OPF_Section_Rifleman: {ENEMY_EQUIPMENT = "";};
  391. case OPF_Section_AntiTank: {ENEMY_EQUIPMENT = "<br/>Heavy Anti-Tank weapons";};
  392.  
  393. case IND_Section_Main: {ENEMY_EQUIPMENT = "";};
  394. case IND_Section_Patrol: {ENEMY_EQUIPMENT = "<br/>Special Forces Equipment<br/>Heavy weapon systems";};
  395. case IND_Section_Gunner: {ENEMY_EQUIPMENT = "<br/>Heavy machine guns";};
  396. case IND_Section_Rifleman: {ENEMY_EQUIPMENT = "";};
  397. case IND_Section_AntiTank: {ENEMY_EQUIPMENT = "<br/>Heavy Anti-Tank weapons";};
  398.  
  399. case BLU_Section_Main: {ENEMY_EQUIPMENT = "<br/>No specialised weapon systems";};
  400. case BLU_Section_Patrol: {ENEMY_EQUIPMENT = "<br/>Special Forces Equipment<br/>Heavy weapon systems";};
  401. case BLU_Section_Gunner: {ENEMY_EQUIPMENT = "<br/>Heavy machine guns";};
  402. case BLU_Section_Rifleman: {ENEMY_EQUIPMENT = "";};
  403. case BLU_Section_AntiTank: {ENEMY_EQUIPMENT = "<br/>Heavy Anti-Tank weapons";};
  404. };
  405.  
  406. _41_ENEMY_EQUIPMENT_2 = ENEMY_EQUIPMENT;
  407.  
  408. switch (_ENEMY_SELECT_SECT) do
  409. {
  410. case OPF_Section_Main: {SPECIAL_ITEMS = "";};
  411. case OPF_Section_Patrol: {SPECIAL_ITEMS = "<br/>Anti-Thermal body armour<br/>Thermal Optics";};
  412. case OPF_Section_Gunner: {SPECIAL_ITEMS = "<br/>Anti-Tank weapons";};
  413. case OPF_Section_Rifleman: {SPECIAL_ITEMS = "";};
  414. case OPF_Section_AntiTank: {SPECIAL_ITEMS = "<br/>UAV Support";};
  415.  
  416. case IND_Section_Main: {SPECIAL_ITEMS = "";};
  417. case IND_Section_Patrol: {SPECIAL_ITEMS = "<br/>Anti-Thermal body armour<br/>Thermal Optics";};
  418. case IND_Section_Gunner: {SPECIAL_ITEMS = "<br/>Anti-Tank weapons";};
  419. case IND_Section_Rifleman: {SPECIAL_ITEMS = "";};
  420. case IND_Section_AntiTank: {SPECIAL_ITEMS = "<br/>UAV Support";};
  421.  
  422. case BLU_Section_Main: {SPECIAL_ITEMS = "";};
  423. case BLU_Section_Patrol: {SPECIAL_ITEMS = "<br/>Anti-Thermal body armour<br/>Thermal Optics";};
  424. case BLU_Section_Gunner: {SPECIAL_ITEMS = "<br/>Anti-Tank weapons";};
  425. case BLU_Section_Rifleman: {SPECIAL_ITEMS = "";};
  426. case BLU_Section_AntiTank: {SPECIAL_ITEMS = "<br/>UAV Support";};
  427. };
  428.  
  429. _42_ENEMY_EQUIPMENT_3 = SPECIAL_ITEMS;
  430.  
  431. /*
  432. MISSION
  433. */
  434.  
  435. _43_MISSION_WHEN = [dayTime, "HH:MM"] call BIS_fnc_timeToString;
  436.  
  437. _44_MISSION_WHO =
  438. [
  439. "1st Pl, Alpha - COY",
  440. "2nd Pl, Alpha - COY",
  441. "3rd Pl, Alpha - COY",
  442. "1st Pl, Bravo - COY",
  443. "2nd Pl, Bravo - COY",
  444. "3rd Pl, Bravo - COY",
  445. "1st Pl, Charlie - COY",
  446. "2nd Pl, Charlie - COY",
  447. "3rd Pl, Charlie - COY",
  448. "1st Pl, Echo - COY",
  449. "2nd Pl, Echo - COY",
  450. "3rd Pl, Echo - COY"
  451. ] call BIS_fnc_selectRandom;
  452.  
  453. _45_MISSION_WHAT =
  454. [
  455. "will seek out and destroy the enemy around GR:",
  456. "will destroy any enemy assets and equipment around GR:",
  457. "will close upon the enemy and destroy them around GR:",
  458. "will seek and destroy any enemy forces around GR:",
  459. "will conduct area clearance to destroy enemy personnel and equipment around GR:"
  460. ] call BIS_fnc_selectRandom;
  461.  
  462. _46_MISSION_WHERE = mapGridPosition getMarkerPos _LOCATION_MARKER;
  463.  
  464. _47_MISSION_WHY =
  465. [
  466. ", to hold ground for our advancing forces.",
  467. ", to secure and hold the ground for allied advancing forces.",
  468. ", to take and hold the area.",
  469. ", to enable advancing forces a foothold to continue the assault."
  470. ] call BIS_fnc_selectRandom;
  471.  
  472. _MISSION_HOUR_MOD = [2.5,3,3.5,4,4.5,5,5.5] call BIS_fnc_selectRandom;
  473.  
  474. _48_MISSION_WHEN = [dayTime + _MISSION_HOUR_MOD, "HH:MM"] call BIS_fnc_timeToString;
  475.  
  476. /*
  477. EXECUTION
  478. */
  479.  
  480. _49_EXECUTION_CMDINT_RND_1 =
  481. [
  482. "Once the area is secured, you are to defend the location until friendly forces arrive to release you. HQ will be responsible for command, control and communications for the duration of this mission."
  483. ] call BIS_fnc_selectRandom;
  484.  
  485. _50_EXECUTION_CMDINT_RND_2 =
  486. [
  487. "Any support weapons should be placed on high ground to support any operations within the Operations Area"
  488. ] call BIS_fnc_selectRandom;
  489.  
  490. _51_EXECUTION_CMDINT_RND_3 =
  491. [
  492. "It is recommended that you move into location on foot from either a Landing Zone or dismount from a vehicle convoy to avoid any engagements before we gain any intelligence on the situation on the ground."
  493. ] call BIS_fnc_selectRandom;
  494.  
  495. _52_EXECUTION_COO_SCHEME_1 =
  496. [
  497. "You should find a location to gain intel on the area to form a better understanding of the situation on ground, the use of UAV's, Air Assets or other means are at your disposal for tasking."
  498. ] call BIS_fnc_selectRandom;
  499.  
  500. _53_EXECUTION_COO_SCHEME_2 =
  501. [
  502. "Air support should be used for the duration of this mission for complete superiority of the situation."
  503. ] call BIS_fnc_selectRandom;
  504.  
  505. _54_EXECUTION_COO_SCHEME_3 =
  506. [
  507. "It would also be recommended that any fire support from DFSW would provide the domination on the ground that we require for the completion of this Mission."
  508. ] call BIS_fnc_selectRandom;
  509.  
  510. _55_EXECUTION_TASK_RND_1 =
  511. [
  512. "The Fires radio net should be controlled by the PL-COMD RTO for the duration of this Mission. There are currently no specific targets at this time, however ground observation should generate any required targets while infantry forces around within the operations area."
  513. ] call BIS_fnc_selectRandom;
  514.  
  515.  
  516. switch (_LOCATION_MARKER) do
  517. {
  518. case "Lakatoro": {EXEC_CORD = "";};
  519.  
  520. case "Power_Plant": {EXEC_CORD = "";};
  521.  
  522. case "Main_City": {EXEC_CORD = "";};
  523.  
  524. case "Tuvanaka": {EXEC_CORD = "";};
  525.  
  526. case "Katkoula": {EXEC_CORD = "";};
  527.  
  528. case "Temple_1": {EXEC_CORD = "";};
  529.  
  530. case "Lumber_Yard": {EXEC_CORD = "";};
  531.  
  532. case "Comms_Bravo": {EXEC_CORD = "";};
  533.  
  534. };
  535.  
  536. _56_EXECUTION_COORD_RND_1 = EXEC_CORD;
  537.  
  538. /*
  539. ADMINISTRATION AND LOGISTICS
  540. */
  541.  
  542. switch (_ENEMY_VEHICLE_PRESENT) do
  543. {
  544. case true: {
  545. ADMIN_EQUIPMENT_VEH = "SECTION EQUIPMENT:
  546. <br/>- Assault Rifle
  547. <br/>- Section Support Weapon
  548. <br/>- Grenade Launcher
  549. <br/>- Anti Tank Weapon
  550. <br/>- Smoke (White / Green / Red)
  551. <br/>- Medical Supplies";
  552. };
  553. case false: {
  554. ADMIN_EQUIPMENT_VEH = "SECTION EQUIPMENT:
  555. <br/>- Assault Rifle
  556. <br/>- Section Support Weapon
  557. <br/>- Grenade Launcher
  558. <br/>- Smoke (White / Green / Red)
  559. <br/>- Medical Supplies";
  560. };
  561. };
  562.  
  563. switch (_ENEMY_AIRCRAFT_PRESENT) do
  564. {
  565. case true: { ADMIN_EQUIPMENT_AIR = "- Anti-Air weapon"; };
  566. case false: { ADMIN_EQUIPMENT_AIR = " "; };
  567. };
  568.  
  569. _57_ADMINLOG_VEHICLE = ADMIN_EQUIPMENT_VEH;
  570.  
  571. _58_ADMINLOG_AIRCRAFT = ADMIN_EQUIPMENT_AIR;
  572.  
  573. /*
  574. COMMAND AND SIGNALS
  575. */
  576.  
  577. // NO CHANGE
  578.  
  579. [
  580. _MISSION_SIDE_FRIENDLY_1,
  581. ["MK_ADVANCED"],
  582. [
  583. ["
  584. <br/>1. SITUATION
  585. <br/>%1 %2
  586. <br/>
  587. <br/>%3 %4
  588. <br/>
  589. <br/>(1) Weather
  590. <br/>%5 %6 %7 %8 %9 %10
  591. <br/>
  592. <br/>(2) Terrain
  593. <br/>%11 %12
  594. <br/>
  595. <br/>%13 %14
  596. <br/>
  597. <br/>A. Friendly Forces
  598. <br/>(1) %15 %16
  599. <br/>
  600. <br/>(2) %17 %18
  601. <br/>
  602. <br/>(3) %19 %20 %21
  603. <br/>
  604. <br/>B. Enemy Forces
  605. <br/>(1) Size
  606. <br/> Estimated enemy presence of %22 to around %23
  607. <br/>
  608. <br/>(2) Activity
  609. <br/>%24 %25 %26
  610. <br/>
  611. <br/>(3) Location
  612. <br/>%27 %28 %29
  613. <br/>
  614. <br/>(4) Unit
  615. <br/>%30 %31
  616. <br/>
  617. <br/>%32 %33
  618. <br/>
  619. <br/>%34
  620. <br/>
  621. <br/>(5) Time
  622. <br/>The enemy forces have been recorded at around %35 %36 (%37 %38 %39)
  623. <br/>
  624. <br/>(6) Equipment (Observed)
  625. <br/>%40 %41 %42
  626. <br/>
  627. <br/>2. MISSION
  628. <br/>%44 %45 %46 %47 NLT %48 H.
  629. <br/>
  630. <br/>3. EXECUTION
  631. <br/>%49 %50 %51
  632. <br/>
  633. <br/>(1) Concept of Operation
  634. <br/>%52 %53 %54
  635. <br/>
  636. <br/>(2) Tasks
  637. <br/>%55
  638. <br/>
  639. <br/>(3) Coordination Instruction
  640. <br/>%56
  641. <br/>
  642. <br/>4. ADMINISTATION AND LOGISTICS
  643. <br/>%57
  644. <br/>%58
  645. <br/>
  646. <br/>CASEVAC plan for ground forces will be as follows:
  647. <br/>- Pri 3: Assess the injury and treat on the ground.
  648. <br/>- Pri 2: Treatment by combat medic on the ground.
  649. <br/>- Pri 1: Evacuation back to airfield for treatment via AME.
  650. <br/>
  651. <br/>FIGHTER PILOT plan of evacuation will be as follows:
  652. <br/>- Secure the area surrounding your crash site
  653. <br/>- Destroy any classified material
  654. <br/>- Radio into the ground forces your estimated location
  655. <br/>- Await further instructions from the ground commander
  656. <br/>
  657. <br/>5. COMMAND AND SIGNALS
  658. <br/>AN/PRC-152 AND AN/PRC-117 RADIO FREQUENCY
  659. <br/>(a) CH:01 ~ Infantry Ground Forces
  660. <br/>(c) CH:10 ~ Air Forces
  661. <br/>(d) CH:99 ~ Air Traffic Controller
  662. ",
  663. _01_SIT_RND_1,
  664. _02_SIT_RND_2,
  665. _03_SIT_RND_3,
  666. _04_SIT_RND_4,
  667. _05_WEATHER_Val,
  668. _06_WEATHER_Dec,
  669. _07_WEATHER_Base,
  670. _08_WEATHER_Overcast,
  671. _09_WEATHER_Rain,
  672. _10_WEATHER_Description,
  673. _11_TERRAIN_RND_1,
  674. _12_TERRAIN_RND_2,
  675. _13_TERRAIN_RND_3,
  676. _14_TERRAIN_RND_4,
  677. _15_FRIENDLY_HIGH_1,
  678. _16_FRIENDLY_HIGH_2,
  679. _17_FRIENDLY_ADJA_1,
  680. _18_FRIENDLY_ADJA_2,
  681. _19_FRIENDLY_SUPP_1,
  682. _20_FRIENDLY_SUPP_2,
  683. _21_FRIENDLY_SUPP_3,
  684. _22_ENEMY_SIZE_L,
  685. _23_ENEMY_SIZE_H,
  686. _24_ENEMY_ACTI_1,
  687. _25_ENEMY_ACTI_2,
  688. _26_ENEMY_ACTI_3,
  689. _27_ENEMY_LOC_1,
  690. _28_ENEMY_LOC_2,
  691. _29_ENEMY_LOC_3,
  692. _30_ENEMY_UNIT_1,
  693. _31_ENEMY_UNIT_2,
  694. _32_ENEMY_UNIT_3,
  695. _33_ENEMY_UNIT_4,
  696. _34_ENEMY_UNIT_5,
  697. _35_ENEMY_HOUR,
  698. _36_ENEMY_TIME_DESC,
  699. _37_ENEMY_TIME_DAY,
  700. _38_ENEMY_TIME_MONTH,
  701. _39_ENEMY_TIME_YEAR,
  702. _40_ENEMY_EQUIPMENT_1,
  703. _41_ENEMY_EQUIPMENT_2,
  704. _42_ENEMY_EQUIPMENT_3,
  705. _43_MISSION_WHEN,
  706. _44_MISSION_WHO,
  707. _45_MISSION_WHAT,
  708. _46_MISSION_WHERE,
  709. _47_MISSION_WHY,
  710. _48_MISSION_WHEN,
  711. _49_EXECUTION_CMDINT_RND_1,
  712. _50_EXECUTION_CMDINT_RND_2,
  713. _51_EXECUTION_CMDINT_RND_3,
  714. _52_EXECUTION_COO_SCHEME_1,
  715. _53_EXECUTION_COO_SCHEME_2,
  716. _54_EXECUTION_COO_SCHEME_3,
  717. _55_EXECUTION_TASK_RND_1,
  718. _56_EXECUTION_COORD_RND_1,
  719. _57_ADMINLOG_VEHICLE,
  720. _58_ADMINLOG_AIRCRAFT
  721. ],
  722. "BHQ: Secure Location",
  723. "BHQ: Secure Location"
  724. ],
  725. _LOCATION_MARKER,
  726. true,
  727. 1,
  728. true
  729. ] call BIS_fnc_taskCreate;
  730.  
  731. ADV_GRP_1 = [getMarkerPos _LOCATION_MARKER,_ENEMY_SIDE,_ENEMY_SELECT_SECT] call BIS_fnc_spawnGroup;
  732. sleep 10;
  733. [ADV_GRP_1, getMarkerPos _LOCATION_MARKER, _ENEMY_SPAWN_PATROL] call BIS_fnc_taskPatrol;
  734. sleep 5;
  735. {_x allowFleeing 0} forEach units ADV_GRP_1;
  736.  
  737. [_LOCATION_MARKER,_ENEMY_SELECT_NUMB,_ENEMY_SPAWN_PATROL,[true,false],[_ENEMY_VEHICLE_PRESENT,false,_ENEMY_AIRCRAFT_PRESENT],false,[_ENEMY_SPAWN_LOWER,_ENEMY_SPAWN_LOWER],[2,3],"DEFAULT",nil,nil,900] execVM "LV\Militarize.sqf";
  738.  
  739. sleep 5;
  740.  
  741. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  742.  
  743. _ADVTRIG = createTrigger ["EmptyDetector", getmarkerPos _LOCATION_MARKER];
  744. _ADVTRIG setTriggerArea [300, 300, 1, false];
  745. _ADVTRIG setTriggerActivation [_ENEMY_SELECT_SIDE, "NOT PRESENT", false];
  746. _ADVTRIG setTriggerStatements ["this", "ADV_STATE_1 = 20;", ""];
  747.  
  748. waitUntil {sleep 1; ADV_STATE_1 >= 10};
  749.  
  750. ["MK_ADVANCED","Succeeded"] call BIS_fnc_taskSetState;
  751.  
  752. sleep 10;
  753.  
  754. [
  755. _MISSION_SIDE_FRIENDLY_1,
  756. ["MK_ADVANCED"],
  757. [
  758. ["
  759. <br/>1. SITUATION
  760. <br/>%1 %2
  761. <br/>
  762. <br/>%3 %4
  763. <br/>
  764. <br/>(1) Weather
  765. <br/>%5 %6 %7 %8 %9 %10
  766. <br/>
  767. <br/>(2) Terrain
  768. <br/>%11 %12
  769. <br/>
  770. <br/>%13 %14
  771. <br/>
  772. <br/>A. Friendly Forces
  773. <br/>(1) %15 %16
  774. <br/>
  775. <br/>(2) %17 %18
  776. <br/>
  777. <br/>(3) %19 %20 %21
  778. <br/>
  779. <br/>B. Enemy Forces
  780. <br/>(1) Size
  781. <br/> Estimated enemy presence of %22 to around %23
  782. <br/>
  783. <br/>(2) Activity
  784. <br/>%24 %25 %26
  785. <br/>
  786. <br/>(3) Location
  787. <br/>%27 %28 %29
  788. <br/>
  789. <br/>(4) Unit
  790. <br/>%30 %31
  791. <br/>
  792. <br/>%32 %33
  793. <br/>
  794. <br/>%34
  795. <br/>
  796. <br/>(5) Time
  797. <br/>The enemy forces have been recorded at around %35 %36 (%37 %38 %39)
  798. <br/>
  799. <br/>(6) Equipment (Observed)
  800. <br/>%40 %41 %42
  801. <br/>
  802. <br/>2. MISSION
  803. <br/>%44 %45 %46 %47 NLT %48 H.
  804. <br/>
  805. <br/>3. EXECUTION
  806. <br/>%49 %50 %51
  807. <br/>
  808. <br/>(1) Concept of Operation
  809. <br/>%52 %53 %54
  810. <br/>
  811. <br/>(2) Tasks
  812. <br/>%55
  813. <br/>
  814. <br/>(3) Coordination Instruction
  815. <br/>%56
  816. <br/>
  817. <br/>4. ADMINISTATION AND LOGISTICS
  818. <br/>%57
  819. <br/>%58
  820. <br/>
  821. <br/>CASEVAC plan for ground forces will be as follows:
  822. <br/>- Pri 3: Assess the injury and treat on the ground.
  823. <br/>- Pri 2: Treatment by combat medic on the ground.
  824. <br/>- Pri 1: Evacuation back to airfield for treatment via AME.
  825. <br/>
  826. <br/>FIGHTER PILOT plan of evacuation will be as follows:
  827. <br/>- Secure the area surrounding your crash site
  828. <br/>- Destroy any classified material
  829. <br/>- Radio into the ground forces your estimated location
  830. <br/>- Await further instructions from the ground commander
  831. <br/>
  832. <br/>5. COMMAND AND SIGNALS
  833. <br/>AN/PRC-152 AND AN/PRC-117 RADIO FREQUENCY
  834. <br/>(a) CH:01 ~ Infantry Ground Forces
  835. <br/>(c) CH:10 ~ Air Forces
  836. <br/>(d) CH:99 ~ Air Traffic Controller
  837. ",
  838. _01_SIT_RND_1,
  839. _02_SIT_RND_2,
  840. _03_SIT_RND_3,
  841. _04_SIT_RND_4,
  842. _05_WEATHER_Val,
  843. _06_WEATHER_Dec,
  844. _07_WEATHER_Base,
  845. _08_WEATHER_Overcast,
  846. _09_WEATHER_Rain,
  847. _10_WEATHER_Description,
  848. _11_TERRAIN_RND_1,
  849. _12_TERRAIN_RND_2,
  850. _13_TERRAIN_RND_3,
  851. _14_TERRAIN_RND_4,
  852. _15_FRIENDLY_HIGH_1,
  853. _16_FRIENDLY_HIGH_2,
  854. _17_FRIENDLY_ADJA_1,
  855. _18_FRIENDLY_ADJA_2,
  856. _19_FRIENDLY_SUPP_1,
  857. _20_FRIENDLY_SUPP_2,
  858. _21_FRIENDLY_SUPP_3,
  859. _22_ENEMY_SIZE_L,
  860. _23_ENEMY_SIZE_H,
  861. _24_ENEMY_ACTI_1,
  862. _25_ENEMY_ACTI_2,
  863. _26_ENEMY_ACTI_3,
  864. _27_ENEMY_LOC_1,
  865. _28_ENEMY_LOC_2,
  866. _29_ENEMY_LOC_3,
  867. _30_ENEMY_UNIT_1,
  868. _31_ENEMY_UNIT_2,
  869. _32_ENEMY_UNIT_3,
  870. _33_ENEMY_UNIT_4,
  871. _34_ENEMY_UNIT_5,
  872. _35_ENEMY_HOUR,
  873. _36_ENEMY_TIME_DESC,
  874. _37_ENEMY_TIME_DAY,
  875. _38_ENEMY_TIME_MONTH,
  876. _39_ENEMY_TIME_YEAR,
  877. _40_ENEMY_EQUIPMENT_1,
  878. _41_ENEMY_EQUIPMENT_2,
  879. _42_ENEMY_EQUIPMENT_3,
  880. _43_MISSION_WHEN,
  881. _44_MISSION_WHO,
  882. _45_MISSION_WHAT,
  883. _46_MISSION_WHERE,
  884. _47_MISSION_WHY,
  885. _48_MISSION_WHEN,
  886. _49_EXECUTION_CMDINT_RND_1,
  887. _50_EXECUTION_CMDINT_RND_2,
  888. _51_EXECUTION_CMDINT_RND_3,
  889. _52_EXECUTION_COO_SCHEME_1,
  890. _53_EXECUTION_COO_SCHEME_2,
  891. _54_EXECUTION_COO_SCHEME_3,
  892. _55_EXECUTION_TASK_RND_1,
  893. _56_EXECUTION_COORD_RND_1,
  894. _57_ADMINLOG_VEHICLE,
  895. _58_ADMINLOG_AIRCRAFT
  896. ],
  897. "BHQ: Defence of Location",
  898. "BHQ: Defence of Location"
  899. ],
  900. _LOCATION_MARKER,
  901. true,
  902. 1,
  903. true
  904. ] call BIS_fnc_taskCreate;
  905.  
  906. sleep 150;
  907.  
  908. if (50 > random 100) then
  909. {
  910. _DEFENCEATTACK = Floor (random count DEFENCE_LOCATIONS);
  911. _DEFENCEATTACK_MARKER = DEFENCE_LOCATIONS select _DEFENCEATTACK;
  912. [_DEFENCEATTACK_MARKER,_ENEMY_SELECT_NUMB,false,true,1500,"random",true,300,150,16,0.3,50,false,false,false,true,_LOCATION_MARKER,false,"default",nil,nil,901,false] execVM "LV\heliParadrop.sqf";
  913. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  914. }
  915. else
  916. {
  917. _DEFENCEATTACK = Floor (random count DEFENCE_LOCATIONS);
  918. _DEFENCEATTACK_MARKER = DEFENCE_LOCATIONS select _DEFENCEATTACK;
  919. [_DEFENCEATTACK_MARKER,true,_ENEMY_SELECT_NUMB,1,true,true,_LOCATION_MARKER,"random",3000,true,false,16,"default",[false,true,false,false],nil,nil,901,false] execVM "LV\reinforcementChopper.sqf";
  920. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  921. };
  922.  
  923. sleep 60;
  924. sleep random 60;
  925.  
  926. if (50 > random 100) then
  927. {
  928. _DEFENCEATTACK = Floor (random count DEFENCE_LOCATIONS);
  929. _DEFENCEATTACK_MARKER = DEFENCE_LOCATIONS select _DEFENCEATTACK;
  930. [_DEFENCEATTACK_MARKER,_ENEMY_SELECT_NUMB,false,true,1500,"random",true,300,150,16,0.3,50,false,false,false,true,_LOCATION_MARKER,false,"default",nil,nil,902,false] execVM "LV\heliParadrop.sqf";
  931. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  932. }
  933. else
  934. {
  935. _DEFENCEATTACK = Floor (random count DEFENCE_LOCATIONS);
  936. _DEFENCEATTACK_MARKER = DEFENCE_LOCATIONS select _DEFENCEATTACK;
  937. [_DEFENCEATTACK_MARKER,true,_ENEMY_SELECT_NUMB,1,true,true,_LOCATION_MARKER,"random",3000,true,false,16,"default",[false,true,false,false],nil,nil,902,false] execVM "LV\reinforcementChopper.sqf";
  938. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  939. };
  940.  
  941. sleep 60;
  942. sleep random 60;
  943.  
  944. if (50 > random 100) then
  945. {
  946. _DEFENCEATTACK = Floor (random count DEFENCE_LOCATIONS);
  947. _DEFENCEATTACK_MARKER = DEFENCE_LOCATIONS select _DEFENCEATTACK;
  948. [_DEFENCEATTACK_MARKER,_ENEMY_SELECT_NUMB,false,true,1500,"random",true,300,150,16,0.3,50,false,false,false,true,_LOCATION_MARKER,false,"default",nil,nil,903,false] execVM "LV\heliParadrop.sqf";
  949. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  950. }
  951. else
  952. {
  953. _DEFENCEATTACK = Floor (random count DEFENCE_LOCATIONS);
  954. _DEFENCEATTACK_MARKER = DEFENCE_LOCATIONS select _DEFENCEATTACK;
  955. [_DEFENCEATTACK_MARKER,true,_ENEMY_SELECT_NUMB,1,true,true,_LOCATION_MARKER,"random",3000,true,false,16,"default",[false,true,false,false],nil,nil,903,false] execVM "LV\reinforcementChopper.sqf";
  956. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  957. };
  958.  
  959. sleep 300;
  960.  
  961. [_DEFENCEATTACK_MARKER,_FRIENDLY_SIDE_NUM,false,true,1500,"random",true,300,150,16,0.3,50,false,false,false,true,_LOCATION_MARKER,false,"default",nil,nil,904,false] execVM "LV\heliParadrop.sqf";
  962.  
  963. sleep 20;
  964.  
  965. {_x addCuratorEditableObjects [(AllUnits + AllDead + vehicles),true]}forEach allCurators;
  966.  
  967. sleep 60;
  968.  
  969. _trgrIAss1 = createTrigger ["EmptyDetector", getmarkerPos _LOCATION_MARKER];
  970. _trgrIAss1 setTriggerArea [500, 500, 1, false];
  971. _trgrIAss1 setTriggerActivation [_ENEMY_SELECT_SIDE, "NOT PRESENT", false];
  972. _trgrIAss1 setTriggerStatements ["this", "['MK_ADVANCED','Succeeded'] call BIS_fnc_taskSetState; ADV_STATE_2 = 20;", ""];
  973.  
  974. _trgrIAss2 = createTrigger ["EmptyDetector", getmarkerPos _LOCATION_MARKER];
  975. _trgrIAss2 setTriggerArea [500, 500, 1, false];
  976. _trgrIAss2 setTriggerActivation [_MISSION_SIDE_FRIENDLY, "NOT PRESENT", false];
  977. _trgrIAss2 setTriggerStatements ["this", "['MK_ADVANCED','failed'] call BIS_fnc_taskSetState; ADV_STATE_2 = 20;", ""];
  978.  
  979. waitUntil {sleep 1; ADV_STATE_2 >= 10};
  980.  
  981. sleep 30;
  982.  
  983. ["MK_ADVANCED"] call BIS_fnc_deleteTask;
  984.  
  985. if (isNil "ADV_GRP_1") then {} else {{deleteVehicle _x} forEach units ADV_GRP_1;};
  986. if (isNil "lvgroup900") then {} else {{deleteVehicle _x} forEach units lvgroup900;};
  987. if (isNil "lvgroup901") then {} else {{deleteVehicle _x} forEach units lvgroup901;};
  988. if (isNil "lvgroup902") then {} else {{deleteVehicle _x} forEach units lvgroup902;};
  989. if (isNil "lvgroup903") then {} else {{deleteVehicle _x} forEach units lvgroup903;};
  990. if (isNil "lvgroup904") then {} else {{deleteVehicle _x} forEach units lvgroup904;};
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