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- /*
- "Occupation" static mission for Altis, Chernarus, Namalsk and Taviana
- Created by second_coming
- */
- private["_wp","_wp2","_wp3","_pos","_missionName","_msgStart","_msgWIN","_msgLOSE"];
- // For logging purposes
- private _num = DMS_MissionCount;
- // Set mission side (only "bandit" is supported for now)
- _side = "bandit";
- switch (toLower worldName) do
- {
- case "taviana":
- {
- _pos = [14000,12220,0];
- _missionName = "Solibor Occupation";
- _msgStart = ['#FFFF00',"Solibor is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Solibor and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Solibor, taking the cache with them..."];
- };
- case "namalsk":
- {
- _pos = [3926,7523,0];
- _missionName = "Norinsk Occupation";
- _msgStart = ['#FFFF00',"Norinsk is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Norinsk and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Norinsk, taking the cache with them..."];
- };
- case "napf":
- {
- _chance = floor(random 2);
- switch (_chance) do
- {
- case 0:
- {
- _pos = [8846,16066,0];
- _missionName = "Lenzburg Occupation";
- _msgStart = ['#FFFF00',"Lenzburg is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Lenzburg and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Lenzburg, taking the cache with them..."];
- };
- case 1:
- {
- _pos = [2426,7712,0];
- _missionName = "Worb Occupation";
- _msgStart = ['#FFFF00',"Worb is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Worb and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Worb, taking the cache with them..."];
- };
- };
- };
- case "chernarus":
- {
- _chance = floor(random 4);
- switch (_chance) do
- {
- case 0:
- {
- _pos = [3810,8887,0];
- _missionName = "Vybor Occupation";
- _msgStart = ['#FFFF00',"Vybor is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Vybor and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Vybor, taking the cache with them..."];
- };
- case 1:
- {
- _pos = [12024,9083,0];
- _missionName = "Berenzio Occupation";
- _msgStart = ['#FFFF00',"Berenzio is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Berenzio and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Berenzio, taking the cache with them..."];
- };
- case 2:
- {
- _pos = [6773,2365,0];
- _missionName = "Chernogorsk Occupation";
- _msgStart = ['#FFFF00',"Chernogorsk is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Chernogorsk and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Chernogorsk, taking the cache with them..."];
- };
- case 3:
- {
- _pos = [6079.98,7789,0];
- _missionName = "Stary Sobar Occupation";
- _msgStart = ['#FFFF00',"Stary Sobar is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Stary Sobar and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Stary Sobar, taking the cache with them..."];
- };
- };
- };
- case "altis":
- {
- _chance = floor(random 5);
- switch (_chance) do
- {
- case 0:
- {
- _pos = [12571,14337,0];
- _missionName = "Neochori Occupation";
- _msgStart = ['#FFFF00',"Neochori is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Neochori and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Neochori, taking the cache with them..."];
- };
- case 1:
- {
- _pos = [3679,13048,0];
- _missionName = "Kavala Occupation";
- _msgStart = ['#FFFF00',"Kavala is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Kavala and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Kavala, taking the cache with them..."];
- };
- case 2:
- {
- _pos = [16812,12610,0];
- _missionName = "Pyrgos Occupation";
- _msgStart = ['#FFFF00',"Pyrgos is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Pyrgos and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Pyrgos, taking the cache with them..."];
- };
- case 3:
- {
- _pos = [20885,16947,0];
- _missionName = "Paros Occupation";
- _msgStart = ['#FFFF00',"Paros is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Paros and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Paros, taking the cache with them..."];
- };
- case 4:
- {
- _pos = [25764,21344,0];
- _missionName = "Sofia Occupation";
- _msgStart = ['#FFFF00',"Sofia is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Sofia and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Sofia, taking the cache with them..."];
- };
- };
- };
- case "esseker":
- {
- _chance = floor(random 4);
- switch (_chance) do
- {
- case 0:
- {
- _pos = [1120,10279,0];
- _missionName = "Camp Spencer Occupation";
- _msgStart = ['#FFFF00',"Camp Spencer is under bandit control! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted Camp Spencer and secured the cache!"];
- _msgLOSE = ['#FF0000',"The Bandits have left Camp Spencer, taking the cache with them..."];
- };
- case 1:
- {
- _pos = [11932,7920,0];
- _missionName = "Novi Grad Occupation";
- _msgStart = ['#FFFF00',"Novi Grad is under bandit control! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Novi Grad and secured the cache!"];
- _msgLOSE = ['#FF0000',"The Bandits have left Novi Grad, taking the cache with them..."];
- };
- case 2:
- {
- _pos = [8771,5438,0];
- _missionName = "Old Essker Raid";
- _msgStart = ['#FFFF00',"Old Essker is Being occupied by bandits! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the Old Essker Ruins and secured the cache!"];
- _msgLOSE = ['#FF0000',"The bandits have left the Old Essker Ruins, taking the cache with them..."];
- };
- case 3:
- {
- _pos = [4493,3597,0];
- _missionName = "Petlov Grad Park Occupation";
- _msgStart = ['#FFFF00',"Petlov Grad Park is under bandits Occupation! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the Park and secured the cache!"];
- _msgLOSE = ['#FF0000',"The bandits have left Petlov Grad Park, taking the cache with them..."];
- };
- };
- };
- case "tanoa":
- {
- _chance = floor(random 7);
- switch (_chance) do
- {
- case 0:
- {
- _pos = [11621,2648,0];
- _missionName = "Lijnhaven Occupation";
- _msgStart = ['#FFFF00',"Lijnhaven is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Lijnhaven and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Lijnhaven, taking the cache with them..."];
- };
- case 1:
- {
- _pos = [5850,10216,0];
- _missionName = "Georgetown Occupation";
- _msgStart = ['#FFFF00',"Georgetown is under martial law! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the town of Georgetown and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left Georgetown, taking the cache with them..."];
- };
- case 2:
- {
- _pos = [8414,10331,0];
- _missionName = "Suger Company Raid";
- _msgStart = ['#FFFF00',"Tanoa Suger Company is Being Raided by bandits! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the Suger Company and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left the Suger Company, taking the cache with them..."];
- };
- case 3:
- {
- _pos = [13446,12303,0];
- _missionName = "Blue Pearl Industrial Raid";
- _msgStart = ['#FFFF00',"Blue Pearl Industrial is Being Raided by bandits! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the Blue Pearl Industrial Complex and secured the cache!"];
- _msgLOSE = ['#FF0000',"The troops have left the Blue Pearl Complex, taking the cache with them..."];
- };
- case 4:
- {
- _pos = [1812,13278,0];
- _missionName = "Forbidden Village Occupation";
- _msgStart = ['#FFFF00',"Forbidden Village is under Bandit Occupation! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted the Forbidden Village and secured the cache!"];
- _msgLOSE = ['#FF0000',"The Bandits have left the Forbidden Village, taking the cache with them..."];
- };
- case 5:
- {
- _pos = [10032,11796,0];
- _missionName = "Comms ALPHA Occupation";
- _msgStart = ['#FFFF00',"Comms ALPHA is under Bandit Occupation! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted Comms ALPHA and secured the cache!"];
- _msgLOSE = ['#FF0000',"The Bandits have left Comms ALPHA, taking the cache with them..."];
- };
- case 6:
- {
- _pos = [11157,11501,0];
- _missionName = "Comms BRAVO Occupation";
- _msgStart = ['#FFFF00',"Comms BRAVO is under Bandit Occupation! There are reports they have a large weapon cache..."];
- _msgWIN = ['#0080FF',"Convicts have successfully assaulted Comms BRAVO and secured the cache!"];
- _msgLOSE = ['#FF0000',"The Bandits have left Comms BRAVO, taking the cache with them..."];
- };
- };
- };
- default
- {
- diag_log format["DMS ERROR :: Attempting to run occupation with unsupported map: %1",worldName];
- };
- };
- if (isNil "_pos") exitWith {};
- if ([_pos,DMS_StaticMinPlayerDistance] call DMS_fnc_IsPlayerNearby) exitWith {"delay"};
- diag_log text "[DMS]: Town Occupation Mission Started";
- // Set general mission difficulty
- _difficulty = "hardcore";
- // Create AI
- _AICount = 27;
- _group1Count = ceil(_AICount/3);
- _group2Count = ceil(_AICount/3);
- _group3Count = ceil(_AICount/3);
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Get AI to defend the position
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- _group = [_pos, _group1Count, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
- [ _group,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
- _buildings = _pos nearObjects ["building", 200];
- {
- _buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
- if(count _buildingPositions > 0) then
- {
- _y = _x;
- // Find Highest Point
- _highest = [0,0,0];
- {
- if(_x select 2 > _highest select 2) then
- {
- _highest = _x;
- };
- } foreach _buildingPositions;
- _spawnPosition = _highest;
- _i = _buildingPositions find _spawnPosition;
- _wp = _group addWaypoint [_spawnPosition,0] ;
- _wp setWaypointFormation "Column";
- _wp setWaypointBehaviour "AWARE";
- _wp setWaypointCombatMode "RED";
- _wp setWaypointCompletionRadius 1;
- _wp waypointAttachObject _y;
- _wp setwaypointHousePosition _i;
- _wp setWaypointType "MOVE";
- };
- } foreach _buildings;
- if(count _buildings > 0 ) then
- {
- _wp setWaypointType "CYCLE";
- };
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- _group2 = [ _pos, _group2Count, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
- [ _group2,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
- _buildings = _pos nearObjects ["building", 100];
- {
- _buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
- if(count _buildingPositions > 0) then
- {
- _y = _x;
- // Find Highest Point
- _highest = [0,0,0];
- {
- if(_x select 2 > _highest select 2) then
- {
- _highest = _x;
- };
- } foreach _buildingPositions;
- _spawnPosition = _highest;
- _i = _buildingPositions find _spawnPosition;
- _wp2 = _group2 addWaypoint [_spawnPosition,0] ;
- _wp2 setWaypointFormation "Column";
- _wp2 setWaypointBehaviour "AWARE";
- _wp2 setWaypointCombatMode "RED";
- _wp2 setWaypointCompletionRadius 1;
- _wp2 waypointAttachObject _y;
- _wp2 setwaypointHousePosition _i;
- _wp2 setWaypointType "MOVE";
- };
- } foreach _buildings;
- if(count _buildings > 0 ) then
- {
- _wp2 setWaypointType "CYCLE";
- };
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- _group3 = [_pos, _group3Count, _difficulty, "random", _side] call DMS_fnc_SpawnAIGroup;
- [ _group3,_pos,_difficulty,"COMBAT" ] call DMS_fnc_SetGroupBehavior;
- _buildings = _pos nearObjects ["building", 100];
- {
- _buildingPositions = [_x, 10] call BIS_fnc_buildingPositions;
- if(count _buildingPositions > 0) then
- {
- _y = _x;
- // Find Highest Point
- _highest = [0,0,0];
- {
- if(_x select 2 > _highest select 2) then
- {
- _highest = _x;
- };
- } foreach _buildingPositions;
- _spawnPosition = _highest;
- _i = _buildingPositions find _spawnPosition;
- _wp3 = _group2 addWaypoint [_spawnPosition,0] ;
- _wp3 setWaypointFormation "Column";
- _wp3 setWaypointBehaviour "AWARE";
- _wp3 setWaypointCombatMode "RED";
- _wp3 setWaypointCompletionRadius 1;
- _wp3 waypointAttachObject _y;
- _wp3 setwaypointHousePosition _i;
- _wp3 setWaypointType "MOVE";
- };
- } foreach _buildings;
- if(count _buildings > 0 ) then
- {
- _wp3 setWaypointType "CYCLE";
- };
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // Get the AI to shut the fuck up :)
- enableSentences false;
- enableRadio false;
- // Create Crate
- _crate = ["I_CargoNet_01_ammo_F",_pos] call DMS_fnc_SpawnCrate;
- // Define mission-spawned AI Units
- _missionAIUnits =
- [
- [_group,_group2,_group3]
- ];
- // Define the group reinforcements
- _groupReinforcementsInfo = [];
- // Define mission-spawned objects and loot values
- _missionObjs =
- [
- [_missionAIUnits], // 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 + (random 20),100 + (random 40),15 + (random 5)]]] // weapons,items,backpacks
- ];
- // 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,_group2,_group3]
- ],
- [
- "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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